Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryFlow/Source/GeometryFlowMeshProcessing/Public/MeshProcessingNodes/MeshDeleteTrianglesNode.h
tyson brochu 8ec7d9f922 Minor code and UI changes for AutoLOD.
- DebugDumpGraph was being called before texture baking nodes were in the graph
- Fix some capitalization of tool properties
- Added some code comments
- If morphology distance is zero, don't apply it

#rnx
#rb jimmy.andrews

[CL 16055366 by tyson brochu in ue5-main branch]
2021-04-19 17:18:09 -04:00

72 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
#include "DataTypes/IndexSetsData.h"
#include "DynamicMeshEditor.h"
namespace UE
{
namespace GeometryFlow
{
class FMeshDeleteTrianglesNode : public FProcessMeshBaseNode
{
public:
static const FString InParamTriangleLists() { return TEXT("TriangleLists"); }
public:
FMeshDeleteTrianglesNode()
{
AddInput(InParamTriangleLists(), MakeBasicInput<FIndexSets>());
// we can mutate input mesh
ConfigureInputFlags(InParamMesh(), FNodeInputFlags::Transformable());
}
virtual void CheckAdditionalInputs(const FNamedDataMap& DatasIn, bool& bRecomputeRequired, bool& bAllInputsValid) override
{
FindAndUpdateInputForEvaluate(InParamTriangleLists(), DatasIn, bRecomputeRequired, bAllInputsValid);
}
virtual void ProcessMesh(
const FNamedDataMap& DatasIn,
const FDynamicMesh3& MeshIn,
FDynamicMesh3& MeshOut) override
{
MeshOut = MeshIn;
DeleteTrianglesForMesh(DatasIn, MeshOut);
}
virtual void ProcessMeshInPlace(
const FNamedDataMap& DatasIn,
FDynamicMesh3& MeshInOut) override
{
DeleteTrianglesForMesh(DatasIn, MeshInOut);
}
void DeleteTrianglesForMesh(const FNamedDataMap& DatasIn, FDynamicMesh3& EditMesh)
{
TSafeSharedPtr<IData> TriangleSetsArg = DatasIn.FindData(InParamTriangleLists());
const FIndexSets& TriangleSets = TriangleSetsArg->GetDataConstRef<FIndexSets>(FIndexSets::DataTypeIdentifier);
FDynamicMeshEditor Editor(&EditMesh);
for (const TArray<int32>& Set : TriangleSets.IndexSets)
{
Editor.RemoveTriangles(Set, true);
}
}
};
} // end namespace GeometryFlow
} //