// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "DynamicMesh/DynamicMesh3.h" #include "MeshDescription.h" // predeclare tangents template PREDECLARE_GEOMETRY(template class TMeshTangents); using UE::Geometry::FDynamicMesh3; /** * Convert FMeshDescription to FDynamicMesh3 * * @todo handle missing UV/normals on MD? * @todo be able to ignore UV/Normals * @todo handle additional UV layers on MD * @todo option to disable UV/Normal welding */ class MESHCONVERSION_API FMeshDescriptionToDynamicMesh { public: /** If true, will print some possibly-helpful debugging spew to output log */ bool bPrintDebugMessages = false; /** Should we initialize triangle groups on output mesh */ bool bEnableOutputGroups = true; /** Should we calculate conversion index maps */ bool bCalculateMaps = true; /** Ignore all mesh attributes (e.g. UV/Normal layers, color layer, material groups) */ bool bDisableAttributes = false; /** map from DynamicMesh triangle ID to MeshDescription FTriangleID*/ TArray TriIDMap; /** * map from DynamicMesh vertex Id to MeshDecription FVertexID. * NB: due to vertex splitting, multiple DynamicMesh vertex ids * may map to the same MeshDescription FVertexID. * ( a vertex split is a result of reconciling non-manifold MeshDescription vertex ) */ TArray VertIDMap; /** * Various modes can be used to create output triangle groups */ enum class EPrimaryGroupMode { SetToZero, SetToPolygonID, SetToPolygonGroupID, SetToPolyGroup }; /** * Which mode to use to create groups on output mesh. Ignored if bEnableOutputGroups = false. */ EPrimaryGroupMode GroupMode = EPrimaryGroupMode::SetToPolyGroup; /** * Default conversion of MeshDescription to DynamicMesh * @param bCopyTangents - if bDisableAttributes is false, this requests the tangent plane vectors (tangent and bitangent) * be stored as overlays in the MeshOut DynamicAttributeSet, provided they exist on the MeshIn */ void Convert(const FMeshDescription* MeshIn, FDynamicMesh3& MeshOut, bool bCopyTangents = false); /** * Copy tangents from MeshDescription to a FMeshTangents instance. * @warning Convert() must have been used to create the TargetMesh before calling this function */ void CopyTangents(const FMeshDescription* SourceMesh, const FDynamicMesh3* TargetMesh, UE::Geometry::TMeshTangents* TangentsOut); /** * Copy tangents from MeshDescription to a FMeshTangents instance. * @warning Convert() must have been used to create the TargetMesh before calling this function */ void CopyTangents(const FMeshDescription* SourceMesh, const FDynamicMesh3* TargetMesh, UE::Geometry::TMeshTangents* TangentsOut); };