43 lines
1.3 KiB
C++
43 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 "GroomAsset.h"
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#include "ChaosLog.h"
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#include "Dataflow/DataflowCore.h"
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#include "GenerateGuidesCurvesNode.generated.h"
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/** Build the guides curves from the strands */
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USTRUCT(meta = (Experimental, DataflowGroom))
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struct FGenerateGuidesCurvesDataflowNode : public FDataflowNode
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{
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GENERATED_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FGenerateGuidesCurvesDataflowNode, "GenerateGuidesCurves", "Groom", "")
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DATAFLOW_NODE_RENDER_TYPE("GuidesRender", FName("FGroomCollection"), "Collection")
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public:
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FGenerateGuidesCurvesDataflowNode(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(&Collection);
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RegisterOutputConnection(&Collection, &Collection);
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}
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//~ Begin FDataflowNode interface
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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//~ End FDataflowNode interface
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/** Managed array collection to be used to store datas */
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UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
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FManagedArrayCollection Collection;
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/** Max number of guides */
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UPROPERTY(EditAnywhere, Category="Geometry", meta = (DisplayName = "Guides Count"))
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int32 GuidesCount = 0;
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};
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