Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingTools/Public/FindPolygonsAlgorithm.h
Ryan Schmidt df497aa095 GeometryProcessing: move FVector2/3/4/f/d back out of UE::Geometry:: namespace
#rb none
#rnx
#jira none

[CL 15733915 by Ryan Schmidt in ue5-main branch]
2021-03-17 21:45:29 -04:00

34 lines
643 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "DynamicMesh3.h"
using UE::Geometry::FDynamicMesh3;
class FFindPolygonsAlgorithm
{
public:
FFindPolygonsAlgorithm() {}
FFindPolygonsAlgorithm(FDynamicMesh3* MeshIn);
FDynamicMesh3* Mesh = nullptr;
TArray<TArray<int>> FoundPolygons;
TArray<int> PolygonTags;
TArray<FVector3d> PolygonNormals;
TArray<int> PolygonEdges;
bool FindPolygonsFromFaceNormals(double DotTolerance = 0.0001);
bool FindPolygonsFromUVIslands();
bool FindPolygonsFromConnectedTris();
bool FindPolygonEdges();
protected:
void SetGroupsFromPolygons();
};