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ModelingComponents: Add ShapeSet member for passing simple collision shapes in FCreateMeshObjectParams, support in relevant functions in UEditorModelingObjectsCreationAPI. Add UE::Geometry::GetCollisionShapes() functions in ComponentCollisionUtil.h, and update various functions to support DynamicMeshComponent DynamicMeshComponent: change signature of GetSimpleCollisionShapes() to return const ref #rb david.hill #preflight 6421ca54973e609670a408c7 [CL 24819452 by ryan schmidt in ue5-main branch]
545 lines
16 KiB
C++
545 lines
16 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Physics/ComponentCollisionUtil.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "ShapeApproximation/SimpleShapeSet3.h"
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#include "DynamicMeshEditor.h"
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#include "DynamicMesh/MeshNormals.h"
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#include "Generators/SphereGenerator.h"
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#include "Generators/MinimalBoxMeshGenerator.h"
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#include "Generators/CapsuleGenerator.h"
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#include "DynamicMesh/MeshTransforms.h"
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#include "Parameterization/DynamicMeshUVEditor.h"
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#include "DynamicMesh/Operations/MergeCoincidentMeshEdges.h"
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#include "Physics/PhysicsDataCollection.h"
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#include "Physics/CollisionGeometryConversion.h"
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#include "Components/BrushComponent.h"
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#include "Components/DynamicMeshComponent.h"
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#include "Components/StaticMeshComponent.h"
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#include "Engine/StaticMesh.h"
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#include "PhysicsEngine/AggregateGeom.h"
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#include "PhysicsEngine/BodySetup.h"
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#include "UObject/UObjectIterator.h"
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using namespace UE::Geometry;
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bool UE::Geometry::ComponentTypeSupportsCollision(
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const UPrimitiveComponent* Component, EComponentCollisionSupportLevel SupportLevel)
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{
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// currently only supporting StaticMeshComponent and DynamicMeshComponent
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if (Cast<UStaticMeshComponent>(Component) != nullptr)
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{
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return true; // ReadOnly and ReadWrite both supported
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}
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if (Cast<UDynamicMeshComponent>(Component) != nullptr)
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{
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return true; // ReadOnly and ReadWrite both supported
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}
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if (Cast<UBrushComponent>(Component) != nullptr)
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{
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return SupportLevel == EComponentCollisionSupportLevel::ReadOnly; // do not support write on BrushComponent
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}
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return false;
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}
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FComponentCollisionSettings UE::Geometry::GetCollisionSettings(const UPrimitiveComponent* Component)
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{
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FComponentCollisionSettings Settings;
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if (const UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Component) )
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{
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if (const UBodySetup* BodySetup = GetBodySetup(Component))
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{
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Settings.CollisionTypeFlag = (int32)BodySetup->CollisionTraceFlag;
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}
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}
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else if (const UDynamicMeshComponent* DynamicMeshComponent = Cast<UDynamicMeshComponent>(Component))
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{
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Settings.CollisionTypeFlag = DynamicMeshComponent->CollisionType;
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}
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else if (const UBrushComponent* BrushComponent = Cast<UBrushComponent>(Component))
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{
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if (BrushComponent->BrushBodySetup)
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{
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Settings.CollisionTypeFlag = (int32)BrushComponent->BrushBodySetup->CollisionTraceFlag;
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}
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}
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return Settings;
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}
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bool UE::Geometry::GetCollisionShapes(const UPrimitiveComponent* Component, FKAggregateGeom& AggGeom)
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{
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if (const UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Component))
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{
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if (const UBodySetup* BodySetup = GetBodySetup(Component))
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{
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AggGeom = BodySetup->AggGeom;
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return true;
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}
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}
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else if (const UDynamicMeshComponent* DynamicMeshComponent = Cast<UDynamicMeshComponent>(Component))
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{
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AggGeom = DynamicMeshComponent->GetSimpleCollisionShapes();
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return true;
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}
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else if (const UBrushComponent* BrushComponent = Cast<UBrushComponent>(Component))
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{
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if (BrushComponent->BrushBodySetup)
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{
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AggGeom = BrushComponent->BrushBodySetup->AggGeom;
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return true;
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}
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}
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return false;
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}
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bool UE::Geometry::GetCollisionShapes(const UPrimitiveComponent* Component, FSimpleShapeSet3d& ShapeSet)
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{
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FKAggregateGeom AggGeom;
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if (UE::Geometry::GetCollisionShapes(Component, AggGeom))
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{
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UE::Geometry::GetShapeSet(AggGeom, ShapeSet);
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return true;
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}
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return false;
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}
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void UE::Geometry::UpdateSimpleCollision(
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UBodySetup* BodySetup,
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const FKAggregateGeom* NewGeometry,
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UStaticMesh* StaticMesh,
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FComponentCollisionSettings CollisionSettings)
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{
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BodySetup->Modify();
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BodySetup->RemoveSimpleCollision();
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// set new collision geometry
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BodySetup->AggGeom = *NewGeometry;
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// update collision type
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BodySetup->CollisionTraceFlag = (ECollisionTraceFlag)CollisionSettings.CollisionTypeFlag;
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// rebuild physics meshes
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BodySetup->CreatePhysicsMeshes();
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if (StaticMesh != nullptr)
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{
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StaticMesh->RecreateNavCollision();
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// update physics state on all components using this StaticMesh
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for (FThreadSafeObjectIterator Iter(UStaticMeshComponent::StaticClass()); Iter; ++Iter)
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{
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UStaticMeshComponent* SMComponent = Cast<UStaticMeshComponent>(*Iter);
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if (SMComponent->GetStaticMesh() == StaticMesh)
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{
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if (SMComponent->IsPhysicsStateCreated())
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{
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SMComponent->RecreatePhysicsState();
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}
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}
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}
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// mark static mesh as dirty so it gets resaved?
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[[maybe_unused]] bool MarkedDirty = StaticMesh->MarkPackageDirty();
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#if WITH_EDITORONLY_DATA
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// mark the static mesh as having customized collision so it is not regenerated on reimport
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StaticMesh->bCustomizedCollision = CollisionSettings.bIsGeneratedCollision;
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#endif // WITH_EDITORONLY_DATA
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}
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}
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const UBodySetup* UE::Geometry::GetBodySetup(const UPrimitiveComponent* Component)
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{
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if (const UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Component))
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{
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if (UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh())
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{
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return StaticMesh->GetBodySetup();
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}
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}
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else if (const UBrushComponent* BrushComponent = Cast<UBrushComponent>(Component))
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{
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return BrushComponent->BrushBodySetup;
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}
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else if (const UDynamicMeshComponent* DynamicMeshComponent = Cast<UDynamicMeshComponent>(Component))
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{
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return DynamicMeshComponent->GetBodySetup();
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}
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return nullptr;
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}
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UBodySetup* UE::Geometry::GetBodySetup(UPrimitiveComponent* Component)
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{
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if (UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Component))
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{
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if (UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh())
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{
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return StaticMesh->GetBodySetup();
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}
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}
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else if (UBrushComponent* BrushComponent = Cast<UBrushComponent>(Component))
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{
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return BrushComponent->BrushBodySetup;
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}
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else if (UDynamicMeshComponent* DynamicMeshComponent = Cast<UDynamicMeshComponent>(Component))
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{
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return DynamicMeshComponent->GetBodySetup();
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}
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return nullptr;
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}
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bool UE::Geometry::SetSimpleCollision(
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UPrimitiveComponent* Component,
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const FSimpleShapeSet3d* ShapeSet,
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FComponentCollisionSettings CollisionSettings)
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{
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FPhysicsDataCollection PhysicsData;
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PhysicsData.InitializeFromComponent(Component, false);
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if (ensure(PhysicsData.SourceComponent.IsValid()) == false || ensure(ShapeSet != nullptr) == false )
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{
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return false;
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}
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PhysicsData.Geometry = *ShapeSet;
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PhysicsData.CopyGeometryToAggregate();
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if (UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Component))
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{
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if (UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh())
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{
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if (UBodySetup* BodySetup = StaticMesh->GetBodySetup())
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{
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UpdateSimpleCollision(BodySetup, &PhysicsData.AggGeom, StaticMesh, CollisionSettings);
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return true;
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}
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}
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}
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else if (UDynamicMeshComponent* DynamicMeshComponent = Cast<UDynamicMeshComponent>(Component))
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{
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DynamicMeshComponent->CollisionType = (ECollisionTraceFlag)CollisionSettings.CollisionTypeFlag;
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DynamicMeshComponent->SetSimpleCollisionShapes(PhysicsData.AggGeom, true);
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return true;
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}
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return false;
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}
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bool UE::Geometry::TransformSimpleCollision(
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UPrimitiveComponent* Component,
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const FTransform3d& Transform)
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{
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FPhysicsDataCollection PhysicsData;
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PhysicsData.InitializeFromComponent(Component, true);
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if ( ensure(PhysicsData.SourceComponent.IsValid()) == false)
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{
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return false;
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}
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PhysicsData.Geometry.ApplyTransform(Transform);
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PhysicsData.ClearAggregate();
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PhysicsData.CopyGeometryToAggregate();
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if (UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Component))
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{
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FComponentCollisionSettings Settings = GetCollisionSettings(Component);
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Settings.bIsGeneratedCollision = false;
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if (UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh())
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{
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if (UBodySetup* BodySetup = StaticMesh->GetBodySetup())
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{
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UpdateSimpleCollision(BodySetup, &PhysicsData.AggGeom, StaticMesh, Settings);
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return true;
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}
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}
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}
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else if (UDynamicMeshComponent* DynamicMeshComponent = Cast<UDynamicMeshComponent>(Component))
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{
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DynamicMeshComponent->SetSimpleCollisionShapes(PhysicsData.AggGeom, true);
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return true;
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}
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return false;
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}
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bool UE::Geometry::AppendSimpleCollision(
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const UPrimitiveComponent* Component,
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FSimpleShapeSet3d* ShapeSetOut,
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const FTransform3d& Transform)
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{
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FPhysicsDataCollection PhysicsData;
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PhysicsData.InitializeFromComponent(Component, true);
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if (ensure(PhysicsData.SourceComponent.IsValid()) == false || ensure(ShapeSetOut != nullptr) == false)
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{
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return false;
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}
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ShapeSetOut->Append(PhysicsData.Geometry, Transform);
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return true;
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}
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bool UE::Geometry::AppendSimpleCollision(
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const UPrimitiveComponent* Component,
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FSimpleShapeSet3d* ShapeSetOut,
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const TArray<FTransform3d>& TransformSeqeuence)
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{
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FPhysicsDataCollection PhysicsData;
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PhysicsData.InitializeFromComponent(Component, true);
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if (ensure(PhysicsData.SourceComponent.IsValid()) == false || ensure(ShapeSetOut != nullptr) == false)
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{
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return false;
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}
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ShapeSetOut->Append(PhysicsData.Geometry, TransformSeqeuence);
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return true;
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}
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void UE::Geometry::ConvertSimpleCollisionToMeshes(
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const FKAggregateGeom& AggGeom,
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FDynamicMesh3& MeshOut,
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const FTransformSequence3d& TransformSeqeuence,
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int32 SphereResolution,
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bool bSetToPerTriangleNormals,
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bool bInitializeConvexUVs,
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TFunction<void(int, const FDynamicMesh3&)> PerElementMeshCallback )
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{
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FDynamicMeshEditor Editor(&MeshOut);
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bool bTransformInverts = TransformSeqeuence.WillInvert();
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for (const FKSphereElem& Sphere : AggGeom.SphereElems)
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{
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FSphereGenerator SphereGen;
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SphereGen.Radius = Sphere.Radius;
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SphereGen.NumPhi = SphereGen.NumTheta = SphereResolution;
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SphereGen.bPolygroupPerQuad = false;
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SphereGen.Generate();
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FDynamicMesh3 SphereMesh(&SphereGen);
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MeshTransforms::Translate(SphereMesh, FVector3d(Sphere.Center));
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if (bTransformInverts)
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{
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SphereMesh.ReverseOrientation(false);
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}
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FMeshIndexMappings Mappings;
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Editor.AppendMesh(&SphereMesh, Mappings,
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[&](int32 vid, const FVector3d& P) { return TransformSeqeuence.TransformPosition(P); },
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[&](int32 vid, const FVector3d& N) { return TransformSeqeuence.TransformNormal(N); });
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if (PerElementMeshCallback)
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{
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PerElementMeshCallback(0, SphereMesh);
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}
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}
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for (const FKBoxElem& Box : AggGeom.BoxElems)
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{
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FMinimalBoxMeshGenerator BoxGen;
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BoxGen.Box = UE::Geometry::FOrientedBox3d(
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FFrame3d(FVector3d(Box.Center), FQuaterniond(Box.Rotation.Quaternion())),
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0.5*FVector3d(Box.X, Box.Y, Box.Z));
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BoxGen.Generate();
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FDynamicMesh3 BoxMesh(&BoxGen);
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// transform not applied because it is just the Center/Rotation
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if (bTransformInverts)
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{
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BoxMesh.ReverseOrientation(false);
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}
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FMeshIndexMappings Mappings;
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Editor.AppendMesh(&BoxMesh, Mappings,
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[&](int32 vid, const FVector3d& P) { return TransformSeqeuence.TransformPosition(P); },
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[&](int32 vid, const FVector3d& N) { return TransformSeqeuence.TransformNormal(N); });
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if (PerElementMeshCallback)
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{
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PerElementMeshCallback(1, BoxMesh);
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}
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}
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for (const FKSphylElem& Capsule: AggGeom.SphylElems)
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{
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FCapsuleGenerator CapsuleGen;
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CapsuleGen.Radius = Capsule.Radius;
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CapsuleGen.SegmentLength = Capsule.Length;
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CapsuleGen.NumHemisphereArcSteps = SphereResolution/4+1;
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CapsuleGen.NumCircleSteps = SphereResolution;
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CapsuleGen.bPolygroupPerQuad = false;
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CapsuleGen.Generate();
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FDynamicMesh3 CapsuleMesh(&CapsuleGen);
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MeshTransforms::Translate(CapsuleMesh, FVector3d(0,0,-0.5*Capsule.Length) );
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FTransformSRT3d Transform(Capsule.GetTransform());
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MeshTransforms::ApplyTransform(CapsuleMesh, Transform, false);
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if (Transform.GetDeterminant() < 0 != bTransformInverts)
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{
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CapsuleMesh.ReverseOrientation(false);
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}
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FMeshIndexMappings Mappings;
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Editor.AppendMesh(&CapsuleMesh, Mappings,
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[&](int32 vid, const FVector3d& P) { return TransformSeqeuence.TransformPosition(P); },
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[&](int32 vid, const FVector3d& N) { return TransformSeqeuence.TransformNormal(N); });
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if (PerElementMeshCallback)
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{
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PerElementMeshCallback(2, CapsuleMesh);
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}
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}
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for (const FKConvexElem& Convex : AggGeom.ConvexElems)
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{
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FTransformSRT3d ElemTransform(Convex.GetTransform());
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FDynamicMesh3 ConvexMesh(EMeshComponents::None);
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int32 NumVertices = Convex.VertexData.Num();
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for (int32 k = 0; k < NumVertices; ++k)
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{
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ConvexMesh.AppendVertex(ElemTransform.TransformPosition(FVector3d(Convex.VertexData[k])) );
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}
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int32 NumTriangles = Convex.IndexData.Num() / 3;
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for (int32 k = 0; k < NumTriangles; ++k)
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{
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ConvexMesh.AppendTriangle(Convex.IndexData[3*k], Convex.IndexData[3*k+1], Convex.IndexData[3*k+2]);
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}
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// Note we need to reverse the orientation if no transform inverts, or if both invert,
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// because ConvexMesh has reversed-orientation triangles normally
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if (ElemTransform.GetDeterminant() < 0 == bTransformInverts)
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{
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ConvexMesh.ReverseOrientation();
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}
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ConvexMesh.EnableTriangleGroups(0);
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ConvexMesh.EnableAttributes();
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if (bInitializeConvexUVs)
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{
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FDynamicMeshUVEditor UVEditor(&ConvexMesh, 0, true);
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UVEditor.SetPerTriangleUVs();
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}
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FMeshIndexMappings Mappings;
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Editor.AppendMesh(&ConvexMesh, Mappings,
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[&](int32 vid, const FVector3d& P) { return TransformSeqeuence.TransformPosition(P); },
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[&](int32 vid, const FVector3d& N) { return TransformSeqeuence.TransformNormal(N); });
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if (PerElementMeshCallback)
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{
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PerElementMeshCallback(3, ConvexMesh);
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}
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}
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if (MeshOut.HasAttributes() && MeshOut.Attributes()->PrimaryNormals() != nullptr)
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{
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if (bSetToPerTriangleNormals)
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{
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FMeshNormals::InitializeMeshToPerTriangleNormals(&MeshOut);
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}
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else
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{
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FMeshNormals::InitializeOverlayToPerVertexNormals(MeshOut.Attributes()->PrimaryNormals(), false);
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}
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}
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}
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bool UE::Geometry::ConvertComplexCollisionToMeshes(
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IInterface_CollisionDataProvider* CollisionProvider,
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UE::Geometry::FDynamicMesh3& MeshOut,
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const FTransformSequence3d& TransformSeqeuence,
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bool& bFoundMeshErrorsOut,
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bool bWeldEdges,
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bool bSetToPerTriangleNormals)
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{
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bFoundMeshErrorsOut = false;
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if (CollisionProvider && CollisionProvider->ContainsPhysicsTriMeshData(true))
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{
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FTriMeshCollisionData CollisionData;
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if (CollisionProvider->GetPhysicsTriMeshData(&CollisionData, true))
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{
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bool bWillInvert = TransformSeqeuence.WillInvert();
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TArray<int32> VertexIDMap;
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for (int32 k = 0; k < CollisionData.Vertices.Num(); ++k)
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{
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int32 VertexID = MeshOut.AppendVertex(TransformSeqeuence.TransformPosition((FVector)CollisionData.Vertices[k]));
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VertexIDMap.Add(VertexID);
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}
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for (const FTriIndices& TriIndices : CollisionData.Indices)
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{
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FIndex3i Triangle(TriIndices.v0, TriIndices.v1, TriIndices.v2);
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int32 TriangleID = MeshOut.AppendTriangle(Triangle);
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if (TriangleID < 0)
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{
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bFoundMeshErrorsOut = true;
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// create new vertices for this triangle
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int32 A = MeshOut.AppendVertex(TransformSeqeuence.TransformPosition(MeshOut.GetVertex(TriIndices.v0)));
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int32 B = MeshOut.AppendVertex(TransformSeqeuence.TransformPosition(MeshOut.GetVertex(TriIndices.v1)));
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int32 C = MeshOut.AppendVertex(TransformSeqeuence.TransformPosition(MeshOut.GetVertex(TriIndices.v2)));
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MeshOut.AppendTriangle(FIndex3i(A,B,C));
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}
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}
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if (bWeldEdges)
|
|
{
|
|
FMergeCoincidentMeshEdges Weld(&MeshOut);
|
|
Weld.OnlyUniquePairs = true;
|
|
Weld.Apply();
|
|
Weld.OnlyUniquePairs = false;
|
|
Weld.Apply();
|
|
}
|
|
|
|
if (!CollisionData.bFlipNormals != bWillInvert) // collision mesh has reversed orientation
|
|
{
|
|
MeshOut.ReverseOrientation(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (MeshOut.HasAttributes() && MeshOut.Attributes()->PrimaryNormals() != nullptr)
|
|
{
|
|
if (bSetToPerTriangleNormals)
|
|
{
|
|
FMeshNormals::InitializeMeshToPerTriangleNormals(&MeshOut);
|
|
}
|
|
else
|
|
{
|
|
FMeshNormals::InitializeOverlayToPerVertexNormals(MeshOut.Attributes()->PrimaryNormals(), false);
|
|
}
|
|
}
|
|
|
|
return (MeshOut.TriangleCount() > 0);
|
|
}
|