66 lines
2.7 KiB
C++
66 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ConversionUtils/DynamicMeshViaMeshDescriptionUtil.h"
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#include "TargetInterfaces/MeshDescriptionCommitter.h"
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#include "TargetInterfaces/MeshDescriptionProvider.h"
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#include "DynamicMeshToMeshDescription.h"
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#include "MeshConversionOptions.h" //FConversionToMeshDescriptionOptions
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#include "MeshDescriptionToDynamicMesh.h"
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FDynamicMesh3 UE::Geometry::GetDynamicMeshViaMeshDescription(
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IMeshDescriptionProvider& MeshDescriptionProvider, bool bRequestTangents)
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{
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FGetMeshParameters GetMeshParams;
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GetMeshParams.bWantMeshTangents = bRequestTangents;
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return GetDynamicMeshViaMeshDescription(MeshDescriptionProvider, GetMeshParams);
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}
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FDynamicMesh3 UE::Geometry::GetDynamicMeshViaMeshDescription(
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IMeshDescriptionProvider& MeshDescriptionProvider,
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const FGetMeshParameters& InGetMeshParams)
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{
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FDynamicMesh3 DynamicMesh;
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FMeshDescriptionToDynamicMesh Converter;
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Converter.bVIDsFromNonManifoldMeshDescriptionAttr = true;
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Converter.SetPolygonGroupToMaterialIndexMap(MeshDescriptionProvider.GetPolygonGroupToMaterialIndexMap());
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if (InGetMeshParams.bWantMeshTangents)
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{
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FMeshDescription MeshDescriptionCopy = MeshDescriptionProvider.GetMeshDescriptionCopy(InGetMeshParams);
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Converter.Convert(&MeshDescriptionCopy, DynamicMesh, InGetMeshParams.bWantMeshTangents);
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}
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else
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{
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Converter.Convert(MeshDescriptionProvider.GetMeshDescription(InGetMeshParams), DynamicMesh);
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}
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return DynamicMesh;
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}
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void UE::Geometry::CommitDynamicMeshViaMeshDescription(
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FMeshDescription&& CurrentMeshDescription,
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IMeshDescriptionCommitter& MeshDescriptionCommitter,
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const FDynamicMesh3& Mesh, const IDynamicMeshCommitter::FDynamicMeshCommitInfo& CommitInfo)
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{
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FConversionToMeshDescriptionOptions ConversionOptions;
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ConversionOptions.bSetPolyGroups = CommitInfo.bPolygroupsChanged;
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ConversionOptions.bUpdatePositions = CommitInfo.bPositionsChanged;
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ConversionOptions.bUpdateNormals = CommitInfo.bNormalsChanged;
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ConversionOptions.bUpdateTangents = CommitInfo.bTangentsChanged;
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ConversionOptions.bUpdateUVs = CommitInfo.bUVsChanged;
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ConversionOptions.bUpdateVtxColors = CommitInfo.bVertexColorsChanged;
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ConversionOptions.bTransformVtxColorsSRGBToLinear = CommitInfo.bTransformVertexColorsSRGBToLinear;
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FDynamicMeshToMeshDescription Converter(ConversionOptions);
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Converter.SetMaterialIDMapFromInverseMap(MeshDescriptionCommitter.GetPolygonGroupToMaterialIndexMap());
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if (!CommitInfo.bTopologyChanged)
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{
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Converter.UpdateUsingConversionOptions(&Mesh, CurrentMeshDescription);
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}
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else
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{
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// Do a full conversion.
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Converter.Convert(&Mesh, CurrentMeshDescription);
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}
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MeshDescriptionCommitter.CommitMeshDescription(MoveTemp(CurrentMeshDescription));
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} |