Files
UnrealEngineUWP/Engine/Source/Runtime/MeshDescription/Public/MeshElementRemappings.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

57 lines
1.9 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "MeshTypes.h"
/**
* This is a structure which holds the ID remappings returned by a Compact operation, or passed to a Remap operation.
*/
struct FElementIDRemappings
{
TSparseArray<int32> NewVertexIndexLookup;
TSparseArray<int32> NewVertexInstanceIndexLookup;
TSparseArray<int32> NewEdgeIndexLookup;
TSparseArray<int32> NewTriangleIndexLookup;
TSparseArray<int32> NewPolygonIndexLookup;
TSparseArray<int32> NewPolygonGroupIndexLookup;
FVertexID GetRemappedVertexID( FVertexID VertexID ) const
{
checkSlow( NewVertexIndexLookup.IsAllocated( VertexID.GetValue() ) );
return FVertexID( NewVertexIndexLookup[ VertexID.GetValue() ] );
}
FVertexInstanceID GetRemappedVertexInstanceID( FVertexInstanceID VertexInstanceID ) const
{
checkSlow( NewVertexInstanceIndexLookup.IsAllocated( VertexInstanceID.GetValue() ) );
return FVertexInstanceID( NewVertexInstanceIndexLookup[ VertexInstanceID.GetValue() ] );
}
FEdgeID GetRemappedEdgeID( FEdgeID EdgeID ) const
{
checkSlow( NewEdgeIndexLookup.IsAllocated( EdgeID.GetValue() ) );
return FEdgeID( NewEdgeIndexLookup[ EdgeID.GetValue() ] );
}
FTriangleID GetRemappedTriangleID( FTriangleID TriangleID ) const
{
checkSlow( NewTriangleIndexLookup.IsAllocated( TriangleID.GetValue() ) );
return FTriangleID( NewTriangleIndexLookup[ TriangleID.GetValue() ] );
}
FPolygonID GetRemappedPolygonID( FPolygonID PolygonID ) const
{
checkSlow( NewPolygonIndexLookup.IsAllocated( PolygonID.GetValue() ) );
return FPolygonID( NewPolygonIndexLookup[ PolygonID.GetValue() ] );
}
FPolygonGroupID GetRemappedPolygonGroupID( FPolygonGroupID PolygonGroupID ) const
{
checkSlow( NewPolygonGroupIndexLookup.IsAllocated( PolygonGroupID.GetValue() ) );
return FPolygonGroupID( NewPolygonGroupIndexLookup[ PolygonGroupID.GetValue() ] );
}
};