82 lines
1.9 KiB
C++
82 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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// Port of geometry3Sharp MinimalHoleFiller
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#pragma once
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#include "HoleFiller.h"
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#include "MathUtil.h"
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#include "VectorTypes.h"
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#include "GeometryTypes.h"
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#include "MeshBoundaryLoops.h"
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#include "SimpleHoleFiller.h"
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#include "Containers/Set.h"
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#include "MeshRegionOperator.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "QueueRemesher.h"
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#include "MeshConstraintsUtil.h"
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#define UE_API DYNAMICMESH_API
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namespace UE
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{
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namespace Geometry
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{
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/// Construct a "minimal" fill surface for the hole. This surface is often quasi-developable, reconstructs sharp edges,
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/// etc. There are various options.
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class FMinimalHoleFiller : public IHoleFiller
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{
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public:
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FMinimalHoleFiller(FDynamicMesh3* InMesh, FEdgeLoop InFillLoop) :
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Mesh(InMesh),
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FillLoop(InFillLoop),
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FillMesh(nullptr)
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{}
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UE_API bool Fill(int32 GroupID = -1) override;
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// Settings
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bool bIgnoreBoundaryTriangles = false;
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bool bOptimizeDevelopability = true;
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bool bOptimizeTriangles = true;
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double DevelopabilityTolerance = 0.0001;
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private:
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// Inputs
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FDynamicMesh3* Mesh;
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FEdgeLoop FillLoop;
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TUniquePtr<FMeshRegionOperator> RegionOp;
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FDynamicMesh3* FillMesh;
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TSet<int> BoundaryVertices;
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TMap<int, double> ExteriorAngleSums;
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TArray<double> Curvatures;
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UE_API void AddAllEdges(int EdgeID, TSet<int>& EdgeSet);
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UE_API double AspectMetric(int eid);
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static UE_API double GetTriAspect(const FDynamicMesh3& mesh, FIndex3i& tri);
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UE_API void UpdateCurvature(int vid);
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UE_API double CurvatureMetricCached(int a, int b, int c, int d);
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UE_API double CurvatureMetricEval(int a, int b, int c, int d);
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UE_API double ComputeGaussCurvature(int vid);
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// Steps in Fill:
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UE_API void CollapseToMinimal();
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UE_API void RemoveRemainingInteriorVerts();
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UE_API void FlipToFlatter();
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UE_API void FlipToMinimizeCurvature();
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UE_API void FlipToImproveAspectRatios();
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};
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} // end namespace UE::Geometry
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} // end namespace UE
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#undef UE_API
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