Files
UnrealEngine/Engine/Plugins/ChaosClothAssetEditor/Source/ChaosClothAssetDataflowNodes/Private/ChaosClothAsset/BindToRootBoneNode.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

39 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ChaosClothAsset/BindToRootBoneNode.h"
#include "ChaosClothAsset/ClothGeometryTools.h"
#include "ChaosClothAsset/CollectionClothFacade.h"
#include "Dataflow/DataflowInputOutput.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(BindToRootBoneNode)
#define LOCTEXT_NAMESPACE "ChaosClothAssetBindToRootBoneNode"
FChaosClothAssetBindToRootBoneNode::FChaosClothAssetBindToRootBoneNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid)
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
}
void FChaosClothAssetBindToRootBoneNode::Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const
{
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));
if (FCollectionClothFacade(ClothCollection).IsValid()) // Can only act on the collection if it is a valid cloth collection
{
FClothGeometryTools::BindMeshToRootBone(ClothCollection, bBindSimMesh, bBindRenderMesh);
}
SetValue(Context, MoveTemp(*ClothCollection), &Collection);
}
}
#undef LOCTEXT_NAMESPACE