Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryFlow/Source/GeometryFlowMeshProcessing/Public/MeshProcessingNodes/TransferMeshMaterialIDsNode.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

82 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
#include "Operations/MeshAttributeTransfer.h"
namespace UE
{
namespace GeometryFlow
{
/**
* FTransferMeshMaterialIDsNode transfers Material IDs from a SourceMesh to the Input mesh and returns in the Output mesh (can be applied in-place)
*/
class FTransferMeshMaterialIDsNode : public FProcessMeshBaseNode
{
public:
static const FString InParamMaterialSourceMesh() { return TEXT("MaterialSourceMesh"); }
public:
FTransferMeshMaterialIDsNode()
{
AddInput(InParamMaterialSourceMesh(), MakeUnique<FDynamicMeshInput>());
// we can mutate input mesh
ConfigureInputFlags(InParamMesh(), FNodeInputFlags::Transformable());
}
virtual void CheckAdditionalInputs(const FNamedDataMap& DatasIn, bool& bRecomputeRequired, bool& bAllInputsValid) override
{
FindAndUpdateInputForEvaluate(InParamMaterialSourceMesh(), DatasIn, bRecomputeRequired, bAllInputsValid);
}
virtual void ProcessMesh(
const FNamedDataMap& DatasIn,
const FDynamicMesh3& MeshIn,
FDynamicMesh3& MeshOut,
TUniquePtr<FEvaluationInfo>& EvaluationInfo) override
{
MeshOut = MeshIn;
TransferMaterialIDs(DatasIn, &MeshOut);
}
virtual void ProcessMeshInPlace(
const FNamedDataMap& DatasIn,
FDynamicMesh3& MeshInOut,
TUniquePtr<FEvaluationInfo>& EvaluationInfo) override
{
TransferMaterialIDs(DatasIn, &MeshInOut);
}
virtual void TransferMaterialIDs(const FNamedDataMap& DatasIn, FDynamicMesh3* TargetMesh)
{
TSafeSharedPtr<IData> MaterialSourceMeshArg = DatasIn.FindData(InParamMaterialSourceMesh());
const FDynamicMesh3& MaterialSourceMesh = MaterialSourceMeshArg->GetDataConstRef<FDynamicMesh3>((int)EMeshProcessingDataTypes::DynamicMesh);
if (TargetMesh->HasAttributes() == false)
{
TargetMesh->EnableAttributes();
}
if (TargetMesh->Attributes()->HasMaterialID() == false)
{
TargetMesh->Attributes()->EnableMaterialID();
}
FMeshAttributeTransfer Transfer(&MaterialSourceMesh, TargetMesh);
Transfer.TransferType = EMeshAttributeTransferType::MaterialID;
Transfer.Apply();
}
};
} // end namespace GeometryFlow
} //