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UnrealEngineUWP/Engine/Plugins/Experimental/GeometryProcessing/Source/DynamicMesh/Private/DynamicMeshEditor.cpp

730 lines
19 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "DynamicMeshEditor.h"
#include "DynamicMeshAttributeSet.h"
#include "Util/BufferUtil.h"
#include "MeshRegionBoundaryLoops.h"
void FMeshIndexMappings::Initialize(FDynamicMesh3* Mesh)
{
if (Mesh->HasAttributes())
{
FDynamicMeshAttributeSet* Attribs = Mesh->Attributes();
UVMaps.SetNum(Attribs->NumUVLayers());
NormalMaps.SetNum(Attribs->NumNormalLayers());
}
}
void FDynamicMeshEditResult::GetAllTriangles(TArray<int>& TrianglesOut) const
{
BufferUtil::AppendElements(TrianglesOut, NewTriangles);
int NumQuads = NewQuads.Num();
for (int k = 0; k < NumQuads; ++k)
{
TrianglesOut.Add(NewQuads[k].A);
TrianglesOut.Add(NewQuads[k].B);
}
int NumPolys = NewPolygons.Num();
for (int k = 0; k < NumPolys; ++k)
{
BufferUtil::AppendElements(TrianglesOut, NewPolygons[k]);
}
}
bool FDynamicMeshEditor::StitchVertexLoopsMinimal(const TArray<int>& Loop1, const TArray<int>& Loop2, FDynamicMeshEditResult& ResultOut)
{
int N = Loop1.Num();
checkf(N == Loop2.Num(), TEXT("FDynamicMeshEditor::StitchLoop: loops are not the same length!"));
if (N != Loop2.Num())
{
return false;
}
ResultOut.NewQuads.Reserve(N);
ResultOut.NewGroups.Reserve(N);
int i = 0;
for (; i < N; ++i)
{
int a = Loop1[i];
int b = Loop1[(i + 1) % N];
int c = Loop2[i];
int d = Loop2[(i + 1) % N];
int NewGroupID = Mesh->AllocateTriangleGroup();
ResultOut.NewGroups.Add(NewGroupID);
FIndex3i t1(b, a, d);
int tid1 = Mesh->AppendTriangle(t1, NewGroupID);
FIndex3i t2(a, c, d);
int tid2 = Mesh->AppendTriangle(t2, NewGroupID);
ResultOut.NewQuads.Add(FIndex2i(tid1, tid2));
if (tid1 < 0 || tid2 < 0)
{
goto operation_failed;
}
}
return true;
operation_failed:
// remove what we added so far
if (i > 0)
{
ResultOut.NewTriangles.SetNum(2 * i + 1);
if (RemoveTriangles(ResultOut.NewTriangles, false) == false)
{
checkf(false, TEXT("FDynamicMeshEditor::StitchLoop: failed to add all triangles, and also failed to back out changes."));
}
}
return false;
}
bool FDynamicMeshEditor::RemoveTriangles(const TArray<int>& Triangles, bool bRemoveIsolatedVerts)
{
bool bAllOK = true;
int NumTriangles = Triangles.Num();
for (int i = 0; i < NumTriangles; ++i)
{
if (Mesh->IsTriangle(Triangles[i]) == false)
{
continue;
}
EMeshResult result = Mesh->RemoveTriangle(Triangles[i], bRemoveIsolatedVerts, false);
if (result != EMeshResult::Ok)
{
bAllOK = false;
}
}
return bAllOK;
}
/**
* Make a copy of provided triangles, with new vertices. You provide IndexMaps because
* you know if you are doing a small subset or a full-mesh-copy.
*/
void FDynamicMeshEditor::DuplicateTriangles(const TArray<int>& Triangles, FMeshIndexMappings& IndexMaps, FDynamicMeshEditResult& ResultOut)
{
ResultOut.Reset();
IndexMaps.Initialize(Mesh);
for (int TriangleID : Triangles)
{
FIndex3i Tri = Mesh->GetTriangle(TriangleID);
int NewGroupID = FindOrCreateDuplicateGroup(TriangleID, IndexMaps, ResultOut);
FIndex3i NewTri;
NewTri[0] = FindOrCreateDuplicateVertex(Tri[0], IndexMaps, ResultOut);
NewTri[1] = FindOrCreateDuplicateVertex(Tri[1], IndexMaps, ResultOut);
NewTri[2] = FindOrCreateDuplicateVertex(Tri[2], IndexMaps, ResultOut);
int NewTriangleID = Mesh->AppendTriangle(NewTri, NewGroupID);
IndexMaps.SetTriangle(TriangleID, NewTriangleID);
ResultOut.NewTriangles.Add(NewTriangleID);
CopyAttributes(TriangleID, NewTriangleID, IndexMaps, ResultOut);
//Mesh->CheckValidity(true);
}
}
bool FDynamicMeshEditor::DisconnectTriangles(const TArray<int>& Triangles, TArray<FLoopPairSet>& LoopSetOut)
{
check(Mesh->HasAttributes() == false); // not supported yet
// find the region boundary loops
FMeshRegionBoundaryLoops RegionLoops(Mesh, Triangles, false);
bool bOK = RegionLoops.Compute();
check(bOK);
if (!bOK)
{
return false;
}
TArray<FEdgeLoop>& Loops = RegionLoops.Loops;
// need to test Contains() many times
TSet<int> TriangleSet;
TriangleSet.Reserve(Triangles.Num() * 3);
for (int TriID : Triangles)
{
TriangleSet.Add(TriID);
}
// process each loop island
int NumLoops = Loops.Num();
LoopSetOut.SetNum(NumLoops);
for ( int li = 0; li < NumLoops; ++li)
{
FEdgeLoop& Loop = Loops[li];
FLoopPairSet& LoopPair = LoopSetOut[li];
LoopPair.LoopA = Loop;
// duplicate the vertices
int NumVertices = Loop.Vertices.Num();
TMap<int, int> LoopVertexMap; LoopVertexMap.Reserve(NumVertices);
TArray<int> NewVertexLoop; NewVertexLoop.SetNum(NumVertices);
for (int vi = 0; vi < NumVertices; ++vi)
{
int VertID = Loop.Vertices[vi];
int NewVertID = Mesh->AppendVertex(*Mesh, VertID);
LoopVertexMap.Add(Loop.Vertices[vi], NewVertID);
NewVertexLoop[vi] = NewVertID;
}
// for each border triangle, rewrite vertices
int NumEdges = Loop.Edges.Num();
for (int ei = 0; ei < NumEdges; ++ei)
{
int EdgeID = Loop.Edges[ei];
FIndex2i EdgeTris = Mesh->GetEdgeT(EdgeID);
int EditTID = TriangleSet.Contains(EdgeTris.A) ? EdgeTris.A : EdgeTris.B;
if (EditTID == FDynamicMesh3::InvalidID)
{
continue; // happens on final edge, and on input boundary edges
}
FIndex3i OldTri = Mesh->GetTriangle(EditTID);
FIndex3i NewTri = OldTri;
int Modified = 0;
for (int j = 0; j < 3; ++j)
{
const int* NewVertID = LoopVertexMap.Find(OldTri[j]);
if (NewVertID != nullptr)
{
NewTri[j] = *NewVertID;
++Modified;
}
}
if (Modified > 0)
{
Mesh->SetTriangle(EditTID, NewTri, false);
}
}
LoopPair.LoopB.InitializeFromVertices(Mesh, NewVertexLoop, false);
}
return true;
}
FVector3f FDynamicMeshEditor::ComputeAndSetQuadNormal(const FIndex2i& QuadTris, bool bIsPlanar)
{
FVector3f Normal(0, 0, 1);
if (bIsPlanar)
{
Normal = (FVector3f)Mesh->GetTriNormal(QuadTris.A);
}
else
{
Normal = (FVector3f)Mesh->GetTriNormal(QuadTris.A);
Normal += (FVector3f)Mesh->GetTriNormal(QuadTris.B);
Normal.Normalize();
}
SetQuadNormals(QuadTris, Normal);
return Normal;
}
void FDynamicMeshEditor::SetQuadNormals(const FIndex2i& QuadTris, const FVector3f& Normal)
{
check(Mesh->HasAttributes());
FDynamicMeshNormalOverlay* Normals = Mesh->Attributes()->PrimaryNormals();
FIndex3i Triangle1 = Mesh->GetTriangle(QuadTris.A);
FIndex3i NormalTriangle1;
NormalTriangle1[0] = Normals->AppendElement(Normal, Triangle1[0]);
NormalTriangle1[1] = Normals->AppendElement(Normal, Triangle1[1]);
NormalTriangle1[2] = Normals->AppendElement(Normal, Triangle1[2]);
Normals->SetTriangle(QuadTris.A, NormalTriangle1);
if (Mesh->IsTriangle(QuadTris.B))
{
FIndex3i Triangle2 = Mesh->GetTriangle(QuadTris.B);
FIndex3i NormalTriangle2;
for (int j = 0; j < 3; ++j)
{
int i = Triangle1.IndexOf(Triangle2[j]);
if (i == -1)
{
NormalTriangle2[j] = Normals->AppendElement(Normal, Triangle2[j]);
}
else
{
NormalTriangle2[j] = NormalTriangle1[i];
}
}
Normals->SetTriangle(QuadTris.B, NormalTriangle2);
}
}
void FDynamicMeshEditor::SetTriangleNormals(const TArray<int>& Triangles, const FVector3f& Normal)
{
check(Mesh->HasAttributes());
FDynamicMeshNormalOverlay* Normals = Mesh->Attributes()->PrimaryNormals();
TMap<int, int> Vertices;
for (int tid : Triangles)
{
FIndex3i BaseTri = Mesh->GetTriangle(tid);
FIndex3i ElemTri;
for (int j = 0; j < 3; ++j)
{
const int* FoundElementID = Vertices.Find(BaseTri[j]);
if (FoundElementID == nullptr)
{
ElemTri[j] = Normals->AppendElement(Normal, BaseTri[j]);
Vertices.Add(BaseTri[j], ElemTri[j]);
}
else
{
ElemTri[j] = *FoundElementID;
}
}
Normals->SetTriangle(tid, ElemTri);
}
}
void FDynamicMeshEditor::SetQuadUVsFromProjection(const FIndex2i& QuadTris, const FFrame3f& ProjectionFrame, float UVScaleFactor, int UVLayerIndex)
{
check(Mesh->HasAttributes() && Mesh->Attributes()->NumUVLayers() > UVLayerIndex );
FDynamicMeshUVOverlay* UVs = Mesh->Attributes()->GetUVLayer(UVLayerIndex);
FIndex4i AllUVIndices(-1, -1, -1, -1);
FVector2f AllUVs[4];
// project first triangle
FIndex3i Triangle1 = Mesh->GetTriangle(QuadTris.A);
FIndex3i UVTriangle1;
for (int j = 0; j < 3; ++j)
{
FVector2f UV = ProjectionFrame.ToPlaneUV( (FVector3f)Mesh->GetVertex(Triangle1[j]), 2);
UVTriangle1[j] = UVs->AppendElement(UV, Triangle1[j]);
AllUVs[j] = UV;
AllUVIndices[j] = UVTriangle1[j];
}
UVs->SetTriangle(QuadTris.A, UVTriangle1);
// project second triangle
if (Mesh->IsTriangle(QuadTris.B))
{
FIndex3i Triangle2 = Mesh->GetTriangle(QuadTris.B);
FIndex3i UVTriangle2;
for (int j = 0; j < 3; ++j)
{
int i = Triangle1.IndexOf(Triangle2[j]);
if (i == -1)
{
FVector2f UV = ProjectionFrame.ToPlaneUV( (FVector3f)Mesh->GetVertex(Triangle2[j]), 2);
UVTriangle2[j] = UVs->AppendElement(UV, Triangle2[j]);
AllUVs[3] = UV;
AllUVIndices[3] = UVTriangle2[j];
}
else
{
UVTriangle2[j] = UVTriangle1[i];
}
}
UVs->SetTriangle(QuadTris.B, UVTriangle2);
}
// shift UVs so that their bbox min-corner is at origin and scaled by external scale factor
FAxisAlignedBox2f UVBounds(FAxisAlignedBox2f::Empty());
UVBounds.Contain(AllUVs[0]); UVBounds.Contain(AllUVs[1]); UVBounds.Contain(AllUVs[2]);
if (AllUVIndices[3] != -1)
{
UVBounds.Contain(AllUVs[3]);
}
for (int j = 0; j < 4; ++j)
{
if (AllUVIndices[j] != -1)
{
FVector2f TransformedUV = (AllUVs[j] - UVBounds.Min) * UVScaleFactor;
UVs->SetElement(AllUVIndices[j], TransformedUV);
}
}
}
void FDynamicMeshEditor::ReverseTriangleOrientations(const TArray<int>& Triangles, bool bInvertNormals)
{
for (int tid : Triangles)
{
Mesh->ReverseTriOrientation(tid);
}
if (bInvertNormals)
{
InvertTriangleNormals(Triangles);
}
}
void FDynamicMeshEditor::InvertTriangleNormals(const TArray<int>& Triangles)
{
// @todo re-use the TBitA
if (Mesh->HasVertexNormals())
{
TBitArray<FDefaultBitArrayAllocator> DoneVertices(false, Mesh->MaxVertexID());
for (int TriangleID : Triangles)
{
FIndex3i Tri = Mesh->GetTriangle(TriangleID);
for (int j = 0; j < 3; ++j)
{
if (DoneVertices[Tri[j]] == false)
{
Mesh->SetVertexNormal(Tri[j], -Mesh->GetVertexNormal(Tri[j]));
DoneVertices[Tri[j]] = true;
}
}
}
}
if (Mesh->HasAttributes())
{
for (FDynamicMeshNormalOverlay* Normals : Mesh->Attributes()->GetAllNormalLayers())
{
TBitArray<FDefaultBitArrayAllocator> DoneNormals(false, Normals->MaxElementID());
for (int TriangleID : Triangles)
{
FIndex3i ElemTri = Normals->GetTriangle(TriangleID);
for (int j = 0; j < 3; ++j)
{
if (DoneNormals[ElemTri[j]] == false)
{
Normals->SetElement(ElemTri[j], -Normals->GetElement(ElemTri[j]));
DoneNormals[ElemTri[j]] = true;
}
}
}
}
}
}
void FDynamicMeshEditor::CopyAttributes(int FromTriangleID, int ToTriangleID, FMeshIndexMappings& IndexMaps, FDynamicMeshEditResult& ResultOut)
{
if (Mesh->HasAttributes() == false)
{
return;
}
int UVLayerIndex = 0;
for (FDynamicMeshUVOverlay* UVOverlay : Mesh->Attributes()->GetAllUVLayers())
{
FIndex3i FromElemTri = UVOverlay->GetTriangle(FromTriangleID);
FIndex3i ToElemTri = UVOverlay->GetTriangle(ToTriangleID);
for (int j = 0; j < 3; ++j)
{
if (FromElemTri[j] != FDynamicMesh3::InvalidID )
{
int NewElemID = FindOrCreateDuplicateUV(FromElemTri[j], UVLayerIndex, IndexMaps);
ToElemTri[j] = NewElemID;
}
}
UVOverlay->SetTriangle(ToTriangleID, ToElemTri);
UVLayerIndex++;
}
int NormalLayerIndex = 0;
for (FDynamicMeshNormalOverlay* NormalOverlay : Mesh->Attributes()->GetAllNormalLayers())
{
FIndex3i FromElemTri = NormalOverlay->GetTriangle(FromTriangleID);
FIndex3i ToElemTri = NormalOverlay->GetTriangle(ToTriangleID);
for (int j = 0; j < 3; ++j)
{
if (FromElemTri[j] != FDynamicMesh3::InvalidID)
{
int NewElemID = FindOrCreateDuplicateNormal(FromElemTri[j], NormalLayerIndex, IndexMaps);
ToElemTri[j] = NewElemID;
}
}
NormalOverlay->SetTriangle(ToTriangleID, ToElemTri);
NormalLayerIndex++;
}
}
int FDynamicMeshEditor::FindOrCreateDuplicateUV(int ElementID, int UVLayerIndex, FMeshIndexMappings& IndexMaps)
{
int NewElementID = IndexMaps.GetNewUV(UVLayerIndex, ElementID);
if (NewElementID == IndexMaps.InvalidID())
{
FDynamicMeshUVOverlay* UVOverlay = Mesh->Attributes()->GetUVLayer(UVLayerIndex);
// need to determine new parent vertex. It should be in the map already!
int ParentVertexID = UVOverlay->GetParentVertex(ElementID);
int NewParentVertexID = IndexMaps.GetNewVertex(ParentVertexID);
check(NewParentVertexID != IndexMaps.InvalidID());
NewElementID = UVOverlay->AppendElement(
UVOverlay->GetElement(ElementID), NewParentVertexID);
IndexMaps.SetUV(UVLayerIndex, ElementID, NewElementID);
}
return NewElementID;
}
int FDynamicMeshEditor::FindOrCreateDuplicateNormal(int ElementID, int NormalLayerIndex, FMeshIndexMappings& IndexMaps)
{
int NewElementID = IndexMaps.GetNewNormal(NormalLayerIndex, ElementID);
if (NewElementID == IndexMaps.InvalidID())
{
FDynamicMeshNormalOverlay* NormalOverlay = Mesh->Attributes()->GetNormalLayer(NormalLayerIndex);
// need to determine new parent vertex. It should be in the map already!
int ParentVertexID = NormalOverlay->GetParentVertex(ElementID);
int NewParentVertexID = IndexMaps.GetNewVertex(ParentVertexID);
check(NewParentVertexID != IndexMaps.InvalidID());
NewElementID = NormalOverlay->AppendElement(
NormalOverlay->GetElement(ElementID), NewParentVertexID);
IndexMaps.SetNormal(NormalLayerIndex, ElementID, NewElementID);
}
return NewElementID;
}
int FDynamicMeshEditor::FindOrCreateDuplicateVertex(int VertexID, FMeshIndexMappings& IndexMaps, FDynamicMeshEditResult& ResultOut)
{
int NewVertexID = IndexMaps.GetNewVertex(VertexID);
if (NewVertexID == IndexMaps.InvalidID())
{
NewVertexID = Mesh->AppendVertex(*Mesh, VertexID);
IndexMaps.SetVertex(VertexID, NewVertexID);
ResultOut.NewVertices.Add(NewVertexID);
}
return NewVertexID;
}
int FDynamicMeshEditor::FindOrCreateDuplicateGroup(int TriangleID, FMeshIndexMappings& IndexMaps, FDynamicMeshEditResult& ResultOut)
{
int GroupID = Mesh->GetTriangleGroup(TriangleID);
int NewGroupID = IndexMaps.GetNewGroup(GroupID);
if (NewGroupID == IndexMaps.InvalidID())
{
NewGroupID = Mesh->AllocateTriangleGroup();
IndexMaps.SetGroup(GroupID, NewGroupID);
ResultOut.NewGroups.Add(NewGroupID);
}
return NewGroupID;
}
void FDynamicMeshEditor::AppendMesh(const FDynamicMesh3* AppendMesh,
FMeshIndexMappings& IndexMapsOut,
TFunction<FVector3d(int, const FVector3d&)> PositionTransform,
TFunction<FVector3d(int, const FVector3d&)> NormalTransform)
{
IndexMapsOut.Reset();
IndexMapsOut.Initialize(Mesh);
FIndexMapi& VertexMap = IndexMapsOut.GetVertexMap();
VertexMap.Reserve(AppendMesh->VertexCount());
for (int VertID : AppendMesh->VertexIndicesItr())
{
FVector3d Position = AppendMesh->GetVertex(VertID);
if (PositionTransform != nullptr)
{
Position = PositionTransform(VertID, Position);
}
int NewVertID = Mesh->AppendVertex(Position);
VertexMap.Add(VertID, NewVertID);
if (AppendMesh->HasVertexNormals() && Mesh->HasVertexNormals())
{
FVector3f Normal = AppendMesh->GetVertexNormal(VertID);
if (NormalTransform != nullptr)
{
Normal = (FVector3f)NormalTransform(VertID, (FVector3d)Normal);
}
Mesh->SetVertexNormal(NewVertID, Normal);
}
if (AppendMesh->HasVertexColors() && Mesh->HasVertexColors())
{
FVector3f Color = AppendMesh->GetVertexColor(VertID);
Mesh->SetVertexColor(NewVertID, Color);
}
}
FIndexMapi& TriangleMap = IndexMapsOut.GetTriangleMap();
bool bAppendGroups = AppendMesh->HasTriangleGroups() && Mesh->HasTriangleGroups();
FIndexMapi& GroupsMap = IndexMapsOut.GetGroupMap();
for (int TriID : AppendMesh->TriangleIndicesItr())
{
// append trigroup
int GroupID = FDynamicMesh3::InvalidID;
if (bAppendGroups)
{
GroupID = AppendMesh->GetTriangleGroup(TriID);
if (GroupID != FDynamicMesh3::InvalidID)
{
const int* FoundNewGroupID = GroupsMap.FindTo(GroupID);
if (FoundNewGroupID == nullptr)
{
int NewGroupID = Mesh->AllocateTriangleGroup();
GroupsMap.Add(GroupID, NewGroupID);
GroupID = NewGroupID;
}
else
{
GroupID = *FoundNewGroupID;
}
}
}
FIndex3i Tri = AppendMesh->GetTriangle(TriID);
int NewTriID = Mesh->AppendTriangle(VertexMap.GetTo(Tri.A), VertexMap.GetTo(Tri.B), VertexMap.GetTo(Tri.C), GroupID);
TriangleMap.Add(TriID, NewTriID);
}
// @todo support multiple UV/normal layer copying
// @todo can we have a template fn that does this?
if (AppendMesh->HasAttributes() && Mesh->HasAttributes())
{
const FDynamicMeshNormalOverlay* FromNormals = AppendMesh->Attributes()->PrimaryNormals();
FDynamicMeshNormalOverlay* ToNormals = Mesh->Attributes()->PrimaryNormals();
if (FromNormals != nullptr && ToNormals != nullptr)
{
FIndexMapi& NormalMap = IndexMapsOut.GetNormalMap(0);
NormalMap.Reserve(FromNormals->ElementCount());
AppendNormals(AppendMesh, FromNormals, ToNormals,
VertexMap, TriangleMap, NormalTransform, NormalMap);
}
const FDynamicMeshUVOverlay* FromUVs = AppendMesh->Attributes()->PrimaryUV();
FDynamicMeshUVOverlay* ToUVs = Mesh->Attributes()->PrimaryUV();
if (FromUVs != nullptr && ToUVs != nullptr)
{
FIndexMapi& UVMap = IndexMapsOut.GetUVMap(0);
UVMap.Reserve(FromUVs->ElementCount());
AppendUVs(AppendMesh, FromUVs, ToUVs,
VertexMap, TriangleMap, UVMap);
}
}
}
void FDynamicMeshEditor::AppendNormals(const FDynamicMesh3* AppendMesh,
const FDynamicMeshNormalOverlay* FromNormals, FDynamicMeshNormalOverlay* ToNormals,
const FIndexMapi& VertexMap, const FIndexMapi& TriangleMap,
TFunction<FVector3d(int, const FVector3d&)> NormalTransform,
FIndexMapi& NormalMapOut)
{
// copy over normals
for (int ElemID : FromNormals->ElementIndicesItr())
{
int ParentVertID = FromNormals->GetParentVertex(ElemID);
FVector3f Normal = FromNormals->GetElement(ElemID);
if (NormalTransform != nullptr)
{
Normal = (FVector3f)NormalTransform(ParentVertID, (FVector3d)Normal);
}
int NewElemID = ToNormals->AppendElement(Normal, VertexMap.GetTo(ParentVertID));
NormalMapOut.Add(ElemID, NewElemID);
}
// now set new triangles
for (int TriID : AppendMesh->TriangleIndicesItr())
{
FIndex3i ElemTri = FromNormals->GetTriangle(TriID);
int NewTriID = TriangleMap.GetTo(TriID);
for (int j = 0; j < 3; ++j)
{
ElemTri[j] = FromNormals->IsElement(ElemTri[j]) ? NormalMapOut.GetTo(ElemTri[j]) : FDynamicMesh3::InvalidID;
}
ToNormals->SetTriangle(NewTriID, ElemTri);
}
}
void FDynamicMeshEditor::AppendUVs(const FDynamicMesh3* AppendMesh,
const FDynamicMeshUVOverlay* FromUVs, FDynamicMeshUVOverlay* ToUVs,
const FIndexMapi& VertexMap, const FIndexMapi& TriangleMap,
FIndexMapi& UVMapOut)
{
// copy over uv elements
for (int ElemID : FromUVs->ElementIndicesItr())
{
int ParentVertID = FromUVs->GetParentVertex(ElemID);
FVector2f UV = FromUVs->GetElement(ElemID);
int NewElemID = ToUVs->AppendElement(UV, VertexMap.GetTo(ParentVertID));
UVMapOut.Add(ElemID, NewElemID);
}
// now set new triangles
for (int TriID : AppendMesh->TriangleIndicesItr())
{
FIndex3i ElemTri = FromUVs->GetTriangle(TriID);
int NewTriID = TriangleMap.GetTo(TriID);
for (int j = 0; j < 3; ++j)
{
ElemTri[j] = FromUVs->IsElement(ElemTri[j]) ? UVMapOut.GetTo(ElemTri[j]) : FDynamicMesh3::InvalidID;
}
ToUVs->SetTriangle(NewTriID, ElemTri);
}
}