Files
2025-05-18 13:04:45 +08:00

44 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowCore.h"
#include "Dataflow/DataflowEngine.h"
#include "Dataflow/DataflowSelection.h"
#include "ChaosFleshGetSurfaceIndicesNode.generated.h"
USTRUCT(meta = (DataflowFlesh))
struct FGetSurfaceIndicesNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FGetSurfaceIndicesNode, "GetSurfaceIndices", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection")
public:
UPROPERTY(meta = (DataflowInput, DisplayName = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(meta = (DataflowInput, DisplayName = "GeometryGroupGuidsIn"))
TArray<FString> GeometryGroupGuidsIn;
UPROPERTY(meta = (DataflowOutput, DisplayName = "SurfaceVertexSelection"))
FDataflowVertexSelection SurfaceVertexSelection;
FGetSurfaceIndicesNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterInputConnection(&GeometryGroupGuidsIn);
RegisterOutputConnection(&SurfaceVertexSelection);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};
namespace UE::Dataflow
{
void RegisterChaosFleshEngineAssetNodes();
}