// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "ChaosFleshConstructTetGridNode.generated.h" USTRUCT(meta = (DataflowFlesh, Deprecated = "5.4")) struct FConstructTetGridNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FConstructTetGridNode, "TetGrid", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection") public: typedef FManagedArrayCollection DataType; UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection")) FManagedArrayCollection Collection; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "1")) FIntVector GridCellCount = FIntVector(10, 10, 10); UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0")) FVector GridDomain = FVector(10.0, 10.0, 10.0); UPROPERTY(EditAnywhere, Category = "Dataflow") bool bDiscardInteriorTriangles = true; FConstructTetGridNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterOutputConnection(&Collection); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };