Files
UnrealEngineUWP/Engine/Source/Runtime/GeometryCore/Public/MeshAdapter.h
ryan schmidt e3183cb1e7 GeometryProcessing: clean up mesh timestamps.
- remove FDynamicMesh3::Timestamp (unused), rename Shape/Topology Timestamps to Shape/TopologyChangeStamp, change to atomic<uint32>
- add FDynamicMesh3::bEnableShapeChangeStamp, default to false, to disable ShapeChange tracking. Add ::SetShapeChangeStampEnabled() and ::HasShapeChangeStampEnabled() to configure.
- replace FDynamicMesh3::UpdateTimestamps() with UpdateChangeStamps()
- add bTrackChange param to FDynamicMesh3::SetVertex(), optionally updates ShapeChangeStamp (if enabled). Default true. Remove SetVertex_NoTimeStampUpdate(), update call sites.
- add FDynamicMesh3::GetChangeStamp(), returns combination of Shape and Topology stamps as uint64
- rename TTriangleMeshAdapter::GetTimestamp() to GetChangeStamp(), update usages
- remove TPointSetAdapter::Timestamp()   (was not used in code)
- update TMeshAABBTree3 to use GetChangeStamp(), update internal checks to call IsValid() instead
- update TFastWindingTree w/ similar changes
- update calls in UVEditor, may require further updates
#rb semion.piskarev
#rnx
#jira none
#preflight 6126904c72e9eb00011434fe

#ROBOMERGE-SOURCE: CL 17310271 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17315112 by ryan schmidt in ue5-release-engine-test branch]
2021-08-26 06:57:55 -04:00

231 lines
6.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "TriangleTypes.h"
#include "VectorTypes.h"
#include "Math/IntVector.h"
#include "Math/Vector.h"
#include "IndexTypes.h"
namespace UE
{
namespace Geometry
{
/**
* Most generic / lazy example of a triangle mesh adapter; possibly useful for prototyping / building on top of (but slower than making a more specific-case adapter)
*/
template <typename RealType>
struct TTriangleMeshAdapter
{
TFunction<bool(int32 index)> IsTriangle;
TFunction<bool(int32 index)> IsVertex;
TFunction<int32()> MaxTriangleID;
TFunction<int32()> MaxVertexID;
TFunction<int32()> TriangleCount;
TFunction<int32()> VertexCount;
TFunction<uint64()> GetChangeStamp;
TFunction<FIndex3i(int32)> GetTriangle;
TFunction<FVector3<RealType>(int32)> GetVertex;
inline void GetTriVertices(int TID, UE::Math::TVector<RealType>& V0, UE::Math::TVector<RealType>& V1, UE::Math::TVector<RealType>& V2) const
{
FIndex3i TriIndices = GetTriangle(TID);
V0 = GetVertex(TriIndices.A);
V1 = GetVertex(TriIndices.B);
V2 = GetVertex(TriIndices.C);
}
};
typedef TTriangleMeshAdapter<double> FTriangleMeshAdapterd;
typedef TTriangleMeshAdapter<float> FTriangleMeshAdapterf;
/**
* Example function to generate a generic mesh adapter from arrays
* @param Vertices Array of mesh vertices
* @param Triangles Array of int-vectors, one per triangle, indexing into the vertices array
*/
inline FTriangleMeshAdapterd GetArrayMesh(TArray<FVector>& Vertices, TArray<FIntVector>& Triangles)
{
return {
[&](int) { return true; },
[&](int) { return true; },
[&]() { return Triangles.Num(); },
[&]() { return Vertices.Num(); },
[&]() { return Triangles.Num(); },
[&]() { return Vertices.Num(); },
[&]() { return 0; },
[&](int Idx) { return FIndex3i(Triangles[Idx]); },
[&](int Idx) { return FVector3d(Vertices[Idx]); }};
}
/**
* Faster adapter specifically for the common index mesh case
*/
template<typename IndexType, typename OutRealType, typename InVectorType=FVector>
struct TIndexMeshArrayAdapter
{
const TArray<InVectorType>* SourceVertices;
const TArray<IndexType>* SourceTriangles;
void SetSources(const TArray<InVectorType>* SourceVerticesIn, const TArray<IndexType>* SourceTrianglesIn)
{
SourceVertices = SourceVerticesIn;
SourceTriangles = SourceTrianglesIn;
}
TIndexMeshArrayAdapter() : SourceVertices(nullptr), SourceTriangles(nullptr)
{
}
TIndexMeshArrayAdapter(const TArray<InVectorType>* SourceVerticesIn, const TArray<IndexType>* SourceTrianglesIn) : SourceVertices(SourceVerticesIn), SourceTriangles(SourceTrianglesIn)
{
}
FORCEINLINE bool IsTriangle(int32 Index) const
{
return SourceTriangles->IsValidIndex(Index * 3);
}
FORCEINLINE bool IsVertex(int32 Index) const
{
return SourceVertices->IsValidIndex(Index);
}
FORCEINLINE int32 MaxTriangleID() const
{
return SourceTriangles->Num() / 3;
}
FORCEINLINE int32 MaxVertexID() const
{
return SourceVertices->Num();
}
// Counts are same as MaxIDs, because these are compact meshes
FORCEINLINE int32 TriangleCount() const
{
return SourceTriangles->Num() / 3;
}
FORCEINLINE int32 VertexCount() const
{
return SourceVertices->Num();
}
FORCEINLINE uint64 GetChangeStamp() const
{
return 1; // source data doesn't have a timestamp concept
}
FORCEINLINE FIndex3i GetTriangle(int32 Index) const
{
int32 Start = Index * 3;
return FIndex3i((int)(*SourceTriangles)[Start], (int)(*SourceTriangles)[Start+1], (int)(*SourceTriangles)[Start+2]);
}
FORCEINLINE FVector3<OutRealType> GetVertex(int32 Index) const
{
return FVector3<OutRealType>((*SourceVertices)[Index]);
}
FORCEINLINE void GetTriVertices(int32 TriIndex, UE::Math::TVector<OutRealType>& V0, UE::Math::TVector<OutRealType>& V1, UE::Math::TVector<OutRealType>& V2) const
{
int32 Start = TriIndex * 3;
V0 = FVector3<OutRealType>((*SourceVertices)[(*SourceTriangles)[Start]]);
V1 = FVector3<OutRealType>((*SourceVertices)[(*SourceTriangles)[Start+1]]);
V2 = FVector3<OutRealType>((*SourceVertices)[(*SourceTriangles)[Start+2]]);
}
};
/**
* Second version of the above faster adapter
* -- for the case where triangle indices are packed into an integer vector type instead of flat
*/
template<typename IndexVectorType, typename OutRealType, typename InVectorType = FVector>
struct TIndexVectorMeshArrayAdapter
{
const TArray<InVectorType>* SourceVertices;
const TArray<IndexVectorType>* SourceTriangles;
void SetSources(const TArray<InVectorType>* SourceVerticesIn, const TArray<IndexVectorType>* SourceTrianglesIn)
{
SourceVertices = SourceVerticesIn;
SourceTriangles = SourceTrianglesIn;
}
TIndexVectorMeshArrayAdapter() : SourceVertices(nullptr), SourceTriangles(nullptr)
{
}
TIndexVectorMeshArrayAdapter(const TArray<InVectorType>* SourceVerticesIn, const TArray<IndexVectorType>* SourceTrianglesIn) : SourceVertices(SourceVerticesIn), SourceTriangles(SourceTrianglesIn)
{
}
FORCEINLINE bool IsTriangle(int32 Index) const
{
return SourceTriangles->IsValidIndex(Index);
}
FORCEINLINE bool IsVertex(int32 Index) const
{
return SourceVertices->IsValidIndex(Index);
}
FORCEINLINE int32 MaxTriangleID() const
{
return SourceTriangles->Num();
}
FORCEINLINE int32 MaxVertexID() const
{
return SourceVertices->Num();
}
// Counts are same as MaxIDs, because these are compact meshes
FORCEINLINE int32 TriangleCount() const
{
return SourceTriangles->Num();
}
FORCEINLINE int32 VertexCount() const
{
return SourceVertices->Num();
}
FORCEINLINE uint64 GetChangeStamp() const
{
return 1; // source data doesn't have a timestamp concept
}
FORCEINLINE FIndex3i GetTriangle(int32 Index) const
{
const IndexVectorType& Tri = (*SourceTriangles)[Index];
return FIndex3i((int)Tri[0], (int)Tri[1], (int)Tri[2]);
}
FORCEINLINE FVector3<OutRealType> GetVertex(int32 Index) const
{
return FVector3<OutRealType>((*SourceVertices)[Index]);
}
FORCEINLINE void GetTriVertices(int32 TriIndex, UE::Math::TVector<OutRealType>& V0, UE::Math::TVector<OutRealType>& V1, UE::Math::TVector<OutRealType>& V2) const
{
const IndexVectorType& Tri = (*SourceTriangles)[TriIndex];
V0 = FVector3<OutRealType>((*SourceVertices)[Tri[0]]);
V1 = FVector3<OutRealType>((*SourceVertices)[Tri[1]]);
V2 = FVector3<OutRealType>((*SourceVertices)[Tri[2]]);
}
};
typedef TIndexMeshArrayAdapter<uint32, double> FIndexMeshArrayAdapterd;
} // end namespace UE::Geometry
} // end namespace UE