60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreTypes.h"
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#include "Logging/LogMacros.h"
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#include "OverlappingCorners.h"
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DECLARE_LOG_CATEGORY_EXTERN(LogMeshBuilder, Log, All);
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class UObject;
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struct FMeshDescription;
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struct FMeshBuildSettings;
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struct FVertexInstanceID;
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struct FMeshReductionSettings;
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class MESHBUILDER_API FMeshDescriptionHelper
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{
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public:
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FMeshDescriptionHelper(FMeshBuildSettings* InBuildSettings);
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//Build a render mesh description with the BuildSettings. This will update the RenderMeshDescription in place
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void SetupRenderMeshDescription(UObject* Owner, FMeshDescription& RenderMeshDescription, bool bForNanite, bool bNeedTangents);
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void ReduceLOD(const FMeshDescription& BaseMesh, FMeshDescription& DestMesh, const struct FMeshReductionSettings& ReductionSettings, const FOverlappingCorners& InOverlappingCorners, float &OutMaxDeviation);
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void FindOverlappingCorners(const FMeshDescription& MeshDescription, float ComparisonThreshold);
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const FOverlappingCorners& GetOverlappingCorners() const { return OverlappingCorners; }
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private:
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//////////////////////////////////////////////////////////////////////////
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//PRIVATE function declarations
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//////////////////////////////////////////////////////////////////////////
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//PRIVATE class members
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FMeshBuildSettings* BuildSettings;
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FOverlappingCorners OverlappingCorners;
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//////////////////////////////////////////////////////////////////////////
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//INLINE small helper use to optimize search and compare
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/**
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* Smoothing group interpretation helper structure.
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*/
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struct FFanFace
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{
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int32 FaceIndex;
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int32 LinkedVertexIndex;
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bool bFilled;
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bool bBlendTangents;
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bool bBlendNormals;
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};
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};
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