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