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

54 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowEngine.h"
#include "GeometryCollection/ManagedArrayCollection.h"
#include "Dataflow/ChaosFleshNodesUtility.h"
#include "ChaosFleshTriangleMeshSimulationPropertiesNode.generated.h"
/*
Convert tetmesh to simulate using surface traingle mesh only
*/
USTRUCT(meta = (DataflowFlesh))
struct FTriangleMeshSimulationPropertiesDataflowNodes : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FTriangleMeshSimulationPropertiesDataflowNodes, "TriangleMeshSimulationProperties", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection")
public:
typedef FManagedArrayCollection DataType;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DisplayName = "MeshNames"))
TArray<FString> MeshNames;
UPROPERTY(EditAnywhere, Category = "Dataflow")
float TriangleMeshDensity = 1.f;
UPROPERTY(EditAnywhere, Category = "Dataflow")
float VertexTriangleMeshStiffness = 1e6;
UPROPERTY(EditAnywhere, Category = "Dataflow")
float VertexTriangleMeshDamping = 0.f;
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection"))
FManagedArrayCollection Collection;
FTriangleMeshSimulationPropertiesDataflowNodes(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;
};