// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "ChaosFleshNodesUtility.generated.h" struct FManagedArrayCollection; UENUM() enum TetMeshingMethod : int { IsoStuffing UMETA(DisplayName = "IsoStuffing"), TetWild UMETA(DisplayName = "TetWild"), }; UENUM(BlueprintType) enum class ESkeletalSeletionMode : uint8 { Dataflow_SkeletalSelection_Single UMETA(DisplayName = "Single"), Dataflow_SkeletalSelection_Branch UMETA(DisplayName = "Sub-Branch"), // Chaos_Max UMETA(Hidden) }; namespace UE::Dataflow { TArray CHAOSFLESHNODES_API GetSurfaceTriangles(const TArray& Tets, const bool bKeepInterior); /** * GetMatchingMeshIndices * Find matching geometry names in the collection. If MeshNames is empty return all the geometry indices. * @param MeshNames : List of name to match, or empty for all indices * @param Collection : Collection to search */ TArray CHAOSFLESHNODES_API GetMatchingMeshIndices(const TArray& MeshNames, const FManagedArrayCollection* InCollection); }