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- Removed hardcoded element type arrays (Vertices, Edges, Triangles etc.). Mesh element types can now be arbitrarily added, with any number of channels. - Mesh element containers have a much leaner format; instead of sparse arrays, they are now represented by a simple bitarray, determining whether an index is used or not. Consequently, mesh topology is now entirely described with the attribute system, e.g. edge start and end vertices, triangle vertices, etc. - Support added for attributes of arbitrary dimensions, e.g. float[4] or int[2]. - Support added for attributes which index into another mesh element container. - Added FMeshElementIndexer: this is an efficient container for maintaining backward references from one element type to another; for example, edges have an attribute specifying which vertices are at each end (an attribute of type FVertexID[2]). With an indexer, it is possible to look up which edges contain a given vertex, even though this is not explicitly stored. Indexers are designed to do minimal allocations and update lazily and in batch when necessary. - Added support for preserving UV topology in static meshes. UVs are now a first-class element type which may be indexed directly from triangles. - Added the facility to access the underlying array in an attribute array directly. - Triangles now directly reference their vertex, edge and UV IDs. Vertex instances are to be deprecated. - Changed various systems to be triangle-centric rather than polygon-centric, as this is faster. Triangles are presumed to be the elementary face type in a MeshDescription, even if polygons are still supported. The concept of polygons will be somewhat shifted to mean a group of triangles which should be treated collectively for editing purposes. - Optimised normal/tangent generation and FBX import. - Deprecated EditableMesh, MeshEditor and StaticMeshEditorExtension plugins - these are to be removed, but they still have certain hooks in place which need removing. #rb [CL 13568702 by Richard TalbotWatkin in ue5-main branch]
64 lines
2.1 KiB
C
64 lines
2.1 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "MeshTypes.h"
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/**
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* This is a structure which holds the ID remappings returned by a Compact operation, or passed to a Remap operation.
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*/
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struct FElementIDRemappings
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{
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TSparseArray<int32> NewVertexIndexLookup;
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TSparseArray<int32> NewVertexInstanceIndexLookup;
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TSparseArray<int32> NewEdgeIndexLookup;
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TSparseArray<int32> NewTriangleIndexLookup;
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TSparseArray<int32> NewUVIndexLookup;
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TSparseArray<int32> NewPolygonIndexLookup;
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TSparseArray<int32> NewPolygonGroupIndexLookup;
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FVertexID GetRemappedVertexID( FVertexID VertexID ) const
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{
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checkSlow( NewVertexIndexLookup.IsAllocated( VertexID.GetValue() ) );
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return FVertexID( NewVertexIndexLookup[ VertexID.GetValue() ] );
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}
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FVertexInstanceID GetRemappedVertexInstanceID( FVertexInstanceID VertexInstanceID ) const
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{
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checkSlow( NewVertexInstanceIndexLookup.IsAllocated( VertexInstanceID.GetValue() ) );
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return FVertexInstanceID( NewVertexInstanceIndexLookup[ VertexInstanceID.GetValue() ] );
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}
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FEdgeID GetRemappedEdgeID( FEdgeID EdgeID ) const
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{
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checkSlow( NewEdgeIndexLookup.IsAllocated( EdgeID.GetValue() ) );
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return FEdgeID( NewEdgeIndexLookup[ EdgeID.GetValue() ] );
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}
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FUVID GetRemappedUVID( FUVID UVID ) const
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{
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checkSlow( NewUVIndexLookup.IsAllocated( UVID.GetValue() ) );
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return FUVID( NewUVIndexLookup[ UVID.GetValue() ] );
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}
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FTriangleID GetRemappedTriangleID( FTriangleID TriangleID ) const
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{
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checkSlow( NewTriangleIndexLookup.IsAllocated( TriangleID.GetValue() ) );
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return FTriangleID( NewTriangleIndexLookup[ TriangleID.GetValue() ] );
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}
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FPolygonID GetRemappedPolygonID( FPolygonID PolygonID ) const
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{
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checkSlow( NewPolygonIndexLookup.IsAllocated( PolygonID.GetValue() ) );
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return FPolygonID( NewPolygonIndexLookup[ PolygonID.GetValue() ] );
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}
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FPolygonGroupID GetRemappedPolygonGroupID( FPolygonGroupID PolygonGroupID ) const
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{
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checkSlow( NewPolygonGroupIndexLookup.IsAllocated( PolygonGroupID.GetValue() ) );
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return FPolygonGroupID( NewPolygonGroupIndexLookup[ PolygonGroupID.GetValue() ] );
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}
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};
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