You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rnx #rb rinat.abdrashitov #robomerge[starship] 5.0 #preflight 614cb58d88dbdb000179f1cf [CL 17611355 by tyson brochu in ue5-main branch]
74 lines
1.8 KiB
C++
74 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
|
|
#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
|
|
#include "DataTypes/IndexSetsData.h"
|
|
#include "DynamicMeshEditor.h"
|
|
|
|
namespace UE
|
|
{
|
|
namespace GeometryFlow
|
|
{
|
|
|
|
|
|
class FMeshDeleteTrianglesNode : public FProcessMeshBaseNode
|
|
{
|
|
public:
|
|
static const FString InParamTriangleLists() { return TEXT("TriangleLists"); }
|
|
|
|
|
|
public:
|
|
FMeshDeleteTrianglesNode()
|
|
{
|
|
AddInput(InParamTriangleLists(), MakeBasicInput<FIndexSets>());
|
|
|
|
// we can mutate input mesh
|
|
ConfigureInputFlags(InParamMesh(), FNodeInputFlags::Transformable());
|
|
}
|
|
|
|
virtual void CheckAdditionalInputs(const FNamedDataMap& DatasIn, bool& bRecomputeRequired, bool& bAllInputsValid) override
|
|
{
|
|
FindAndUpdateInputForEvaluate(InParamTriangleLists(), DatasIn, bRecomputeRequired, bAllInputsValid);
|
|
}
|
|
|
|
|
|
virtual void ProcessMesh(
|
|
const FNamedDataMap& DatasIn,
|
|
const FDynamicMesh3& MeshIn,
|
|
FDynamicMesh3& MeshOut,
|
|
TUniquePtr<FEvaluationInfo>& EvaluationInfo) override
|
|
{
|
|
MeshOut = MeshIn;
|
|
DeleteTrianglesForMesh(DatasIn, MeshOut);
|
|
}
|
|
|
|
virtual void ProcessMeshInPlace(
|
|
const FNamedDataMap& DatasIn,
|
|
FDynamicMesh3& MeshInOut,
|
|
TUniquePtr<FEvaluationInfo>& EvaluationInfo) override
|
|
{
|
|
DeleteTrianglesForMesh(DatasIn, MeshInOut);
|
|
}
|
|
|
|
|
|
void DeleteTrianglesForMesh(const FNamedDataMap& DatasIn, FDynamicMesh3& EditMesh)
|
|
{
|
|
TSafeSharedPtr<IData> TriangleSetsArg = DatasIn.FindData(InParamTriangleLists());
|
|
const FIndexSets& TriangleSets = TriangleSetsArg->GetDataConstRef<FIndexSets>(FIndexSets::DataTypeIdentifier);
|
|
|
|
FDynamicMeshEditor Editor(&EditMesh);
|
|
for (const TArray<int32>& Set : TriangleSets.IndexSets)
|
|
{
|
|
Editor.RemoveTriangles(Set, true);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
} // end namespace GeometryFlow
|
|
} //
|