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

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C++

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