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#rb Jimmy.Andrews, Rinat.Abdrashitov #jira UE-150128, UE-150574 #preflight 6283abd4730e8423d125ff9a [CL 20242223 by semion piskarev in ue5-main branch]
454 lines
14 KiB
C++
454 lines
14 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Operations/OffsetMeshRegion.h"
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#include "Algo/Reverse.h"
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#include "DynamicMesh/MeshNormals.h"
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#include "DynamicMeshEditor.h"
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#include "Selections/MeshVertexSelection.h"
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#include "DynamicMesh/DynamicMeshChangeTracker.h"
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#include "Selections/MeshConnectedComponents.h"
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#include "Operations/ExtrudeMesh.h"
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#include "DynamicSubmesh3.h"
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using namespace UE::Geometry;
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namespace OffsetMeshRegionLocals
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{
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bool EdgesAreParallel(FDynamicMesh3* Mesh, int32 Eid1, int32 Eid2)
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{
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FIndex2i Vids1 = Mesh->GetEdgeV(Eid1);
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FIndex2i Vids2 = Mesh->GetEdgeV(Eid2);
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FVector3d Vec1 = Mesh->GetVertex(Vids1.A) - Mesh->GetVertex(Vids1.B);
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FVector3d Vec2 = Mesh->GetVertex(Vids2.A) - Mesh->GetVertex(Vids2.B);
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if (!Vec1.Normalize(KINDA_SMALL_NUMBER) || !Vec2.Normalize(KINDA_SMALL_NUMBER))
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{
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// A degenerate edge is parallel enough for our purposes
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return true;
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}
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return FMath::Abs(Vec1.Dot(Vec2)) >= 1 - KINDA_SMALL_NUMBER;
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}
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}
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FOffsetMeshRegion::FOffsetMeshRegion(FDynamicMesh3* mesh) : Mesh(mesh)
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{
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}
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bool FOffsetMeshRegion::Apply()
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{
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FMeshNormals Normals;
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bool bHaveVertexNormals = Mesh->HasVertexNormals();
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if (!bHaveVertexNormals && ExtrusionVectorType == EVertexExtrusionVectorType::VertexNormal)
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{
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Normals = FMeshNormals(Mesh);
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Normals.ComputeVertexNormals();
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}
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FMeshConnectedComponents RegionComponents(Mesh);
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RegionComponents.FindConnectedTriangles(Triangles);
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bool bAllOK = true;
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OffsetRegions.SetNum(RegionComponents.Num());
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for (int k = 0; k < RegionComponents.Num(); ++k)
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{
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FOffsetInfo& Region = OffsetRegions[k];
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Region.OffsetTids = MoveTemp(RegionComponents.Components[k].Indices);
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if (bOffsetFullComponentsAsSolids)
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{
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TArray<int32> AllTriangles;
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FMeshConnectedComponents::GrowToConnectedTriangles(Mesh, Region.OffsetTids, AllTriangles);
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Region.bIsSolid = AllTriangles.Num() == Region.OffsetTids.Num();
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}
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bool bRegionOK = ApplyOffset(Region, (bHaveVertexNormals) ? nullptr : &Normals);
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bAllOK = bAllOK && bRegionOK;
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}
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return bAllOK;
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}
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bool FOffsetMeshRegion::ApplyOffset(FOffsetInfo& Region, FMeshNormals* UseNormals)
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{
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// Store offset groups
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if (Mesh->HasTriangleGroups())
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{
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for (int32 Tid : Region.OffsetTids)
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{
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Region.OffsetGroups.AddUnique(Mesh->GetTriangleGroup(Tid));
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}
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}
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FMeshRegionBoundaryLoops InitialLoops(Mesh, Region.OffsetTids, false);
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bool bOK = InitialLoops.Compute();
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if (bOK == false)
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{
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return false;
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}
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AllModifiedAndNewTriangles.Append(Region.OffsetTids);
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// Before we start changing triangles, prepare by allocating group IDs that we'll use
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// for the stitched sides (doing it before changes to the mesh allows user-provided
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// LoopEdgesShouldHaveSameGroup functions to operate on the original mesh).
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TArray<TArray<int32>> LoopsEdgeGroups;
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TArray<int32> NewGroupIDs;
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LoopsEdgeGroups.SetNum(InitialLoops.Loops.Num());
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for (int32 i = 0; i < InitialLoops.Loops.Num(); ++i)
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{
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TArray<int32>& LoopEids = InitialLoops.Loops[i].Edges;
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int32 NumEids = LoopEids.Num();
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if (!ensure(NumEids > 2))
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{
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// Shouldn't actually happen because we're extruding triangles
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continue;
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}
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TArray<int32>& CurrentEdgeGroups = LoopsEdgeGroups[i];
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CurrentEdgeGroups.SetNumUninitialized(NumEids);
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CurrentEdgeGroups[0] = Mesh->AllocateTriangleGroup();
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NewGroupIDs.Add(CurrentEdgeGroups[0]);
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// Propagate the group backwards first so we don't allocate an unnecessary group
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// at the end and then have to fix it.
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int32 LastDifferentGroupIndex = NumEids - 1;
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while (LastDifferentGroupIndex > 0
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&& LoopEdgesShouldHaveSameGroup(LoopEids[0], LoopEids[LastDifferentGroupIndex]))
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{
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CurrentEdgeGroups[LastDifferentGroupIndex] = CurrentEdgeGroups[0];
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--LastDifferentGroupIndex;
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}
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// Now add new groups forward
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for (int32 j = 1; j <= LastDifferentGroupIndex; ++j)
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{
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if (!LoopEdgesShouldHaveSameGroup(LoopEids[j], LoopEids[j - 1]))
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{
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CurrentEdgeGroups[j] = Mesh->AllocateTriangleGroup();
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NewGroupIDs.Add(CurrentEdgeGroups[j]);
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}
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else
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{
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CurrentEdgeGroups[j] = CurrentEdgeGroups[j-1];
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}
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}
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}
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FDynamicMeshEditor Editor(Mesh);
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TArray<FDynamicMeshEditor::FLoopPairSet> LoopPairs;
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FDynamicMeshEditResult DuplicateResult;
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if (Region.bIsSolid)
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{
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// In the solid case, we want to duplicate the region so we can cap it.
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FMeshIndexMappings IndexMap;
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Editor.DuplicateTriangles(Region.OffsetTids, IndexMap, DuplicateResult);
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AllModifiedAndNewTriangles.Append(DuplicateResult.NewTriangles);
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// Populate LoopPairs
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LoopPairs.SetNum(InitialLoops.Loops.Num());
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for (int LoopIndex = 0; LoopIndex < InitialLoops.Loops.Num(); ++LoopIndex)
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{
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FEdgeLoop& BaseLoop = InitialLoops.Loops[LoopIndex];
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FDynamicMeshEditor::FLoopPairSet& LoopPair = LoopPairs[LoopIndex];
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// The original OffsetTids are the ones that are offset, so InnerVertices/Edges
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// should be the boundaries of those.
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LoopPair.InnerVertices = BaseLoop.Vertices;
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LoopPair.InnerEdges = BaseLoop.Edges;
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// However depending on whether we extruded down or up, we may need to reverse
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// the loops to get them to be stitched right side out.
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if (!bIsPositiveOffset)
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{
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Algo::Reverse(LoopPair.InnerVertices);
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// Reversing the edges is slightly different because the last edge is between the first
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// and last vertex, and that needs to stay in the same place when vertices are reversed.
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int32 LastEid = LoopPair.InnerEdges.Pop();
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Algo::Reverse(LoopPair.InnerEdges);
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LoopPair.InnerEdges.Add(LastEid);
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int32 LastEdgeGroupID = LoopsEdgeGroups[LoopIndex].Pop();
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Algo::Reverse(LoopsEdgeGroups[LoopIndex]);
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LoopsEdgeGroups[LoopIndex].Add(LastEdgeGroupID);
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}
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// Now assemble the paired loop
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for (int32 Vid : LoopPair.InnerVertices)
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{
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LoopPair.OuterVertices.Add(IndexMap.GetNewVertex(Vid));
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}
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FEdgeLoop::VertexLoopToEdgeLoop(Mesh, LoopPair.OuterVertices, LoopPair.OuterEdges);
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}
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}
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else
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{
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bOK = Editor.DisconnectTriangles(Region.OffsetTids, LoopPairs, true /*bHandleBoundaryVertices*/);
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}
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if (bOK == false)
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{
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return false;
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}
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// Store the vid-independent offset loop before we break bowties
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typedef TPair<int32, TPair<int8, int8>> TriVertPair;
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TArray<TArray<TriVertPair>> OffsetStitchSides;
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OffsetStitchSides.SetNum(LoopPairs.Num());
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for (int32 i = 0; i < LoopPairs.Num(); ++i)
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{
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bOK = bOK && FDynamicMeshEditor::ConvertLoopToTriVidPairSequence(*Mesh, LoopPairs[i].InnerVertices, LoopPairs[i].InnerEdges, OffsetStitchSides[i]);
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}
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if (bOK == false)
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{
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return false;
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}
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// Split bowties in the chosen region
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FDynamicMeshEditResult Result;
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Editor.SplitBowtiesAtTriangles(Region.OffsetTids, Result);
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bool bSomeLoopsBroken = Result.NewVertices.Num() > 0;
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// If we broke bowties, the loops in the offset region have changed, and our OffsetLoops no longer
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// match BaseLoops.
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if (bSomeLoopsBroken)
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{
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FMeshRegionBoundaryLoops UpdatedOffsetLoops(Mesh, Region.OffsetTids, false);
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bOK = UpdatedOffsetLoops.Compute();
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if (!bOK)
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{
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return false;
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}
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Region.OffsetLoops = UpdatedOffsetLoops.Loops;
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}
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FMeshVertexSelection SelectionV(Mesh);
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SelectionV.SelectTriangleVertices(Region.OffsetTids);
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TArray<int32> SelectedVids = SelectionV.AsArray();
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// If we need to, assemble the vertex vectors for us to use (before we actually start moving things)
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TArray<FVector3d> VertexExtrudeVectors;
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if (ExtrusionVectorType == EVertexExtrusionVectorType::SelectionTriNormalsAngleWeightedAverage
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|| ExtrusionVectorType == EVertexExtrusionVectorType::SelectionTriNormalsAngleWeightedAdjusted)
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{
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VertexExtrudeVectors.SetNumUninitialized(SelectedVids.Num());
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// Used to test which triangles are in selection
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TSet<int32> TriangleSet(Region.OffsetTids);
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for (int32 i = 0; i < SelectedVids.Num(); ++i)
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{
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int32 Vid = SelectedVids[i];
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FVector3d ExtrusionVector = FVector3d::Zero();
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// Get angle-weighted normalized average vector
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for (int32 Tid : Mesh->VtxTrianglesItr(Vid))
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{
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if (TriangleSet.Contains(Tid))
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{
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double Angle = Mesh->GetTriInternalAngleR(Tid, Mesh->GetTriangle(Tid).IndexOf(Vid));
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ExtrusionVector += Angle * Mesh->GetTriNormal(Tid);
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}
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}
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ExtrusionVector.Normalize();
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if (ExtrusionVectorType == EVertexExtrusionVectorType::SelectionTriNormalsAngleWeightedAdjusted)
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{
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// Perform an angle-weighted adjustment of the vector length. For each triangle normal, the
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// length needs to be multiplied by 1/cos(theta) to place the vertex in the plane that it
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// would be in if the face was moved a unit along triangle normal (where theta is angle of
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// triangle normal to the current extrusion vector).
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double AngleSum = 0;
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double Adjustment = 0;
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for (int32 Tid : Mesh->VtxTrianglesItr(Vid))
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{
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if (TriangleSet.Contains(Tid))
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{
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double Angle = Mesh->GetTriInternalAngleR(Tid, Mesh->GetTriangle(Tid).IndexOf(Vid));
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double CosTheta = Mesh->GetTriNormal(Tid).Dot(ExtrusionVector);
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double InvertedMaxScaleFactor = FMath::Max(FMathd::ZeroTolerance, 1.0 / MaxScaleForAdjustingTriNormalsOffset);
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if (CosTheta <= InvertedMaxScaleFactor)
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{
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CosTheta = InvertedMaxScaleFactor;
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}
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Adjustment += Angle / CosTheta;
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// For the average at the end
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AngleSum += Angle;
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}
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}
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Adjustment /= AngleSum;
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ExtrusionVector *= Adjustment;
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}
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VertexExtrudeVectors[i] = ExtrusionVector;
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}
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}
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// Perform the actual vertex displacement.
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for (int32 i = 0; i < SelectedVids.Num(); ++i)
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{
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int32 Vid = SelectedVids[i];
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FVector OldPosition = Mesh->GetVertex(Vid);
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FVector ExtrusionVector = FVector::Zero();
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switch (ExtrusionVectorType)
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{
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case EVertexExtrusionVectorType::VertexNormal:
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ExtrusionVector = FVector(Mesh->GetVertexNormal(Vid));
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break;
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case EVertexExtrusionVectorType::SelectionTriNormalsAngleWeightedAverage:
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case EVertexExtrusionVectorType::SelectionTriNormalsAngleWeightedAdjusted:
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ExtrusionVector = VertexExtrudeVectors[i];
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break;
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}
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FVector3d NewPosition = OffsetPositionFunc(OldPosition, ExtrusionVector, Vid);
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Mesh->SetVertex(Vid, NewPosition);
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}
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// Stitch the loops
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bool bSuccess = true;
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int NumInitialLoops = LoopPairs.Num();
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Region.BaseLoops.SetNum(NumInitialLoops);
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if (!bSomeLoopsBroken)
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{
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Region.OffsetLoops.SetNum(NumInitialLoops);
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}
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Region.StitchTriangles.SetNum(NumInitialLoops);
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Region.StitchPolygonIDs.SetNum(NumInitialLoops);
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for (int32 LoopIndex = 0; LoopIndex < LoopPairs.Num(); ++LoopIndex)
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{
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FDynamicMeshEditor::FLoopPairSet& LoopPair = LoopPairs[LoopIndex];
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const TArray<int32>& EdgeGroups = LoopsEdgeGroups[LoopIndex];
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TArray<int32>& BaseLoopV = LoopPair.OuterVertices;
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TArray<int32>& OffsetLoopV = LoopPair.InnerVertices;
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TArray<TriVertPair>& OffsetLoopTriVertPairs = OffsetStitchSides[LoopIndex];
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// stitch the loops
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FDynamicMeshEditResult StitchResult;
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bool bStitchSuccess = Editor.StitchVertexLoopToTriVidPairSequence(OffsetLoopTriVertPairs, LoopPair.OuterVertices, StitchResult);
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if (!bStitchSuccess)
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{
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bSuccess = false;
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continue;
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}
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// set the groups of the new quads along the stitch
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int NumNewQuads = StitchResult.NewQuads.Num();
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for (int32 k = 0; k < NumNewQuads; k++)
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{
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Mesh->SetTriangleGroup(StitchResult.NewQuads[k].A, EdgeGroups[k]);
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Mesh->SetTriangleGroup(StitchResult.NewQuads[k].B, EdgeGroups[k]);
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}
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// save the stitch triangles set and associated group IDs
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StitchResult.GetAllTriangles(Region.StitchTriangles[LoopIndex]);
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Region.StitchPolygonIDs[LoopIndex] = NewGroupIDs;
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AllModifiedAndNewTriangles.Append(Region.StitchTriangles[LoopIndex]);
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// for each polygon we created in stitch, set UVs and normals
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if (Mesh->HasAttributes())
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{
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float AccumUVTranslation = 0;
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FFrame3d FirstProjectFrame;
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FVector3d FrameUp;
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for (int k = 0; k < NumNewQuads; k++)
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{
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FVector3f Normal = Editor.ComputeAndSetQuadNormal(StitchResult.NewQuads[k], true);
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// align axis 0 of projection frame to first edge, then for further edges,
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// rotate around 'up' axis to keep normal aligned and frame horizontal
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FFrame3d ProjectFrame;
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if (k == 0)
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{
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FVector3d FirstEdge = Mesh->GetVertex(BaseLoopV[1]) - Mesh->GetVertex(BaseLoopV[0]);
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Normalize(FirstEdge);
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FirstProjectFrame = FFrame3d(FVector3d::Zero(), (FVector3d)Normal);
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FirstProjectFrame.ConstrainedAlignAxis(0, FirstEdge, (FVector3d)Normal);
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FrameUp = FirstProjectFrame.GetAxis(1);
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ProjectFrame = FirstProjectFrame;
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}
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else
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{
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ProjectFrame = FirstProjectFrame;
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ProjectFrame.ConstrainedAlignAxis(2, (FVector3d)Normal, FrameUp);
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}
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if (k > 0)
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{
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AccumUVTranslation += Distance(Mesh->GetVertex(BaseLoopV[k]), Mesh->GetVertex(BaseLoopV[k - 1]));
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}
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// translate horizontally such that vertical spans are adjacent in UV space (so textures tile/wrap properly)
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float TranslateU = UVScaleFactor * AccumUVTranslation;
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Editor.SetQuadUVsFromProjection(StitchResult.NewQuads[k], ProjectFrame, UVScaleFactor, FVector2f(TranslateU, 0));
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}
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}
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Region.BaseLoops[LoopIndex].InitializeFromVertices(Mesh, BaseLoopV);
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if (!bSomeLoopsBroken)
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{
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Region.OffsetLoops[LoopIndex].InitializeFromVertices(Mesh, OffsetLoopV);
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}
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}
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if (Region.bIsSolid)
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{
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if (bIsPositiveOffset)
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{
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// Flip the "bottom" of the region to face outwards
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Editor.ReverseTriangleOrientations(DuplicateResult.NewTriangles, true);
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}
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else
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{
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Editor.ReverseTriangleOrientations(Region.OffsetTids, true);
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}
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}
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return bSuccess;
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}
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bool FOffsetMeshRegion::EdgesSeparateSameGroupsAndAreColinearAtBorder(FDynamicMesh3* Mesh,
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int32 Eid1, int32 Eid2, bool bCheckColinearityAtBorder)
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{
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if (!Mesh->IsEdge(Eid1) || !Mesh->IsEdge(Eid2))
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{
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return ensure(false);
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}
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FIndex2i Tris1 = Mesh->GetEdgeT(Eid1);
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FIndex2i Groups1(Mesh->GetTriangleGroup(Tris1.A),
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Tris1.B == IndexConstants::InvalidID ? IndexConstants::InvalidID : Mesh->GetTriangleGroup(Tris1.B));
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FIndex2i Tris2 = Mesh->GetEdgeT(Eid2);
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FIndex2i Groups2(Mesh->GetTriangleGroup(Tris2.A),
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Tris2.B == IndexConstants::InvalidID ? IndexConstants::InvalidID : Mesh->GetTriangleGroup(Tris2.B));
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if (bCheckColinearityAtBorder
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&& Groups1.A == Groups2.A
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&& Groups1.B == IndexConstants::InvalidID
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&& Groups2.B == IndexConstants::InvalidID)
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{
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return OffsetMeshRegionLocals::EdgesAreParallel(Mesh, Eid1, Eid2);
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}
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else return (Groups1.A == Groups2.A && Groups1.B == Groups2.B)
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|| (Groups1.A == Groups2.B && Groups1.B == Groups2.A);
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}
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