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#rnx #rb rinat.abdrashitov #robomerge[starship] 5.0 #preflight 614cb58d88dbdb000179f1cf [CL 17611355 by tyson brochu in ue5-main branch]
65 lines
1.8 KiB
C++
65 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
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#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
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#include "DynamicMesh/DynamicMeshAABBTree3.h"
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#include "Implicit/Solidify.h"
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namespace UE
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{
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namespace GeometryFlow
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{
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using namespace UE::Geometry;
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struct FMeshSolidifySettings
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{
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DECLARE_GEOMETRYFLOW_DATA_TYPE_IDENTIFIER(EMeshProcessingDataTypes::SolidifySettings);
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int VoxelResolution = 64;
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float WindingThreshold = 0.5;
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int SurfaceConvergeSteps = 5;
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float ExtendBounds = 2.0f;
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};
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GEOMETRYFLOW_DECLARE_SETTINGS_TYPES(FMeshSolidifySettings, Solidify);
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class FSolidifyMeshNode : public TProcessMeshWithSettingsBaseNode<FMeshSolidifySettings>
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{
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public:
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virtual void ProcessMesh(
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const FNamedDataMap& DatasIn,
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const FMeshSolidifySettings& SettingsIn,
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const FDynamicMesh3& MeshIn,
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FDynamicMesh3& MeshOut,
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TUniquePtr<FEvaluationInfo>& EvaluationInfo) override
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{
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ApplySolidify(MeshIn, SettingsIn, MeshOut);
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}
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void ApplySolidify(const FDynamicMesh3& MeshIn, const FMeshSolidifySettings& Settings, FDynamicMesh3& MeshOut)
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{
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FAxisAlignedBox3d Bounds = MeshIn.GetBounds();
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FDynamicMeshAABBTree3 MeshBVTree(&MeshIn);
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TFastWindingTree<FDynamicMesh3> FastWinding(&MeshBVTree);
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TImplicitSolidify<FDynamicMesh3> SolidifyCalc(&MeshIn, &MeshBVTree, &FastWinding);
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SolidifyCalc.SetCellSizeAndExtendBounds(Bounds, Settings.ExtendBounds, Settings.VoxelResolution);
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SolidifyCalc.WindingThreshold = Settings.WindingThreshold;
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SolidifyCalc.SurfaceSearchSteps = Settings.SurfaceConvergeSteps;
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SolidifyCalc.bSolidAtBoundaries = true;
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SolidifyCalc.ExtendBounds = Settings.ExtendBounds;
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MeshOut.Copy(&SolidifyCalc.Generate());
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}
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};
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} // end namespace GeometryFlow
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} // end namespace UE
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