44 lines
1.3 KiB
C++
44 lines
1.3 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 "Dataflow/DataflowSelection.h"
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#include "ChaosFleshGetSurfaceIndicesNode.generated.h"
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USTRUCT(meta = (DataflowFlesh))
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struct FGetSurfaceIndicesNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FGetSurfaceIndicesNode, "GetSurfaceIndices", "Flesh", "")
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DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection")
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public:
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UPROPERTY(meta = (DataflowInput, DisplayName = "Collection"))
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FManagedArrayCollection Collection;
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UPROPERTY(meta = (DataflowInput, DisplayName = "GeometryGroupGuidsIn"))
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TArray<FString> GeometryGroupGuidsIn;
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UPROPERTY(meta = (DataflowOutput, DisplayName = "SurfaceVertexSelection"))
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FDataflowVertexSelection SurfaceVertexSelection;
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FGetSurfaceIndicesNode(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(&GeometryGroupGuidsIn);
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RegisterOutputConnection(&SurfaceVertexSelection);
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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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namespace UE::Dataflow
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{
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void RegisterChaosFleshEngineAssetNodes();
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}
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