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UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/ConversionUtils/DynamicMeshViaMeshDescriptionUtil.cpp

57 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ConversionUtils/DynamicMeshViaMeshDescriptionUtil.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "DynamicMeshToMeshDescription.h"
#include "MeshConversionOptions.h" //FConversionToMeshDescriptionOptions
#include "MeshDescriptionToDynamicMesh.h"
FDynamicMesh3 UE::Geometry::GetDynamicMeshViaMeshDescription(
IMeshDescriptionProvider& MeshDescriptionProvider, bool bRequestTangents)
{
FDynamicMesh3 DynamicMesh;
FMeshDescriptionToDynamicMesh Converter;
Converter.bVIDsFromNonManifoldMeshDescriptionAttr = true;
if (bRequestTangents)
{
FGetMeshParameters GetMeshParams;
GetMeshParams.bWantMeshTangents = true;
FMeshDescription MeshDescriptionCopy = MeshDescriptionProvider.GetMeshDescriptionCopy(GetMeshParams);
Converter.Convert(&MeshDescriptionCopy, DynamicMesh, bRequestTangents);
}
else
{
Converter.Convert(MeshDescriptionProvider.GetMeshDescription(), DynamicMesh, bRequestTangents);
}
return DynamicMesh;
}
void UE::Geometry::CommitDynamicMeshViaMeshDescription(
FMeshDescription&& CurrentMeshDescription,
IMeshDescriptionCommitter& MeshDescriptionCommitter,
const FDynamicMesh3& Mesh, const IDynamicMeshCommitter::FDynamicMeshCommitInfo& CommitInfo)
{
FConversionToMeshDescriptionOptions ConversionOptions;
ConversionOptions.bSetPolyGroups = CommitInfo.bPolygroupsChanged;
ConversionOptions.bUpdatePositions = CommitInfo.bPositionsChanged;
ConversionOptions.bUpdateNormals = CommitInfo.bNormalsChanged;
ConversionOptions.bUpdateTangents = CommitInfo.bTangentsChanged;
ConversionOptions.bUpdateUVs = CommitInfo.bUVsChanged;
ConversionOptions.bUpdateVtxColors = CommitInfo.bVertexColorsChanged;
ConversionOptions.bTransformVtxColorsSRGBToLinear = CommitInfo.bTransformVertexColorsSRGBToLinear;
FDynamicMeshToMeshDescription Converter(ConversionOptions);
if (!CommitInfo.bTopologyChanged)
{
Converter.UpdateUsingConversionOptions(&Mesh, CurrentMeshDescription);
}
else
{
// Do a full conversion.
Converter.Convert(&Mesh, CurrentMeshDescription);
}
MeshDescriptionCommitter.CommitMeshDescription(MoveTemp(CurrentMeshDescription));
}