// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowEngine.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "ChaosFleshRadialTetrahedronNode.generated.h" class UStaticMesh; class FFleshCollection; // @todo(deprecate), rename to FRadialTetrahedronDataflowNode USTRUCT(meta = (DataflowFlesh)) struct FRadialTetrahedronDataflowNodes : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FRadialTetrahedronDataflowNodes, "RadialTetrahedron", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection") public: typedef FManagedArrayCollection DataType; UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection")) FManagedArrayCollection Collection; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0")) double InnerRadius = double(1.0); UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0")) double OuterRadius = double(2.0); UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0")) double Height = double(1.0); UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "2")) int32 RadialSample = 2; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "3")) int32 AngularSample = 4; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "2")) int32 VerticalSample = 2; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", ClampMax = "1.0")) double BulgeRatio = double(0.0); UPROPERTY(EditAnywhere, Category = "Dataflow") bool bDiscardInteriorTriangles = true; FRadialTetrahedronDataflowNodes(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; };