Files
UnrealEngine/Engine/Plugins/Runtime/HairStrands/Source/HairStrandsDataflow/Public/AttachGuidesRootsNode.h
2025-05-18 13:04:45 +08:00

43 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GroomAsset.h"
#include "ChaosLog.h"
#include "Dataflow/DataflowCore.h"
#include "AttachGuidesRootsNode.generated.h"
/** Attach the guides roots by setting their kinematic weights to 1.0f */
USTRUCT(meta = (Experimental, DataflowGroom))
struct FAttachGuidesRootsDataflowNode : public FDataflowNode
{
GENERATED_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FAttachGuidesRootsDataflowNode, "AttachGuidesRoots", "Groom", "")
DATAFLOW_NODE_RENDER_TYPE("GuidesRender", FName("FGroomCollection"), "Collection")
public:
FAttachGuidesRootsDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
}
//~ Begin FDataflowNode interface
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
//~ End FDataflowNode interface
/** Managed array collection to be used to store datas */
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
/** Group index on which the roots will be attached. -1 will attach all the groups */
UPROPERTY(EditAnywhere, Category="Groups", meta = (DisplayName = "Group Index"))
int32 GroupIndex = INDEX_NONE;
};