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UnrealEngineUWP/Engine/Plugins/Experimental/GeometryFlow/Source/GeometryFlowMeshProcessing/Public/MeshProcessingNodes/MeshMakeCleanGeometryNode.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
namespace UE
{
namespace GeometryFlow
{
struct GEOMETRYFLOWMESHPROCESSING_API FMeshMakeCleanGeometrySettings
{
DECLARE_GEOMETRYFLOW_DATA_TYPE_IDENTIFIER(EMeshProcessingDataTypes::MakeCleanGeometrySettings);
int FillHolesEdgeCountThresh = 8;
double FillHolesEstimatedAreaFraction = 0.001;
bool bDiscardAllAttributes = false;
bool bClearUVs = true;
bool bClearNormals = true;
bool bClearTangents = true;
bool bClearVertexColors = true;
bool bClearMaterialIDs = false;
bool bOutputMeshVertexNormals = true;
bool bOutputOverlayVertexNormals = true;
};
GEOMETRYFLOW_DECLARE_SETTINGS_TYPES(FMeshMakeCleanGeometrySettings, MeshMakeCleanGeometry);
class GEOMETRYFLOWMESHPROCESSING_API FMeshMakeCleanGeometryNode : public TProcessMeshWithSettingsBaseNode<FMeshMakeCleanGeometrySettings>
{
public:
void ProcessMesh(
const FNamedDataMap& DatasIn,
const FMeshMakeCleanGeometrySettings& SettingsIn,
const FDynamicMesh3& MeshIn,
FDynamicMesh3& MeshOut,
TUniquePtr<FEvaluationInfo>& EvaluationInfo) override;
void ProcessMeshInPlace(
const FNamedDataMap& DatasIn,
const FMeshMakeCleanGeometrySettings& Settings,
FDynamicMesh3& MeshInOut,
TUniquePtr<FEvaluationInfo>& EvaluationInfo) override;
protected:
void ApplyMakeCleanGeometry(FDynamicMesh3& MeshInOut, const FMeshMakeCleanGeometrySettings& Settings);
};
} // end namespace GeometryFlow
} // end namespace UE