// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "GeometryTypes.h" #include "IndexTypes.h" #include "Clustering/FaceNormalClustering.h" class FProgressCancel; namespace UE::Geometry { class FDynamicMesh3; namespace MeshClusterSimplify { struct FSimplifyOptions { // Vertices within this distance are allowed to be replaced with a single vertex double TargetEdgeLength = 1; // If > 0, boundary vertices w/ incident boundary edge angle greater than this (in degrees) will be kept in the output double FixBoundaryAngleTolerance = 45; // Constraint options control what simplifications are allowed enum class EConstraintLevel : uint8 { // Fixed vertices/edges will generally be preserved in the output, as they will each be given their own cluster Fixed, // Constrained vertices/edges may be simplified, but the edge flow should be preserved // A vertex at an intersection of more than two constrained edges will be automatically preserved as 'Fixed' Constrained, // No constraints / ok to simplify as much as possible Free }; struct FPreserveFeatures { // Mesh boundaries EConstraintLevel Boundary = EConstraintLevel::Constrained; // Seam types EConstraintLevel UVSeam = EConstraintLevel::Constrained; EConstraintLevel NormalSeam = EConstraintLevel::Constrained; EConstraintLevel TangentSeam = EConstraintLevel::Free; EConstraintLevel ColorSeam = EConstraintLevel::Constrained; // Material ID boundaries EConstraintLevel Material = EConstraintLevel::Constrained; // PolyGroup ID boundaries EConstraintLevel PolyGroup = EConstraintLevel::Constrained; // Helper to set all seam types to the same constraint level void SetSeamConstraints(EConstraintLevel Level) { UVSeam = Level; NormalSeam = Level; TangentSeam = Level; ColorSeam = Level; } }; // Manage which feature edge types we try to retain in the simplified result FPreserveFeatures PreserveEdges{}; // Whether to attempt to transfer attributes to the result mesh bool bTransferAttributes = true; // Whether to attempt to transfer triangle groups (PolyGroups) to the result mesh bool bTransferGroups = true; }; /** * Makes a simplified copy of the input mesh * * This cluster simplify method first clusters vertices locally by distance (calculated along mesh edges), and creates new triangles * from the connectivity of the clusters. i.e., it is a triangulation of the dual of the graph voronoi diagram over mesh edges. * * To preserve feature edges: * (1) constrained / feature-edge vertices are prioritized as cluster 'seeds,' and * (2) clusters are grown along feature edges first, then free edges after -- and growth over 'free' edges cannot claim 'constrained' vertices. * This locks in clusters along 'constrained' feature edges. * * Note that mesh features can be lost if the clusters are large enough that the graph becomes degenerate * -- e.g., if a mesh island has so few clusters that the graph connectivity does not contain triangles. * * * @param InMesh The mesh to simplify * @param OutSimplifiedMesh This mesh will store the simplified result mesh * @param SimplifyOptions Options controlling simplification * @return true on success */ bool DYNAMICMESH_API Simplify(const FDynamicMesh3& InMesh, FDynamicMesh3& OutSimplifiedMesh, const FSimplifyOptions& SimplifyOptions); } // end namespace UE::Geometry } // end namespace UE