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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

65 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ChaosClothAsset/ReferenceBoneNode.h"
#include "ChaosClothAsset/ClothEngineTools.h"
#include "ChaosClothAsset/CollectionClothFacade.h"
#include "Engine/SkeletalMesh.h"
#include "ReferenceSkeleton.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(ReferenceBoneNode)
#define LOCTEXT_NAMESPACE "ChaosClothAssetReferenceBoneNode"
FChaosClothAssetReferenceBoneNode::FChaosClothAssetReferenceBoneNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid)
: FDataflowNode(InParam, InGuid)
, CalculateDefaultReferenceBone(FDataflowFunctionProperty::FDelegate::CreateRaw(this, &FChaosClothAssetReferenceBoneNode::OnCalculateDefaultReferenceBone))
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
}
void FChaosClothAssetReferenceBoneNode::Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const
{
using namespace UE::Chaos::ClothAsset;
if (Out->IsA<FManagedArrayCollection>(&Collection))
{
using namespace UE::Chaos::ClothAsset;
// Evaluate in collection
FManagedArrayCollection InCollection = GetValue<FManagedArrayCollection>(Context, &Collection);
const TSharedRef<FManagedArrayCollection> ClothCollection = MakeShared<FManagedArrayCollection>(MoveTemp(InCollection));
// Always check for a valid cloth collection/facade/sim mesh to avoid processing non cloth collections or pure render mesh cloth assets
FCollectionClothFacade ClothFacade(ClothCollection);
if (ClothFacade.IsValid() && ClothFacade.HasValidData())
{
ClothFacade.SetReferenceBoneName(ReferenceBone.Name);
}
SetValue(Context, MoveTemp(*ClothCollection), &Collection);
}
}
void FChaosClothAssetReferenceBoneNode::OnCalculateDefaultReferenceBone(UE::Dataflow::FContext& Context)
{
using namespace UE::Chaos::ClothAsset;
ReferenceBone.Name = NAME_None;
FManagedArrayCollection InCollection = GetValue<FManagedArrayCollection>(Context, &Collection);
const TSharedRef<FManagedArrayCollection> ClothCollection = MakeShared<FManagedArrayCollection>(MoveTemp(InCollection));
FCollectionClothConstFacade ClothFacade(ClothCollection);
const FSoftObjectPath& SkeletalMeshPathName = ClothFacade.GetSkeletalMeshSoftObjectPathName();
if (const USkeletalMesh* const SkeletalMesh = Cast<USkeletalMesh>(SkeletalMeshPathName.TryLoad()))
{
const FReferenceSkeleton& RefSkeleton = SkeletalMesh->GetRefSkeleton();
const int32 ReferenceBoneIndex = FClothEngineTools::CalculateReferenceBoneIndex(ClothCollection, RefSkeleton);
if (RefSkeleton.GetRawRefBoneInfo().IsValidIndex(ReferenceBoneIndex))
{
ReferenceBone.Name = RefSkeleton.GetRawRefBoneInfo()[ReferenceBoneIndex].Name;
}
}
}
#undef LOCTEXT_NAMESPACE