38 lines
1.3 KiB
C++
38 lines
1.3 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/DataflowCore.h"
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#include "Dataflow/DataflowEngine.h"
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#include "GeometryCollectionTriangleBoundaryIndicesNode.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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//Outputs boundary nodes of a triangle mesh
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USTRUCT(meta = (DataflowFlesh, Experimental))
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struct FTriangleBoundaryIndicesNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FTriangleBoundaryIndicesNode, "TriangleBoundaryIndices", "Flesh|Experimental", "")
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DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection")
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private:
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typedef FManagedArrayCollection DataType;
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UPROPERTY(meta = (DataflowInput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
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FManagedArrayCollection Collection;
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UPROPERTY(meta = (DataflowOutput, DisplayName = "BoundaryIndices"))
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TArray<int32> BoundaryIndicesOut;
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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public:
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FTriangleBoundaryIndicesNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
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}; |