40 lines
1.1 KiB
C++
40 lines
1.1 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 "ChaosFleshNodesUtility.generated.h"
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struct FManagedArrayCollection;
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UENUM()
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enum TetMeshingMethod : int
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{
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IsoStuffing UMETA(DisplayName = "IsoStuffing"),
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TetWild UMETA(DisplayName = "TetWild"),
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};
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UENUM(BlueprintType)
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enum class ESkeletalSeletionMode : uint8
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{
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Dataflow_SkeletalSelection_Single UMETA(DisplayName = "Single"),
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Dataflow_SkeletalSelection_Branch UMETA(DisplayName = "Sub-Branch"),
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//
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Chaos_Max UMETA(Hidden)
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};
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namespace UE::Dataflow
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{
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TArray<FIntVector3> CHAOSFLESHNODES_API GetSurfaceTriangles(const TArray<FIntVector4>& Tets, const bool bKeepInterior);
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/**
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* GetMatchingMeshIndices
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* Find matching geometry names in the collection. If MeshNames is empty return all the geometry indices.
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* @param MeshNames : List of name to match, or empty for all indices
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* @param Collection : Collection to search
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*/
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TArray<int32> CHAOSFLESHNODES_API GetMatchingMeshIndices(const TArray<FString>& MeshNames, const FManagedArrayCollection* InCollection);
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}
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