// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "ChaosFleshGenerateOriginInsertionNode.generated.h" //Given two sets of vertex indices, generate two sets of vertex indices for origins and insertions that are within X distance away. USTRUCT(meta = (DataflowFlesh)) struct FGenerateOriginInsertionNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FGenerateOriginInsertionNode, "GenerateOriginInsertion", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection") public: //typedef FManagedArrayCollection DataType; UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; UPROPERTY(meta = (DataflowInput, DisplayName = "OriginIndicesIn")) TArray OriginIndicesIn; UPROPERTY(meta = (DataflowInput, DisplayName = "InsertionIndicesIn")) TArray InsertionIndicesIn; UPROPERTY(meta = (DataflowOutput, DisplayName = "OriginIndicesOut")) TArray OriginIndicesOut; UPROPERTY(meta = (DataflowOutput, DisplayName = "InsertionIndicesOut")) TArray InsertionIndicesOut; UPROPERTY(EditAnywhere, Category = "Dataflow") float Radius = float(1); FGenerateOriginInsertionNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterInputConnection(&OriginIndicesIn); RegisterInputConnection(&InsertionIndicesIn); RegisterOutputConnection(&Collection, &Collection); RegisterOutputConnection(&OriginIndicesOut); RegisterOutputConnection(&InsertionIndicesOut); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };