Files
UnrealEngine/Engine/Source/Runtime/GeometryCore/Public/MeshAdapter.h
2025-05-18 13:04:45 +08:00

260 lines
7.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "TriangleTypes.h"
#include "VectorTypes.h"
#include "Math/IntVector.h"
#include "Math/Vector.h"
#include "IndexTypes.h"
namespace UE
{
namespace Geometry
{
using namespace UE::Math;
/**
* Most generic / lazy example of a triangle mesh adapter; possibly useful for prototyping / building on top of (but slower than making a more specific-case adapter)
*/
template <typename RealType>
struct TTriangleMeshAdapter
{
TFunction<bool(int32 index)> IsTriangle;
TFunction<bool(int32 index)> IsVertex;
TFunction<int32()> MaxTriangleID;
TFunction<int32()> MaxVertexID;
TFunction<int32()> TriangleCount;
TFunction<int32()> VertexCount;
TFunction<uint64()> GetChangeStamp;
TFunction<FIndex3i(int32)> GetTriangle;
TFunction<TVector<RealType>(int32)> GetVertex;
inline void GetTriVertices(int TID, UE::Math::TVector<RealType>& V0, UE::Math::TVector<RealType>& V1, UE::Math::TVector<RealType>& V2) const
{
FIndex3i TriIndices = GetTriangle(TID);
V0 = GetVertex(TriIndices.A);
V1 = GetVertex(TriIndices.B);
V2 = GetVertex(TriIndices.C);
}
};
typedef TTriangleMeshAdapter<double> FTriangleMeshAdapterd;
typedef TTriangleMeshAdapter<float> FTriangleMeshAdapterf;
/**
* Example function to generate a generic mesh adapter from arrays
* @param Vertices Array of mesh vertices
* @param Triangles Array of int-vectors, one per triangle, indexing into the vertices array
*/
inline FTriangleMeshAdapterd GetArrayMesh(TArray<FVector>& Vertices, TArray<FIntVector>& Triangles)
{
return {
[&](int) { return true; },
[&](int) { return true; },
[&]() { return Triangles.Num(); },
[&]() { return Vertices.Num(); },
[&]() { return Triangles.Num(); },
[&]() { return Vertices.Num(); },
[&]() { return 0; },
[&](int Idx) { return FIndex3i(Triangles[Idx]); },
[&](int Idx) { return FVector3d(Vertices[Idx]); }};
}
/**
* Faster adapter specifically for the common index mesh case
*/
template<typename IndexType, typename OutRealType, typename InVectorType=FVector>
struct TIndexMeshArrayAdapter
{
const TArray<InVectorType>* SourceVertices;
const TArray<IndexType>* SourceTriangles;
void SetSources(const TArray<InVectorType>* SourceVerticesIn, const TArray<IndexType>* SourceTrianglesIn)
{
SourceVertices = SourceVerticesIn;
SourceTriangles = SourceTrianglesIn;
}
TIndexMeshArrayAdapter() : SourceVertices(nullptr), SourceTriangles(nullptr)
{
}
TIndexMeshArrayAdapter(const TArray<InVectorType>* SourceVerticesIn, const TArray<IndexType>* SourceTrianglesIn) : SourceVertices(SourceVerticesIn), SourceTriangles(SourceTrianglesIn)
{
}
FORCEINLINE bool IsTriangle(int32 Index) const
{
return SourceTriangles->IsValidIndex(Index * 3);
}
FORCEINLINE bool IsVertex(int32 Index) const
{
return SourceVertices->IsValidIndex(Index);
}
FORCEINLINE int32 MaxTriangleID() const
{
return SourceTriangles->Num() / 3;
}
FORCEINLINE int32 MaxVertexID() const
{
return SourceVertices->Num();
}
// Counts are same as MaxIDs, because these are compact meshes
FORCEINLINE int32 TriangleCount() const
{
return SourceTriangles->Num() / 3;
}
FORCEINLINE int32 VertexCount() const
{
return SourceVertices->Num();
}
FORCEINLINE uint64 GetChangeStamp() const
{
return 1; // source data doesn't have a timestamp concept
}
FORCEINLINE FIndex3i GetTriangle(int32 Index) const
{
int32 Start = Index * 3;
return FIndex3i((int)(*SourceTriangles)[Start], (int)(*SourceTriangles)[Start+1], (int)(*SourceTriangles)[Start+2]);
}
FORCEINLINE TVector<OutRealType> GetVertex(int32 Index) const
{
return TVector<OutRealType>((*SourceVertices)[Index]);
}
FORCEINLINE void GetTriVertices(int32 TriIndex, UE::Math::TVector<OutRealType>& V0, UE::Math::TVector<OutRealType>& V1, UE::Math::TVector<OutRealType>& V2) const
{
int32 Start = TriIndex * 3;
V0 = TVector<OutRealType>((*SourceVertices)[(*SourceTriangles)[Start]]);
V1 = TVector<OutRealType>((*SourceVertices)[(*SourceTriangles)[Start+1]]);
V2 = TVector<OutRealType>((*SourceVertices)[(*SourceTriangles)[Start+2]]);
}
};
/**
* Second version of the above faster adapter
* -- for the case where triangle indices are packed into an integer vector type instead of flat
*/
template<typename IndexVectorType, typename OutRealType, typename InVectorType = FVector>
struct TIndexVectorMeshArrayAdapter
{
const TArray<InVectorType>* SourceVertices;
const TArray<IndexVectorType>* SourceTriangles;
void SetSources(const TArray<InVectorType>* SourceVerticesIn, const TArray<IndexVectorType>* SourceTrianglesIn)
{
SourceVertices = SourceVerticesIn;
SourceTriangles = SourceTrianglesIn;
}
TIndexVectorMeshArrayAdapter() : SourceVertices(nullptr), SourceTriangles(nullptr)
{
}
TIndexVectorMeshArrayAdapter(const TArray<InVectorType>* SourceVerticesIn, const TArray<IndexVectorType>* SourceTrianglesIn) : SourceVertices(SourceVerticesIn), SourceTriangles(SourceTrianglesIn)
{
}
FORCEINLINE bool IsTriangle(int32 Index) const
{
return SourceTriangles->IsValidIndex(Index);
}
FORCEINLINE bool IsVertex(int32 Index) const
{
return SourceVertices->IsValidIndex(Index);
}
FORCEINLINE int32 MaxTriangleID() const
{
return SourceTriangles->Num();
}
FORCEINLINE int32 MaxVertexID() const
{
return SourceVertices->Num();
}
// Counts are same as MaxIDs, because these are compact meshes
FORCEINLINE int32 TriangleCount() const
{
return SourceTriangles->Num();
}
FORCEINLINE int32 VertexCount() const
{
return SourceVertices->Num();
}
FORCEINLINE uint64 GetChangeStamp() const
{
return 1; // source data doesn't have a timestamp concept
}
FORCEINLINE FIndex3i GetTriangle(int32 Index) const
{
const IndexVectorType& Tri = (*SourceTriangles)[Index];
return FIndex3i((int)Tri[0], (int)Tri[1], (int)Tri[2]);
}
FORCEINLINE TVector<OutRealType> GetVertex(int32 Index) const
{
return TVector<OutRealType>((*SourceVertices)[Index]);
}
FORCEINLINE void GetTriVertices(int32 TriIndex, UE::Math::TVector<OutRealType>& V0, UE::Math::TVector<OutRealType>& V1, UE::Math::TVector<OutRealType>& V2) const
{
const IndexVectorType& Tri = (*SourceTriangles)[TriIndex];
V0 = TVector<OutRealType>((*SourceVertices)[Tri[0]]);
V1 = TVector<OutRealType>((*SourceVertices)[Tri[1]]);
V2 = TVector<OutRealType>((*SourceVertices)[Tri[2]]);
}
};
typedef TIndexMeshArrayAdapter<uint32, double> FIndexMeshArrayAdapterd;
/**
* TMeshWrapperAdapterd<T> can be used to present an arbitrary Mesh / Adapter type as a FTriangleMeshAdapterd.
* This is useful in cases where it would be difficult or undesirable to write code templated on
* the standard "Mesh Type" signature. If the code is written for FTriangleMeshAdapterd then this
* shim can be used to present any compatible mesh type as a FTriangleMeshAdapterd
*/
template <class WrappedMeshType>
struct TMeshWrapperAdapterd : public UE::Geometry::FTriangleMeshAdapterd
{
WrappedMeshType* WrappedAdapter;
TMeshWrapperAdapterd(WrappedMeshType* WrappedAdapterIn) : WrappedAdapter(WrappedAdapterIn)
{
IsTriangle = [this](int index) { return WrappedAdapter->IsTriangle(index); };
IsVertex = [this](int index) { return WrappedAdapter->IsVertex(index); };
MaxTriangleID = [this]() { return WrappedAdapter->MaxTriangleID(); };
MaxVertexID = [this]() { return WrappedAdapter->MaxVertexID(); };
TriangleCount = [this]() { return WrappedAdapter->TriangleCount(); };
VertexCount = [this]() { return WrappedAdapter->VertexCount(); };
GetChangeStamp = [this]() { return WrappedAdapter->GetChangeStamp(); };
GetTriangle = [this](int32 TriangleID) { return WrappedAdapter->GetTriangle(TriangleID); };
GetVertex = [this](int32 VertexID) { return WrappedAdapter->GetVertex(VertexID); };
}
};
} // end namespace UE::Geometry
} // end namespace UE