Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryFlow/Source/GeometryFlowMeshProcessing/Public/MeshProcessingNodes/MeshDeleteTrianglesNode.h
tyson brochu 9c5894b63b AutoLOD: Pass EvaluationInfo to node ProcessMesh functions. Make GenerateUVs and GenerateConvexHullMesh cancellable.
#rnx
#rb rinat.abdrashitov
#robomerge[starship] 5.0
#preflight 614cb58d88dbdb000179f1cf

[CL 17611355 by tyson brochu in ue5-main branch]
2021-09-23 14:24:45 -04:00

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
} //