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First pass of MeshDescription API and format refactor.
- Removed hardcoded element type arrays (Vertices, Edges, Triangles etc.). Mesh element types can now be arbitrarily added, with any number of channels. - Mesh element containers have a much leaner format; instead of sparse arrays, they are now represented by a simple bitarray, determining whether an index is used or not. Consequently, mesh topology is now entirely described with the attribute system, e.g. edge start and end vertices, triangle vertices, etc. - Support added for attributes of arbitrary dimensions, e.g. float[4] or int[2]. - Support added for attributes which index into another mesh element container. - Added FMeshElementIndexer: this is an efficient container for maintaining backward references from one element type to another; for example, edges have an attribute specifying which vertices are at each end (an attribute of type FVertexID[2]). With an indexer, it is possible to look up which edges contain a given vertex, even though this is not explicitly stored. Indexers are designed to do minimal allocations and update lazily and in batch when necessary. - Added support for preserving UV topology in static meshes. UVs are now a first-class element type which may be indexed directly from triangles. - Added the facility to access the underlying array in an attribute array directly. - Triangles now directly reference their vertex, edge and UV IDs. Vertex instances are to be deprecated. - Changed various systems to be triangle-centric rather than polygon-centric, as this is faster. Triangles are presumed to be the elementary face type in a MeshDescription, even if polygons are still supported. The concept of polygons will be somewhat shifted to mean a group of triangles which should be treated collectively for editing purposes. - Optimised normal/tangent generation and FBX import. - Deprecated EditableMesh, MeshEditor and StaticMeshEditorExtension plugins - these are to be removed, but they still have certain hooks in place which need removing. #rb [CL 13568702 by Richard TalbotWatkin in ue5-main branch]
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@@ -40,7 +40,7 @@ void FMeshDescriptionHelper::SetupRenderMeshDescription(UObject* Owner, FMeshDes
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float ComparisonThreshold = BuildSettings->bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f;
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//This function make sure the Polygon Normals Tangents Binormals are computed and also remove degenerated triangle from the render mesh description.
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FStaticMeshOperations::ComputePolygonTangentsAndNormals(RenderMeshDescription, ComparisonThreshold);
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FStaticMeshOperations::ComputeTriangleTangentsAndNormals(RenderMeshDescription, ComparisonThreshold);
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//OutRenderMeshDescription->ComputePolygonTangentsAndNormals(BuildSettings->bRemoveDegenerates ? SMALL_NUMBER : 0.0f);
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FVertexInstanceArray& VertexInstanceArray = RenderMeshDescription.VertexInstances();
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@@ -67,7 +67,7 @@ void FMeshDescriptionHelper::SetupRenderMeshDescription(UObject* Owner, FMeshDes
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if (BuildSettings->bGenerateLightmapUVs && VertexInstanceArray.Num() > 0)
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{
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TVertexInstanceAttributesRef<FVector2D> VertexInstanceUVs = RenderMeshDescription.VertexInstanceAttributes().GetAttributesRef<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate);
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int32 NumIndices = VertexInstanceUVs.GetNumIndices();
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int32 NumIndices = VertexInstanceUVs.GetNumChannels();
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//Verify the src light map channel
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if (BuildSettings->SrcLightmapIndex >= NumIndices)
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{
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@@ -83,7 +83,7 @@ void FMeshDescriptionHelper::SetupRenderMeshDescription(UObject* Owner, FMeshDes
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}
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//Add some unused UVChannel to the mesh description for the lightmapUVs
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VertexInstanceUVs.SetNumIndices(BuildSettings->DstLightmapIndex + 1);
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VertexInstanceUVs.SetNumChannels(BuildSettings->DstLightmapIndex + 1);
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BuildSettings->DstLightmapIndex = NumIndices;
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}
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FStaticMeshOperations::CreateLightMapUVLayout(RenderMeshDescription,
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