216 lines
5.5 KiB
C++
216 lines
5.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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// Port of geometry3cpp EdgeSpan
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#pragma once
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#include "DynamicMesh/DynamicMesh3.h"
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#include "Util/IndexUtil.h"
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#include "Polyline3.h"
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namespace UE
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{
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namespace Geometry
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{
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/**
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* Sequential lists of vertices/edges in a mesh that is *not* closed.
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* If the list is closed it should be an FEdgeLoop
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*/
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class FEdgeSpan
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{
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public:
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/** The Mesh that contains this EdgeSpan */
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const FDynamicMesh3* Mesh;
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/** Ordered list of vertices forming the EdgeSpan */
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TArray<int> Vertices;
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/** Ordered list of edges forming the EdgeSpan */
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TArray<int> Edges;
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/** List of bowtie vertices. This list is only valid if bBowtiesCalculated = true. */
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TArray<int> BowtieVertices;
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/** If true, then BowtieVertices list is valid */
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bool bBowtiesCalculated = false;
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FEdgeSpan()
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{
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Mesh = nullptr;
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}
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FEdgeSpan(const FDynamicMesh3* mesh)
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{
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Mesh = mesh;
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}
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/**
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* Initialize EdgeSpan with the given vertices and edges
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*/
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FEdgeSpan(const FDynamicMesh3* mesh, const TArray<int>& vertices, const TArray<int> & edges)
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{
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Mesh = mesh;
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Vertices = vertices;
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Edges = edges;
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}
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/**
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* Initialize the loop data
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*/
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GEOMETRYCORE_API void Initialize(const FDynamicMesh3* mesh, const TArray<int>& vertices, const TArray<int> & edges, const TArray<int>* BowtieVerticesIn = nullptr);
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/**
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* Construct an FEdgeSpan from a list of edges of the mesh
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* @param EdgesIn list of sequential connected edges
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*/
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GEOMETRYCORE_API void InitializeFromEdges(const TArray<int>& EdgesIn);
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/**
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* Construct an FEdgeSpan from a list of edges of the mesh
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* @param MeshIn the mesh the edges exist on
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* @param EdgesIn list of sequential connected edges
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*/
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void InitializeFromEdges(const FDynamicMesh3* MeshIn, const TArray<int>& EdgesIn)
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{
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Mesh = MeshIn;
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InitializeFromEdges(EdgesIn);
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}
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/**
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* Construct EdgeSpan from list of vertices of mesh
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* @param MeshIn Mesh that contains the span
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* @param VerticesIn list of vertices that are sequentially connected by edges
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* @param bAutoOrient if true, and any of the edges are boundary edges, we will re-orient the span to be consistent with boundary edges
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* @return false if we found any parts of VerticesIn that are not connected by an edge
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*/
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bool InitializeFromVertices(const FDynamicMesh3* MeshIn, const TArray<int>& VerticesIn, bool bAutoOrient = true)
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{
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Mesh = MeshIn;
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return InitializeFromVertices(VerticesIn, bAutoOrient);
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}
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/**
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* Construct EdgeSpan from list of vertices of mesh
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* @param VerticesIn list of vertices that are sequentially connected by edges
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* @param bAutoOrient if true, and any of the edges are boundary edges, we will re-orient the span to be consistent with boundary edges
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* @return false if we found any parts of VerticesIn that are not connected by an edge
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*/
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GEOMETRYCORE_API bool InitializeFromVertices(const TArray<int>& VerticesIn, bool bAutoOrient = true);
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/** Set the bowtie vertices */
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void SetBowtieVertices(const TArray<int>& Bowties)
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{
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BowtieVertices = Bowties;
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bBowtiesCalculated = true;
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}
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/**
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* Populate the BowtieVertices member
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*/
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GEOMETRYCORE_API void CalculateBowtieVertices();
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/**
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* @return number of vertices in the span
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*/
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int GetVertexCount() const
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{
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return Vertices.Num();
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}
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/**
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* @return number of edges in the span
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*/
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int GetEdgeCount() const
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{
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return Edges.Num();
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}
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/**
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* @return vertex position in span at the given SpanIndex
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*/
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FVector3d GetVertex(int SpanIndex) const
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{
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return Mesh->GetVertex(Vertices[SpanIndex]);
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}
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/**
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* @return bounding box of the vertices of the EdgeSpan
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*/
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GEOMETRYCORE_API FAxisAlignedBox3d GetBounds() const;
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/**
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* Extract Polyline from Mesh based on vertex list
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*/
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GEOMETRYCORE_API void GetPolyline(FPolyline3d& PolylineOut) const;
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/**
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* If any edges if the span are on a mesh boundary, we can check that the span is
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* oriented such that it corresponds with the boundary edges, and if not, reverse it.
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* @return true if the span was reversed
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*/
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GEOMETRYCORE_API bool SetCorrectOrientation();
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/**
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* Reverse order of vertices and edges in span
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*/
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void Reverse()
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{
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Algo::Reverse(Vertices);
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Algo::Reverse(Edges);
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}
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/**
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* @return true if all edges of this span are internal edges, ie not on the mesh boundary
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*/
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GEOMETRYCORE_API bool IsInternalspan() const;
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/**
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* @param TestMesh use this mesh instead of the internal Mesh pointer
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* @return true if all edges of this span are boundary edges
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*/
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GEOMETRYCORE_API bool IsBoundaryspan(const FDynamicMesh3* TestMesh = nullptr) const;
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/**
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* @return index of VertexID in the Vertices list, or -1 if not found
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*/
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GEOMETRYCORE_API int FindVertexIndex(int VertexID) const;
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/**
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* @return index of vertex in the Vertices list that is closest to QueryPoint
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*/
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GEOMETRYCORE_API int FindNearestVertexIndex(const FVector3d& QueryPoint) const;
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/**
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* Exhaustively check that verts and edges of this EdgeSpan are consistent. This is quite expensive.
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* @return true if span is consistent/valid
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*/
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GEOMETRYCORE_API bool CheckValidity(EValidityCheckFailMode FailMode = EValidityCheckFailMode::Check) const;
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/**
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* Utility function to convert a vertex span to an edge span
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* @param Mesh mesh to operate on
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* @param Vertexspan ordered list of vertices
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* @param OutEdgeSpan computed list of sequential connected vertices
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*/
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static GEOMETRYCORE_API void VertexSpanToEdgeSpan(const FDynamicMesh3* Mesh, const TArray<int>& VertexSpan, TArray<int>& OutEdgeSpan);
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};
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} // end namespace UE::Geometry
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} // end namespace UE
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