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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
#include "DynamicMesh/DynamicMeshAABBTree3.h"
#include "Implicit/Solidify.h"
namespace UE
{
namespace GeometryFlow
{
using namespace UE::Geometry;
struct FMeshSolidifySettings
{
DECLARE_GEOMETRYFLOW_DATA_TYPE_IDENTIFIER(EMeshProcessingDataTypes::SolidifySettings);
int VoxelResolution = 64;
float WindingThreshold = 0.5;
int SurfaceConvergeSteps = 5;
float ExtendBounds = 2.0f;
};
GEOMETRYFLOW_DECLARE_SETTINGS_TYPES(FMeshSolidifySettings, Solidify);
class FSolidifyMeshNode : public TProcessMeshWithSettingsBaseNode<FMeshSolidifySettings>
{
public:
virtual void ProcessMesh(
const FNamedDataMap& DatasIn,
const FMeshSolidifySettings& SettingsIn,
const FDynamicMesh3& MeshIn,
FDynamicMesh3& MeshOut,
TUniquePtr<FEvaluationInfo>& EvaluationInfo) override
{
ApplySolidify(MeshIn, SettingsIn, MeshOut);
}
void ApplySolidify(const FDynamicMesh3& MeshIn, const FMeshSolidifySettings& Settings, FDynamicMesh3& MeshOut)
{
FAxisAlignedBox3d Bounds = MeshIn.GetBounds();
FDynamicMeshAABBTree3 MeshBVTree(&MeshIn);
TFastWindingTree<FDynamicMesh3> FastWinding(&MeshBVTree);
TImplicitSolidify<FDynamicMesh3> SolidifyCalc(&MeshIn, &MeshBVTree, &FastWinding);
SolidifyCalc.SetCellSizeAndExtendBounds(Bounds, Settings.ExtendBounds, Settings.VoxelResolution);
SolidifyCalc.WindingThreshold = Settings.WindingThreshold;
SolidifyCalc.SurfaceSearchSteps = Settings.SurfaceConvergeSteps;
SolidifyCalc.bSolidAtBoundaries = true;
SolidifyCalc.ExtendBounds = Settings.ExtendBounds;
MeshOut.Copy(&SolidifyCalc.Generate());
}
};
} // end namespace GeometryFlow
} // end namespace UE