110 lines
4.3 KiB
C++
110 lines
4.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Dataflow/DataflowCore.h"
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#include "Dataflow/DataflowEngine.h"
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#include "ChaosFleshSetFleshBonePositionTargetBindingNode.generated.h"
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class USkeletalMesh;
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UENUM(BlueprintType)
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enum class ESkeletalBindingMode : uint8
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{
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Dataflow_SkeletalBinding_Kinematic UMETA(DisplayName = "Kinematic"),
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Dataflow_SkeletalBinding_PositionTarget UMETA(DisplayName = "Position Target"),
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//
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Chaos_Max UMETA(Hidden)
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};
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/**
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* Deprecated in 5.6 to support fixed distance search radius and improve binding method.
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*/
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USTRUCT(meta = (Deprecated = "5.6"))
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struct FSetFleshBonePositionTargetBindingDataflowNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FSetFleshBonePositionTargetBindingDataflowNode, "SetFleshBonePositionTargetBinding", "Flesh", "")
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DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection")
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public:
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UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
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FManagedArrayCollection Collection;
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UPROPERTY(EditAnywhere, Category = "Dataflow")
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ESkeletalBindingMode SkeletalBindingMode = ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget;
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", EditCondition = "SkeletalBindingMode == ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget", EditConditionHides))
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float PositionTargetStiffness = 10000.f;
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "SkeletalMesh"))
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TObjectPtr<USkeletalMesh> SkeletalMeshIn = nullptr;
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", ClampMax = "2.0", UIMin = "0.0", UIMax = "2.0"))
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float VertexRadiusRatio = .001f;
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FSetFleshBonePositionTargetBindingDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
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: FDataflowNode(InParam, InGuid)
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{
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RegisterInputConnection(&Collection);
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RegisterInputConnection(&SkeletalMeshIn);
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RegisterOutputConnection(&Collection, &Collection);
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}
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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};
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/**
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* Binds vertices from Collection to bone skeletal mesh surface via kinematic or weak constraints.
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*/
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USTRUCT(meta = (DataflowFlesh))
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struct FSetFleshBonePositionTargetBindingDataflowNode_v2 : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FSetFleshBonePositionTargetBindingDataflowNode_v2, "SetFleshBonePositionTargetBinding", "Flesh", "")
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DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection")
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public:
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FSetFleshBonePositionTargetBindingDataflowNode_v2(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
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: FDataflowNode(InParam, InGuid)
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{
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RegisterInputConnection(&Collection);
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RegisterInputConnection(&SkeletalMeshIn);
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RegisterInputConnection(&VertexSelection);
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RegisterOutputConnection(&Collection, &Collection);
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}
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private:
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UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
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FManagedArrayCollection Collection;
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UPROPERTY(EditAnywhere, Category = "Dataflow")
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ESkeletalBindingMode SkeletalBindingMode = ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget;
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", EditCondition = "SkeletalBindingMode == ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget", EditConditionHides))
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float PositionTargetStiffness = 10000.f;
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "SkeletalMesh"))
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TObjectPtr<USkeletalMesh> SkeletalMeshIn = nullptr;
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/** (optional) only create kinematic/weak constraints on vertices in the VertexSelection */
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UPROPERTY(meta = (DataflowInput, DisplayName = "(Optional) VertexSelection"))
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FDataflowVertexSelection VertexSelection;
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/**
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* Collection vertices are bound to their closest skeletal mesh vertices within the search radius
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*/
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0"))
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float SearchRadius = 0.f;
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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};
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namespace UE::Dataflow
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{
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void RegisterChaosFleshPositionTargetInitializationNodes();
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}
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