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UnrealEngineUWP/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Polygroups/PolygroupUtil.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Polygroups/PolygroupUtil.h"
using namespace UE::Geometry;
FDynamicMeshPolygroupAttribute* UE::Geometry::FindPolygroupLayerByName(FDynamicMesh3& Mesh, FName Name)
{
FDynamicMeshAttributeSet* AttributeSet = Mesh.Attributes();
if (AttributeSet == nullptr) return nullptr;
int32 NumPolygroupLayers = AttributeSet->NumPolygroupLayers();
for (int32 k = 0; k < NumPolygroupLayers; ++k)
{
if (AttributeSet->GetPolygroupLayer(k)->GetName() == Name)
{
return AttributeSet->GetPolygroupLayer(k);
}
}
return nullptr;
}
const FDynamicMeshPolygroupAttribute* UE::Geometry::FindPolygroupLayerByName(const FDynamicMesh3& Mesh, FName Name)
{
const FDynamicMeshAttributeSet* AttributeSet = Mesh.Attributes();
if (AttributeSet == nullptr) return nullptr;
int32 NumPolygroupLayers = AttributeSet->NumPolygroupLayers();
for (int32 k = 0; k < NumPolygroupLayers; ++k)
{
if (AttributeSet->GetPolygroupLayer(k)->GetName() == Name)
{
return AttributeSet->GetPolygroupLayer(k);
}
}
return nullptr;
}
int32 UE::Geometry::FindPolygroupLayerIndexByName(const FDynamicMesh3& Mesh, FName Name)
{
const FDynamicMeshAttributeSet* AttributeSet = Mesh.Attributes();
if (AttributeSet == nullptr) return -1;
int32 NumPolygroupLayers = AttributeSet->NumPolygroupLayers();
for (int32 k = 0; k < NumPolygroupLayers; ++k)
{
if (AttributeSet->GetPolygroupLayer(k)->GetName() == Name)
{
return k;
}
}
return -1;
}
int32 UE::Geometry::FindPolygroupLayerIndex(const FDynamicMesh3& Mesh, const FDynamicMeshPolygroupAttribute* Layer)
{
const FDynamicMeshAttributeSet* AttributeSet = Mesh.Attributes();
if (AttributeSet == nullptr) return -1;
int32 NumPolygroupLayers = AttributeSet->NumPolygroupLayers();
for (int32 k = 0; k < NumPolygroupLayers; ++k)
{
if (AttributeSet->GetPolygroupLayer(k) == Layer)
{
return k;
}
}
return -1;
}
int32 UE::Geometry::ComputeGroupIDBound(const FDynamicMesh3& Mesh, const FDynamicMeshPolygroupAttribute* Layer)
{
int Bound = 0;
for (int TID : Mesh.TriangleIndicesItr())
{
Bound = FMath::Max(Bound, Layer->GetValue(TID) + 1);
}
return Bound;
}