Files
UnrealEngine/Engine/Plugins/Runtime/HairStrands/Source/HairStrandsDataflow/Public/BuildGroomSkinningNodes.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

120 lines
4.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GroomAsset.h"
#include "ChaosLog.h"
#include "Dataflow/DataflowConnectionTypes.h"
#include "Dataflow/DataflowCore.h"
#include "GeometryCollection/Facades/CollectionVertexBoneWeightsFacade.h"
#include "GetGroomAssetNode.h"
#include "BuildGroomSkinningNodes.generated.h"
namespace UE::Groom::Private
{
/** Retrieve the bone indices key */
FCollectionAttributeKey GetBoneIndicesKey();
/** Retrieve the bone weights key */
FCollectionAttributeKey GetBoneWeightsKey();
}
/** Build the curves skinning by transferring the indices weights from a skelmesh */
USTRUCT(meta = (Experimental, DataflowGroom, Deprecated="5.7"))
struct UE_DEPRECATED(5.7, "Use the newer version of this node instead.") FTransferSkinWeightsGroomNode : public FDataflowNode
{
GENERATED_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FTransferSkinWeightsGroomNode, "TransferSkinWeights", "Groom", "")
public:
FTransferSkinWeightsGroomNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
private:
//~ Begin FDataflowNode interface
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
//~ End FDataflowNode interface
/** Managed array collection to be used to store datas */
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
/** SkeletalMesh used to transfer the skinning weights. Will be stored onto the groom asset */
UPROPERTY(EditAnywhere, Category="Skeletal Mesh", meta = (DataflowInput, DataflowOutput, DataflowPassthrough = "SkeletalMesh"))
TObjectPtr<USkeletalMesh> SkeletalMesh = nullptr;
/** LOD used to transfer the weights */
UPROPERTY(EditAnywhere, Category="Skeletal Mesh", meta = (DisplayName = "LOD Index"))
int32 LODIndex = 0;
/** Group index on which the dats will be transfered. -1 will transfer on all the groups */
UPROPERTY(EditAnywhere, Category="Groom Groups", meta = (DisplayName = "Group Index"))
int32 GroupIndex = INDEX_NONE;
/** The relative transform between the skeletal mesh and the groom asset. */
UPROPERTY(EditAnywhere, Category = "Skeletal Mesh")
FTransform RelativeTransform;
/** Type of curves to use to fill the groom collection (guides/strands) */
UPROPERTY(EditAnywhere, Category = "Groom Groups", meta = (DisplayName = "Curves Type"))
EGroomCollectionType CurvesType = EGroomCollectionType::Guides;
/** Bone indices key to be used in other nodes if necessary */
UPROPERTY(meta = (DisplayName = "Bone Indices", DataflowOutput))
FCollectionAttributeKey BoneIndicesKey;
/** Bone weights key to be used in other nodes if necessary */
UPROPERTY(meta = (DisplayName = "Bone Weights", DataflowOutput))
FCollectionAttributeKey BoneWeightsKey;
};
/** Build the curves skinning by transferring the indices weights from a skelmesh geometry */
USTRUCT(meta = (Experimental, DataflowGroom))
struct FTransferGeometrySkinWeightsDataflowNode : public FDataflowNode
{
GENERATED_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FTransferGeometrySkinWeightsDataflowNode, "TransferLinearSkinWeights", "Groom", "")
public:
FTransferGeometrySkinWeightsDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
private:
//~ Begin FDataflowNode interface
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
//~ End FDataflowNode interface
/** Managed array collection to be used to store datas */
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection", DataflowRenderGroups = "Surface"))
FManagedArrayCollection Collection;
/** Vertex selection to focus the geometry transfer spatially */
UPROPERTY(meta = (DataflowInput, DisplayName = "Vertex Selection"))
FDataflowVertexSelection VertexSelection;
/** SkeletalMesh used to transfer the skinning weights. Will be stored onto the groom asset */
UPROPERTY(EditAnywhere, Category="Skeletal Mesh", meta = (DataflowInput, DataflowPassthrough = "SkeletalMesh"))
TObjectPtr<USkeletalMesh> SkeletalMesh = nullptr;
/** LOD used to transfer the weights */
UPROPERTY(EditAnywhere, Category="Skeletal Mesh", meta = (DataflowInput, DisplayName = "LOD Index"))
int32 LODIndex = 0;
/** The relative transform between the skeletal mesh and the groom asset. */
UPROPERTY(EditAnywhere, Category = "Skeletal Mesh", meta = (DataflowInput, DisplayName = "Relative Transform"))
FTransform RelativeTransform;
/** Bone indices key to be used in other nodes if necessary */
UPROPERTY(meta = (DisplayName = "Bone Indices", DataflowOutput))
FCollectionAttributeKey BoneIndicesKey;
/** Bone weights key to be used in other nodes if necessary */
UPROPERTY(meta = (DisplayName = "Bone Weights", DataflowOutput))
FCollectionAttributeKey BoneWeightsKey;
};