2020-11-24 01:17:27 -04:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
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#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
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namespace UE
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{
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namespace GeometryFlow
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{
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struct GEOMETRYFLOWMESHPROCESSING_API FMeshRepackUVsSettings
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{
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DECLARE_GEOMETRYFLOW_DATA_TYPE_IDENTIFIER(EMeshProcessingDataTypes::RepackUVsSettings);
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int32 UVLayer = 0;
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int32 TextureResolution = 512;
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int32 GutterSize = 1;
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bool bAllowFlips = false;
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FVector2f UVScale = FVector2f::One();
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FVector2f UVTranslation = FVector2f::Zero();
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};
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GEOMETRYFLOW_DECLARE_SETTINGS_TYPES(FMeshRepackUVsSettings, MeshRepackUVs);
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class GEOMETRYFLOWMESHPROCESSING_API FMeshRepackUVsNode : public TProcessMeshWithSettingsBaseNode<FMeshRepackUVsSettings>
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{
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public:
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FMeshRepackUVsNode() : TProcessMeshWithSettingsBaseNode<FMeshRepackUVsSettings>()
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{
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// we can mutate input mesh
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ConfigureInputFlags(InParamMesh(), FNodeInputFlags::Transformable());
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}
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virtual void ProcessMesh(
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const FNamedDataMap& DatasIn,
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const FMeshRepackUVsSettings& Settings,
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const FDynamicMesh3& MeshIn,
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2021-09-23 14:24:45 -04:00
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FDynamicMesh3& MeshOut,
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TUniquePtr<FEvaluationInfo>& EvaluationInfo) override
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2020-11-24 01:17:27 -04:00
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{
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MeshOut = MeshIn;
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RepackUVsForMesh(MeshOut, Settings);
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}
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virtual void ProcessMeshInPlace(
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const FNamedDataMap& DatasIn,
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const FMeshRepackUVsSettings& Settings,
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2021-09-23 14:24:45 -04:00
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FDynamicMesh3& MeshInOut,
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TUniquePtr<FEvaluationInfo>& EvaluationInfo)
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2020-11-24 01:17:27 -04:00
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{
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RepackUVsForMesh(MeshInOut, Settings);
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}
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void RepackUVsForMesh(FDynamicMesh3& EditMesh, const FMeshRepackUVsSettings& Settings);
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};
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} // end namespace GeometryFlow
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} // end
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