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2025-05-18 13:04:45 +08:00

62 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowEngine.h"
#include "GeometryCollection/ManagedArrayCollection.h"
#include "GeometryCollectionVerticesNodes.generated.h"
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_5
namespace Dataflow = UE::Dataflow;
#else
namespace UE_DEPRECATED(5.5, "Use UE::Dataflow instead.") Dataflow {}
#endif
class USkeletalMesh;
USTRUCT(meta = (DataflowGeometryCollection))
struct FTransformCollectionAttributeDataflowNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FTransformCollectionAttributeDataflowNode, "TransformCollectionAttribute", "GeometryCollection", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection")
public:
typedef FManagedArrayCollection DataType;
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(meta = (DataflowInput, DisplayName = "Transform"))
FTransform TransformIn = FTransform::Identity;
UPROPERTY(EditAnywhere, Category = "Dataflow")
FTransform LocalTransform = FTransform::Identity;
UPROPERTY(EditAnywhere, Category = "Dataflow")
FString GroupName = FString("Vertices");
UPROPERTY(EditAnywhere, Category = "Dataflow")
FString AttributeName = FString("Vertex");
FTransformCollectionAttributeDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&TransformIn);
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};
namespace UE::Dataflow
{
void GeometryCollectionVerticesNodes();
}