You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
From dev-enterprise[at]11302978 #jira UE-84532 #rb JeanMichel.Dignard #ROBOMERGE-SOURCE: CL 11499389 in //UE4/Release-4.25/... #ROBOMERGE-BOT: RELEASE (Release-4.25 -> Release-4.25Plus) (v654-11333218) [CL 11499396 by danny couture in 4.25-Plus branch]
86 lines
2.1 KiB
C++
86 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
|
|
enum class ELightmapUVVersion : int32
|
|
{
|
|
BitByBit = 0,
|
|
Segments = 1,
|
|
SmallChartPacking = 2,
|
|
ScaleChartsOrderingFix = 3,
|
|
ChartJoiningLFix = 4,
|
|
Allocator2DFlipFix = 5,
|
|
ConsiderLightmapPadding = 6,
|
|
ForceLightmapPadding = 7,
|
|
Segments2D = 8,
|
|
OptimalSurfaceArea = 9,
|
|
Latest = OptimalSurfaceArea
|
|
};
|
|
|
|
/** Helper struct for building acceleration structures. */
|
|
struct FIndexAndZ
|
|
{
|
|
float Z;
|
|
int32 Index;
|
|
|
|
/** Default constructor. */
|
|
FIndexAndZ() {}
|
|
|
|
/** Initialization constructor. */
|
|
FIndexAndZ(int32 InIndex, FVector V)
|
|
{
|
|
Z = 0.30f * V.X + 0.33f * V.Y + 0.37f * V.Z;
|
|
Index = InIndex;
|
|
}
|
|
};
|
|
|
|
/** Sorting function for vertex Z/index pairs. */
|
|
struct FCompareIndexAndZ
|
|
{
|
|
FORCEINLINE bool operator()(FIndexAndZ const& A, FIndexAndZ const& B) const { return A.Z < B.Z; }
|
|
};
|
|
|
|
/**
|
|
* Returns true if the specified points are about equal
|
|
*/
|
|
inline bool PointsEqual(const FVector& V1, const FVector& V2, float ComparisonThreshold)
|
|
{
|
|
if (FMath::Abs(V1.X - V2.X) > ComparisonThreshold
|
|
|| FMath::Abs(V1.Y - V2.Y) > ComparisonThreshold
|
|
|| FMath::Abs(V1.Z - V2.Z) > ComparisonThreshold)
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
namespace TriangleUtilities
|
|
{
|
|
/*
|
|
* This function compute the area of a triangle, it will return zero if the triangle is degenerated
|
|
*/
|
|
static float ComputeTriangleArea(const FVector& PointA, const FVector& PointB, const FVector& PointC)
|
|
{
|
|
return FVector::CrossProduct((PointB - PointA), (PointC - PointA)).Size() / 2.0f;
|
|
}
|
|
|
|
/*
|
|
* This function compute the angle of a triangle corner, it will return zero if the triangle is degenerated
|
|
*/
|
|
static float ComputeTriangleCornerAngle(const FVector& PointA, const FVector& PointB, const FVector& PointC)
|
|
{
|
|
FVector E1 = (PointB - PointA);
|
|
FVector E2 = (PointC - PointA);
|
|
//Normalize both edges (unit vector) of the triangle so we get a dotProduct result that will be a valid acos input [-1, 1]
|
|
if (!E1.Normalize() || !E2.Normalize())
|
|
{
|
|
//Return a null ratio if the polygon is degenerate
|
|
return 0.0f;
|
|
}
|
|
float DotProduct = FVector::DotProduct(E1, E2);
|
|
return FMath::Acos(DotProduct);
|
|
}
|
|
}
|