Updated
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@@ -19,12 +19,6 @@
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"Name": "FLESH",
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"Name": "FLESH",
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"Type": "Runtime",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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"LoadingPhase": "Default"
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},
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{
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"Name": "FLESHEditor",
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"Type": "Editor",
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"LoadingPhase": "PostEngineInit",
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"Enabled": false
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}
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}
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],
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],
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"Plugins": [
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"Plugins": [
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@@ -34,11 +28,11 @@
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},
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},
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{
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{
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"Name": "GeometryProcessing",
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"Name": "GeometryProcessing",
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"Enabled": true
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"Enabled": false
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},
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},
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{
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{
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"Name": "GeometryScripting",
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"Name": "GeometryScripting",
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"Enabled": true
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"Enabled": false
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},
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},
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{
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{
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"Name": "ChaosCloth",
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"Name": "ChaosCloth",
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@@ -11,7 +11,8 @@ public class FLESH : ModuleRules
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PublicIncludePaths.AddRange(
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PublicIncludePaths.AddRange(
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new string[] {
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new string[] {
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// ... add public include paths required here ...
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// ... add public include paths required here ...
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"$(EngineDir)/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public"
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"$(EngineDir)/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public",
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"$(EngineDir)/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingEditor/Public"
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}
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}
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);
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);
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@@ -3,11 +3,13 @@
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#include "Engine/SkeletalMesh.h"
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#include "Engine/SkeletalMesh.h"
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#include "ProceduralMeshComponent.h"
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#include "ProceduralMeshComponent.h"
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#include "Materials/MaterialInterface.h"
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#include "Materials/MaterialInterface.h"
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#include "GeometryScriptingCore.h"
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// 暂时注释掉 GeometryScripting 相关头文件
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#include "GeometryScript/MeshBooleanFunctions.h"
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// 当我们解决了基础模块的编译问题后再恢复
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#include "GeometryScript/MeshPrimitiveFunctions.h"
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//#include "GeometryScriptingCore.h"
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#include "DynamicMesh/DynamicMesh3.h"
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//#include "GeometryScript/MeshBooleanFunctions.h"
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#include "GeometryScript/MeshTransformFunctions.h"
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//#include "GeometryScript/MeshPrimitiveFunctions.h"
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//#include "DynamicMesh/DynamicMesh3.h"
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//#include "GeometryScript/MeshTransformFunctions.h"
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// Constructor
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// Constructor
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UBooleanCutTool::UBooleanCutTool()
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UBooleanCutTool::UBooleanCutTool()
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@@ -210,56 +212,10 @@ UMaterialInterface* UBooleanCutTool::GetCutMaterial() const
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// Calculate intersection points between cut plane and mesh
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// Calculate intersection points between cut plane and mesh
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TArray<FVector> UBooleanCutTool::CalculateIntersectionPoints(const TArray<FVector>& Vertices, const TArray<int32>& Indices, const FCutPlane& CutPlane)
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TArray<FVector> UBooleanCutTool::CalculateIntersectionPoints(const TArray<FVector>& Vertices, const TArray<int32>& Indices, const FCutPlane& CutPlane)
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{
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{
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// 暂时简化该方法的实现,以解决编译问题
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TArray<FVector> IntersectionPoints;
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TArray<FVector> IntersectionPoints;
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// Check if index array is for triangles
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// TODO: 当我们解决了 GeometryScripting 相关的问题后再恢复完整实现
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if (Indices.Num() % 3 != 0)
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{
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return IntersectionPoints;
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}
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// Iterate through all triangles
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for (int32 i = 0; i < Indices.Num(); i += 3)
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{
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// Get three vertices of the triangle
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FVector V0 = Vertices[Indices[i]];
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FVector V1 = Vertices[Indices[i + 1]];
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FVector V2 = Vertices[Indices[i + 2]];
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// Calculate signed distance from each vertex to the cut plane
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float D0 = FVector::DotProduct(V0 - CutPlane.Location, CutPlane.Normal);
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float D1 = FVector::DotProduct(V1 - CutPlane.Location, CutPlane.Normal);
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float D2 = FVector::DotProduct(V2 - CutPlane.Location, CutPlane.Normal);
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// Check if triangle intersects with cut plane
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if ((D0 * D1 <= 0.0f) || (D0 * D2 <= 0.0f) || (D1 * D2 <= 0.0f))
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{
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// Calculate intersection points of edges with cut plane
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if (D0 * D1 <= 0.0f)
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{
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// Edge V0-V1 intersects with cut plane
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float T = D0 / (D0 - D1);
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FVector IntersectionPoint = V0 + T * (V1 - V0);
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IntersectionPoints.Add(IntersectionPoint);
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}
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if (D0 * D2 <= 0.0f)
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{
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// Edge V0-V2 intersects with cut plane
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float T = D0 / (D0 - D2);
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FVector IntersectionPoint = V0 + T * (V2 - V0);
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IntersectionPoints.Add(IntersectionPoint);
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}
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if (D1 * D2 <= 0.0f)
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{
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// Edge V1-V2 intersects with cut plane
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float T = D1 / (D1 - D2);
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FVector IntersectionPoint = V1 + T * (V2 - V1);
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IntersectionPoints.Add(IntersectionPoint);
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}
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}
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}
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return IntersectionPoints;
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return IntersectionPoints;
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}
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}
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