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UnrealEngine/Engine/Plugins/Experimental/ChaosFlesh/Source/ChaosFleshDeprecatedNodes/Public/Dataflow/ChaosFleshKinematicTetrahedralConstraintNode.h
2025-05-18 13:04:45 +08:00

44 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowCore.h"
#include "Dataflow/DataflowEngine.h"
#include "ChaosFleshKinematicTetrahedralConstraintNode.generated.h"
class USkeletalMesh;
// @todo(deprecate), rename to FKinematicTetrahedralConstraintDataflowNode
// ... This should really be a mode on the KinematicConstraint.
USTRUCT(meta = (DataflowFlesh, Deprecated = "5.4"))
struct FKinematicTetrahedralBindingsDataflowNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FKinematicTetrahedralBindingsDataflowNode, "KinematicTetrahedralBindings", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection")
public:
typedef FManagedArrayCollection DataType;
UPROPERTY(meta = (DataflowInput, DisplayName = "SkeletalMesh"))
TObjectPtr<USkeletalMesh> SkeletalMeshIn = nullptr;
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(EditAnywhere, Category = "Dataflow")
FString ExclusionList = "twist foo";
FKinematicTetrahedralBindingsDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&SkeletalMeshIn);
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};