// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "GroomAsset.h" #include "ChaosLog.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "SmoothGuidesCurvesNode.generated.h" /** Smooth the guides for more stable simulation */ USTRUCT(meta = (Experimental, DataflowGroom)) struct FSmoothGuidesCurvesDataflowNode : public FDataflowNode { GENERATED_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FSmoothGuidesCurvesDataflowNode, "SmoothGuidesCurves", "Groom", "") DATAFLOW_NODE_RENDER_TYPE("GuidesRender", FName("FGroomCollection"), "Collection") public: FSmoothGuidesCurvesDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterOutputConnection(&Collection, &Collection); } //~ Begin FDataflowNode interface virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; //~ End FDataflowNode interface /** Managed array collection to be used to store data */ UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; /** Smoothing factor between 0 and 1 */ UPROPERTY(EditAnywhere, Category="Geometry", meta = (DisplayName = "Smoothing Factor", ClampMin="0", ClampMax="1", UIMin="0", UIMax="1")) float SmoothingFactor = 0.0f; };