44 lines
1.5 KiB
C++
44 lines
1.5 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 "ChaosFleshKinematicTetrahedralConstraintNode.generated.h"
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class USkeletalMesh;
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// @todo(deprecate), rename to FKinematicTetrahedralConstraintDataflowNode
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// ... This should really be a mode on the KinematicConstraint.
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USTRUCT(meta = (DataflowFlesh, Deprecated = "5.4"))
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struct FKinematicTetrahedralBindingsDataflowNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FKinematicTetrahedralBindingsDataflowNode, "KinematicTetrahedralBindings", "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, DisplayName = "SkeletalMesh"))
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TObjectPtr<USkeletalMesh> SkeletalMeshIn = nullptr;
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UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
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FManagedArrayCollection Collection;
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UPROPERTY(EditAnywhere, Category = "Dataflow")
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FString ExclusionList = "twist foo";
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FKinematicTetrahedralBindingsDataflowNode(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(&SkeletalMeshIn);
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RegisterInputConnection(&Collection);
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RegisterOutputConnection(&Collection, &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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