40 lines
1.4 KiB
C++
40 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Dataflow/DataflowNode.h"
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#include "GeometryCollection/ManagedArrayCollection.h"
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#include "BindToRootBoneNode.generated.h"
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_5
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namespace Dataflow = UE::Dataflow;
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#else
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namespace UE_DEPRECATED(5.5, "Use UE::Dataflow instead.") Dataflow {}
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#endif
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/** Bind an entire mesh to the single root bone of the current skeleton set on the cloth collection. */
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USTRUCT(Meta = (DataflowCloth))
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struct FChaosClothAssetBindToRootBoneNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetBindToRootBoneNode, "BindToRootBone", "Cloth", "Cloth Bind Skinning Weights To Root Bone")
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DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection")
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public:
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UPROPERTY(Meta = (Dataflowinput, DataflowOutput, DataflowPassthrough = "Collection"))
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FManagedArrayCollection Collection;
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/** Whether to bind the simulation mesh. */
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UPROPERTY(EditAnywhere, Category = "Bind To Root Bone")
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bool bBindSimMesh = true;
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/** Whether to bind the render mesh. */
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UPROPERTY(EditAnywhere, Category = "Bind To Root Bone")
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bool bBindRenderMesh = true;
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FChaosClothAssetBindToRootBoneNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
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private:
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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};
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