122 lines
3.2 KiB
C++
122 lines
3.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Polygroups/PolygroupUtil.h"
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using namespace UE::Geometry;
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FDynamicMeshPolygroupAttribute* UE::Geometry::FindPolygroupLayerByName(FDynamicMesh3& Mesh, FName Name)
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{
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FDynamicMeshAttributeSet* AttributeSet = Mesh.Attributes();
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if (AttributeSet == nullptr) return nullptr;
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int32 NumPolygroupLayers = AttributeSet->NumPolygroupLayers();
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for (int32 k = 0; k < NumPolygroupLayers; ++k)
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{
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if (AttributeSet->GetPolygroupLayer(k)->GetName() == Name)
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{
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return AttributeSet->GetPolygroupLayer(k);
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}
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}
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return nullptr;
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}
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const FDynamicMeshPolygroupAttribute* UE::Geometry::FindPolygroupLayerByName(const FDynamicMesh3& Mesh, FName Name)
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{
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const FDynamicMeshAttributeSet* AttributeSet = Mesh.Attributes();
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if (AttributeSet == nullptr) return nullptr;
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int32 NumPolygroupLayers = AttributeSet->NumPolygroupLayers();
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for (int32 k = 0; k < NumPolygroupLayers; ++k)
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{
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if (AttributeSet->GetPolygroupLayer(k)->GetName() == Name)
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{
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return AttributeSet->GetPolygroupLayer(k);
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}
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}
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return nullptr;
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}
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int32 UE::Geometry::FindPolygroupLayerIndexByName(const FDynamicMesh3& Mesh, FName Name)
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{
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const FDynamicMeshAttributeSet* AttributeSet = Mesh.Attributes();
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if (AttributeSet == nullptr) return -1;
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int32 NumPolygroupLayers = AttributeSet->NumPolygroupLayers();
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for (int32 k = 0; k < NumPolygroupLayers; ++k)
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{
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if (AttributeSet->GetPolygroupLayer(k)->GetName() == Name)
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{
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return k;
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}
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}
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return -1;
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}
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int32 UE::Geometry::FindPolygroupLayerIndex(const FDynamicMesh3& Mesh, const FDynamicMeshPolygroupAttribute* Layer)
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{
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const FDynamicMeshAttributeSet* AttributeSet = Mesh.Attributes();
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if (AttributeSet == nullptr) return -1;
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int32 NumPolygroupLayers = AttributeSet->NumPolygroupLayers();
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for (int32 k = 0; k < NumPolygroupLayers; ++k)
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{
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if (AttributeSet->GetPolygroupLayer(k) == Layer)
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{
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return k;
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}
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}
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return -1;
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}
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int32 UE::Geometry::ComputeGroupIDBound(const FDynamicMesh3& Mesh, const FDynamicMeshPolygroupAttribute* Layer)
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{
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int Bound = 0;
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for (int TID : Mesh.TriangleIndicesItr())
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{
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Bound = FMath::Max(Bound, Layer->GetValue(TID) + 1);
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}
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return Bound;
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}
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FString UE::Geometry::MakeUniqueGroupLayerName(const FDynamicMesh3& Mesh, FString BaseName)
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{
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if (BaseName.Len() == 0)
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{
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BaseName = TEXT("group");
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}
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if (Mesh.HasAttributes() == false)
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{
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return BaseName;
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}
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const FDynamicMeshAttributeSet* AttribSet = Mesh.Attributes();
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int32 NumGroupLayers = AttribSet->NumPolygroupLayers();
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if (NumGroupLayers == 0)
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{
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return BaseName;
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}
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// TODO: would be nice to detect if BaseName has a numeric suffix in either basename_0 or basename0 style
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// and increment the number. But we should have a general utility function for that because it is so common...
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FString UniqueName = BaseName;
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int32 NumberCounter = 0;
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while (true)
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{
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bool bFoundDuplicate = false;
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for (int32 k = 0; k < NumGroupLayers; ++k)
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{
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if ( AttribSet->GetPolygroupLayer(k)->GetName() == FName(UniqueName) )
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{
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bFoundDuplicate = true;
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}
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}
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if (!bFoundDuplicate)
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{
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return UniqueName;
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}
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UniqueName = FString::Printf(TEXT("%s_%d"), *BaseName, NumberCounter++);
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}
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ensureMsgf(false, TEXT("Failed to create unique name, returning base name"));
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return BaseName;
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} |