Files
UnrealEngine/Engine/Plugins/Experimental/ChaosFlesh/Source/ChaosFleshNodes/Public/Dataflow/ChaosFleshSetVertexVertexPositionTargetBindingNode.h
2025-05-18 13:04:45 +08:00

46 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowCore.h"
#include "Dataflow/DataflowEngine.h"
#include "ChaosFleshSetVertexVertexPositionTargetBindingNode.generated.h"
USTRUCT(meta = (DataflowFlesh))
struct FSetVertexVertexPositionTargetBindingDataflowNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FSetVertexVertexPositionTargetBindingDataflowNode, "SetVertexVertexPositionTargetBinding", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection")
public:
typedef FManagedArrayCollection DataType;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float RadiusRatio = .1f;
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(meta = (DataflowInput, DisplayName = "TargetIndicesIn"))
TArray<int32> TargetIndicesIn;
UPROPERTY(EditAnywhere, Category = "Dataflow")
float PositionTargetStiffness = 10000.f;
FSetVertexVertexPositionTargetBindingDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
RegisterInputConnection(&TargetIndicesIn);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};