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#rb none #rnx #jira none #preflight 60c52c5db9446100014da02d [CL 16653115 by Ryan Schmidt in ue5-main branch]
87 lines
2.1 KiB
C++
87 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BaseNodes/TransformerWithSettingsNode.h"
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#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
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#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
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#include "DynamicMesh/MeshTangents.h"
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namespace UE
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{
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namespace GeometryFlow
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{
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using namespace UE::Geometry;
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enum class EComputeTangentsType
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{
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PerTriangle = 0,
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FastMikkT = 1
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};
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struct FMeshTangentsSettings
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{
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DECLARE_GEOMETRYFLOW_DATA_TYPE_IDENTIFIER(EMeshProcessingDataTypes::TangentsSettings);
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EComputeTangentsType TangentsType = EComputeTangentsType::FastMikkT;
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int UVLayer = 0;
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};
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GEOMETRYFLOW_DECLARE_SETTINGS_TYPES(FMeshTangentsSettings, Tangents);
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typedef TTransferNode<FMeshTangentsd, (int)EMeshProcessingDataTypes::MeshTangentSet> FMeshTangentsTransferNode;
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class FComputeMeshTangentsNode : public TTransformerWithSettingsNode<
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FDynamicMesh3, (int)EMeshProcessingDataTypes::DynamicMesh,
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FMeshTangentsSettings, (int)EMeshProcessingDataTypes::TangentsSettings,
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FMeshTangentsd, (int)EMeshProcessingDataTypes::MeshTangentSet>
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{
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public:
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FComputeMeshTangentsNode() : TTransformerWithSettingsNode()
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{
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}
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virtual void ComputeOutput(
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const FNamedDataMap& DatasIn,
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const FMeshTangentsSettings& Settings,
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const FDynamicMesh3& MeshIn,
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FMeshTangentsd& TangentsOut)
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{
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if (ensure(MeshIn.HasAttributes()) == false) return;
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// handle UV layer issues, missing attributes, etc
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int UseUVLayer = Settings.UVLayer;
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bool bValidUVLayer = (UseUVLayer >= 0 && UseUVLayer < MeshIn.Attributes()->NumUVLayers());
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if (ensure(bValidUVLayer) == false)
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{
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UseUVLayer = FMath::Clamp(UseUVLayer, 0, MeshIn.Attributes()->NumUVLayers() - 1);
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}
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FComputeTangentsOptions Options;
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Options.bAveraged = (Settings.TangentsType == EComputeTangentsType::FastMikkT);
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TangentsOut.SetMesh(&MeshIn);
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TangentsOut.ComputeTriVertexTangents(
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MeshIn.Attributes()->PrimaryNormals(),
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MeshIn.Attributes()->GetUVLayer(UseUVLayer),
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Options);
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// clear output mesh reference
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TangentsOut.SetMesh(nullptr);
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}
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};
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} // end namespace GeometryFlow
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} // end namespace UE
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