// 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 "ChaosFleshSetFleshDefaultPropertiesNode.generated.h" USTRUCT(meta = (DataflowFlesh)) struct FSetFleshDefaultPropertiesNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FSetFleshDefaultPropertiesNode, "SetFleshDefaultProperties", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection") public: UPROPERTY(EditAnywhere, Category = "Dataflow") float Density = 1.f; UPROPERTY(EditAnywhere, Category = "Dataflow") float VertexStiffness = 1e6; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0")) float VertexDamping = 0.f; /*Sets incompressibility on vertex basis. 0.6 is default behavior. 1 means absolutely incompressible. 0 means no incompressibility constraint on the material */ UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.00001", ClampMax = "1.0", UIMin = "0.00001", UIMax = "1.0")) float VertexIncompressibility = 0.6f; /*Sets inflation on vertex basis. 0.5 means no inflation/deflation. 1 means inflation to 2X volume on each dimension. 0 means the material is deflated to 0 volume.*/ UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.00001", UIMin = "0.00001")) float VertexInflation = 0.5f; UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; FSetFleshDefaultPropertiesNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterOutputConnection(&Collection, &Collection); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };