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

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/DynamicMeshAttributeSet.h"
namespace UE
{
namespace Geometry
{
/**
* Find the first FDynamicMeshPolygroupAttribute with the given FName in a the AttributeSet of a Mesh.
* @return nullptr if no Polygroup layer is found
*/
DYNAMICMESH_API FDynamicMeshPolygroupAttribute* FindPolygroupLayerByName(FDynamicMesh3& Mesh, FName Name);
/**
* Find the first FDynamicMeshPolygroupAttribute with the given FName in a the AttributeSet of a Mesh.
* @return nullptr if no Polygroup layer is found
*/
DYNAMICMESH_API const FDynamicMeshPolygroupAttribute* FindPolygroupLayerByName(const FDynamicMesh3& Mesh, FName Name);
/**
* @return index of the first Layer with the given FName in Mesh AttributeSet, or -1 if not found
*/
DYNAMICMESH_API int32 FindPolygroupLayerIndexByName(const FDynamicMesh3& Mesh, FName Name);
/**
* @return index of Layer in Mesh AttributeSet, or -1 if not found
*/
DYNAMICMESH_API int32 FindPolygroupLayerIndex(const FDynamicMesh3& Mesh, const FDynamicMeshPolygroupAttribute* Layer);
/**
* @return Compute the upper bound of the group IDs for the given layer (one greater than the highest group ID)
*/
DYNAMICMESH_API int32 ComputeGroupIDBound(const FDynamicMesh3& Mesh, const FDynamicMeshPolygroupAttribute* Layer);
/**
* @return unique group layer name derived from BaseName by appending a numeric suffix in the form _0, _1, etc
*/
DYNAMICMESH_API FString MakeUniqueGroupLayerName(const FDynamicMesh3& Mesh, FString BaseName);
} // end namespace Geometry
} // end namespace UE