53 lines
1.9 KiB
C++
53 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/DataflowCore.h"
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#include "Dataflow/DataflowEngine.h"
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#include "ChaosFleshGenerateOriginInsertionNode.generated.h"
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//Given two sets of vertex indices, generate two sets of vertex indices for origins and insertions that are within X distance away.
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USTRUCT(meta = (DataflowFlesh))
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struct FGenerateOriginInsertionNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FGenerateOriginInsertionNode, "GenerateOriginInsertion", "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, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
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FManagedArrayCollection Collection;
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UPROPERTY(meta = (DataflowInput, DisplayName = "OriginIndicesIn"))
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TArray<int32> OriginIndicesIn;
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UPROPERTY(meta = (DataflowInput, DisplayName = "InsertionIndicesIn"))
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TArray<int32> InsertionIndicesIn;
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UPROPERTY(meta = (DataflowOutput, DisplayName = "OriginIndicesOut"))
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TArray<int32> OriginIndicesOut;
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UPROPERTY(meta = (DataflowOutput, DisplayName = "InsertionIndicesOut"))
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TArray<int32> InsertionIndicesOut;
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UPROPERTY(EditAnywhere, Category = "Dataflow")
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float Radius = float(1);
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FGenerateOriginInsertionNode(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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RegisterInputConnection(&OriginIndicesIn);
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RegisterInputConnection(&InsertionIndicesIn);
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RegisterOutputConnection(&Collection, &Collection);
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RegisterOutputConnection(&OriginIndicesOut);
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RegisterOutputConnection(&InsertionIndicesOut);
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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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