// Copyright Epic Games, Inc. All Rights Reserved. // Port of geometry3cpp EdgeSpan #pragma once #include "DynamicMesh/DynamicMesh3.h" #include "Util/IndexUtil.h" #include "Polyline3.h" namespace UE { namespace Geometry { /** * Sequential lists of vertices/edges in a mesh that is *not* closed. * If the list is closed it should be an FEdgeLoop */ class FEdgeSpan { public: /** The Mesh that contains this EdgeSpan */ const FDynamicMesh3* Mesh; /** Ordered list of vertices forming the EdgeSpan */ TArray Vertices; /** Ordered list of edges forming the EdgeSpan */ TArray Edges; /** List of bowtie vertices. This list is only valid if bBowtiesCalculated = true. */ TArray BowtieVertices; /** If true, then BowtieVertices list is valid */ bool bBowtiesCalculated = false; FEdgeSpan() { Mesh = nullptr; } FEdgeSpan(const FDynamicMesh3* mesh) { Mesh = mesh; } /** * Initialize EdgeSpan with the given vertices and edges */ FEdgeSpan(const FDynamicMesh3* mesh, const TArray& vertices, const TArray & edges) { Mesh = mesh; Vertices = vertices; Edges = edges; } /** * Initialize the loop data */ GEOMETRYCORE_API void Initialize(const FDynamicMesh3* mesh, const TArray& vertices, const TArray & edges, const TArray* BowtieVerticesIn = nullptr); /** * Construct an FEdgeSpan from a list of edges of the mesh * @param EdgesIn list of sequential connected edges */ GEOMETRYCORE_API void InitializeFromEdges(const TArray& EdgesIn); /** * Construct an FEdgeSpan from a list of edges of the mesh * @param MeshIn the mesh the edges exist on * @param EdgesIn list of sequential connected edges */ void InitializeFromEdges(const FDynamicMesh3* MeshIn, const TArray& EdgesIn) { Mesh = MeshIn; InitializeFromEdges(EdgesIn); } /** * Construct EdgeSpan from list of vertices of mesh * @param MeshIn Mesh that contains the span * @param VerticesIn list of vertices that are sequentially connected by edges * @param bAutoOrient if true, and any of the edges are boundary edges, we will re-orient the span to be consistent with boundary edges * @return false if we found any parts of VerticesIn that are not connected by an edge */ bool InitializeFromVertices(const FDynamicMesh3* MeshIn, const TArray& VerticesIn, bool bAutoOrient = true) { Mesh = MeshIn; return InitializeFromVertices(VerticesIn, bAutoOrient); } /** * Construct EdgeSpan from list of vertices of mesh * @param VerticesIn list of vertices that are sequentially connected by edges * @param bAutoOrient if true, and any of the edges are boundary edges, we will re-orient the span to be consistent with boundary edges * @return false if we found any parts of VerticesIn that are not connected by an edge */ GEOMETRYCORE_API bool InitializeFromVertices(const TArray& VerticesIn, bool bAutoOrient = true); /** Set the bowtie vertices */ void SetBowtieVertices(const TArray& Bowties) { BowtieVertices = Bowties; bBowtiesCalculated = true; } /** * Populate the BowtieVertices member */ GEOMETRYCORE_API void CalculateBowtieVertices(); /** * @return number of vertices in the span */ int GetVertexCount() const { return Vertices.Num(); } /** * @return number of edges in the span */ int GetEdgeCount() const { return Edges.Num(); } /** * @return vertex position in span at the given SpanIndex */ FVector3d GetVertex(int SpanIndex) const { return Mesh->GetVertex(Vertices[SpanIndex]); } /** * @return bounding box of the vertices of the EdgeSpan */ GEOMETRYCORE_API FAxisAlignedBox3d GetBounds() const; /** * Extract Polyline from Mesh based on vertex list */ GEOMETRYCORE_API void GetPolyline(FPolyline3d& PolylineOut) const; /** * If any edges if the span are on a mesh boundary, we can check that the span is * oriented such that it corresponds with the boundary edges, and if not, reverse it. * @return true if the span was reversed */ GEOMETRYCORE_API bool SetCorrectOrientation(); /** * Reverse order of vertices and edges in span */ void Reverse() { Algo::Reverse(Vertices); Algo::Reverse(Edges); } /** * @return true if all edges of this span are internal edges, ie not on the mesh boundary */ GEOMETRYCORE_API bool IsInternalspan() const; /** * @param TestMesh use this mesh instead of the internal Mesh pointer * @return true if all edges of this span are boundary edges */ GEOMETRYCORE_API bool IsBoundaryspan(const FDynamicMesh3* TestMesh = nullptr) const; /** * @return index of VertexID in the Vertices list, or -1 if not found */ GEOMETRYCORE_API int FindVertexIndex(int VertexID) const; /** * @return index of vertex in the Vertices list that is closest to QueryPoint */ GEOMETRYCORE_API int FindNearestVertexIndex(const FVector3d& QueryPoint) const; /** * Exhaustively check that verts and edges of this EdgeSpan are consistent. This is quite expensive. * @return true if span is consistent/valid */ GEOMETRYCORE_API bool CheckValidity(EValidityCheckFailMode FailMode = EValidityCheckFailMode::Check) const; /** * Utility function to convert a vertex span to an edge span * @param Mesh mesh to operate on * @param Vertexspan ordered list of vertices * @param OutEdgeSpan computed list of sequential connected vertices */ static GEOMETRYCORE_API void VertexSpanToEdgeSpan(const FDynamicMesh3* Mesh, const TArray& VertexSpan, TArray& OutEdgeSpan); }; } // end namespace UE::Geometry } // end namespace UE