// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowEngine.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "Dataflow/ChaosFleshNodesUtility.h" #include "ChaosFleshTriangleMeshSimulationPropertiesNode.generated.h" /* Convert tetmesh to simulate using surface traingle mesh only */ USTRUCT(meta = (DataflowFlesh)) struct FTriangleMeshSimulationPropertiesDataflowNodes : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FTriangleMeshSimulationPropertiesDataflowNodes, "TriangleMeshSimulationProperties", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection") public: typedef FManagedArrayCollection DataType; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DisplayName = "MeshNames")) TArray MeshNames; UPROPERTY(EditAnywhere, Category = "Dataflow") float TriangleMeshDensity = 1.f; UPROPERTY(EditAnywhere, Category = "Dataflow") float VertexTriangleMeshStiffness = 1e6; UPROPERTY(EditAnywhere, Category = "Dataflow") float VertexTriangleMeshDamping = 0.f; UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection")) FManagedArrayCollection Collection; FTriangleMeshSimulationPropertiesDataflowNodes(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; };