// Copyright Epic Games, Inc. All Rights Reserved. #include "MeshDetails_Edges.h" #include "3D/MeshInfo.h" #include "3D/CoreMesh.h" #include "Helper/GraphicsUtil.h" #include "Helper/Util.h" #include "Data/RawBuffer.h" #include MeshDetails_Edges::Edge::Edge(int32 i_v0, int32 i_v1, int32 ti) { this->i_v0 = i_v0; this->i_v1 = i_v1; this->ti = ti; if (numCongruent < MeshDetails_Edges::s_maxCongruent) triangles[numCongruent++] = ti; } ////////////////////////////////////////////////////////////////////////// MeshDetails_Edges::MeshDetails_Edges(MeshInfo* mesh) : MeshDetails(mesh) { } MeshDetails_Edges::~MeshDetails_Edges() { } void MeshDetails_Edges::Release() { _edges.clear(); _vertexEdges.clear(); _disconnected.clear(); _vertexTriangles.clear(); delete[] _congruent; _congruent = nullptr; } void MeshDetails_Edges::CalculateTri(size_t ti) { } MeshDetailsPAsync MeshDetails_Edges::Calculate() { return cti::make_ready_continuable(this); }