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