49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Dataflow/DataflowCore.h"
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#include "Dataflow/DataflowEngine.h"
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#include "GeometryCollection/ManagedArrayCollection.h"
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#include "ChaosFleshConstructTetGridNode.generated.h"
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USTRUCT(meta = (DataflowFlesh, Deprecated = "5.4"))
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struct FConstructTetGridNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FConstructTetGridNode, "TetGrid", "Flesh", "")
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DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection")
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public:
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typedef FManagedArrayCollection DataType;
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UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection"))
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FManagedArrayCollection Collection;
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "1"))
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FIntVector GridCellCount = FIntVector(10, 10, 10);
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0"))
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FVector GridDomain = FVector(10.0, 10.0, 10.0);
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UPROPERTY(EditAnywhere, Category = "Dataflow")
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bool bDiscardInteriorTriangles = true;
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FConstructTetGridNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
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: FDataflowNode(InParam, InGuid)
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{
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RegisterInputConnection(&Collection);
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RegisterOutputConnection(&Collection);
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}
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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};
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