61 lines
1.9 KiB
C++
61 lines
1.9 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/ChaosFleshNodesUtility.h"
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#include "Dataflow/DataflowCore.h"
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#include "Dataflow/DataflowEngine.h"
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#include "ChaosFleshAddKinematicParticlesNode.generated.h"
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class USkeletalMesh;
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USTRUCT(meta = (DataflowFlesh))
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struct FAddKinematicParticlesDataflowNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FAddKinematicParticlesDataflowNode, "AddKinematicParticles", "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(EditAnywhere, Category = "Dataflow")
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FTransform Transform;
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UPROPERTY(EditAnywhere, Category = "Dataflow")
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ESkeletalSeletionMode SkeletalSelectionMode = ESkeletalSeletionMode::Dataflow_SkeletalSelection_Single;
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UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
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FManagedArrayCollection Collection;
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UPROPERTY(meta = (DataflowInput, DisplayName = "SkeletalMesh"))
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TObjectPtr<USkeletalMesh> SkeletalMeshIn;
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UPROPERTY(meta = (DataflowInput, DisplayName = "SelectionSet"))
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TArray<int32> VertexIndicesIn;
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UPROPERTY(meta = (DataflowInput, DisplayName = "BoneIndex"))
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int32 BoneIndexIn = 0;
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UPROPERTY(meta = (DataflowOutput, DisplayName = "TargetIndices"))
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TArray<int32> TargetIndicesOut;
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FAddKinematicParticlesDataflowNode(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, &Collection);
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RegisterInputConnection(&SkeletalMeshIn);
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RegisterInputConnection(&VertexIndicesIn);
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RegisterInputConnection(&BoneIndexIn);
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RegisterOutputConnection(&TargetIndicesOut);
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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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