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#rnx #rb rinat.abdrashitov #robomerge[starship] 5.0 #preflight 614cb58d88dbdb000179f1cf [CL 17611355 by tyson brochu in ue5-main branch]
82 lines
2.2 KiB
C++
82 lines
2.2 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 "Operations/MeshAttributeTransfer.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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/**
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* FTransferMeshMaterialIDsNode transfers Material IDs from a SourceMesh to the Input mesh and returns in the Output mesh (can be applied in-place)
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*/
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class FTransferMeshMaterialIDsNode : public FProcessMeshBaseNode
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{
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public:
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static const FString InParamMaterialSourceMesh() { return TEXT("MaterialSourceMesh"); }
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public:
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FTransferMeshMaterialIDsNode()
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{
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AddInput(InParamMaterialSourceMesh(), MakeUnique<FDynamicMeshInput>());
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// we can mutate input mesh
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ConfigureInputFlags(InParamMesh(), FNodeInputFlags::Transformable());
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}
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virtual void CheckAdditionalInputs(const FNamedDataMap& DatasIn, bool& bRecomputeRequired, bool& bAllInputsValid) override
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{
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FindAndUpdateInputForEvaluate(InParamMaterialSourceMesh(), DatasIn, bRecomputeRequired, bAllInputsValid);
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}
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virtual void ProcessMesh(
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const FNamedDataMap& DatasIn,
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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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MeshOut = MeshIn;
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TransferMaterialIDs(DatasIn, &MeshOut);
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}
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virtual void ProcessMeshInPlace(
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const FNamedDataMap& DatasIn,
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FDynamicMesh3& MeshInOut,
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TUniquePtr<FEvaluationInfo>& EvaluationInfo) override
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{
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TransferMaterialIDs(DatasIn, &MeshInOut);
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}
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virtual void TransferMaterialIDs(const FNamedDataMap& DatasIn, FDynamicMesh3* TargetMesh)
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{
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TSafeSharedPtr<IData> MaterialSourceMeshArg = DatasIn.FindData(InParamMaterialSourceMesh());
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const FDynamicMesh3& MaterialSourceMesh = MaterialSourceMeshArg->GetDataConstRef<FDynamicMesh3>((int)EMeshProcessingDataTypes::DynamicMesh);
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if (TargetMesh->HasAttributes() == false)
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{
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TargetMesh->EnableAttributes();
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}
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if (TargetMesh->Attributes()->HasMaterialID() == false)
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{
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TargetMesh->Attributes()->EnableMaterialID();
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}
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FMeshAttributeTransfer Transfer(&MaterialSourceMesh, TargetMesh);
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Transfer.TransferType = EMeshAttributeTransferType::MaterialID;
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Transfer.Apply();
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}
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};
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} // end namespace GeometryFlow
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} //
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