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2025-05-18 13:04:45 +08:00

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C++

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