48 lines
1.8 KiB
C++
48 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Dataflow/DataflowCollectionAttributeKeyNodes.h"
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#include "Dataflow/DataflowNode.h"
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#include "GeometryCollection/GeometryCollection.h"
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#include "GeometryCollection/ManagedArrayCollection.h"
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#include "GeometryCollectionVertexScalarToVertexIndicesNode.generated.h"
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_5
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namespace Dataflow = UE::Dataflow;
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#else
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namespace UE_DEPRECATED(5.5, "Use UE::Dataflow instead.") Dataflow {}
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#endif
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/** Convert an vertex float array to a list of indices */
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USTRUCT(meta = (DataflowGeometryCollection))
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struct FGeometryCollectionVertexScalarToVertexIndicesNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FGeometryCollectionVertexScalarToVertexIndicesNode, "VertexScalarToVertexIndices", "GeometryCollection", "Collection Vertex Weight Map to Indices")
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public:
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UPROPERTY(Meta = (DataflowInput))
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FManagedArrayCollection Collection;
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/** The name of the vertex attribute and group to generate indices from. */
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "AttributeKey"))
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FCollectionAttributeKey AttributeKey = FCollectionAttributeKey("", "Vertices");
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/** The value threshold for what is included in the vertex list. */
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UPROPERTY(EditAnywhere, Category = "Selection Filter", Meta = (ClampMin = "0", ClampMax = "1"))
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float SelectionThreshold = 0.f;
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/** Output list of indices */
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UPROPERTY(Meta = (DataflowOutput, DisplayName = "VertexIndices"))
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TArray<int32> VertexIndices = {};
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FGeometryCollectionVertexScalarToVertexIndicesNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
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private:
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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};
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