62 lines
1.8 KiB
C++
62 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Dataflow/DataflowEngine.h"
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#include "GeometryCollection/ManagedArrayCollection.h"
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#include "GeometryCollectionVerticesNodes.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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class USkeletalMesh;
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USTRUCT(meta = (DataflowGeometryCollection))
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struct FTransformCollectionAttributeDataflowNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FTransformCollectionAttributeDataflowNode, "TransformCollectionAttribute", "GeometryCollection", "")
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DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection")
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public:
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typedef FManagedArrayCollection DataType;
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UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection"))
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FManagedArrayCollection Collection;
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UPROPERTY(meta = (DataflowInput, DisplayName = "Transform"))
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FTransform TransformIn = FTransform::Identity;
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UPROPERTY(EditAnywhere, Category = "Dataflow")
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FTransform LocalTransform = FTransform::Identity;
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UPROPERTY(EditAnywhere, Category = "Dataflow")
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FString GroupName = FString("Vertices");
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UPROPERTY(EditAnywhere, Category = "Dataflow")
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FString AttributeName = FString("Vertex");
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FTransformCollectionAttributeDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
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: FDataflowNode(InParam, InGuid)
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{
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RegisterInputConnection(&TransformIn);
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RegisterInputConnection(&Collection);
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RegisterOutputConnection(&Collection);
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}
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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};
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namespace UE::Dataflow
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{
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void GeometryCollectionVerticesNodes();
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}
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