39 lines
1.2 KiB
C++
39 lines
1.2 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 "ChaosFleshCalculateTetrehedralMetricsNode.generated.h"
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// Generate quality metrics
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USTRUCT(meta = (DataflowFlesh))
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struct FCalculateTetMetrics : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FCalculateTetMetrics, "AuthorTetMetrics", "Flesh", "")
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public:
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typedef FManagedArrayCollection DataType;
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// Passthrough geometry collection. Bindings are stored as standalone groups in the \p Collection, keyed by the name of the input render mesh and all available LOD's.
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UPROPERTY(meta = (DataflowInput, DataflowOutput, DataflowPassthrough = "Collection", DisplayName = "Collection"))
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FManagedArrayCollection Collection;
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FCalculateTetMetrics(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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}
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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};
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