39 lines
2.1 KiB
C++
39 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/Map.h"
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#include "Containers/Set.h"
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#include "IMeshPaintGeometryAdapter.h"
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#include "Math/UnrealMathSSE.h"
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#include "Math/Vector.h"
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#include "TMeshPaintOctree.h"
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#include "Templates/UniquePtr.h"
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/** Base mesh paint geometry adapter, handles basic sphere intersection using a Octree */
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class MESHPAINT_API FBaseMeshPaintGeometryAdapter : public IMeshPaintGeometryAdapter
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{
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public:
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/** Start IMeshPaintGeometryAdapter Overrides */
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virtual bool Initialize() override;
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virtual const TArray<FVector>& GetMeshVertices() const override;
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virtual const TArray<uint32>& GetMeshIndices() const override;
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virtual void GetVertexPosition(int32 VertexIndex, FVector& OutVertex) const override;
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virtual TArray<uint32> SphereIntersectTriangles(const float ComponentSpaceSquaredBrushRadius, const FVector& ComponentSpaceBrushPosition, const FVector& ComponentSpaceCameraPosition, const bool bOnlyFrontFacing) const override;
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virtual void GetInfluencedVertexIndices(const float ComponentSpaceSquaredBrushRadius, const FVector& ComponentSpaceBrushPosition, const FVector& ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, TSet<int32> &InfluencedVertices) const override;
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virtual void GetInfluencedVertexData(const float ComponentSpaceSquaredBrushRadius, const FVector& ComponentSpaceBrushPosition, const FVector& ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, TArray<TPair<int32, FVector>>& OutData) const override;
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virtual TArray<FVector> SphereIntersectVertices(const float ComponentSpaceSquaredBrushRadius, const FVector& ComponentSpaceBrushPosition, const FVector& ComponentSpaceCameraPosition, const bool bOnlyFrontFacing) const override;
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/** End IMeshPaintGeometryAdapter Overrides */
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virtual bool InitializeVertexData() = 0;
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protected:
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bool BuildOctree();
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protected:
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/** Index and Vertex data populated by derived classes in InitializeVertexData */
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TArray<FVector> MeshVertices;
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TArray<uint32> MeshIndices;
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/** Octree used for reducing the cost of sphere intersecting with triangles / vertices */
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TUniquePtr<FMeshPaintTriangleOctree> MeshTriOctree;
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};
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