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

53 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowCore.h"
#include "Dataflow/DataflowEngine.h"
#include "ChaosFleshGenerateOriginInsertionNode.generated.h"
//Given two sets of vertex indices, generate two sets of vertex indices for origins and insertions that are within X distance away.
USTRUCT(meta = (DataflowFlesh))
struct FGenerateOriginInsertionNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FGenerateOriginInsertionNode, "GenerateOriginInsertion", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection")
public:
//typedef FManagedArrayCollection DataType;
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(meta = (DataflowInput, DisplayName = "OriginIndicesIn"))
TArray<int32> OriginIndicesIn;
UPROPERTY(meta = (DataflowInput, DisplayName = "InsertionIndicesIn"))
TArray<int32> InsertionIndicesIn;
UPROPERTY(meta = (DataflowOutput, DisplayName = "OriginIndicesOut"))
TArray<int32> OriginIndicesOut;
UPROPERTY(meta = (DataflowOutput, DisplayName = "InsertionIndicesOut"))
TArray<int32> InsertionIndicesOut;
UPROPERTY(EditAnywhere, Category = "Dataflow")
float Radius = float(1);
FGenerateOriginInsertionNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterInputConnection(&OriginIndicesIn);
RegisterInputConnection(&InsertionIndicesIn);
RegisterOutputConnection(&Collection, &Collection);
RegisterOutputConnection(&OriginIndicesOut);
RegisterOutputConnection(&InsertionIndicesOut);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};