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

100 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ClothingSimulationInteractor.h"
#include "ClothingAssetBase.h"
#include "ClothingSimulationInterface.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(ClothingSimulationInteractor)
void UClothingSimulationInteractor::CreateClothingInteractor(const UClothingAssetBase* ClothingAsset, int32 ClothingId)
{
if (ClothingAsset)
{
if (UClothingInteractor* const ClothingInteractor = CreateClothingInteractor())
{
ClothingInteractor->ClothingId = ClothingId;
ClothingInteractors.Emplace(ClothingAsset->GetName(), ClothingInteractor);
}
}
}
void UClothingSimulationInteractor::DestroyClothingInteractors()
{
ClothingInteractors.Reset();
}
UClothingInteractor* UClothingSimulationInteractor::GetClothingInteractor(const FName ClothingAssetName) const
{
if (const TObjectPtr<UClothingInteractor>* ClothingInteractor = ClothingInteractors.Find(ClothingAssetName))
{
return *ClothingInteractor;
}
// Returning the default object will still make this a valid ClothingInteractor pointer, but one with no type or interface
return UClothingInteractor::StaticClass()->GetDefaultObject<UClothingInteractor>();
}
void UClothingSimulationInteractor::Sync(IClothingSimulationInterface* Simulation, const IClothingSimulationContext* Context)
{
if (Simulation)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS // UE_DEPRECATED(5.7, "Use IClothingSimulationInterface instead.")
if (Simulation->DynamicCastToIClothingSimulation())
{
Sync(Simulation->DynamicCastToIClothingSimulation(), Context);
return;
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
LastNumCloths = Simulation->GetNumCloths();
LastNumKinematicParticles = Simulation->GetNumKinematicParticles();
LastNumDynamicParticles = Simulation->GetNumDynamicParticles();
LastNumIterations = Simulation->GetNumIterations();
LastNumSubsteps = Simulation->GetNumSubsteps();
LastSimulationTime = Simulation->GetSimulationTime();
for (const TPair<FName, TObjectPtr<UClothingInteractor>>& ClothingInteractor : UClothingSimulationInteractor::ClothingInteractors)
{
if (ClothingInteractor.Value)
{
ClothingInteractor.Value->Sync(Simulation);
}
}
}
else
{
LastNumCloths = 0;
LastNumKinematicParticles = 0;
LastNumDynamicParticles = 0;
LastNumIterations = 0;
LastNumSubsteps = 0;
LastSimulationTime = 0.f;
}
}
PRAGMA_DISABLE_DEPRECATION_WARNINGS // UE_DEPRECATED(5.7, "Use IClothingSimulationInterface instead.")
void UClothingSimulationInteractor::Sync(IClothingSimulation* Simulation, IClothingSimulationContext* /*Context*/) // TODO: 5.9 remove pragmas and replace IClothingSimulation with IClothingSimulationInterface
{
if (Simulation)
{
LastNumCloths = Simulation->GetNumCloths();
LastNumKinematicParticles = Simulation->GetNumKinematicParticles();
LastNumDynamicParticles = Simulation->GetNumDynamicParticles();
LastNumIterations = Simulation->GetNumIterations();
LastNumSubsteps = Simulation->GetNumSubsteps();
LastSimulationTime = Simulation->GetSimulationTime();
for (const auto& ClothingInteractor : UClothingSimulationInteractor::ClothingInteractors)
{
if (ClothingInteractor.Value)
{
ClothingInteractor.Value->Sync(static_cast<IClothingSimulationInterface*>(Simulation)); // TODO: 5.9 remove cast to use the correct interface
}
}
}
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS