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UnrealEngineUWP/Engine/Plugins/Experimental/GeometryProcessing/Source/DynamicMesh/Private/MeshSimplification.cpp
Chris Gagnon 930e33cb48 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.23 From CL 6837861
#rb none

[CL 6838042 by Chris Gagnon in Main branch]
2019-06-04 15:42:48 -04:00

843 lines
21 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "MeshSimplification.h"
#include "DynamicMeshAttributeSet.h"
#include "Util/IndexUtil.h"
template <typename QuadricErrorType>
QuadricErrorType TMeshSimplification<QuadricErrorType>::ComputeFaceQuadric(const int tid, FVector3d& nface, FVector3d& c, double& Area) const
{
// compute the new quadric for this tri.
Mesh->GetTriInfo(tid, nface, Area, c);
return FQuadricErrorType(nface, c);
}
// Face Quadric Error computation specialized for FAttrBasedQuadricErrord
template<>
FAttrBasedQuadricErrord TMeshSimplification<FAttrBasedQuadricErrord>::ComputeFaceQuadric(const int tid, FVector3d& nface, FVector3d& c, double& Area) const
{
// compute the new quadric for this tri.
Mesh->GetTriInfo(tid, nface, Area, c);
FVector3f n0; FVector3f n1; FVector3f n2;
if (NormalOverlay != nullptr)
{
NormalOverlay->GetTriElements(tid, n0, n1, n2);
}
else
{
FIndex3i vids = Mesh->GetTriangle(tid);
n0 = Mesh->GetVertexNormal(vids[0]);
n1 = Mesh->GetVertexNormal(vids[1]);
n2 = Mesh->GetVertexNormal(vids[2]);
}
FVector3d p0, p1, p2;
Mesh->GetTriVertices(tid, p0, p1, p2);
FVector3d n0d(n0.X, n0.Y, n0.Z);
FVector3d n1d(n1.X, n1.Y, n1.Z);
FVector3d n2d(n2.X, n2.Y, n2.Z);
double attrweight = 1.;
return FQuadricErrorType(p0, p1, p2, n0d, n1d, n2d, nface, c, attrweight);
}
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::InitializeTriQuadrics()
{
const int NT = Mesh->MaxTriangleID();
triQuadrics.SetNum(NT);
triAreas.SetNum(NT);
// tested with ParallelFor - no measurable benifit
//@todo parallel version
//gParallel.BlockStartEnd(0, Mesh->MaxTriangleID - 1, (start_tid, end_tid) = > {
FVector3d n, c;
for (int tid : Mesh->TriangleIndicesItr())
{
triQuadrics[tid] = ComputeFaceQuadric(tid, n, c, triAreas[tid]);
}
}
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::InitializeVertexQuadrics()
{
int NV = Mesh->MaxVertexID();
vertQuadrics.SetNum(NV);
// tested with ParallelFor - no measurable benifit
//gParallel.BlockStartEnd(0, Mesh->MaxVertexID - 1, (start_vid, end_vid) = > {
for (int vid : Mesh->VertexIndicesItr())
{
vertQuadrics[vid] = FQuadricErrorType::Zero();
for (int tid : Mesh->VtxTrianglesItr(vid))
{
vertQuadrics[vid].Add(triAreas[tid], triQuadrics[tid]);
}
//check(TMathUtil.EpsilonEqual(0, vertQuadrics[i].Evaluate(Mesh->GetVertex(i)), TMathUtil.Epsilon * 10));
}
}
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::InitializeQueue()
{
int NE = Mesh->EdgeCount();
int MaxEID = Mesh->MaxEdgeID();
EdgeQuadrics.SetNum(MaxEID);
EdgeQueue.Initialize(MaxEID);
TArray<FEdgeError> EdgeErrors;
EdgeErrors.SetNum(MaxEID);
// @todo vertex quadrics can be computed in parallel
//gParallel.BlockStartEnd(0, MaxEID - 1, (start_eid, end_eid) = > {
//for (int eid = start_eid; eid <= end_eid; eid++) {
for (int eid : Mesh->EdgeIndicesItr())
{
FIndex2i ev = Mesh->GetEdgeV(eid);
FQuadricErrorType Q(vertQuadrics[ev.A], vertQuadrics[ev.B]);
FVector3d opt = OptimalPoint(eid, Q, ev.A, ev.B);
EdgeErrors[eid] = { (float)Q.Evaluate(opt), eid };
EdgeQuadrics[eid] = QEdge(eid, Q, opt);
}
// sorted pq insert is faster, so sort edge errors array and index map
EdgeErrors.Sort();
// now do inserts
int N = EdgeErrors.Num();
for (int i = 0; i < N; ++i)
{
int eid = EdgeErrors[i].eid;
if (Mesh->IsEdge(eid))
{
QEdge edge = EdgeQuadrics[eid];
EdgeQueue.Insert(edge.eid, EdgeErrors[i].error);
}
}
/*
// previous code that does unsorted insert. This is marginally slower, but
// might get even slower on larger meshes? have only tried up to about 350k.
// (still, this function is not the bottleneck...)
int cur_eid = StartEdges();
bool done = false;
do {
if (Mesh->IsEdge(cur_eid)) {
QEdge edge = EdgeQuadrics[cur_eid];
double err = errList[cur_eid];
EdgeQueue.Enqueue(cur_eid, (float)err);
}
cur_eid = GetNextEdge(cur_eid, out done);
} while (done == false);
*/
}
template <typename QuadricErrorType>
FVector3d TMeshSimplification<QuadricErrorType>::OptimalPoint(int eid, const FQuadricErrorType& q, int ea, int eb)
{
// if we would like to preserve boundary, we need to know that here
// so that we properly score these edges
if (bHaveBoundary && bPreserveBoundaryShape)
{
if (Mesh->IsBoundaryEdge(eid))
{
return (Mesh->GetVertex(ea) + Mesh->GetVertex(eb)) * 0.5;
}
else
{
if (IsBoundaryVertex(ea))
{
return Mesh->GetVertex(ea);
}
else if (IsBoundaryVertex(eb))
{
return Mesh->GetVertex(eb);
}
}
}
// [TODO] if we have constraints, we should apply them here, for same reason as bdry above...
if (bMinimizeQuadricPositionError == false)
{
return GetProjectedPoint((Mesh->GetVertex(ea) + Mesh->GetVertex(eb)) * 0.5);
}
else
{
FVector3d result = FVector3d::Zero();
if (q.OptimalPoint(result))
{
return GetProjectedPoint(result);
}
// degenerate matrix, evaluate quadric at edge end and midpoints
// (could do line search here...)
FVector3d va = Mesh->GetVertex(ea);
FVector3d vb = Mesh->GetVertex(eb);
FVector3d c = GetProjectedPoint((va + vb) * 0.5);
double fa = q.Evaluate(va);
double fb = q.Evaluate(vb);
double fc = q.Evaluate(c);
double m = FMath::Min3(fa, fb, fc);
if (m == fa)
{
return va;
}
else if (m == fb)
{
return vb;
}
return c;
}
}
// update queue weight for each edge in vertex one-ring
template <>
void DYNAMICMESH_API TMeshSimplification<FQuadricErrord>::UpdateNeighbours(int vid, FIndex2i removedTris, FIndex2i opposingVerts)
{
for (int eid : Mesh->VtxEdgesItr(vid))
{
FIndex2i nev = Mesh->GetEdgeV(eid);
FQuadricErrord Q(vertQuadrics[nev.A], vertQuadrics[nev.B]);
FVector3d opt = OptimalPoint(eid, Q, nev.A, nev.B);
double err = Q.Evaluate(opt);
EdgeQuadrics[eid] = QEdge(eid, Q, opt);
if (EdgeQueue.Contains(eid))
{
EdgeQueue.Update(eid, (float)err);
}
else
{
EdgeQueue.Insert(eid, (float)err);
}
}
}
// update queue weight for each edge in vertex one-ring. Memoryless
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::UpdateNeighbours(int vid, FIndex2i removedTris, FIndex2i opposingVerts)
{
// This is the faster version that selectively updates the one-ring
{
// compute the change in affected face quadrics, and then propagate
// that change to the face adjacent verts.
FVector3d n, c;
double NewtriArea;
// Update the triangle areas and quadrics that will have changed
for (int tid : Mesh->VtxTrianglesItr(vid))
{
const double OldtriArea = triAreas[tid];
const FQuadricErrorType OldtriQuadric = triQuadrics[tid];
// compute the new quadric for this tri.
FQuadricErrorType NewtriQuadric = ComputeFaceQuadric(tid, n, c, NewtriArea);
// update the arrays that hold the current face area & quadrics
triAreas[tid] = NewtriArea;
triQuadrics[tid] = NewtriQuadric;
FIndex3i tri_vids = Mesh->GetTriangle(tid);
// update the vert quadrics that are adjacent to vid.
for (int32 i = 0; i < 3; ++i)
{
if (tri_vids[i] == vid) continue;
// correct the adjacent vertQuadrics
vertQuadrics[tri_vids[i]].Add(-OldtriArea, OldtriQuadric); // subtract old quadric
vertQuadrics[tri_vids[i]].Add(NewtriArea, NewtriQuadric); // add new quadric
}
}
// remove the influence of the dead tris from the two verts that were opposing the collapsed edge
{
for (int i = 0; i < 2; ++i)
{
if (removedTris[i] != FDynamicMesh3::InvalidID)
{
const double oldArea = triAreas[removedTris[i]];
FQuadricErrorType oldQuadric = triQuadrics[removedTris[i]];
triAreas[removedTris[i]] = 0.;
// subtract the quadric from the opposing vert
vertQuadrics[opposingVerts[i]].Add(-oldArea, oldQuadric);
}
}
}
// Rebuild the quadric for the vert that was retained during the collapse.
// NB: in the version with memory this quadric took the value of the edge quadric that collapsed.
{
FQuadricErrorType vertQuadric;
for (int tid : Mesh->VtxTrianglesItr(vid))
{
vertQuadric.Add(triAreas[tid], triQuadrics[tid]);
}
vertQuadrics[vid] = vertQuadric;
}
}
// Update all the edges
{
TArray<int, TInlineAllocator<64>> EdgesToUpdate;
for (int adjvid : Mesh->VtxVerticesItr(vid))
{
for (int eid : Mesh->VtxEdgesItr(adjvid))
{
EdgesToUpdate.AddUnique(eid);
}
}
for (int eid : EdgesToUpdate)
{
// The volume conservation plane data held in the
// vertex quadrics will have duplicates for
// the two face adjacent to the edge.
const FIndex4i edgeData = Mesh->GetEdge(eid);
FQuadricErrorType Q(vertQuadrics[edgeData[0]], vertQuadrics[edgeData[1]]);
FVector3d opt = OptimalPoint(eid, Q, edgeData[0], edgeData[1]);
double err = Q.Evaluate(opt);
EdgeQuadrics[eid] = QEdge(eid, Q, opt);
if (EdgeQueue.Contains(eid))
{
EdgeQueue.Update(eid, (float)err);
}
else
{
EdgeQueue.Insert(eid, (float)err);
}
}
}
}
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::Precompute(bool bMeshIsClosed)
{
bHaveBoundary = false;
IsBoundaryVtxCache.SetNum(Mesh->MaxVertexID());
if (bMeshIsClosed == false)
{
for (int eid : Mesh->BoundaryEdgeIndicesItr())
{
FIndex2i ev = Mesh->GetEdgeV(eid);
IsBoundaryVtxCache[ev.A] = true;
IsBoundaryVtxCache[ev.B] = true;
bHaveBoundary = true;
}
}
}
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::DoSimplify()
{
if (Mesh->TriangleCount() == 0) // badness if we don't catch this...
{
return;
}
ProfileBeginPass();
ProfileBeginSetup();
Precompute();
if (Cancelled())
{
return;
}
InitializeTriQuadrics();
if (Cancelled())
{
return;
}
InitializeVertexQuadrics();
if (Cancelled())
{
return;
}
InitializeQueue();
if (Cancelled())
{
return;
}
ProfileEndSetup();
ProfileBeginOps();
ProfileBeginCollapse();
while (EdgeQueue.GetCount() > 0)
{
// termination criteria
if (SimplifyMode == ETargetModes::VertexCount)
{
if (Mesh->VertexCount() <= TargetCount)
{
break;
}
}
else
{
if (Mesh->TriangleCount() <= TargetCount)
{
break;
}
}
COUNT_ITERATIONS++;
int eid = EdgeQueue.Dequeue();
if (Mesh->IsEdge(eid) == false)
{
continue;
}
if (Cancelled())
{
return;
}
// find triangles adjacent to the target edge
// and the verts opposite the edge.
FIndex2i targetTris = Mesh->GetEdgeT(eid);
FIndex2i targetVrts = Mesh->GetEdgeOpposingV(eid);
int vKeptID;
ESimplificationResult result = CollapseEdge(eid, EdgeQuadrics[eid].collapse_pt, vKeptID);
if (result == ESimplificationResult::Ok_Collapsed)
{
vertQuadrics[vKeptID] = EdgeQuadrics[eid].q;
UpdateNeighbours(vKeptID, targetTris, targetVrts);
}
}
ProfileEndCollapse();
ProfileEndOps();
if (Cancelled())
{
return;
}
Reproject();
ProfileEndPass();
}
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::SimplifyToTriangleCount(int nCount)
{
SimplifyMode = ETargetModes::TriangleCount;
TargetCount = FMath::Max(1, nCount);
MinEdgeLength = FMathd::MaxReal;
DoSimplify();
}
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::SimplifyToVertexCount(int nCount)
{
SimplifyMode = ETargetModes::VertexCount;
TargetCount = FMath::Max(3, nCount);
MinEdgeLength = FMathd::MaxReal;
DoSimplify();
}
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::SimplifyToEdgeLength(double minEdgeLen)
{
SimplifyMode = ETargetModes::MinEdgeLength;
TargetCount = 1;
MinEdgeLength = minEdgeLen;
DoSimplify();
}
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::FastCollapsePass(double fMinEdgeLength, int nRounds, bool MeshIsClosedHint)
{
if (Mesh->TriangleCount() == 0) // badness if we don't catch this...
{
return;
}
MinEdgeLength = fMinEdgeLength;
double min_sqr = MinEdgeLength * MinEdgeLength;
// we don't collapse on the boundary
bHaveBoundary = false;
ProfileBeginPass();
ProfileBeginSetup();
Precompute(MeshIsClosedHint);
if (Cancelled())
{
return;
}
ProfileEndSetup();
ProfileBeginOps();
ProfileBeginCollapse();
int N = Mesh->MaxEdgeID();
int num_last_pass = 0;
for (int ri = 0; ri < nRounds; ++ri)
{
num_last_pass = 0;
FVector3d va = FVector3d::Zero(), vb = FVector3d::Zero();
for (int eid = 0; eid < N; ++eid)
{
if ((!Mesh->IsEdge(eid)) || Mesh->IsBoundaryEdge(eid))
{
continue;
}
if (Cancelled())
{
return;
}
Mesh->GetEdgeV(eid, va, vb);
if (va.DistanceSquared(vb) > min_sqr)
{
continue;
}
COUNT_ITERATIONS++;
FVector3d midpoint = (va + vb) * 0.5;
int vKeptID;
ESimplificationResult result = CollapseEdge(eid, midpoint, vKeptID);
if (result == ESimplificationResult::Ok_Collapsed)
{
++num_last_pass;
}
}
if (num_last_pass == 0) // converged
{
break;
}
}
ProfileEndCollapse();
ProfileEndOps();
if (Cancelled())
{
return;
}
Reproject();
ProfileEndPass();
}
template <typename QuadricErrorType>
ESimplificationResult TMeshSimplification<QuadricErrorType>::CollapseEdge(int edgeID, FVector3d vNewPos, int& collapseToV)
{
collapseToV = FDynamicMesh3::InvalidID;
RuntimeDebugCheck(edgeID);
FEdgeConstraint constraint =
(Constraints == nullptr) ? FEdgeConstraint::Unconstrained() : Constraints->GetEdgeConstraint(edgeID);
if (constraint.NoModifications())
{
return ESimplificationResult::Ignored_EdgeIsFullyConstrained;
}
if (constraint.CanCollapse() == false)
{
return ESimplificationResult::Ignored_EdgeIsFullyConstrained;
}
// look up verts and tris for this edge
if (Mesh->IsEdge(edgeID) == false)
{
return ESimplificationResult::Failed_NotAnEdge;
}
FIndex4i edgeInfo = Mesh->GetEdge(edgeID);
int a = edgeInfo.A, b = edgeInfo.B, t0 = edgeInfo.C, t1 = edgeInfo.D;
bool bIsBoundaryEdge = (t1 == FDynamicMesh3::InvalidID);
// look up 'other' verts c (from t0) and d (from t1, if it exists)
FIndex3i T0tv = Mesh->GetTriangle(t0);
int c = IndexUtil::FindTriOtherVtx(a, b, T0tv);
FIndex3i T1tv = (bIsBoundaryEdge) ? FDynamicMesh3::InvalidTriangle() : Mesh->GetTriangle(t1);
int d = (bIsBoundaryEdge) ? FDynamicMesh3::InvalidID : IndexUtil::FindTriOtherVtx(a, b, T1tv);
FVector3d vA = Mesh->GetVertex(a);
FVector3d vB = Mesh->GetVertex(b);
double edge_len_sqr = (vA - vB).SquaredLength();
if (edge_len_sqr > MinEdgeLength * MinEdgeLength)
{
return ESimplificationResult::Ignored_EdgeTooLong;
}
ProfileBeginCollapse();
// check if we should collapse, and also find which vertex we should collapse to,
// in cases where we have constraints/etc
int collapse_to = -1;
bool bCanCollapse = CanCollapseEdge(edgeID, a, b, c, d, t0, t1, collapse_to);
if (bCanCollapse == false)
{
return ESimplificationResult::Ignored_Constrained;
}
// if we have a boundary, we want to collapse to boundary
if (bPreserveBoundaryShape && bHaveBoundary)
{
if (collapse_to != -1)
{
if ((IsBoundaryVertex(b) && collapse_to != b) ||
(IsBoundaryVertex(a) && collapse_to != a))
{
return ESimplificationResult::Ignored_Constrained;
}
}
if (IsBoundaryVertex(b))
{
collapse_to = b;
}
else if (IsBoundaryVertex(a))
{
collapse_to = a;
}
}
// optimization: if edge cd exists, we cannot collapse or flip. look that up here?
// funcs will do it internally...
// (or maybe we can collapse if cd exists? edge-collapse doesn't check for it explicitly...)
ESimplificationResult retVal = ESimplificationResult::Failed_OpNotSuccessful;
int iKeep = b, iCollapse = a;
// if either vtx is fixed, collapse to that position
double collapse_t = 0;
if (collapse_to == b)
{
vNewPos = vB;
collapse_t = 0;
}
else if (collapse_to == a)
{
iKeep = a; iCollapse = b;
vNewPos = vA;
collapse_t = 0;
}
else
{
vNewPos = GetProjectedCollapsePosition(iKeep, vNewPos);
double div = vA.Distance(vB);
collapse_t = (div < FMathd::ZeroTolerance) ? 0.5 : (vNewPos.Distance(Mesh->GetVertex(iKeep))) / div;
collapse_t = VectorUtil::Clamp(collapse_t, 0.0, 1.0);
}
// check if this collapse will create a normal flip. Also checks
// for invalid collapse nbrhood, since we are doing one-ring iter anyway.
// [TODO] could we skip this one-ring check in CollapseEdge? pass in hints?
if (CheckIfCollapseCreatesFlipOrInvalid(a, b, vNewPos, t0, t1) || CheckIfCollapseCreatesFlipOrInvalid(b, a, vNewPos, t0, t1))
{
ProfileEndCollapse();
return ESimplificationResult::Ignored_CreatesFlip;
}
// lots of cases where we cannot collapse, but we should just let
// Mesh sort that out, right?
COUNT_COLLAPSES++;
FDynamicMesh3::FEdgeCollapseInfo collapseInfo;
EMeshResult result = Mesh->CollapseEdge(iKeep, iCollapse, collapse_t, collapseInfo);
if (result == EMeshResult::Ok)
{
collapseToV = iKeep;
Mesh->SetVertex(iKeep, vNewPos);
if (Constraints != nullptr)
{
Constraints->ClearEdgeConstraint(edgeID);
Constraints->ClearEdgeConstraint(collapseInfo.RemovedEdges.A);
if (collapseInfo.RemovedEdges.B != FDynamicMesh3::InvalidID)
{
Constraints->ClearEdgeConstraint(collapseInfo.RemovedEdges.B);
}
Constraints->ClearVertexConstraint(iCollapse);
}
OnEdgeCollapse(edgeID, iKeep, iCollapse, collapseInfo);
DoDebugChecks();
retVal = ESimplificationResult::Ok_Collapsed;
}
ProfileEndCollapse();
return retVal;
}
// Project vertices onto projection target.
// We can do projection in parallel if we have .net
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::FullProjectionPass()
{
auto project = [&](int vID)
{
if (IsVertexConstrained(vID))
{
return;
}
if (VertexControlF != nullptr && ((int)VertexControlF(vID) & (int)EVertexControl::NoProject) != 0)
{
return;
}
FVector3d curpos = Mesh->GetVertex(vID);
FVector3d projected = ProjTarget->Project(curpos, vID);
Mesh->SetVertex(vID, projected);
};
ApplyToProjectVertices(project);
// [RMS] not sure how to do this...
//if (EnableParallelProjection) {
// gParallel.ForEach<int>(project_vertices(), project);
//} else {
// foreach (int vid in project_vertices())
// project(vid);
//}
}
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::ApplyToProjectVertices(const TFunction<void(int)>& apply_f)
{
for (int vid : Mesh->VertexIndicesItr())
{
apply_f(vid);
}
}
template <typename QuadricErrorType>
void TMeshSimplification<QuadricErrorType>::ProjectVertex(int vID, IProjectionTarget* targetIn)
{
FVector3d curpos = Mesh->GetVertex(vID);
FVector3d projected = targetIn->Project(curpos, vID);
Mesh->SetVertex(vID, projected);
}
// used by collapse-edge to get projected position for new vertex
template <typename QuadricErrorType>
FVector3d TMeshSimplification<QuadricErrorType>::GetProjectedCollapsePosition(int vid, const FVector3d& vNewPos)
{
if (Constraints != nullptr)
{
FVertexConstraint vc = Constraints->GetVertexConstraint(vid);
if (vc.Target != nullptr)
{
return vc.Target->Project(vNewPos, vid);
}
if (vc.Fixed)
{
return vNewPos;
}
}
// no constraint applied, so if we have a target surface, project to that
if (EnableInlineProjection() && ProjTarget != nullptr)
{
if (VertexControlF == nullptr || ((int)VertexControlF(vid) & (int)EVertexControl::NoProject) == 0)
{
return ProjTarget->Project(vNewPos, vid);
}
}
return vNewPos;
}
// Custom behavior for FAttrBasedQuadric simplifier.
template<>
void TMeshSimplification<FAttrBasedQuadricErrord>::OnEdgeCollapse(int edgeID, int va, int vb, const FDynamicMesh3::FEdgeCollapseInfo& collapseInfo)
{
// Update the normal
FAttrBasedQuadricErrord& Quadric = EdgeQuadrics[edgeID].q;
FVector3d collapse_pt = EdgeQuadrics[edgeID].collapse_pt;
FVector3d UpdatedNormald;
Quadric.ComputeAttributes(collapse_pt, UpdatedNormald);
FVector3f UpdatedNormal(UpdatedNormald.X, UpdatedNormald.Y, UpdatedNormald.Z);
UpdatedNormal.Normalize();
if (NormalOverlay != nullptr)
{
// Get all the elements associated with this vertex (could be more than one to account for split vertex data)
TArray<int> ElementIdArray;
NormalOverlay->GetVertexElements(va, ElementIdArray);
// update everyone with the same normal.
for (int ElementId : ElementIdArray)
{
NormalOverlay->SetElement(ElementId, UpdatedNormal);
}
}
else
{
Mesh->SetVertexNormal(va, UpdatedNormal);
}
}
// These are explicit instantiations of the templates that are exported from the shared lib.
// Only these instantiations of the template can be used.
// This is necessary because we have placed most of the templated functions in this .cpp file, instead of the header.
template class DYNAMICMESH_API TMeshSimplification< FAttrBasedQuadricErrord >;
template class DYNAMICMESH_API TMeshSimplification< FVolPresQuadricErrord >;
template class DYNAMICMESH_API TMeshSimplification< FQuadricErrord >;