// 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 "ChaosFleshCalculateTetrehedralMetricsNode.generated.h" // Generate quality metrics USTRUCT(meta = (DataflowFlesh)) struct FCalculateTetMetrics : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FCalculateTetMetrics, "AuthorTetMetrics", "Flesh", "") public: typedef FManagedArrayCollection DataType; // Passthrough geometry collection. Bindings are stored as standalone groups in the \p Collection, keyed by the name of the input render mesh and all available LOD's. UPROPERTY(meta = (DataflowInput, DataflowOutput, DataflowPassthrough = "Collection", DisplayName = "Collection")) FManagedArrayCollection Collection; FCalculateTetMetrics(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterOutputConnection(&Collection, &Collection); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };