Files
UnrealEngine/Engine/Source/Developer/MeshDescriptionOperations/Public/MeshDescriptionOperations.h
2025-05-18 13:04:45 +08:00

163 lines
9.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "CoreMinimal.h"
#include "CoreTypes.h"
#include "Math/Vector2D.h"
#include "Misc/SecureHash.h"
#include "StaticMeshOperations.h"
class FName;
struct FMeshDescription;
struct FOverlappingCorners;
struct FRawMesh;
struct FUVMapParameters;
enum class ELightmapUVVersion : int32;
struct FPolygonGroupID;
struct FVertexID;
struct FVertexInstanceID;
//////////////////////////////////////////////////////////////////////////
// FMeshDescriptionOperations has been deprecated, most of it's features have been moved over FStaticMeshOperations.
class MESHDESCRIPTIONOPERATIONS_API FMeshDescriptionOperations
{
public:
enum ETangentOptions
{
None = 0,
BlendOverlappingNormals = 0x00000001,
IgnoreDegenerateTriangles = 0x00000002,
UseMikkTSpace = 0x00000004,
UseWeightedAreaAndAngle = 0x00000008, //Use surface area and angle as a ratio when computing normals
};
typedef FStaticMeshOperations::FAppendSettings FAppendSettings;
/** Convert this mesh description into the old FRawMesh format. */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::ConvertToRawMesh() instead.")
static void ConvertToRawMesh(const FMeshDescription& SourceMeshDescription, FRawMesh& DestinationRawMesh, const TMap<FName, int32>& MaterialMap);
/** Convert old FRawMesh format to MeshDescription. */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::ConvertFromRawMesh() instead.")
static void ConvertFromRawMesh(const FRawMesh& SourceRawMesh, FMeshDescription& DestinationMeshDescription, const TMap<int32, FName>& MaterialMap);
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::AppendMeshDescription() instead.")
static void AppendMeshDescription(const FMeshDescription& SourceMesh, FMeshDescription& TargetMesh, FAppendSettings& AppendSettings);
/*
* Check if all normals and tangents are valid, if not recompute them
*/
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::RecomputeNormalsAndTangentsIfNeeded() instead.")
static void RecomputeNormalsAndTangentsIfNeeded(FMeshDescription& MeshDescription, ETangentOptions TangentOptions, bool bForceRecomputeNormals = false, bool bForceRecomputeTangents = false);
/**
* Compute normal, tangent and Bi-Normal for every polygon in the mesh description. (this do not compute Vertex NTBs)
* It also remove the degenerated polygon from the mesh description
*/
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::CreatComputePolygonTangentsAndNormals() instead.")
static void CreatePolygonNTB(FMeshDescription& MeshDescription, float ComparisonThreshold);
/** Compute normal, tangent and Bi-Normal(only if bComputeTangent is true) for every vertex in the mesh description. */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::CreateNormals() instead.")
static void CreateNormals(FMeshDescription& MeshDescription, ETangentOptions TangentOptions, bool bComputeTangent);
/** Compute tangent and Bi-Normal using mikkt space for every vertex in the mesh description. */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::CreateMikktTangents() instead.")
static void CreateMikktTangents(FMeshDescription& MeshDescription, ETangentOptions TangentOptions);
/** Find all overlapping vertex using the threshold in the mesh description. */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::FindOverlappingCorners() instead.")
static void FindOverlappingCorners(FOverlappingCorners& OverlappingCorners, const FMeshDescription& MeshDescription, float ComparisonThreshold);
/** Find all charts in the mesh description. */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::GetUVChartCount() instead.")
static int32 GetUVChartCount(FMeshDescription& MeshDescription, int32 SrcLightmapIndex, ELightmapUVVersion LightmapUVVersion, const FOverlappingCorners& OverlappingCorners);
/**
* Find and pack UV charts for lightmap.
* The packing algorithm uses a rasterization method, hence the resolution parameter.
*
* If the given minimum resolution is not enough to handle all the charts, generation will fail.
*
* @param MeshDescription Edited mesh
* @param SrcLightmapIndex index of the source UV channel
* @param DstLightmapIndex index of the destination UV channel
* @param MinLightmapResolution Minimum resolution used for the packing
* @param LightmapUVVersion Algorithm version
* @param OverlappingCorners Overlapping corners of the given mesh
* @return UV layout correctly generated
*/
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::CreateLightMapUVLayout() instead.")
static bool CreateLightMapUVLayout(FMeshDescription& MeshDescription,
int32 SrcLightmapIndex,
int32 DstLightmapIndex,
int32 MinLightmapResolution,
ELightmapUVVersion LightmapUVVersion,
const FOverlappingCorners& OverlappingCorners);
/** Create some UVs from the specified mesh description data. */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::GenerateUniqueUVsForStaticMesh() instead.")
static bool GenerateUniqueUVsForStaticMesh(const FMeshDescription& MeshDescription, int32 TextureResolution, bool bMergeIdenticalMaterials, TArray<FVector2D>& OutTexCoords);
/** Add a UV channel to the MeshDescription. */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::AddUVChannel() instead.")
static bool AddUVChannel(FMeshDescription& MeshDescription);
/** Insert a UV channel at the given index to the MeshDescription. */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::InsertUVChannel() instead.")
static bool InsertUVChannel(FMeshDescription& MeshDescription, int32 UVChannelIndex);
/** Remove the UV channel at the given index from the MeshDescription. */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::RemoveUVChannel() instead.")
static bool RemoveUVChannel(FMeshDescription& MeshDescription, int32 UVChannelIndex);
/** Generate planar UV mapping for the MeshDescription */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::GeneratePlanarUV() instead.")
static void GeneratePlanarUV(const FMeshDescription& MeshDescription, const FUVMapParameters& Params, TMap<FVertexInstanceID, FVector2D>& OutTexCoords);
/** Generate cylindrical UV mapping for the MeshDescription */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::GenerateCylindricalUV() instead.")
static void GenerateCylindricalUV(FMeshDescription& MeshDescription, const FUVMapParameters& Params, TMap<FVertexInstanceID, FVector2D>& OutTexCoords);
/** Generate box UV mapping for the MeshDescription */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::GenerateBoxUV() instead.")
static void GenerateBoxUV(const FMeshDescription& MeshDescription, const FUVMapParameters& Params, TMap<FVertexInstanceID, FVector2D>& OutTexCoords);
UE_DEPRECATED(4.25, "Use FMeshDescription::RemapPolygonGroups() instead.")
static void RemapPolygonGroups(FMeshDescription& MeshDescription, TMap<FPolygonGroupID, FPolygonGroupID>& Remap);
/*
* Move some polygon to a new PolygonGroup(section)
* SectionIndex: The target section we want to assign the polygon. See bRemoveEmptyPolygonGroup to know how its used
* TriangleIndexStart: The triangle index is compute as follow: foreach polygon {TriangleIndex += Polygon->NumberTriangles}
* TriangleIndexEnd: The triangle index is compute as follow: foreach polygon {TriangleIndex += Polygon->NumberTriangles}
* bRemoveEmptyPolygonGroup: If true, any polygonGroup that is empty after moving a polygon will be delete.
* This parameter impact how SectionIndex is use
* If param is true : PolygonGroupTargetID.GetValue() do not necessary equal SectionIndex in case there is less sections then SectionIndex
* If param is false : PolygonGroupTargetID.GetValue() equal SectionIndex, we will add all necessary missing PolygonGroupID (this can generate empty PolygonGroupID)
*/
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::SwapPolygonPolygonGroup() instead.")
static void SwapPolygonPolygonGroup(FMeshDescription& MeshDescription, int32 SectionIndex, int32 TriangleIndexStart, int32 TriangleIndexEnd, bool bRemoveEmptyPolygonGroup);
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::ConvertHardEdgesToSmoothGroup() instead.")
static void ConvertHardEdgesToSmoothGroup(const FMeshDescription& SourceMeshDescription, TArray<uint32>& FaceSmoothingMasks);
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::ConvertSmoothGroupToHardEdges() instead.")
static void ConvertSmoothGroupToHardEdges(const TArray<uint32>& FaceSmoothingMasks, FMeshDescription& DestinationMeshDescription);
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::HasVertexColor() instead.")
static bool HasVertexColor(const FMeshDescription& MeshDescription);
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::BuildWeldedVertexIDRemap() instead.")
static void BuildWeldedVertexIDRemap(const FMeshDescription& MeshDescription, const float WeldingThreshold, TMap<FVertexID, FVertexID>& OutVertexIDRemap);
/** Computes the SHA hash of all the attributes values in the MeshDescription. */
UE_DEPRECATED(4.25, "Use FStaticMeshOperations::ComputeSHAHash() instead.")
static FSHAHash ComputeSHAHash(const FMeshDescription& MeshDescription);
};