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2025-05-18 13:04:45 +08:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowCore.h"
#include "Dataflow/DataflowEngine.h"
#include "GeometryCollection/ManagedArrayCollection.h"
#include "ChaosFleshConstructTetGridNode.generated.h"
USTRUCT(meta = (DataflowFlesh, Deprecated = "5.4"))
struct FConstructTetGridNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FConstructTetGridNode, "TetGrid", "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 = "1"))
FIntVector GridCellCount = FIntVector(10, 10, 10);
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0"))
FVector GridDomain = FVector(10.0, 10.0, 10.0);
UPROPERTY(EditAnywhere, Category = "Dataflow")
bool bDiscardInteriorTriangles = true;
FConstructTetGridNode(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;
};