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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 "Dataflow/DataflowEngine.h"
#include "GeometryCollection/ManagedArrayCollection.h"
#include "ChaosFleshRadialTetrahedronNode.generated.h"
class UStaticMesh;
class FFleshCollection;
// @todo(deprecate), rename to FRadialTetrahedronDataflowNode
USTRUCT(meta = (DataflowFlesh))
struct FRadialTetrahedronDataflowNodes : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FRadialTetrahedronDataflowNodes, "RadialTetrahedron", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection")
public:
typedef FManagedArrayCollection DataType;
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0"))
double InnerRadius = double(1.0);
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0"))
double OuterRadius = double(2.0);
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0"))
double Height = double(1.0);
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "2"))
int32 RadialSample = 2;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "3"))
int32 AngularSample = 4;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "2"))
int32 VerticalSample = 2;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", ClampMax = "1.0"))
double BulgeRatio = double(0.0);
UPROPERTY(EditAnywhere, Category = "Dataflow")
bool bDiscardInteriorTriangles = true;
FRadialTetrahedronDataflowNodes(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};