You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb none #rnx #jira none #preflight 60a7e75e7d6b060001c61f47 [CL 16428413 by Ryan Schmidt in ue5-main branch]
82 lines
2.7 KiB
C++
82 lines
2.7 KiB
C++
// 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<typename RealType> 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<FTriangleID> 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<FVertexID> 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<float>* 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<double>* TangentsOut);
|
|
}; |