// Copyright Epic Games, Inc. All Rights Reserved. #include "DatasmithSketchUpMesh.h" #include "DatasmithSketchUpUtils.h" #include "DatasmithSketchUpExportContext.h" // SketchUp to Datasmith exporter classes. #include "DatasmithSketchUpMaterial.h" #include "DatasmithSketchUpMetadata.h" #include "DatasmithSketchUpString.h" #include "DatasmithSketchUpSummary.h" #include "DatasmithSketchUpComponent.h" // SketchUp SDK. #include "DatasmithSketchUpSDKBegins.h" #include "SketchUpAPI/model/drawing_element.h" #include "SketchUpAPI/model/edge.h" #include "SketchUpAPI/model/face.h" #include "SketchUpAPI/model/entities.h" #include "SketchUpAPI/model/entity.h" #include "SketchUpAPI/model/layer.h" #include "SketchUpAPI/model/mesh_helper.h" #include "SketchUpAPI/model/uv_helper.h" #include "DatasmithSketchUpSDKCeases.h" // Datasmith SDK. #include "DatasmithMesh.h" #include "DatasmithMeshExporter.h" #include "DatasmithSceneExporter.h" #include "DatasmithSceneFactory.h" #include "DatasmithUtils.h" #include "Misc/SecureHash.h" #include "Async/Async.h" #include "UObject/GarbageCollection.h" class FDatasmithMesh; using namespace DatasmithSketchUp; namespace DatasmithSketchUp { // The vertex indices of a mesh triangle in a tessellated SketchUp face. struct SMeshTriangleIndices { size_t IndexA; // index of the first triangle vertex size_t IndexB; // index of the second triangle vertex size_t IndexC; // index of the third triangle vertex }; // The vertex normals of a mesh triangle in a tessellated SketchUp face. struct SMeshTriangleNormals { SUVector3D NormalA; // normal of the first triangle vertex SUVector3D NormalB; // normal of the second triangle vertex SUVector3D NormalC; // normal of the third triangle vertex }; // Used to extract geometry before filling DatasmithMesh class FDatasmithSketchUpMesh : FNoncopyable { public: // Convert the combined mesh into a Datasmith mesh. void ConvertMeshToDatasmith(FDatasmithMesh& OutDMesh) const; // Tessellate a SketchUp face into a triangle mesh merged into the combined mesh. void AddFace( SUFaceRef InSFaceRef // valid source SketchUp face to tessellate and combine ); int32 GetOrCreateSlotForMaterial(FMaterialIDType MaterialID) { if (int32* SlotIdPtr = SlotIdForMaterialId.Find(MaterialID)) { return *SlotIdPtr; } else { int32 SlotId = MaterialIDForSlotId.Num(); MaterialIDForSlotId.Add(MaterialID);// Assign material to slot SlotIdForMaterialId.Add(MaterialID, SlotId); // store back reference from material to slot return SlotId; } } // Return whether or not the combined mesh contains geometry. bool ContainsGeometry() const; // Combined mesh vertex points. TArray MeshVertexPoints; // Combined mesh vertex normals. TArray MeshVertexNormals; // Combined mesh vertex UVQ texture coordinates. TArray MeshVertexUVQs; // Combined mesh triangle vertex indices. TArray MeshTriangleIndices; // Combined mesh triangle material IDs. TArray MeshTriangleSlotIds; TArray MaterialIDForSlotId; TMap SlotIdForMaterialId; bool bHasFacesWithDefaultMaterial = false;; }; inline bool FDatasmithSketchUpMesh::ContainsGeometry() const { return (MeshVertexPoints.Num() > 0 && MeshTriangleIndices.Num() > 0); } void FDatasmithSketchUpMesh::AddFace(SUFaceRef InSFaceRef) { // Retrieve the SketchUp face front material. SUMaterialRef FrontMaterialRef = SU_INVALID; SUFaceGetFrontMaterial(InSFaceRef, &FrontMaterialRef); // we can ignore the returned SU_RESULT // Retrieve the SketchUp face back material. SUMaterialRef BackMaterialRef = SU_INVALID; SUFaceGetBackMaterial(InSFaceRef, &BackMaterialRef); // we can ignore the returned SU_RESULT // Fall back on the back material when there is no face front material, but there is a face back material. bool bUseBackMaterial = SUIsInvalid(FrontMaterialRef) && SUIsValid(BackMaterialRef); bool bUseFrontMaterial = !bUseBackMaterial; // Create a UV helper for the SketchUp face. SUTextureWriterRef TextureWriterRef = SU_INVALID; SUUVHelperRef UVHelperRef = SU_INVALID; SUFaceGetUVHelper(InSFaceRef, bUseFrontMaterial, bUseBackMaterial, TextureWriterRef, &UVHelperRef); // we can ignore the returned SU_RESULT // Tessellate the SketchUp face into a SketchUp triangle mesh. SUMeshHelperRef MeshRef = SU_INVALID; SUMeshHelperCreateWithUVHelper(&MeshRef, InSFaceRef, UVHelperRef); // we can ignore the returned SU_RESULT // Get the number of mesh vertices. size_t VertexCount = 0; SUMeshHelperGetNumVertices(MeshRef, &VertexCount); // we can ignore the returned SU_RESULT // Get the number of mesh triangles. size_t TriangleCount = 0; SUMeshHelperGetNumTriangles(MeshRef, &TriangleCount); // we can ignore the returned SU_RESULT if (VertexCount == 0 || TriangleCount == 0) { // Release the SketchUp triangle mesh. SUMeshHelperRelease(&MeshRef); // we can ignore the returned SU_RESULT // Release SketchUp face UV helper. SUUVHelperRelease(&UVHelperRef); // we can ignore the returned SU_RESULT return; } // Retrieve the mesh vertex points. size_t VertexPointCount = VertexCount; TArray VertexPoints; VertexPoints.SetNumUninitialized(VertexPointCount); SUMeshHelperGetVertices(MeshRef, VertexPointCount, VertexPoints.GetData(), &VertexPointCount); // we can ignore the returned SU_RESULT VertexPoints.SetNum(VertexPointCount); // Retrieve the mesh vertex normals. size_t VertexNormalCount = VertexCount; TArray VertexNormals; VertexNormals.SetNumUninitialized(VertexNormalCount); SUMeshHelperGetNormals(MeshRef, VertexNormalCount, VertexNormals.GetData(), &VertexNormalCount); // we can ignore the returned SU_RESULT VertexNormals.SetNum(VertexNormalCount); // Retrieve the mesh triangle vertex indices, by strides of three indices per triangle. size_t TriangleVertexIndexCount = TriangleCount * 3; TArray TriangleVertexIndices; TriangleVertexIndices.SetNumUninitialized(TriangleVertexIndexCount); SUMeshHelperGetVertexIndices(MeshRef, TriangleVertexIndexCount, TriangleVertexIndices.GetData(), &TriangleVertexIndexCount); // we can ignore the returned SU_RESULT TriangleVertexIndices.SetNum(TriangleVertexIndexCount); // Get the SketchUp triangle mesh vertex offset into the combined mesh vertex vector. int32 MeshVertexIndexOffset = MeshVertexPoints.Num(); // Combine the mesh vertex points. MeshVertexPoints.Append(VertexPoints); MeshVertexNormals.Reserve(MeshVertexNormals.Num() + VertexNormalCount); MeshVertexUVQs.Reserve(MeshVertexUVQs.Num() + VertexPointCount); MeshTriangleIndices.Reserve(MeshTriangleIndices.Num() + TriangleVertexIndexCount); if (bUseFrontMaterial) { // Combine the mesh vertex normals. MeshVertexNormals.Append(VertexNormals); // Combine the mesh vertex front UVQ texture coordinates. for (size_t VertexPointIndex = 0; VertexPointIndex < VertexPointCount; VertexPointIndex++) { // Retrieve the front UVQ texture coordinate of the mesh vertex. SUUVQ SUVQ; SUUVHelperGetFrontUVQ(UVHelperRef, &VertexPoints[VertexPointIndex], &SUVQ); // we can ignore the returned SU_RESULT MeshVertexUVQs.Add(SUVQ); } // Combine the mesh front-facing triangle vertex indices. for (size_t Index = 0; Index < TriangleVertexIndexCount;) { size_t IndexA = MeshVertexIndexOffset + TriangleVertexIndices[Index++]; size_t IndexB = MeshVertexIndexOffset + TriangleVertexIndices[Index++]; size_t IndexC = MeshVertexIndexOffset + TriangleVertexIndices[Index++]; SMeshTriangleIndices TriangleIndices = { IndexA, IndexB, IndexC }; MeshTriangleIndices.Add(TriangleIndices); } } else { // Combine the mesh vertex normals. for (size_t VertexNormalIndex = 0; VertexNormalIndex < VertexNormalCount; VertexNormalIndex++) { // Reverse the mesh vertex normal. SUVector3D VertexNormal = VertexNormals[VertexNormalIndex]; VertexNormal.x = -VertexNormal.x; VertexNormal.y = -VertexNormal.y; VertexNormal.z = -VertexNormal.z; MeshVertexNormals.Add(VertexNormal); } // Combine the mesh vertex back UVQ texture coordinates. for (size_t VertexPointIndex = 0; VertexPointIndex < VertexPointCount; VertexPointIndex++) { // Retrieve the back UVQ texture coordinate of the mesh vertex. SUUVQ UVQ; SUUVHelperGetBackUVQ(UVHelperRef, &VertexPoints[VertexPointIndex], &UVQ); // we can ignore the returned SU_RESULT MeshVertexUVQs.Add(UVQ); } // Combine the mesh back-facing triangle vertex indices. for (size_t Index = 0; Index < TriangleVertexIndexCount;) { size_t IndexA = MeshVertexIndexOffset + TriangleVertexIndices[Index++]; size_t IndexB = MeshVertexIndexOffset + TriangleVertexIndices[Index++]; size_t IndexC = MeshVertexIndexOffset + TriangleVertexIndices[Index++]; SMeshTriangleIndices TriangleIndices = { IndexC, IndexB, IndexA }; MeshTriangleIndices.Add(TriangleIndices); } } // Release the SketchUp triangle mesh. SUMeshHelperRelease(&MeshRef); // we can ignore the returned SU_RESULT // Release SketchUp face UV helper. SUUVHelperRelease(&UVHelperRef); // we can ignore the returned SU_RESULT int32 SlotId = 0; // Default material slot // Get the SketckUp material ID. if (bUseFrontMaterial) { if (SUIsValid(FrontMaterialRef)) { // Get the front material ID of the SketckUp front material. SlotId = GetOrCreateSlotForMaterial(DatasmithSketchUpUtils::GetMaterialID(FrontMaterialRef)); } } else // bUseBackMaterial { if (SUIsValid(BackMaterialRef)) { // Get the back material ID of the SketckUp back material. SlotId = GetOrCreateSlotForMaterial(DatasmithSketchUpUtils::GetMaterialID(BackMaterialRef)); } } if (SlotId == 0) { // todo: it's possible to skip adding slot=0 when there's no faces with 'default' material // for this need to compute MeshTriangleSlotIds afterwards(when all materials are known) bHasFacesWithDefaultMaterial = true; } MeshTriangleSlotIds.Reserve(MeshTriangleSlotIds.Num()); for(int32 TriangleIndex = 0; TriangleIndex < TriangleCount; ++TriangleIndex) { MeshTriangleSlotIds.Add(SlotId); } } void FDatasmithSketchUpMesh::ConvertMeshToDatasmith(FDatasmithMesh& OutDMesh) const { // Get the number of mesh vertices (must be > 0). int32 VertexCount = MeshVertexPoints.Num(); // Set the number of vertices of the exported Datasmith mesh. OutDMesh.SetVerticesCount(VertexCount); for (int32 VertexNo = 0; VertexNo < VertexCount; VertexNo++) { SUPoint3D const& VertexPoint = MeshVertexPoints[VertexNo]; FVector P = FVector(DatasmithSketchUpUtils::FromSketchUp::ConvertPosition(VertexPoint)); OutDMesh.SetVertex(VertexNo, P.X, P.Y, P.Z); } // Set the number of Datasmith mesh UV channels. OutDMesh.SetUVChannelsCount(1); OutDMesh.SetUVCount(0, VertexCount); // Convert SketchUp UVQ texture coordinates to Datasmith UV texture coordinates. for (int32 VertexNo = 0; VertexNo < VertexCount; VertexNo++) { // Set and flip vertically the UV texture coordinates in Datasmith mesh UV channel 0. SUUVQ const& SUVQ = MeshVertexUVQs[VertexNo]; OutDMesh.SetUV(0, VertexNo, SUVQ.u / SUVQ.q, -SUVQ.v / SUVQ.q); } // Get the number of mesh triangles (must be > 0). int32 TriangleCount = MeshTriangleIndices.Num(); // Set the number of triangles of the exported Datasmith mesh. OutDMesh.SetFacesCount(TriangleCount); // Convert triangle vertex indices and normals from SketchUp right-handed Z-up coordinates to Unreal left-handed Z-up coordinates. // To avoid perturbating X, which is forward in Unreal, the handedness conversion is done by flipping the side vector Y. for (int32 TriangleNo = 0, NormalNo = 0; TriangleNo < TriangleCount; TriangleNo++) { // Set the triangle smoothing mask in the exported Datasmith mesh. uint32 SmoothingMask = 0; // no smoothing OutDMesh.SetFaceSmoothingMask(TriangleNo, SmoothingMask); // Set the triangle vertex indices in the exported Datasmith mesh. SMeshTriangleIndices const& TriangleIndices = MeshTriangleIndices[TriangleNo]; OutDMesh.SetFace(TriangleNo, int32(TriangleIndices.IndexA), int32(TriangleIndices.IndexB), int32(TriangleIndices.IndexC), MeshTriangleSlotIds[TriangleNo]); // Set the triangle vertex normals in the exported Datasmith mesh. SMeshTriangleNormals TriangleNormals = { MeshVertexNormals[TriangleIndices.IndexA], MeshVertexNormals[TriangleIndices.IndexB], MeshVertexNormals[TriangleIndices.IndexC] }; OutDMesh.SetNormal(NormalNo++, float(TriangleNormals.NormalA.x), float(-TriangleNormals.NormalA.y), float(TriangleNormals.NormalA.z)); OutDMesh.SetNormal(NormalNo++, float(TriangleNormals.NormalB.x), float(-TriangleNormals.NormalB.y), float(TriangleNormals.NormalB.z)); OutDMesh.SetNormal(NormalNo++, float(TriangleNormals.NormalC.x), float(-TriangleNormals.NormalC.y), float(TriangleNormals.NormalC.z)); // Set the triangle UV coordinate indices in the exported Datasmith mesh. OutDMesh.SetFaceUV(TriangleNo, 0, int32(TriangleIndices.IndexA), int32(TriangleIndices.IndexB), int32(TriangleIndices.IndexC)); } } } bool FEntitiesGeometry::IsMeshUsingInheritedMaterial(int32 MeshIndex) { return Meshes[MeshIndex]->bIsUsingInheritedMaterial; } int32 FEntitiesGeometry::GetInheritedMaterialOverrideSlotId() { return 0; } const TCHAR* FEntitiesGeometry::GetMeshElementName(int32 MeshIndex) { return Meshes[MeshIndex]->DatasmithMesh->GetName(); } void ScanSketchUpEntitiesFaces(SUEntitiesRef EntitiesRef, FEntitiesGeometry& Geometry, TFunctionRef ExtractedMesh)> OnNewExtractedMesh); void FEntities::UpdateGeometry(FExportContext& Context) { if (EntitiesGeometry.IsValid()) { Context.Materials.UnregisterGeometry(EntitiesGeometry.Get()); // Remove mesh elements from scene RemoveMeshesFromDatasmithScene(Context); Context.EntitiesObjects.UnregisterEntities(*this); EntitiesGeometry->FaceIds.Reset(); EntitiesGeometry->Layers.Reset(); } else { EntitiesGeometry = MakeShared(); } int32 MeshCount = 0; TFunction ExtractedMesh)> ProcessExtractedMesh = [&Context, this, &MeshCount](TSharedPtr ExtractedMeshPtr) { if (ExtractedMeshPtr->ContainsGeometry()) { FString MeshElementName = FString::Printf(TEXT("M%ls_%d"), *FMD5::HashAnsiString(*Definition.GetSketchupSourceGUID()), MeshCount + 1); // Count meshes from 1 FString MeshLabel = FDatasmithUtils::SanitizeObjectName(Definition.GetSketchupSourceName()); TSharedPtr Mesh; // Create MeshElement or reuse existing if (MeshCount < EntitiesGeometry->Meshes.Num()) { Mesh = EntitiesGeometry->Meshes[MeshCount]; Mesh->SlotIdForMaterialID.Reset(); } else { Mesh = MakeShared(); EntitiesGeometry->Meshes.Add(Mesh); } // todo: reuse DatasmithMesh when it allows to reset material slots Mesh->DatasmithMesh = FDatasmithSceneFactory::CreateMesh(TEXT("")); MeshCount++; Mesh->DatasmithMesh->SetName(*MeshElementName); Mesh->DatasmithMesh->SetLabel(*MeshLabel); Mesh->bIsUsingInheritedMaterial = ExtractedMeshPtr->bHasFacesWithDefaultMaterial; // Add the non-inherited materials used by the combined mesh triangles. for (int32 SlotId = 0;SlotId < ExtractedMeshPtr->MaterialIDForSlotId.Num(); ++SlotId) { if (SlotId == 0 && !ExtractedMeshPtr->bHasFacesWithDefaultMaterial) { continue; // Skip adding Default material slot if it's not used } FMaterialIDType MeshMaterialID = ExtractedMeshPtr->MaterialIDForSlotId[SlotId]; Mesh->SlotIdForMaterialID.FindOrAdd(MeshMaterialID, SlotId); // Default or (somehow)missing materials are also assigned to mesh(as a default material) if (FMaterialOccurrence* Material = Context.Materials.RegisterGeometry(MeshMaterialID, EntitiesGeometry.Get())) { Mesh->DatasmithMesh->SetMaterial(Material->GetName(), SlotId); } } Context.MeshExportTasks.Emplace(Async( EAsyncExecution::ThreadPool, [Mesh, ExtractedMeshPtr, &Context]() { FDatasmithMeshExporter DatasmithMeshExporter; FDatasmithMesh DatasmithMesh; ExtractedMeshPtr->ConvertMeshToDatasmith(DatasmithMesh); FGCScopeGuard GCGuard; // Prevent GC from running while UDatasmithMesh is created in ExportToUObject. return DatasmithMeshExporter.ExportToUObject(Mesh->DatasmithMesh, Context.GetAssetsOutputPath(), DatasmithMesh, nullptr, FDatasmithExportOptions::LightmapUV); } )); } }; ScanSketchUpEntitiesFaces(EntitiesRef, *EntitiesGeometry, ProcessExtractedMesh); EntitiesGeometry->Meshes.SetNum(MeshCount); Context.EntitiesObjects.RegisterEntities(*this); } void FEntities::AddMeshesToDatasmithScene(FExportContext& Context) { for (TSharedPtr Mesh : EntitiesGeometry->Meshes) { Context.DatasmithScene->AddMesh(Mesh->DatasmithMesh); } } void FEntities::RemoveMeshesFromDatasmithScene(FExportContext& Context) { for (TSharedPtr Mesh : EntitiesGeometry->Meshes) { Context.DatasmithScene->RemoveMesh(Mesh->DatasmithMesh); } } TSharedPtr FEntities::CreateMeshElement(FExportContext& Context, FDatasmithMesh& DatasmithMesh) { FString MeshElementName = FString::Printf(TEXT("M%ls_%d"), *FMD5::HashAnsiString(*Definition.GetSketchupSourceGUID()), EntitiesGeometry->Meshes.Num() + 1); // Count meshes from 1 FString MeshLabel = FDatasmithUtils::SanitizeObjectName(Definition.GetSketchupSourceName()); FDatasmithMeshExporter DatasmithMeshExporter; TSharedPtr MeshElementPtr = DatasmithMeshExporter.ExportToUObject(Context.GetAssetsOutputPath(), *MeshElementName, DatasmithMesh, nullptr, FDatasmithExportOptions::LightmapUV); // Set the mesh element label used in the Unreal UI. MeshElementPtr->SetLabel(*MeshLabel); Context.DatasmithScene->AddMesh(MeshElementPtr); return MeshElementPtr; } TArray FEntities::GetGroups() { // Get the number of groups in the SketchUp model entities. size_t SourceGroupCount; SUEntitiesGetNumGroups(EntitiesRef, &SourceGroupCount); // Retrieve the groups in the source SketchUp entities. TArray SGroups; SGroups.Init(SU_INVALID, SourceGroupCount); SUEntitiesGetGroups(EntitiesRef, SourceGroupCount, SGroups.GetData(), &SourceGroupCount); // we can ignore the returned SU_RESULT SGroups.SetNum(SourceGroupCount); return MoveTemp(SGroups); } TArray FEntities::GetComponentInstances() { // Get the number of component instances in the SketchUp model entities. size_t SourceComponentInstanceCount; SUEntitiesGetNumInstances(EntitiesRef, &SourceComponentInstanceCount); // Retrieve the component instances in the source SketchUp entities. TArray SComponentInstances; SComponentInstances.Init(SU_INVALID, SourceComponentInstanceCount); SUEntitiesGetInstances(EntitiesRef, SourceComponentInstanceCount, SComponentInstances.GetData(), &SourceComponentInstanceCount); // we can ignore the returned SU_RESULT SComponentInstances.SetNum(SourceComponentInstanceCount); return MoveTemp(SComponentInstances); } void ScanSketchUpEntitiesFaces(SUEntitiesRef EntitiesRef, FEntitiesGeometry& Geometry, TFunctionRef ExtractedMesh)> OnNewExtractedMesh) { // Get the number of faces in the source SketchUp entities. size_t SFaceCount = 0; SUEntitiesGetNumFaces(EntitiesRef, &SFaceCount); // we can ignore the returned SU_RESULT if (SFaceCount == 0) { return; } // Retrieve the faces in the source SketchUp entities. TArray SFaces; SFaces.Init(SU_INVALID, SFaceCount); SUEntitiesGetFaces(EntitiesRef, SFaceCount, SFaces.GetData(), &SFaceCount); // we can ignore the returned SU_RESULT SFaces.SetNum(SFaceCount); TSet ScannedEdgeIDSet; // Mesh index inside the SketchUp component definition. int32 MeshIndex = 0; for (SUFaceRef SSourceFaceRef : SFaces) { // Get the Source SketckUp face ID. int32 SSourceFaceID = DatasmithSketchUpUtils::GetFaceID(SSourceFaceRef); // Do not scan more than once a valid SketckUp face. if (SUIsInvalid(SSourceFaceRef) || Geometry.FaceIds.Contains(SSourceFaceID)) { continue; } // Create a mesh combining the geometry of the SketchUp connected faces. TSharedPtr ExtractedMeshPtr = MakeShared(); FDatasmithSketchUpMesh& ExtractedMesh = *ExtractedMeshPtr; ExtractedMesh.GetOrCreateSlotForMaterial(FMaterial::INHERITED_MATERIAL_ID); // Add default material to Slot=0 // The source SketchUp face needs to be scanned once. TArray FacesToScan; FacesToScan.Add(SSourceFaceRef); Geometry.FaceIds.Add(SSourceFaceID); // Collect all connected faces while (FacesToScan.Num() > 0) { SUFaceRef SScannedFaceRef = FacesToScan.Pop(/*bAllowShrinking*/ false); // int64 SFacePID = 0; // SUEntityGetPersistentID(SUFaceToEntity(SScannedFaceRef), &SFacePID); // ADD_TRACE_LINE(TEXT(" Face %lld"), SFacePID); // Record every face's layer(even for invisible faces!). When face layer visibility changes // this geometry needs to be rebuilt SULayerRef LayerRef = SU_INVALID; SUDrawingElementGetLayer(SUFaceToDrawingElement(SScannedFaceRef), &LayerRef); Geometry.Layers.Add(DatasmithSketchUpUtils::GetEntityID(SULayerToEntity(LayerRef))); // Get whether or not the SketckUp face is visible in the current SketchUp scene. if (DatasmithSketchUpUtils::IsVisible(SScannedFaceRef)) { ExtractedMesh.AddFace(SScannedFaceRef); } // Get the number of SketchUp face edges. size_t SEdgeCount = 0; SUFaceGetNumEdges(SScannedFaceRef, &SEdgeCount); // we can ignore the returned SU_RESULT // Retrieve the SketchUp face edges. TArray SEdges; SEdges.Init(SU_INVALID, SEdgeCount); SUFaceGetEdges(SScannedFaceRef, SEdgeCount, SEdges.GetData(), &SEdgeCount); // we can ignore the returned SU_RESULT SEdges.SetNum(SEdgeCount); for (SUEdgeRef SEdgeRef : SEdges) { // Get the SketckUp edge ID. int32 SEdgeID = DatasmithSketchUpUtils::GetEdgeID(SEdgeRef); // Avoid scanning more than once this SketckUp edge. if (!ScannedEdgeIDSet.Contains(SEdgeID)) { ScannedEdgeIDSet.Add(SEdgeID); // Get the number of SketchUp faces associated with the edge. size_t SEdgeFaceCount = 0; SUEdgeGetNumFaces(SEdgeRef, &SEdgeFaceCount); // we can ignore the returned SU_RESULT // Retrieve the SketchUp faces associated with the edge. TArray SEdgeFaces; SEdgeFaces.Init(SU_INVALID, SEdgeFaceCount); SUEdgeGetFaces(SEdgeRef, SEdgeFaceCount, SEdgeFaces.GetData(), &SEdgeFaceCount); // we can ignore the returned SU_RESULT SEdgeFaces.SetNum(SEdgeFaceCount); for (SUFaceRef SFaceRef : SEdgeFaces) { // Get the SketckUp face ID. int32 SFaceID = DatasmithSketchUpUtils::GetFaceID(SFaceRef); // Avoid scanning more than once this SketckUp face. if (!Geometry.FaceIds.Contains(SFaceID)) { Geometry.FaceIds.Add(SFaceID); // This SketchUp face is connected and needs to be scanned further. FacesToScan.Add(SFaceRef); } } } } } OnNewExtractedMesh(ExtractedMeshPtr); } }