Files
UnrealEngine/Engine/Source/Runtime/MeshDescription/Private/MeshDescription.cpp
2025-05-18 13:04:45 +08:00

2327 lines
82 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MeshDescription.h"
#include "Algo/Copy.h"
#include "MeshAttributes.h"
#include "Misc/SecureHash.h"
#include "Serialization/BulkData.h"
#include "Serialization/EditorBulkDataReader.h"
#include "Serialization/EditorBulkDataWriter.h"
#include "Serialization/LargeMemoryWriter.h"
#include "Serialization/MemoryReader.h"
#include "Serialization/MemoryWriter.h"
#include "Serialization/NameAsStringProxyArchive.h"
#include "UObject/EnterpriseObjectVersion.h"
#include "UObject/UE5MainStreamObjectVersion.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(MeshDescription)
#if WITH_EDITORONLY_DATA
#include "DerivedDataBuildVersion.h"
#endif
#if WITH_EDITOR
#include "Misc/ScopeRWLock.h"
#endif
FName FMeshDescription::VerticesName("Vertices");
FName FMeshDescription::VertexInstancesName("VertexInstances");
FName FMeshDescription::UVsName("UVs");
FName FMeshDescription::EdgesName("Edges");
FName FMeshDescription::TrianglesName("Triangles");
FName FMeshDescription::PolygonsName("Polygons");
FName FMeshDescription::PolygonGroupsName("PolygonGroups");
FMeshDescription::FMeshDescription()
{
Initialize();
}
FMeshDescription::FMeshDescription(const FMeshDescription& Other)
{
Elements = Other.Elements;
Cache();
}
FMeshDescription& FMeshDescription::operator=(const FMeshDescription& Other)
{
if (this != &Other)
{
Elements = Other.Elements;
Cache();
}
return *this;
}
void FMeshDescription::Initialize()
{
// Register the basic mesh element types
VertexElements = Elements.Emplace(VerticesName).Get();
VertexInstanceElements = Elements.Emplace(VertexInstancesName).Get();
UVElements = Elements.Emplace(UVsName).Get();
EdgeElements = Elements.Emplace(EdgesName).Get();
TriangleElements = Elements.Emplace(TrianglesName).Get();
PolygonElements = Elements.Emplace(PolygonsName).Get();
PolygonGroupElements = Elements.Emplace(PolygonGroupsName).Get();
// Now register topology-based attributes
// Register vertex reference for vertex instances
VertexInstanceVertices = VertexInstanceElements->Get().GetAttributes().RegisterIndexAttribute<FVertexID>(MeshAttribute::VertexInstance::VertexIndex, 1, EMeshAttributeFlags::Mandatory);
// Register vertex references for edges
EdgeVertices = EdgeElements->Get().GetAttributes().RegisterIndexAttribute<FVertexID[2]>(MeshAttribute::Edge::VertexIndex, 1, EMeshAttributeFlags::Mandatory);
// Register vertex instance and polygon references for triangles
TriangleVertexInstances = TriangleElements->Get().GetAttributes().RegisterIndexAttribute<FVertexInstanceID[3]>(MeshAttribute::Triangle::VertexInstanceIndex, 1, EMeshAttributeFlags::Mandatory);
TrianglePolygons = TriangleElements->Get().GetAttributes().RegisterIndexAttribute<FPolygonID>(MeshAttribute::Triangle::PolygonIndex, 1, EMeshAttributeFlags::Mandatory);
TrianglePolygonGroups = TriangleElements->Get().GetAttributes().RegisterIndexAttribute<FPolygonGroupID>(MeshAttribute::Triangle::PolygonGroupIndex, 1, EMeshAttributeFlags::Mandatory);
// Register UV references for triangles
TriangleUVs = TriangleElements->Get().GetAttributes().RegisterIndexAttribute<FUVID[3]>(MeshAttribute::Triangle::UVIndex, 0, EMeshAttributeFlags::Mandatory);
// Register vertex and edge references for triangles; these are transient references which are generated at load time
TriangleVertices = TriangleElements->Get().GetAttributes().RegisterIndexAttribute<FVertexID[3]>(MeshAttribute::Triangle::VertexIndex, 1, EMeshAttributeFlags::Mandatory | EMeshAttributeFlags::Transient);
TriangleEdges = TriangleElements->Get().GetAttributes().RegisterIndexAttribute<FEdgeID[3]>(MeshAttribute::Triangle::EdgeIndex, 1, EMeshAttributeFlags::Mandatory | EMeshAttributeFlags::Transient);
// Register polygon group reference for polygons
PolygonPolygonGroups = PolygonElements->Get().GetAttributes().RegisterIndexAttribute<FPolygonGroupID>(MeshAttribute::Polygon::PolygonGroupIndex, 1, EMeshAttributeFlags::Mandatory);
// Minimal requirement is that vertices have a Position attribute
VertexPositions = VertexElements->Get().GetAttributes().RegisterAttribute(MeshAttribute::Vertex::Position, 1, FVector3f::ZeroVector, EMeshAttributeFlags::Lerpable | EMeshAttributeFlags::Mandatory);
// Register UVCoordinates attribute for UVs
UVElements->Get().GetAttributes().RegisterAttribute(MeshAttribute::UV::UVCoordinate, 1, FVector2f::ZeroVector, EMeshAttributeFlags::Lerpable | EMeshAttributeFlags::Mandatory);
// Associate indexers with element types and their referencing attributes
InitializeIndexers();
}
void FMeshDescription::InitializeIndexers()
{
// Vertices may typically have 6 vertex instances from the triangles which include them
VertexToVertexInstances.SetInitialNumReferences(6);
VertexToVertexInstances.Set(VertexElements, VertexInstanceElements, MeshAttribute::VertexInstance::VertexIndex);
// Vertices may typically have 6 edges from the triangles which include them
VertexToEdges.SetInitialNumReferences(6);
VertexToEdges.Set(VertexElements, EdgeElements, MeshAttribute::Edge::VertexIndex);
// @todo: VertexToTriangles?
VertexInstanceToTriangles.Set(VertexInstanceElements, TriangleElements, MeshAttribute::Triangle::VertexInstanceIndex);
// Assume most edges will have either 1 or 2 triangles
EdgeToTriangles.SetInitialNumReferences(2);
EdgeToTriangles.Set(EdgeElements, TriangleElements, MeshAttribute::Triangle::EdgeIndex);
// UVs may typically be used by 6 adjacent triangles
UVToTriangles.SetInitialNumReferences(6);
UVToTriangles.Set(UVElements, TriangleElements, MeshAttribute::Triangle::UVIndex);
// Assume most polygons are composed of only 1 triangle
PolygonToTriangles.SetInitialNumReferences(1);
PolygonToTriangles.Set(PolygonElements, TriangleElements, MeshAttribute::Triangle::PolygonIndex);
// Polygon group indexers are a little different; in general there will be many back references and few keys, so set not to use chunks.
PolygonGroupToTriangles.SetUnchunked();
PolygonGroupToPolygons.SetUnchunked();
PolygonGroupToTriangles.SetInitialNumReferences(256);
PolygonGroupToPolygons.SetInitialNumReferences(256);
PolygonGroupToTriangles.Set(PolygonGroupElements, TriangleElements, MeshAttribute::Triangle::PolygonGroupIndex);
PolygonGroupToPolygons.Set(PolygonGroupElements, PolygonElements, MeshAttribute::Polygon::PolygonGroupIndex);
}
void FMeshDescription::Cache()
{
// Get pointers to element containers
VertexElements = Elements.Find(VerticesName)->Get();
VertexInstanceElements = Elements.Find(VertexInstancesName)->Get();
UVElements = Elements.Find(UVsName)->Get();
EdgeElements = Elements.Find(EdgesName)->Get();
TriangleElements = Elements.Find(TrianglesName)->Get();
PolygonElements = Elements.Find(PolygonsName)->Get();
PolygonGroupElements = Elements.Find(PolygonGroupsName)->Get();
// Register required transient attributes
TriangleVertices = TriangleElements->Get().GetAttributes().RegisterIndexAttribute<FVertexID[3]>(MeshAttribute::Triangle::VertexIndex, 1, EMeshAttributeFlags::Mandatory | EMeshAttributeFlags::Transient);
TriangleEdges = TriangleElements->Get().GetAttributes().RegisterIndexAttribute<FEdgeID[3]>(MeshAttribute::Triangle::EdgeIndex, 1, EMeshAttributeFlags::Mandatory | EMeshAttributeFlags::Transient);
// Cache fundamental attribute arrays
VertexInstanceVertices = VertexInstanceElements->Get().GetAttributes().GetAttributesRef<FVertexID>(MeshAttribute::VertexInstance::VertexIndex);
EdgeVertices = EdgeElements->Get().GetAttributes().GetAttributesRef<TArrayView<FVertexID>>(MeshAttribute::Edge::VertexIndex);
TriangleVertexInstances = TriangleElements->Get().GetAttributes().GetAttributesRef<TArrayView<FVertexInstanceID>>(MeshAttribute::Triangle::VertexInstanceIndex);
TrianglePolygons = TriangleElements->Get().GetAttributes().GetAttributesRef<FPolygonID>(MeshAttribute::Triangle::PolygonIndex);
TrianglePolygonGroups = TriangleElements->Get().GetAttributes().GetAttributesRef<FPolygonGroupID>(MeshAttribute::Triangle::PolygonGroupIndex);
TriangleUVs = TriangleElements->Get().GetAttributes().GetAttributesRef<TArrayView<FUVID>>(MeshAttribute::Triangle::UVIndex);
PolygonPolygonGroups = PolygonElements->Get().GetAttributes().GetAttributesRef<FPolygonGroupID>(MeshAttribute::Polygon::PolygonGroupIndex);
VertexPositions = VertexElements->Get().GetAttributes().GetAttributesRef<FVector3f>(MeshAttribute::Vertex::Position);
// Associate indexers with element types and their referencing attributes
InitializeIndexers();
}
void FMeshDescription::Serialize(FArchive& BaseAr)
{
FNameAsStringProxyArchive Ar(BaseAr);
Ar.UsingCustomVersion(FReleaseObjectVersion::GUID);
Ar.UsingCustomVersion(FEditorObjectVersion::GUID);
Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::GUID);
if (Ar.IsLoading() && Ar.CustomVer(FReleaseObjectVersion::GUID) < FReleaseObjectVersion::MeshDescriptionNewSerialization)
{
UE_LOG(LogLoad, Warning, TEXT("Deprecated serialization format"));
}
if (Ar.IsLoading() &&
Ar.CustomVer(FReleaseObjectVersion::GUID) != FReleaseObjectVersion::MeshDescriptionNewFormat &&
Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::MeshDescriptionNewFormat)
{
// Serialize the old format data and transform it into the new format mesh element map
SerializeLegacy(Ar);
}
else
{
Ar << Elements;
// After loading elements, we need to re-cache mesh element and attribute arrays
if (Ar.IsLoading())
{
// Ensure there's a UV element container
if (Elements.Find(UVsName) == nullptr)
{
UE_LOG(LogLoad, Warning, TEXT("Couldn't find UV element container in mesh - adding an empty one"));
UVElements = Elements.Emplace(UVsName).Get();
}
Cache();
for (FTriangleID TriangleID : TriangleElements->Get().GetElementIDs())
{
for (int32 I = 0; I < 3; I++)
{
FVertexInstanceID VertexInstanceID = TriangleVertexInstances[TriangleID][I];
TriangleVertices[TriangleID][I] = VertexInstanceVertices[VertexInstanceID];
VertexInstanceToTriangles.AddReferenceToKey(VertexInstanceID, TriangleID);
}
for (int32 I = 0; I < 3; I++)
{
FEdgeID EdgeID = GetVertexPairEdge(TriangleVertices[TriangleID][I], TriangleVertices[TriangleID][(I+1) % 3]);
TriangleEdges[TriangleID][I] = EdgeID;
EdgeToTriangles.AddReferenceToKey(EdgeID, TriangleID);
}
}
RebuildIndexers();
}
}
}
struct FMeshVertex_Legacy
{
TArray<FVertexInstanceID> VertexInstanceIDs;
TArray<FEdgeID> ConnectedEdgeIDs;
friend FArchive& operator<<(FArchive& Ar, FMeshVertex_Legacy& Vertex)
{
check(Ar.IsLoading());
if (Ar.CustomVer(FReleaseObjectVersion::GUID) < FReleaseObjectVersion::MeshDescriptionNewSerialization)
{
Ar << Vertex.VertexInstanceIDs;
Ar << Vertex.ConnectedEdgeIDs;
}
return Ar;
}
};
struct FMeshVertexInstance_Legacy
{
FVertexID VertexID;
TArray<FTriangleID> ConnectedTriangles;
friend FArchive& operator<<(FArchive& Ar, FMeshVertexInstance_Legacy& VertexInstance)
{
check(Ar.IsLoading());
Ar << VertexInstance.VertexID;
if (Ar.CustomVer(FReleaseObjectVersion::GUID) < FReleaseObjectVersion::MeshDescriptionNewSerialization)
{
TArray<FPolygonID> ConnectedPolygons_DISCARD;
Ar << ConnectedPolygons_DISCARD;
}
return Ar;
}
};
struct FMeshEdge_Legacy
{
FVertexID VertexIDs[2];
TArray<FTriangleID> ConnectedTriangles;
friend FArchive& operator<<(FArchive& Ar, FMeshEdge_Legacy& Edge)
{
check(Ar.IsLoading());
Ar << Edge.VertexIDs[0];
Ar << Edge.VertexIDs[1];
if (Ar.CustomVer(FReleaseObjectVersion::GUID) < FReleaseObjectVersion::MeshDescriptionNewSerialization)
{
TArray<FPolygonID> ConnectedPolygons_DISCARD;
Ar << ConnectedPolygons_DISCARD;
}
return Ar;
}
};
struct FMeshTriangle_Legacy
{
FVertexInstanceID VertexInstanceIDs[3];
FPolygonID PolygonID;
friend FArchive& operator<<(FArchive& Ar, FMeshTriangle_Legacy& Triangle)
{
check(Ar.IsLoading());
Ar << Triangle.VertexInstanceIDs[0];
Ar << Triangle.VertexInstanceIDs[1];
Ar << Triangle.VertexInstanceIDs[2];
if (Ar.CustomVer(FEditorObjectVersion::GUID) >= FEditorObjectVersion::MeshDescriptionTriangles)
{
Ar << Triangle.PolygonID;
}
return Ar;
}
};
struct FMeshPolygon_Legacy
{
TArray<FVertexInstanceID> VertexInstanceIDs;
TArray<FTriangleID> TriangleIDs;
FPolygonGroupID PolygonGroupID;
friend FArchive& operator<<(FArchive& Ar, FMeshPolygon_Legacy& Polygon)
{
check(Ar.IsLoading());
Ar << Polygon.VertexInstanceIDs;
if (Ar.CustomVer(FEditorObjectVersion::GUID) < FEditorObjectVersion::MeshDescriptionRemovedHoles)
{
TArray<TArray<FVertexInstanceID>> Empty;
Ar << Empty;
}
if (Ar.CustomVer(FReleaseObjectVersion::GUID) < FReleaseObjectVersion::MeshDescriptionNewSerialization)
{
TArray<FMeshTriangle_Legacy> Triangles_DISCARD;
Ar << Triangles_DISCARD;
}
Ar << Polygon.PolygonGroupID;
return Ar;
}
};
struct FMeshPolygonGroup_Legacy
{
TArray<FPolygonID> Polygons;
friend FArchive& operator<<(FArchive& Ar, FMeshPolygonGroup_Legacy& PolygonGroup)
{
check(Ar.IsLoading());
if (Ar.CustomVer(FReleaseObjectVersion::GUID) < FReleaseObjectVersion::MeshDescriptionNewSerialization)
{
Ar << PolygonGroup.Polygons;
}
return Ar;
}
};
template <typename T>
struct FFixAttributesSizeHelper
{
explicit FFixAttributesSizeHelper(int32 InExpectedNum)
: ExpectedNum(InExpectedNum),
bAllDefault(true)
{}
template <typename U>
void operator()(const FName AttributeName, TMeshAttributesRef<T, TArrayView<U>> AttributeArrayRef)
{
// Not expecting arrays in legacy attributes
check(false);
}
template <typename U>
void operator()(const FName AttributeName, TMeshAttributesRef<T, TArrayAttribute<U>> AttributeArrayRef)
{
// Not expecting arrays in legacy attributes
check(false);
}
void operator()(const FName AttributeName, TMeshAttributesRef<T, FTransform> AttributeArrayRef)
{
// Not expecting FTransform in legacy attributes
check(false);
}
template <typename U>
void operator()(const FName AttributeName, TMeshAttributesRef<T, U> AttributeArrayRef)
{
if (bAllDefault)
{
for (int32 Channel = 0; Channel < AttributeArrayRef.GetNumChannels(); Channel++)
{
for (int32 Index = ExpectedNum; Index < AttributeArrayRef.GetNumElements(); Index++)
{
if (AttributeArrayRef.Get(T(Index), Channel) != AttributeArrayRef.GetDefaultValue())
{
bAllDefault = false;
return;
}
}
}
}
}
int32 ExpectedNum;
bool bAllDefault;
};
template <typename T>
void FixAttributesSize(int32 ExpectedNum, TAttributesSet<T>& AttributesSet)
{
// Ensure that the attribute set is the same size as the mesh element array they describe
// If there are extra elements, and they are not set to trivial defaults, this is an error.
FFixAttributesSizeHelper<T> Helper(ExpectedNum);
AttributesSet.ForEach(Helper);
check(Helper.bAllDefault); // If this fires, something is very wrong with the legacy asset
AttributesSet.SetNumElements(ExpectedNum);
}
void FMeshDescription::SerializeLegacy(FArchive& Ar)
{
TMeshElementArray<FMeshVertex_Legacy, FVertexID> VertexArray;
TMeshElementArray<FMeshVertexInstance_Legacy, FVertexInstanceID> VertexInstanceArray;
TMeshElementArray<FMeshEdge_Legacy, FEdgeID> EdgeArray;
TMeshElementArray<FMeshTriangle_Legacy, FTriangleID> TriangleArray;
TMeshElementArray<FMeshPolygon_Legacy, FPolygonID> PolygonArray;
TMeshElementArray<FMeshPolygonGroup_Legacy, FPolygonGroupID> PolygonGroupArray;
TAttributesSet<FVertexID> VertexAttributesSet;
TAttributesSet<FVertexInstanceID> VertexInstanceAttributesSet;
TAttributesSet<FEdgeID> EdgeAttributesSet;
TAttributesSet<FTriangleID> TriangleAttributesSet;
TAttributesSet<FPolygonID> PolygonAttributesSet;
TAttributesSet<FPolygonGroupID> PolygonGroupAttributesSet;
Ar << VertexArray;
Ar << VertexInstanceArray;
Ar << EdgeArray;
Ar << PolygonArray;
Ar << PolygonGroupArray;
Ar << VertexAttributesSet;
Ar << VertexInstanceAttributesSet;
Ar << EdgeAttributesSet;
Ar << PolygonAttributesSet;
Ar << PolygonGroupAttributesSet;
FixAttributesSize(VertexArray.GetArraySize(), VertexAttributesSet);
FixAttributesSize(VertexInstanceArray.GetArraySize(), VertexInstanceAttributesSet);
FixAttributesSize(EdgeArray.GetArraySize(), EdgeAttributesSet);
FixAttributesSize(PolygonArray.GetArraySize(), PolygonAttributesSet);
FixAttributesSize(PolygonGroupArray.GetArraySize(), PolygonGroupAttributesSet);
// Serialize new triangle arrays since version MeshDescriptionTriangles
if (Ar.CustomVer(FEditorObjectVersion::GUID) >= FEditorObjectVersion::MeshDescriptionTriangles)
{
Ar << TriangleArray;
Ar << TriangleAttributesSet;
FixAttributesSize(TriangleArray.GetArraySize(), TriangleAttributesSet);
}
// Convert the old style element arrays into the new format
// Completely reinitialize the mesh elements map as it is not being directly serialized into.
Initialize();
for (FVertexID VertexID : VertexArray.GetElementIDs())
{
VertexElements->Get().Insert(VertexID);
}
for (FVertexInstanceID VertexInstanceID : VertexInstanceArray.GetElementIDs())
{
VertexInstanceElements->Get().Insert(VertexInstanceID);
FVertexID VertexID = VertexInstanceArray[VertexInstanceID].VertexID;
VertexInstanceVertices[VertexInstanceID] = VertexID;
VertexToVertexInstances.AddReferenceToKey(VertexID, VertexInstanceID);
}
for (FEdgeID EdgeID : EdgeArray.GetElementIDs())
{
EdgeElements->Get().Insert(EdgeID);
FVertexID VertexID0 = EdgeArray[EdgeID].VertexIDs[0];
FVertexID VertexID1 = EdgeArray[EdgeID].VertexIDs[1];
EdgeVertices[EdgeID][0] = VertexID0;
EdgeVertices[EdgeID][1] = VertexID1;
VertexToEdges.AddReferenceToKey(VertexID0, EdgeID);
VertexToEdges.AddReferenceToKey(VertexID1, EdgeID);
}
for (FPolygonGroupID PolygonGroupID : PolygonGroupArray.GetElementIDs())
{
PolygonGroupElements->Get().Insert(PolygonGroupID);
}
for (FPolygonID PolygonID : PolygonArray.GetElementIDs())
{
PolygonElements->Get().Insert(PolygonID);
FPolygonGroupID PolygonGroupID = PolygonArray[PolygonID].PolygonGroupID;
PolygonPolygonGroups[PolygonID] = PolygonGroupID;
PolygonGroupToPolygons.AddReferenceToKey(PolygonGroupID, PolygonID);
// If the asset is pre-triangles, we generate triangles here from the polygon
if (Ar.CustomVer(FEditorObjectVersion::GUID) < FEditorObjectVersion::MeshDescriptionTriangles)
{
check(PolygonArray[PolygonID].VertexInstanceIDs.Num() >= 3);
CreatePolygonTriangles(PolygonID, PolygonArray[PolygonID].VertexInstanceIDs);
}
}
// Only do this if there were actually triangles in the asset
if (Ar.CustomVer(FEditorObjectVersion::GUID) >= FEditorObjectVersion::MeshDescriptionTriangles)
{
for (FTriangleID TriangleID : TriangleArray.GetElementIDs())
{
TriangleElements->Get().Insert(TriangleID);
FPolygonID PolygonID = TriangleArray[TriangleID].PolygonID;
FPolygonGroupID PolygonGroupID = PolygonArray[PolygonID].PolygonGroupID;
TrianglePolygons[TriangleID] = PolygonID;
TrianglePolygonGroups[TriangleID] = PolygonGroupID;
PolygonToTriangles.AddReferenceToKey(PolygonID, TriangleID);
PolygonGroupToTriangles.AddReferenceToKey(PolygonGroupID, TriangleID);
for (int32 I = 0; I < 3; I++)
{
FVertexInstanceID VertexInstanceID = TriangleArray[TriangleID].VertexInstanceIDs[I];
TriangleVertexInstances[TriangleID][I] = VertexInstanceID;
TriangleVertices[TriangleID][I] = VertexInstanceVertices[VertexInstanceID];
VertexInstanceToTriangles.AddReferenceToKey(VertexInstanceID, TriangleID);
}
for (int32 I = 0; I < 3; I++)
{
FEdgeID EdgeID = GetVertexPairEdge(TriangleVertices[TriangleID][I], TriangleVertices[TriangleID][(I+1) % 3]);
TriangleEdges[TriangleID][I] = EdgeID;
EdgeToTriangles.AddReferenceToKey(EdgeID, TriangleID);
}
}
}
// Unregister the position attribute from the vertex elements, as it will come from the legacy data instead.
VertexElements->Get().GetAttributes().UnregisterAttribute(MeshAttribute::Vertex::Position);
// Add the legacy mesh attributes into the new containers
VertexElements->Get().GetAttributes().AppendAttributesFrom(VertexAttributesSet);
VertexInstanceElements->Get().GetAttributes().AppendAttributesFrom(VertexInstanceAttributesSet);
EdgeElements->Get().GetAttributes().AppendAttributesFrom(EdgeAttributesSet);
PolygonElements->Get().GetAttributes().AppendAttributesFrom(PolygonAttributesSet);
PolygonGroupElements->Get().GetAttributes().AppendAttributesFrom(PolygonGroupAttributesSet);
if (Ar.CustomVer(FEditorObjectVersion::GUID) >= FEditorObjectVersion::MeshDescriptionTriangles)
{
TriangleElements->Get().GetAttributes().AppendAttributesFrom(TriangleAttributesSet);
}
Cache();
BuildIndexers();
}
void FMeshDescription::ResetIndexers()
{
VertexToVertexInstances.Reset();
VertexToEdges.Reset();
VertexInstanceToTriangles.Reset();
EdgeToTriangles.Reset();
UVToTriangles.Reset();
PolygonToTriangles.Reset();
PolygonGroupToTriangles.Reset();
PolygonGroupToPolygons.Reset();
}
void FMeshDescription::BuildIndexers()
{
VertexToVertexInstances.Build();
VertexToEdges.Build();
VertexInstanceToTriangles.Build();
EdgeToTriangles.Build();
UVToTriangles.Build();
PolygonToTriangles.Build();
PolygonGroupToTriangles.Build();
PolygonGroupToPolygons.Build();
}
void FMeshDescription::RebuildIndexers()
{
VertexToVertexInstances.ForceRebuild();
VertexToEdges.ForceRebuild();
VertexInstanceToTriangles.ForceRebuild();
EdgeToTriangles.ForceRebuild();
UVToTriangles.ForceRebuild();
PolygonToTriangles.ForceRebuild();
PolygonGroupToTriangles.ForceRebuild();
PolygonGroupToPolygons.ForceRebuild();
}
void FMeshDescription::Empty()
{
for (TPair<FName, FMeshElementTypeWrapper>& ElementsItem: Elements)
{
ElementsItem.Value.Get()->Reset();
}
ResetIndexers();
}
bool FMeshDescription::IsEmpty() const
{
for (const TPair<FName, FMeshElementTypeWrapper>& ElementsItem: Elements)
{
if (!ElementsItem.Value.Get()->IsEmpty())
{
return false;
}
}
return true;
}
bool FMeshDescription::NeedsCompact() const
{
return
(
VertexElements->Get().GetArraySize() != VertexElements->Get().Num() ||
VertexInstanceElements->Get().GetArraySize() != VertexInstanceElements->Get().Num() ||
EdgeElements->Get().GetArraySize() != EdgeElements->Get().Num() ||
TriangleElements->Get().GetArraySize() != TriangleElements->Get().Num() ||
PolygonElements->Get().GetArraySize() != PolygonElements->Get().Num() ||
PolygonGroupElements->Get().GetArraySize() != PolygonGroupElements->Get().Num()
);
}
void FMeshDescription::Compact(FElementIDRemappings& OutRemappings)
{
VertexElements->Get().Compact(OutRemappings.NewVertexIndexLookup);
VertexInstanceElements->Get().Compact(OutRemappings.NewVertexInstanceIndexLookup);
EdgeElements->Get().Compact(OutRemappings.NewEdgeIndexLookup);
TriangleElements->Get().Compact(OutRemappings.NewTriangleIndexLookup);
PolygonElements->Get().Compact(OutRemappings.NewPolygonIndexLookup);
PolygonGroupElements->Get().Compact(OutRemappings.NewPolygonGroupIndexLookup);
FixUpElementIDs(OutRemappings);
}
void FMeshDescription::Remap(const FElementIDRemappings& Remappings)
{
VertexElements->Get().Remap(Remappings.NewVertexIndexLookup);
VertexInstanceElements->Get().Remap(Remappings.NewVertexInstanceIndexLookup);
EdgeElements->Get().Remap(Remappings.NewEdgeIndexLookup);
TriangleElements->Get().Remap(Remappings.NewTriangleIndexLookup);
PolygonElements->Get().Remap(Remappings.NewPolygonIndexLookup);
PolygonGroupElements->Get().Remap(Remappings.NewPolygonGroupIndexLookup);
FixUpElementIDs(Remappings);
}
void FMeshDescription::FixUpElementIDs(const FElementIDRemappings& Remappings)
{
// Fix up vertex index references in vertex instance array
for (const FVertexInstanceID VertexInstanceID : VertexInstanceElements->Get().GetElementIDs())
{
VertexInstanceVertices[VertexInstanceID] = Remappings.GetRemappedVertexID(VertexInstanceVertices[VertexInstanceID]);
}
for (const FEdgeID EdgeID : EdgeElements->Get().GetElementIDs())
{
// Fix up vertex index references in Edges array
for (int32 Index = 0; Index < 2; Index++)
{
EdgeVertices[EdgeID][Index] = Remappings.GetRemappedVertexID(EdgeVertices[EdgeID][Index]);
}
}
for (const FTriangleID TriangleID : TriangleElements->Get().GetElementIDs())
{
// Fix up vertex instance references in Triangle
for (int32 Index = 0; Index < 3; Index++)
{
TriangleVertexInstances[TriangleID][Index] = Remappings.GetRemappedVertexInstanceID(TriangleVertexInstances[TriangleID][Index]);
TriangleEdges[TriangleID][Index] = Remappings.GetRemappedEdgeID(TriangleEdges[TriangleID][Index]);
TriangleVertices[TriangleID][Index] = Remappings.GetRemappedVertexID(TriangleVertices[TriangleID][Index]);
}
TrianglePolygons[TriangleID] = Remappings.GetRemappedPolygonID(TrianglePolygons[TriangleID]);
TrianglePolygonGroups[TriangleID] = Remappings.GetRemappedPolygonGroupID(TrianglePolygonGroups[TriangleID]);
}
for (const FPolygonID PolygonID : PolygonElements->Get().GetElementIDs())
{
PolygonPolygonGroups[PolygonID] = Remappings.GetRemappedPolygonGroupID(PolygonPolygonGroups[PolygonID]);
}
RebuildIndexers();
}
void FMeshDescription::CreateVertexInstance_Internal(const FVertexInstanceID VertexInstanceID, const FVertexID VertexID)
{
VertexInstanceVertices[VertexInstanceID] = VertexID;
VertexToVertexInstances.AddReferenceToKey(VertexID, VertexInstanceID);
}
template <template <typename...> class TContainer>
void FMeshDescription::DeleteVertexInstance_Internal(const FVertexInstanceID VertexInstanceID, TContainer<FVertexID>* InOutOrphanedVerticesPtr)
{
checkSlow(VertexInstanceToTriangles.Find(VertexInstanceID).Num() == 0);
const FVertexID VertexID = VertexInstanceVertices[VertexInstanceID];
VertexToVertexInstances.RemoveReferenceFromKey(VertexID, VertexInstanceID);
VertexInstanceElements->Get().Remove(VertexInstanceID);
VertexInstanceToTriangles.RemoveKey(VertexInstanceID);
// Always perform the Find() after the element has been completely deleted, so it won't be included in reindexing if the key is stale.
// Note: removing the element above will clear the attributes to default, so remember the VertexID we're interested in.
if (InOutOrphanedVerticesPtr &&
VertexToVertexInstances.Find(VertexID).Num() == 0 &&
VertexToEdges.Find(VertexID).Num() == 0)
{
AddUnique(*InOutOrphanedVerticesPtr, VertexID);
}
}
void FMeshDescription::DeleteVertexInstance(const FVertexInstanceID VertexInstanceID, TArray<FVertexID>* InOutOrphanedVerticesPtr)
{
DeleteVertexInstance_Internal<TArray>(VertexInstanceID, InOutOrphanedVerticesPtr);
}
void FMeshDescription::CreateEdge_Internal(const FEdgeID EdgeID, const FVertexID VertexID0, const FVertexID VertexID1)
{
checkSlow(GetVertexPairEdge(VertexID0, VertexID1) == INDEX_NONE);
TArrayView<FVertexID> EdgeVertexIDs = EdgeVertices[EdgeID];
EdgeVertexIDs[0] = VertexID0;
EdgeVertexIDs[1] = VertexID1;
VertexToEdges.AddReferenceToKey(VertexID0, EdgeID);
VertexToEdges.AddReferenceToKey(VertexID1, EdgeID);
}
template <template <typename...> class TContainer>
void FMeshDescription::DeleteEdge_Internal(const FEdgeID EdgeID, TContainer<FVertexID>* InOutOrphanedVerticesPtr)
{
const FVertexID VertexID0 = EdgeVertices[EdgeID][0];
const FVertexID VertexID1 = EdgeVertices[EdgeID][1];
VertexToEdges.RemoveReferenceFromKey(VertexID0, EdgeID);
VertexToEdges.RemoveReferenceFromKey(VertexID1, EdgeID);
EdgeElements->Get().Remove(EdgeID);
EdgeToTriangles.RemoveKey(EdgeID);
// Always perform the Find() after the element has been completely deleted, so it won't be included in reindexing if the key is stale.
// Note: removing the element above will clear the attributes to default, so remember the VertexID we're interested in.
if (InOutOrphanedVerticesPtr)
{
if (VertexToEdges.Find(VertexID0).Num() == 0)
{
check(VertexToVertexInstances.Find(VertexID0).Num() == 0);
AddUnique(*InOutOrphanedVerticesPtr, VertexID0);
}
if (VertexToEdges.Find(VertexID1).Num() == 0)
{
check(VertexToVertexInstances.Find(VertexID1).Num() == 0);
AddUnique(*InOutOrphanedVerticesPtr, VertexID1);
}
}
}
void FMeshDescription::DeleteEdge(const FEdgeID EdgeID, TArray<FVertexID>* InOutOrphanedVerticesPtr)
{
DeleteEdge_Internal<TArray>(EdgeID, InOutOrphanedVerticesPtr);
}
void FMeshDescription::CreateTriangle_Internal(const FTriangleID TriangleID, const FPolygonGroupID PolygonGroupID, TArrayView<const FVertexInstanceID> VertexInstanceIDs, TArray<FEdgeID>* OutEdgeIDs)
{
if (OutEdgeIDs)
{
OutEdgeIDs->Empty();
}
// Fill out triangle vertex instances
TArrayView<FVertexInstanceID> TriVertexInstanceIDs = TriangleVertexInstances[TriangleID];
check(VertexInstanceIDs.Num() == 3);
TriVertexInstanceIDs[0] = VertexInstanceIDs[0];
TriVertexInstanceIDs[1] = VertexInstanceIDs[1];
TriVertexInstanceIDs[2] = VertexInstanceIDs[2];
// Fill out triangle polygon group
TrianglePolygonGroups[TriangleID] = PolygonGroupID;
PolygonGroupToTriangles.AddReferenceToKey(PolygonGroupID, TriangleID);
// Make a polygon which will contain this triangle
// @todo: make this optional; currently only exists for backwards compatibility
FPolygonID PolygonID = PolygonElements->Get().Add();
PolygonPolygonGroups[PolygonID] = PolygonGroupID;
PolygonGroupToPolygons.AddReferenceToKey(PolygonGroupID, PolygonID);
TrianglePolygons[TriangleID] = PolygonID;
PolygonToTriangles.AddReferenceToKey(PolygonID, TriangleID);
TArrayView<FVertexID> TriVertexIDs = TriangleVertices[TriangleID];
TArrayView<FEdgeID> TriEdgeIDs = TriangleEdges[TriangleID];
for (int32 Index = 0; Index < 3; ++Index)
{
const FVertexInstanceID VertexInstanceID = TriVertexInstanceIDs[Index];
const FVertexInstanceID NextVertexInstanceID = TriVertexInstanceIDs[(Index == 2) ? 0 : Index + 1];
const FVertexID ThisVertexID = VertexInstanceVertices[VertexInstanceID];
const FVertexID NextVertexID = VertexInstanceVertices[NextVertexInstanceID];
TriVertexIDs[Index] = ThisVertexID;
// VertexToTriangles.AddReferenceToKey(ThisVertexID, TriangleID); // @todo: can add this, but need to consider how degenerates would work
FEdgeID EdgeID = GetVertexPairEdge(ThisVertexID, NextVertexID);
if (EdgeID == INDEX_NONE)
{
EdgeID = CreateEdge(ThisVertexID, NextVertexID);
if (OutEdgeIDs)
{
OutEdgeIDs->Add(EdgeID);
}
}
TriEdgeIDs[Index] = EdgeID;
VertexInstanceToTriangles.AddReferenceToKey(VertexInstanceID, TriangleID);
EdgeToTriangles.AddReferenceToKey(EdgeID, TriangleID);
}
}
void FMeshDescription::SetTriangleUVIndices(const FTriangleID TriangleID, TArrayView<const FUVID> UVIDs, int32 UVChannel)
{
TArrayView<FUVID> TriUVs = TriangleUVs.Get(TriangleID, UVChannel);
TriUVs[0] = UVIDs[0];
TriUVs[1] = UVIDs[1];
TriUVs[2] = UVIDs[2];
UVToTriangles.AddReferenceToKey(UVIDs[0], TriangleID, UVChannel);
UVToTriangles.AddReferenceToKey(UVIDs[1], TriangleID, UVChannel);
UVToTriangles.AddReferenceToKey(UVIDs[2], TriangleID, UVChannel);
}
template <template <typename...> class TContainer>
void FMeshDescription::DeleteTriangle_Internal(const FTriangleID TriangleID, TContainer<FEdgeID>* InOutOrphanedEdgesPtr, TContainer<FVertexInstanceID>* InOutOrphanedVertexInstancesPtr, TContainer<FPolygonGroupID>* InOutOrphanedPolygonGroupsPtr)
{
const FPolygonGroupID PolygonGroupID = TrianglePolygonGroups[TriangleID];
PolygonGroupToTriangles.RemoveReferenceFromKey(PolygonGroupID, TriangleID);
const FPolygonID PolygonID = TrianglePolygons[TriangleID];
PolygonToTriangles.RemoveReferenceFromKey(PolygonID, TriangleID);
TArrayView<FVertexInstanceID> TriVertexInstanceIDs = TriangleVertexInstances[TriangleID];
TArrayView<FEdgeID> TriEdgeIDs = TriangleEdges[TriangleID];
for (int32 Index = 0; Index < 3; ++Index)
{
// Remove vertex instance from the triangle. Here's how we do that safely:
// 1) Take a copy of the VertexInstance ID
// 2) Remove reference from the VertexInstance to Triangles indexer
// 3) Set the triangle VertexInstance to INDEX_NONE
// 4) Ask the indexer if that VertexInstance ID has any triangle references, and if not, add it to the list.
//
// Step 3 is important because Find() below might need to reindex if the key is stale, and this would cause it to
// re-add the triangle VertexInstance reference if it were still valid, since the triangle hasn't yet been deleted.
//
// We could also wait until the triangle were deleted before querying the indexer, but this would involve taking
// copies of all the referenced element IDs first.
const FVertexInstanceID VertexInstanceID = TriVertexInstanceIDs[Index];
VertexInstanceToTriangles.RemoveReferenceFromKey(VertexInstanceID, TriangleID);
TriVertexInstanceIDs[Index] = INDEX_NONE;
if (InOutOrphanedVertexInstancesPtr && VertexInstanceToTriangles.Find(VertexInstanceID).Num() == 0)
{
AddUnique(*InOutOrphanedVertexInstancesPtr, VertexInstanceID);
}
// Remove edge from the triangle. Same rules as above apply!
const FEdgeID EdgeID = TriEdgeIDs[Index];
EdgeToTriangles.RemoveReferenceFromKey(EdgeID, TriangleID);
TriEdgeIDs[Index] = INDEX_NONE;
if (InOutOrphanedEdgesPtr && EdgeToTriangles.Find(EdgeID).Num() == 0)
{
AddUnique(*InOutOrphanedEdgesPtr, EdgeID);
}
// Remove UVs from the triangle if there are any
for (int32 UVIndex = 0; UVIndex < TriangleUVs.GetNumChannels(); UVIndex++)
{
TArrayView<const FUVID> TriUVs = TriangleUVs.Get(TriangleID, UVIndex);
FUVID UVID = TriUVs[Index];
UVToTriangles.RemoveReferenceFromKey(UVID, TriangleID, UVIndex);
}
}
if (PolygonToTriangles.Find(PolygonID).Num() == 0)
{
// If it was the only triangle in the polygon, delete the polygon too
check(PolygonPolygonGroups[PolygonID] == PolygonGroupID);
PolygonGroupToPolygons.RemoveReferenceFromKey(PolygonGroupID, PolygonID);
PolygonElements->Get().Remove(PolygonID);
PolygonToTriangles.RemoveKey(PolygonID);
}
TriangleElements->Get().Remove(TriangleID);
// Check orphaned polygon groups after the triangle has been removed so that reindexing won't find it again.
if (InOutOrphanedPolygonGroupsPtr && PolygonGroupToTriangles.Find(PolygonGroupID).Num() == 0)
{
AddUnique(*InOutOrphanedPolygonGroupsPtr, PolygonGroupID);
}
}
void FMeshDescription::DeleteTriangle(const FTriangleID TriangleID, TArray<FEdgeID>* InOutOrphanedEdgesPtr, TArray<FVertexInstanceID>* InOutOrphanedVertexInstancesPtr, TArray<FPolygonGroupID>* InOutOrphanedPolygonGroupsPtr)
{
DeleteTriangle_Internal<TArray>(TriangleID, InOutOrphanedEdgesPtr, InOutOrphanedVertexInstancesPtr, InOutOrphanedPolygonGroupsPtr);
}
void FMeshDescription::DeleteTriangles(const TArray<FTriangleID>& Triangles)
{
TSet<FEdgeID> OrphanedEdges;
TSet<FVertexInstanceID> OrphanedVertexInstances;
TSet<FPolygonGroupID> OrphanedPolygonGroups;
TSet<FVertexID> OrphanedVertices;
for (FTriangleID TriangleID : Triangles)
{
DeleteTriangle_Internal<TSet>(TriangleID, &OrphanedEdges, &OrphanedVertexInstances, &OrphanedPolygonGroups);
}
for (FPolygonGroupID PolygonGroupID : OrphanedPolygonGroups)
{
DeletePolygonGroup(PolygonGroupID);
}
for (FVertexInstanceID VertexInstanceID : OrphanedVertexInstances)
{
DeleteVertexInstance_Internal<TSet>(VertexInstanceID, &OrphanedVertices);
}
for (FEdgeID EdgeID : OrphanedEdges)
{
DeleteEdge_Internal<TSet>(EdgeID, &OrphanedVertices);
}
for (FVertexID VertexID : OrphanedVertices)
{
DeleteVertex(VertexID);
}
}
void FMeshDescription::CreatePolygon_Internal(const FPolygonID PolygonID, const FPolygonGroupID PolygonGroupID, TArrayView<const FVertexInstanceID> VertexInstanceIDs, TArray<FEdgeID>* OutEdgeIDs)
{
if (OutEdgeIDs)
{
OutEdgeIDs->Empty();
}
check(PolygonGroupID != INDEX_NONE);
PolygonPolygonGroups[PolygonID] = PolygonGroupID;
PolygonGroupToPolygons.AddReferenceToKey(PolygonGroupID, PolygonID);
const int32 NumVertices = VertexInstanceIDs.Num();
for (int32 Index = 0; Index < NumVertices; ++Index)
{
const FVertexInstanceID ThisVertexInstanceID = VertexInstanceIDs[Index];
const FVertexInstanceID NextVertexInstanceID = VertexInstanceIDs[(Index + 1 == NumVertices) ? 0 : Index + 1];
const FVertexID ThisVertexID = VertexInstanceVertices[ThisVertexInstanceID];
const FVertexID NextVertexID = VertexInstanceVertices[NextVertexInstanceID];
// Create any missing perimeter edges here (not internal edges; they will be created when the polygon triangles are created)
FEdgeID EdgeID = GetVertexPairEdge(ThisVertexID, NextVertexID);
if (EdgeID == INDEX_NONE)
{
EdgeID = CreateEdge(ThisVertexID, NextVertexID);
if (OutEdgeIDs)
{
OutEdgeIDs->Add(EdgeID);
}
}
}
CreatePolygonTriangles(PolygonID, VertexInstanceIDs);
}
template <template <typename...> class TContainer>
void FMeshDescription::DeletePolygon_Internal(const FPolygonID PolygonID, TContainer<FEdgeID>* InOutOrphanedEdgesPtr, TContainer<FVertexInstanceID>* InOutOrphanedVertexInstancesPtr, TContainer<FPolygonGroupID>* InOutOrphanedPolygonGroupsPtr)
{
const FPolygonGroupID PolygonGroupID = PolygonPolygonGroups[PolygonID];
// Remove constituent triangles
TArrayView<const FTriangleID> TriangleIDs = PolygonToTriangles.Find<FTriangleID>(PolygonID);
TArray<FEdgeID, TInlineAllocator<8>> InternalEdgesToRemove;
InternalEdgesToRemove.Reserve(TriangleIDs.Num() - 1);
// Disconnect edges and vertex instances
for (const FTriangleID TriangleID : TriangleIDs)
{
TArrayView<FVertexInstanceID> TriVertexInstanceIDs = TriangleVertexInstances[TriangleID];
TArrayView<FEdgeID> TriEdgeIDs = TriangleEdges[TriangleID];
for (int32 Index = 0; Index < 3; ++Index)
{
const FEdgeID EdgeID = TriEdgeIDs[Index];
if (IsEdgeInternal(EdgeID))
{
// Remove internal edges - but not yet.
// For now just make a note of them.
InternalEdgesToRemove.AddUnique(EdgeID);
}
else
{
EdgeToTriangles.RemoveReferenceFromKey(EdgeID, TriangleID);
// Set the reference to INDEX_NONE here, so that it won't be picked up in the Find() below
// if it needs to rebuild the key.
TriEdgeIDs[Index] = INDEX_NONE;
if (InOutOrphanedEdgesPtr && EdgeToTriangles.Find(EdgeID).Num() == 0)
{
AddUnique(*InOutOrphanedEdgesPtr, EdgeID);
}
}
const FVertexInstanceID VertexInstanceID = TriVertexInstanceIDs[Index];
VertexInstanceToTriangles.RemoveReferenceFromKey(VertexInstanceID, TriangleID);
// Set the reference to INDEX_NONE here, so that it won't be picked up in the Find() below
// if it needs to rebuild the key.
TriVertexInstanceIDs[Index] = INDEX_NONE;
if (InOutOrphanedVertexInstancesPtr && VertexInstanceToTriangles.Find(VertexInstanceID).Num() == 0)
{
AddUnique(*InOutOrphanedVertexInstancesPtr, VertexInstanceID);
}
}
}
// Remove triangles
for (const FTriangleID TriangleID : TriangleIDs)
{
check(TrianglePolygonGroups[TriangleID] == PolygonGroupID);
PolygonGroupToTriangles.RemoveReferenceFromKey(PolygonGroupID, TriangleID);
TriangleElements->Get().Remove(TriangleID);
}
// Remove internal edges
for (const FEdgeID EdgeID : InternalEdgesToRemove)
{
for (const FVertexID EdgeVertexID : EdgeVertices[EdgeID])
{
VertexToEdges.RemoveReferenceFromKey(EdgeVertexID, EdgeID);
}
EdgeElements->Get().Remove(EdgeID);
EdgeToTriangles.RemoveKey(EdgeID);
}
PolygonGroupToPolygons.RemoveReferenceFromKey(PolygonGroupID, PolygonID);
PolygonElements->Get().Remove(PolygonID);
PolygonToTriangles.RemoveKey(PolygonID);
if (InOutOrphanedPolygonGroupsPtr && PolygonGroupToPolygons.Find(PolygonGroupID).Num() == 0)
{
AddUnique(*InOutOrphanedPolygonGroupsPtr, PolygonGroupID);
}
}
void FMeshDescription::DeletePolygon(const FPolygonID PolygonID, TArray<FEdgeID>* InOutOrphanedEdgesPtr, TArray<FVertexInstanceID>* InOutOrphanedVertexInstancesPtr, TArray<FPolygonGroupID>* InOutOrphanedPolygonGroupsPtr)
{
DeletePolygon_Internal<TArray>(PolygonID, InOutOrphanedEdgesPtr, InOutOrphanedVertexInstancesPtr, InOutOrphanedPolygonGroupsPtr);
}
void FMeshDescription::DeletePolygons(const TArray<FPolygonID>& Polygons)
{
TSet<FEdgeID> OrphanedEdges;
TSet<FVertexInstanceID> OrphanedVertexInstances;
TSet<FPolygonGroupID> OrphanedPolygonGroups;
TSet<FVertexID> OrphanedVertices;
for (FPolygonID PolygonID : Polygons)
{
DeletePolygon_Internal<TSet>(PolygonID, &OrphanedEdges, &OrphanedVertexInstances, &OrphanedPolygonGroups);
}
for (FPolygonGroupID PolygonGroupID : OrphanedPolygonGroups)
{
DeletePolygonGroup(PolygonGroupID);
}
for (FVertexInstanceID VertexInstanceID : OrphanedVertexInstances)
{
DeleteVertexInstance_Internal<TSet>(VertexInstanceID, &OrphanedVertices);
}
for (FEdgeID EdgeID : OrphanedEdges)
{
DeleteEdge_Internal<TSet>(EdgeID, &OrphanedVertices);
}
for (FVertexID VertexID : OrphanedVertices)
{
DeleteVertex(VertexID);
}
}
bool FMeshDescription::IsVertexOrphaned(const FVertexID VertexID) const
{
TArrayView<const FVertexInstanceID> VertexInstanceIDs = VertexToVertexInstances.Find<FVertexInstanceID>(VertexID);
for (const FVertexInstanceID VertexInstanceID : VertexInstanceIDs)
{
TArrayView<const FTriangleID> TriangleIDs = VertexInstanceToTriangles.Find<FTriangleID>(VertexInstanceID);
if (TriangleIDs.Num() > 0)
{
return false;
}
}
return true;
}
FEdgeID FMeshDescription::GetVertexPairEdge(const FVertexID VertexID0, const FVertexID VertexID1) const
{
TArrayView<const FEdgeID> ConnectedEdgeIDs = VertexToEdges.Find<FEdgeID>(VertexID0);
for (const FEdgeID VertexConnectedEdgeID : ConnectedEdgeIDs)
{
const FVertexID EdgeVertexID0 = EdgeVertices[VertexConnectedEdgeID][0];
const FVertexID EdgeVertexID1 = EdgeVertices[VertexConnectedEdgeID][1];
if ((EdgeVertexID0 == VertexID0 && EdgeVertexID1 == VertexID1) || (EdgeVertexID0 == VertexID1 && EdgeVertexID1 == VertexID0))
{
return VertexConnectedEdgeID;
}
}
return INDEX_NONE;
}
FEdgeID FMeshDescription::GetVertexInstancePairEdge(const FVertexInstanceID VertexInstanceID0, const FVertexInstanceID VertexInstanceID1) const
{
const FVertexID VertexID0 = VertexInstanceVertices[VertexInstanceID0];
const FVertexID VertexID1 = VertexInstanceVertices[VertexInstanceID1];
TArrayView<const FEdgeID> ConnectedEdgeIDs = VertexToEdges.Find<FEdgeID>(VertexID0);
for (const FEdgeID VertexConnectedEdgeID : ConnectedEdgeIDs)
{
const FVertexID EdgeVertexID0 = EdgeVertices[VertexConnectedEdgeID][0];
const FVertexID EdgeVertexID1 = EdgeVertices[VertexConnectedEdgeID][1];
if ((EdgeVertexID0 == VertexID0 && EdgeVertexID1 == VertexID1) || (EdgeVertexID0 == VertexID1 && EdgeVertexID1 == VertexID0))
{
return VertexConnectedEdgeID;
}
}
return INDEX_NONE;
}
void FMeshDescription::SetPolygonVertexInstance(const FPolygonID PolygonID, const int32 PerimeterIndex, const FVertexInstanceID VertexInstanceID)
{
TArrayView<const FTriangleID> Tris = PolygonToTriangles.Find<FTriangleID>(PolygonID);
if (Tris.Num() == 1)
{
check(PerimeterIndex < 3);
FVertexInstanceID OldVertexInstanceID = TriangleVertexInstances[Tris[0]][PerimeterIndex];
check(VertexInstanceVertices[OldVertexInstanceID] == VertexInstanceVertices[VertexInstanceID]);
VertexInstanceToTriangles.RemoveReferenceFromKey(OldVertexInstanceID, Tris[0]);
TriangleVertexInstances[Tris[0]][PerimeterIndex] = VertexInstanceID;
VertexInstanceToTriangles.AddReferenceToKey(VertexInstanceID, Tris[0]);
}
else
{
TArray<FVertexInstanceID, TInlineAllocator<8>> PolygonVertexInstances = GetPolygonVertexInstances<TInlineAllocator<8>>(PolygonID);
check(PerimeterIndex < PolygonVertexInstances.Num());
FVertexInstanceID OldVertexInstanceID = PolygonVertexInstances[PerimeterIndex];
check(VertexInstanceVertices[OldVertexInstanceID] == VertexInstanceVertices[VertexInstanceID]);
for (const FTriangleID Tri : Tris)
{
for (FVertexInstanceID& VertexInstance : TriangleVertexInstances[Tri])
{
if (VertexInstance == OldVertexInstanceID)
{
VertexInstanceToTriangles.RemoveReferenceFromKey(OldVertexInstanceID, Tri);
VertexInstance = VertexInstanceID;
VertexInstanceToTriangles.AddReferenceToKey(VertexInstanceID, Tri);
}
}
}
}
}
void FMeshDescription::SetPolygonVertexInstances(const FPolygonID PolygonID, TArrayView<const FVertexInstanceID> VertexInstanceIDs)
{
RemovePolygonTriangles(PolygonID);
CreatePolygonTriangles(PolygonID, VertexInstanceIDs);
}
FPlane FMeshDescription::ComputePolygonPlane(TArrayView<const FVertexInstanceID> PerimeterVertexInstanceIDs) const
{
// NOTE: This polygon plane computation code is partially based on the implementation of "Newell's method" from Real-Time
// Collision Detection by Christer Ericson, published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc
// @todo mesheditor perf: For polygons that are just triangles, use a cross product to get the normal fast!
// @todo mesheditor perf: We could skip computing the plane distance when we only need the normal
// @todo mesheditor perf: We could cache these computed polygon normals; or just use the normal of the first three vertices' triangle if it is satisfactory in all cases
// @todo mesheditor: For non-planar polygons, the result can vary. Ideally this should use the actual polygon triangulation as opposed to the arbitrary triangulation used here.
FVector3f Centroid = FVector3f::ZeroVector;
FVector Normal = FVector::ZeroVector;
// Use 'Newell's Method' to compute a robust 'best fit' plane from the vertices of this polygon
for (int32 VertexNumberI = PerimeterVertexInstanceIDs.Num() - 1, VertexNumberJ = 0; VertexNumberJ < PerimeterVertexInstanceIDs.Num(); VertexNumberI = VertexNumberJ, VertexNumberJ++)
{
const FVertexID VertexIDI = PerimeterVertexInstanceIDs[VertexNumberI];
const FVector3f PositionI = VertexPositions[VertexInstanceVertices[VertexIDI]];
const FVertexID VertexIDJ = PerimeterVertexInstanceIDs[VertexNumberJ];
const FVector3f PositionJ = VertexPositions[VertexInstanceVertices[VertexIDJ]];
Centroid += PositionJ;
Normal.X += (PositionJ.Y - PositionI.Y) * (PositionI.Z + PositionJ.Z);
Normal.Y += (PositionJ.Z - PositionI.Z) * (PositionI.X + PositionJ.X);
Normal.Z += (PositionJ.X - PositionI.X) * (PositionI.Y + PositionJ.Y);
}
Normal.Normalize();
// Construct a plane from the normal and centroid
return FPlane(Normal, FVector::DotProduct(FVector(Centroid), Normal) / (float)PerimeterVertexInstanceIDs.Num());
}
FVector FMeshDescription::ComputePolygonNormal(TArrayView<const FVertexInstanceID> PerimeterVertexInstanceIDs) const
{
// @todo mesheditor: Polygon normals are now computed and cached when changes are made to a polygon.
// In theory, we can just return that cached value, but we need to check that there is nothing which relies on the value being correct before
// the cache is updated at the end of a modification.
const FPlane PolygonPlane = ComputePolygonPlane(PerimeterVertexInstanceIDs);
const FVector PolygonNormal(PolygonPlane.X, PolygonPlane.Y, PolygonPlane.Z);
return PolygonNormal;
}
/** Returns true if the triangle formed by the specified three positions has a normal that is facing the opposite direction of the reference normal */
static bool IsTriangleFlipped(const FVector ReferenceNormal, const FVector VertexPositionA, const FVector VertexPositionB, const FVector VertexPositionC)
{
const FVector TriangleNormal = FVector::CrossProduct(
VertexPositionC - VertexPositionA,
VertexPositionB - VertexPositionA).GetSafeNormal();
return (FVector::DotProduct(ReferenceNormal, TriangleNormal) <= 0.0f);
}
/** Given three direction vectors, indicates if A and B are on the same 'side' of Vec. */
static bool VectorsOnSameSide(const FVector& Vec, const FVector& A, const FVector& B, const float SameSideDotProductEpsilon)
{
const FVector CrossA = FVector::CrossProduct(Vec, A);
const FVector CrossB = FVector::CrossProduct(Vec, B);
float DotWithEpsilon = SameSideDotProductEpsilon + FVector::DotProduct(CrossA, CrossB);
return !(DotWithEpsilon < 0.0f);
}
/** Util to see if P lies within triangle created by A, B and C. */
static bool PointInTriangle(const FVector& A, const FVector& B, const FVector& C, const FVector& P, const float InsideTriangleDotProductEpsilon)
{
// Cross product indicates which 'side' of the vector the point is on
// If its on the same side as the remaining vert for all edges, then its inside.
return (VectorsOnSameSide(B - A, P - A, C - A, InsideTriangleDotProductEpsilon) &&
VectorsOnSameSide(C - B, P - B, A - B, InsideTriangleDotProductEpsilon) &&
VectorsOnSameSide(A - C, P - C, B - C, InsideTriangleDotProductEpsilon));
}
void FMeshDescription::FindPolygonPerimeter(const FPolygonID PolygonID, TArrayView<FEdgeID> Edges) const
{
TArrayView<const FTriangleID> PolygonTris = PolygonToTriangles.Find<FTriangleID>(PolygonID);
check(Edges.Num() == PolygonTris.Num() + 2);
// Optimization for simple triangle
if (PolygonTris.Num() == 1)
{
for (int I = 0; I < 3; I++)
{
Edges[I] = TriangleEdges[PolygonTris[0]][I];
}
return;
}
// Determine perimeter for arbitrary n-gon.
// @todo: This process can undoubtedly be optimized
// Build a set of all the perimeter edges
TArray<FEdgeID, TInlineAllocator<8>> PerimeterEdges;
TArray<int32, TInlineAllocator<8>> TriIndices;
for (int32 TriIndex = 0; TriIndex < PolygonTris.Num(); TriIndex++)
{
FTriangleID PolygonTri = PolygonTris[TriIndex];
TArrayView<const FEdgeID> TriEdges = TriangleEdges[PolygonTri];
for (FEdgeID EdgeID : TriEdges)
{
int32 EdgeIndex = PerimeterEdges.Find(EdgeID);
if (EdgeIndex != INDEX_NONE)
{
// If adding an edge which already exists, it must be an internal edge, so remove it again.
PerimeterEdges.RemoveAtSwap(EdgeIndex, EAllowShrinking::No);
TriIndices.RemoveAtSwap(EdgeIndex, EAllowShrinking::No);
}
else
{
PerimeterEdges.Add(EdgeID);
TriIndices.Add(TriIndex);
}
}
}
check(PerimeterEdges.Num() == PolygonTris.Num() + 2);
check(PerimeterEdges.Num() == TriIndices.Num());
// Reorder edges to be adjacent by ensuring there's a mutual vertex in consecutive edges
for (int32 EdgeIndex = 0; EdgeIndex < PerimeterEdges.Num() - 2; EdgeIndex++)
{
TArrayView<const FVertexID> EdgeVertexIDs = EdgeVertices[PerimeterEdges[EdgeIndex]];
for (int32 NextEdgeIndex = EdgeIndex + 1; NextEdgeIndex < PerimeterEdges.Num(); NextEdgeIndex++)
{
TArrayView<const FVertexID> NextEdgeVertexIDs = EdgeVertices[PerimeterEdges[NextEdgeIndex]];
if (EdgeVertexIDs[0] == NextEdgeVertexIDs[0] || EdgeVertexIDs[0] == NextEdgeVertexIDs[1] ||
EdgeVertexIDs[1] == NextEdgeVertexIDs[0] || EdgeVertexIDs[1] == NextEdgeVertexIDs[1])
{
if (NextEdgeIndex > EdgeIndex + 1)
{
Swap(PerimeterEdges[EdgeIndex + 1], PerimeterEdges[NextEdgeIndex]);
Swap(TriIndices[EdgeIndex + 1], TriIndices[NextEdgeIndex]);
}
break;
}
}
}
check(EdgeVertices[PerimeterEdges.Last()][0] == EdgeVertices[PerimeterEdges[0]][0] || EdgeVertices[PerimeterEdges.Last()][0] == EdgeVertices[PerimeterEdges[0]][1] ||
EdgeVertices[PerimeterEdges.Last()][1] == EdgeVertices[PerimeterEdges[0]][0] || EdgeVertices[PerimeterEdges.Last()][1] == EdgeVertices[PerimeterEdges[0]][1]);
// Swap the winding order if incorrect
FEdgeID FirstEdge = PerimeterEdges[0];
FEdgeID SecondEdge = PerimeterEdges[1];
// Get the triangle which the first edge lies in
FTriangleID FirstTriangle = PolygonTris[TriIndices[0]];
int32 TriEdgeIndex = TriangleEdges[FirstTriangle].Find(FirstEdge);
// Get the end vertex of the edge as used in that triangle
FVertexID SecondVertex = TriangleVertices[FirstTriangle][(TriEdgeIndex + 1) % 3];
// If the second edge doesn't contain that end vertex, we need to reverse the order of the edges we just constructed
if (EdgeVertices[SecondEdge][0] != SecondVertex && EdgeVertices[SecondEdge][1] != SecondVertex)
{
for (int32 I = 0; I < PerimeterEdges.Num() / 2; I++)
{
Swap(PerimeterEdges[I], PerimeterEdges[PerimeterEdges.Num() - 1 - I]);
Swap(TriIndices[I], TriIndices[PerimeterEdges.Num() - 1 - I]);
}
}
for (int I = 0; I < PerimeterEdges.Num(); I++)
{
Edges[I] = PerimeterEdges[I];
}
}
void FMeshDescription::FindPolygonPerimeter(TArrayView<const FTriangleID> Triangles, TArrayView<TTuple<int32, int32>> Result) const
{
// This constructs the perimeter indices for a polygon in the correct winding order from its constituent triangles
check(Result.Num() == Triangles.Num() + 2);
// Optimization for simple triangle
if (Triangles.Num() == 1)
{
// Return triangle index 0; edges 0, 1, 2
Result[0] = MakeTuple(0, 0);
Result[1] = MakeTuple(0, 1);
Result[2] = MakeTuple(0, 2);
return;
}
// Determine perimeter for arbitrary n-gon.
// @todo: This process can undoubtedly be optimized
// Build a set of all the perimeter edges
TArray<FEdgeID, TInlineAllocator<8>> PerimeterEdges;
TArray<TTuple<int32, int32>, TInlineAllocator<8>> Indices;
for (int32 TriIndex = 0; TriIndex < Triangles.Num(); TriIndex++)
{
FTriangleID PolygonTri = Triangles[TriIndex];
TArrayView<const FEdgeID> TriEdges = TriangleEdges[PolygonTri];
for (int32 EdgeIndex = 0; EdgeIndex < 3; EdgeIndex++)
{
FEdgeID EdgeID = TriEdges[EdgeIndex];
int32 PerimeterIndex = PerimeterEdges.Find(EdgeID);
if (PerimeterIndex != INDEX_NONE)
{
// If adding an edge which already exists, it must be an internal edge, so remove it again.
PerimeterEdges.RemoveAtSwap(PerimeterIndex, EAllowShrinking::No);
Indices.RemoveAtSwap(PerimeterIndex, EAllowShrinking::No);
}
else
{
PerimeterEdges.Add(EdgeID);
Indices.Add(MakeTuple(TriIndex, EdgeIndex));
}
}
}
check(PerimeterEdges.Num() == Triangles.Num() + 2);
check(PerimeterEdges.Num() == Indices.Num());
// Reorder edges to be adjacent by ensuring there's a mutual vertex in consecutive edges
for (int32 EdgeIndex = 0; EdgeIndex < PerimeterEdges.Num() - 2; EdgeIndex++)
{
TArrayView<const FVertexID> EdgeVertexIDs = EdgeVertices[PerimeterEdges[EdgeIndex]];
for (int32 NextEdgeIndex = EdgeIndex + 1; NextEdgeIndex < PerimeterEdges.Num(); NextEdgeIndex++)
{
TArrayView<const FVertexID> NextEdgeVertexIDs = EdgeVertices[PerimeterEdges[NextEdgeIndex]];
if (EdgeVertexIDs[0] == NextEdgeVertexIDs[0] || EdgeVertexIDs[0] == NextEdgeVertexIDs[1] ||
EdgeVertexIDs[1] == NextEdgeVertexIDs[0] || EdgeVertexIDs[1] == NextEdgeVertexIDs[1])
{
if (NextEdgeIndex > EdgeIndex + 1)
{
Swap(PerimeterEdges[EdgeIndex + 1], PerimeterEdges[NextEdgeIndex]);
Swap(Indices[EdgeIndex + 1], Indices[NextEdgeIndex]);
}
break;
}
}
}
check(EdgeVertices[PerimeterEdges.Last()][0] == EdgeVertices[PerimeterEdges[0]][0] || EdgeVertices[PerimeterEdges.Last()][0] == EdgeVertices[PerimeterEdges[0]][1] ||
EdgeVertices[PerimeterEdges.Last()][1] == EdgeVertices[PerimeterEdges[0]][0] || EdgeVertices[PerimeterEdges.Last()][1] == EdgeVertices[PerimeterEdges[0]][1]);
// Swap the winding order if incorrect
FEdgeID FirstEdge = PerimeterEdges[0];
FEdgeID SecondEdge = PerimeterEdges[1];
// Get the triangle which the first edge lies in
FTriangleID FirstTriangle = Triangles[Indices[0].Get<0>()];
int32 TriEdgeIndex = TriangleEdges[FirstTriangle].Find(FirstEdge);
// Get the end vertex of the edge as used in that triangle
FVertexID SecondVertex = TriangleVertices[FirstTriangle][(TriEdgeIndex + 1) % 3];
// If the second edge doesn't contain that end vertex, we need to reverse the order of the edges we just constructed
if (EdgeVertices[SecondEdge][0] != SecondVertex && EdgeVertices[SecondEdge][1] != SecondVertex)
{
for (int32 I = 0; I < Indices.Num() / 2; I++)
{
Swap(Indices[I], Indices[PerimeterEdges.Num() - 1 - I]);
}
}
for (int I = 0; I < Indices.Num(); I++)
{
Result[I] = Indices[I];
}
}
void FMeshDescription::ComputePolygonTriangulation(const FPolygonID PolygonID)
{
TArrayView<const FTriangleID> TriangleIDs = PolygonToTriangles.Find<FTriangleID>(PolygonID);
// Not valid to call this on an untriangulated polygon - an untriangulated polygon is no longer valid at all.
check(TriangleIDs.Num() > 0);
// If polygon was already triangulated, and only has three vertices, no need to do anything here
if (TriangleIDs.Num() == 1)
{
return;
}
// Get the current perimeter vertex instances
TArray<FVertexInstanceID, TInlineAllocator<8>> PolygonVertexInstanceIDs = GetPolygonVertexInstances<TInlineAllocator<8>>(PolygonID);
// Remove existing triangles
RemovePolygonTriangles(PolygonID);
// Perform the triangulation
CreatePolygonTriangles(PolygonID, PolygonVertexInstanceIDs);
}
void FMeshDescription::RemovePolygonTriangles(const FPolygonID PolygonID)
{
TArrayView<const FTriangleID> TriangleIDs = PolygonToTriangles.Find<FTriangleID>(PolygonID);
const FPolygonGroupID PolygonGroupID = PolygonPolygonGroups[PolygonID];
// Remove currently configured triangles
TArray<FEdgeID> InternalEdgesToRemove;
InternalEdgesToRemove.Reserve(TriangleIDs.Num() - 1);
for (const FTriangleID TriangleID : TriangleIDs)
{
TArrayView<FVertexInstanceID> TriVertexInstanceIDs = TriangleVertexInstances[TriangleID];
TArrayView<FEdgeID> TriEdgeIDs = TriangleEdges[TriangleID];
for (int32 Index = 0; Index < 3; ++Index)
{
VertexInstanceToTriangles.RemoveReferenceFromKey(TriVertexInstanceIDs[Index], TriangleID);
const FEdgeID EdgeID = TriEdgeIDs[Index];
if (IsEdgeInternal(EdgeID))
{
InternalEdgesToRemove.Add(EdgeID);
}
EdgeToTriangles.RemoveReferenceFromKey(EdgeID, TriangleID);
}
PolygonGroupToTriangles.RemoveReferenceFromKey(PolygonGroupID, TriangleID);
TriangleElements->Get().Remove(TriangleID);
}
PolygonToTriangles.RemoveKey(PolygonID);
// Remove internal edges
for (const FEdgeID EdgeID : InternalEdgesToRemove)
{
for (const FVertexID EdgeVertexID : EdgeVertices[EdgeID])
{
VertexToEdges.RemoveReferenceFromKey(EdgeVertexID, EdgeID);
}
EdgeElements->Get().Remove(EdgeID);
EdgeToTriangles.RemoveKey(EdgeID);
}
}
void FMeshDescription::SplitPolygon(FPolygonID OriginalPolygonID)
{
TArrayView<const FTriangleID> TriangleIDs = PolygonToTriangles.Find<FTriangleID>(OriginalPolygonID);
if (TriangleIDs.Num() == 1)
{
return;
}
const FPolygonGroupID PolygonGroupID = PolygonPolygonGroups[OriginalPolygonID];
TArray<FTriangleID, TInlineAllocator<64>> TriangleIDsCopy(TriangleIDs);
for (int32 TriangleIndex = 1; TriangleIndex < TriangleIDsCopy.Num(); TriangleIndex++)
{
FPolygonID NewPolygonID = PolygonElements->Get().Add();
PolygonPolygonGroups[NewPolygonID] = PolygonGroupID;
PolygonGroupToPolygons.AddReferenceToKey(PolygonGroupID, NewPolygonID);
FTriangleID TriangleID = TriangleIDsCopy[TriangleIndex];
PolygonToTriangles.RemoveReferenceFromKey(OriginalPolygonID, TriangleID);
TrianglePolygons[TriangleID] = NewPolygonID;
PolygonToTriangles.AddReferenceToKey(NewPolygonID, TriangleID);
}
}
void FMeshDescription::CreatePolygonTriangles(const FPolygonID PolygonID, TArrayView<const FVertexInstanceID> VertexInstanceIDs)
{
FPolygonGroupID PolygonGroupID = PolygonPolygonGroups[PolygonID];
// If perimeter only has 3 vertices, just add a single triangle and return
if (VertexInstanceIDs.Num() == 3)
{
const FTriangleID TriangleID = TriangleElements->Get().Add();
// Fill out triangle vertex instances
TArrayView<FVertexInstanceID> TriVertexInstanceIDs = TriangleVertexInstances[TriangleID];
TriVertexInstanceIDs[0] = VertexInstanceIDs[0];
TriVertexInstanceIDs[1] = VertexInstanceIDs[1];
TriVertexInstanceIDs[2] = VertexInstanceIDs[2];
// Fill out triangle polygon group
TrianglePolygonGroups[TriangleID] = PolygonGroupID;
PolygonGroupToTriangles.AddReferenceToKey(PolygonGroupID, TriangleID);
// Fill out triangle polygon
TrianglePolygons[TriangleID] = PolygonID;
PolygonToTriangles.AddReferenceToKey(PolygonID, TriangleID);
TArrayView<FVertexID> TriVertexIDs = TriangleVertices[TriangleID];
TArrayView<FEdgeID> TriEdgeIDs = TriangleEdges[TriangleID];
for (int32 Index = 0; Index < 3; ++Index)
{
const FVertexInstanceID VertexInstanceID = TriVertexInstanceIDs[Index];
const FVertexInstanceID NextVertexInstanceID = TriVertexInstanceIDs[(Index == 2) ? 0 : Index + 1];
const FVertexID ThisVertexID = VertexInstanceVertices[VertexInstanceID];
const FVertexID NextVertexID = VertexInstanceVertices[NextVertexInstanceID];
TriVertexIDs[Index] = ThisVertexID;
FEdgeID EdgeID = GetVertexPairEdge(ThisVertexID, NextVertexID);
check(EdgeID != INDEX_NONE);
TriEdgeIDs[Index] = EdgeID;
VertexInstanceToTriangles.AddReferenceToKey(VertexInstanceID, TriangleID);
EdgeToTriangles.AddReferenceToKey(EdgeID, TriangleID);
}
return;
}
// NOTE: This polygon triangulation code is partially based on the ear cutting algorithm described on
// page 497 of the book "Real-time Collision Detection", published in 2005.
// @todo mesheditor: Perhaps should always attempt to triangulate by splitting polygons along the shortest edge, for better determinism.
// First figure out the polygon normal. We need this to determine which triangles are convex, so that
// we can figure out which ears to clip
const FVector PolygonNormal = ComputePolygonNormal(VertexInstanceIDs);
// Make a simple linked list array of the previous and next vertex numbers, for each vertex number
// in the polygon. This will just save us having to iterate later on.
TArray<int32> PrevVertexNumbers;
TArray<int32> NextVertexNumbers;
TArray<FVector3f> PolyVertexPositions;
int32 PolygonVertexCount = VertexInstanceIDs.Num();
{
PrevVertexNumbers.SetNumUninitialized(PolygonVertexCount, EAllowShrinking::No);
NextVertexNumbers.SetNumUninitialized(PolygonVertexCount, EAllowShrinking::No);
PolyVertexPositions.SetNumUninitialized(PolygonVertexCount, EAllowShrinking::No);
for (int32 VertexNumber = 0; VertexNumber < PolygonVertexCount; ++VertexNumber)
{
PrevVertexNumbers[VertexNumber] = VertexNumber - 1;
NextVertexNumbers[VertexNumber] = VertexNumber + 1;
PolyVertexPositions[VertexNumber] = VertexPositions[GetVertexInstanceVertex(VertexInstanceIDs[VertexNumber])];
}
PrevVertexNumbers[0] = PolygonVertexCount - 1;
NextVertexNumbers[PolygonVertexCount - 1] = 0;
}
int32 EarVertexNumber = 0;
int32 EarTestCount = 0;
for (int32 RemainingVertexCount = PolygonVertexCount; RemainingVertexCount >= 3; )
{
bool bIsEar = true;
// If we're down to only a triangle, just treat it as an ear. Also, if we've tried every possible candidate
// vertex looking for an ear, go ahead and just treat the current vertex as an ear. This can happen when
// vertices are colinear or other degenerate cases.
if (RemainingVertexCount > 3 && EarTestCount < RemainingVertexCount)
{
const FVector PrevVertexPosition(PolyVertexPositions[PrevVertexNumbers[EarVertexNumber]]);
const FVector EarVertexPosition(PolyVertexPositions[EarVertexNumber]);
const FVector NextVertexPosition(PolyVertexPositions[NextVertexNumbers[EarVertexNumber]]);
// Figure out whether the potential ear triangle is facing the same direction as the polygon
// itself. If it's facing the opposite direction, then we're dealing with a concave triangle
// and we'll skip it for now.
if (!IsTriangleFlipped(PolygonNormal, PrevVertexPosition, EarVertexPosition, NextVertexPosition))
{
int32 TestVertexNumber = NextVertexNumbers[NextVertexNumbers[EarVertexNumber]];
do
{
// Test every other remaining vertex to make sure that it doesn't lie inside our potential ear
// triangle. If we find a vertex that's inside the triangle, then it cannot actually be an ear.
const FVector TestVertexPosition(PolyVertexPositions[TestVertexNumber]);
if (PointInTriangle(PrevVertexPosition, EarVertexPosition, NextVertexPosition, TestVertexPosition, SMALL_NUMBER))
{
bIsEar = false;
break;
}
TestVertexNumber = NextVertexNumbers[TestVertexNumber];
} while (TestVertexNumber != PrevVertexNumbers[EarVertexNumber]);
}
else
{
bIsEar = false;
}
}
if (bIsEar)
{
// OK, we found an ear! Let's save this triangle in our output buffer.
// This will also create any missing internal edges.
{
// Add a new triangle
const FTriangleID TriangleID = TriangleElements->Get().Add();
// Fill out triangle vertex instances
TArrayView<FVertexInstanceID> TriVertexInstanceIDs = TriangleVertexInstances[TriangleID];
TriVertexInstanceIDs[0] = VertexInstanceIDs[PrevVertexNumbers[EarVertexNumber]];
TriVertexInstanceIDs[1] = VertexInstanceIDs[EarVertexNumber];
TriVertexInstanceIDs[2] = VertexInstanceIDs[NextVertexNumbers[EarVertexNumber]];
// Fill out triangle polygon group
TrianglePolygonGroups[TriangleID] = PolygonGroupID;
PolygonGroupToTriangles.AddReferenceToKey(PolygonGroupID, TriangleID);
// Fill out triangle polygon
TrianglePolygons[TriangleID] = PolygonID;
PolygonToTriangles.AddReferenceToKey(PolygonID, TriangleID);
TArrayView<FVertexID> TriVertexIDs = TriangleVertices[TriangleID];
TArrayView<FEdgeID> TriEdgeIDs = TriangleEdges[TriangleID];
for (int32 Index = 0; Index < 3; ++Index)
{
const FVertexInstanceID VertexInstanceID = TriVertexInstanceIDs[Index];
const FVertexInstanceID NextVertexInstanceID = TriVertexInstanceIDs[(Index == 2) ? 0 : Index + 1];
const FVertexID ThisVertexID = VertexInstanceVertices[VertexInstanceID];
const FVertexID NextVertexID = VertexInstanceVertices[NextVertexInstanceID];
TriVertexIDs[Index] = ThisVertexID;
FEdgeID EdgeID = GetVertexPairEdge(ThisVertexID, NextVertexID);
if (EdgeID == INDEX_NONE)
{
// This must be an internal edge (as perimeter edges will already be defined)
EdgeID = CreateEdge(ThisVertexID, NextVertexID);
}
TriEdgeIDs[Index] = EdgeID;
VertexInstanceToTriangles.AddReferenceToKey(VertexInstanceID, TriangleID);
EdgeToTriangles.AddReferenceToKey(EdgeID, TriangleID);
}
}
// Update our linked list. We're effectively cutting off the ear by pointing the ear vertex's neighbors to
// point at their next sequential neighbor, and reducing the remaining vertex count by one.
{
NextVertexNumbers[PrevVertexNumbers[EarVertexNumber]] = NextVertexNumbers[EarVertexNumber];
PrevVertexNumbers[NextVertexNumbers[EarVertexNumber]] = PrevVertexNumbers[EarVertexNumber];
--RemainingVertexCount;
}
// Move on to the previous vertex in the list, now that this vertex was cut
EarVertexNumber = PrevVertexNumbers[EarVertexNumber];
EarTestCount = 0;
}
else
{
// The vertex is not the ear vertex, because it formed a triangle that either had a normal which pointed in the opposite direction
// of the polygon, or at least one of the other polygon vertices was found to be inside the triangle. Move on to the next vertex.
EarVertexNumber = NextVertexNumbers[EarVertexNumber];
// Keep track of how many ear vertices we've tested, so that if we exhaust all remaining vertices, we can
// fall back to clipping the triangle and adding it to our mesh anyway. This is important for degenerate cases.
++EarTestCount;
}
}
}
FBoxSphereBounds FMeshDescription::GetBounds() const
{
FBoxSphereBounds BoundingBoxAndSphere;
FBox BoundingBox;
BoundingBox.Init();
for (const FVertexID VertexID : Vertices().GetElementIDs())
{
if (!IsVertexOrphaned(VertexID))
{
BoundingBox += FVector(VertexPositions[VertexID]);
}
}
BoundingBox.GetCenterAndExtents(BoundingBoxAndSphere.Origin, BoundingBoxAndSphere.BoxExtent);
// Calculate the bounding sphere, using the center of the bounding box as the origin.
BoundingBoxAndSphere.SphereRadius = 0.0f;
for (const FVertexID VertexID : Vertices().GetElementIDs())
{
if (!IsVertexOrphaned(VertexID))
{
BoundingBoxAndSphere.SphereRadius = FMath::Max<FVector::FReal>((FVector(VertexPositions[VertexID]) - BoundingBoxAndSphere.Origin).Size(), BoundingBoxAndSphere.SphereRadius);
}
}
return BoundingBoxAndSphere;
}
void FMeshDescription::TriangulateMesh()
{
// Perform triangulation directly into mesh polygons
for( const FPolygonID PolygonID : Polygons().GetElementIDs() )
{
ComputePolygonTriangulation( PolygonID );
}
}
void FMeshDescription::SetNumUVChannels(const int32 NumUVChannels)
{
UVElements->SetNumChannels(NumUVChannels);
TriangleUVs = TriangleElements->Get().GetAttributes().RegisterIndexAttribute<FUVID[3]>(MeshAttribute::Triangle::UVIndex, NumUVChannels);
// Ensure every UV element channel has a UVCoordinate attribute
for (int32 Index = 0; Index < NumUVChannels; Index++)
{
UVElements->Get(Index).GetAttributes().RegisterAttribute(MeshAttribute::UV::UVCoordinate, 1, FVector2f::ZeroVector, EMeshAttributeFlags::Lerpable);
}
}
namespace MeshAttribute_
{
namespace Vertex
{
const FName CornerSharpness("CornerSharpness");
}
namespace VertexInstance
{
const FName TextureCoordinate("TextureCoordinate");
const FName Normal("Normal");
const FName Tangent("Tangent");
const FName BinormalSign("BinormalSign");
const FName Color("Color");
}
namespace Edge
{
const FName IsHard("IsHard");
const FName IsUVSeam("IsUVSeam");
const FName CreaseSharpness("CreaseSharpness");
}
namespace Polygon
{
const FName Normal("Normal");
const FName Tangent("Tangent");
const FName Binormal("Binormal");
const FName Center("Center");
}
namespace PolygonGroup
{
const FName ImportedMaterialSlotName("ImportedMaterialSlotName");
const FName EnableCollision("EnableCollision");
const FName CastShadow("CastShadow");
}
}
float FMeshDescription::GetPolygonCornerAngleForVertex(const FPolygonID PolygonID, const FVertexID VertexID) const
{
TArray<FVertexInstanceID> PolygonVertexInstanceIDs = GetPolygonVertexInstances(PolygonID);
// Lambda function which returns the inner angle at a given index on a polygon contour
auto GetContourAngle = [this](const TArray<FVertexInstanceID>& VertexInstanceIDs, const int32 ContourIndex)
{
const int32 NumVertices = VertexInstanceIDs.Num();
const int32 PrevIndex = (ContourIndex + NumVertices - 1) % NumVertices;
const int32 NextIndex = (ContourIndex + 1) % NumVertices;
const FVertexID PrevVertexID = GetVertexInstanceVertex(VertexInstanceIDs[PrevIndex]);
const FVertexID ThisVertexID = GetVertexInstanceVertex(VertexInstanceIDs[ContourIndex]);
const FVertexID NextVertexID = GetVertexInstanceVertex(VertexInstanceIDs[NextIndex]);
const FVector PrevVertexPosition(VertexPositions[PrevVertexID]);
const FVector ThisVertexPosition(VertexPositions[ThisVertexID]);
const FVector NextVertexPosition(VertexPositions[NextVertexID]);
const FVector Direction1 = (PrevVertexPosition - ThisVertexPosition).GetSafeNormal();
const FVector Direction2 = (NextVertexPosition - ThisVertexPosition).GetSafeNormal();
return FMath::Acos(FVector::DotProduct(Direction1, Direction2));
};
auto IsVertexInstancedFromThisVertex = [this, VertexID](const FVertexInstanceID VertexInstanceID)
{
return this->GetVertexInstanceVertex(VertexInstanceID) == VertexID;
};
// First look for the vertex instance in the perimeter
int32 ContourIndex = PolygonVertexInstanceIDs.IndexOfByPredicate(IsVertexInstancedFromThisVertex);
if (ContourIndex != INDEX_NONE)
{
// Return the internal angle if found
return GetContourAngle(PolygonVertexInstanceIDs, ContourIndex);
}
// Found nothing; return 0
return 0.0f;
}
FBox FMeshDescription::ComputeBoundingBox() const
{
FBox BoundingBox(ForceInit);
for (const FVertexID VertexID : Vertices().GetElementIDs())
{
BoundingBox += FVector(VertexPositions[VertexID]);
}
return BoundingBox;
}
void FMeshDescription::ReverseTriangleFacing(const FTriangleID TriangleID)
{
TArrayView<FVertexInstanceID> TriVertexInstances = TriangleVertexInstances[TriangleID];
TArrayView<FVertexID> TriVertices = TriangleVertices[TriangleID];
TArrayView<FEdgeID> TriEdges = TriangleEdges[TriangleID];
Swap(TriVertexInstances[0], TriVertexInstances[1]);
Swap(TriVertices[0], TriVertices[1]);
Swap(TriEdges[1], TriEdges[2]);
}
void FMeshDescription::ReversePolygonFacing(const FPolygonID PolygonID)
{
// Build a reverse perimeter
TArray<FVertexInstanceID> Contour = GetPolygonVertexInstances(PolygonID);
for (int32 i = 0; i < Contour.Num() / 2; ++i)
{
Swap(Contour[i], Contour[Contour.Num() - i - 1]);
}
RemovePolygonTriangles(PolygonID);
CreatePolygonTriangles(PolygonID, Contour);
}
void FMeshDescription::ReverseAllPolygonFacing()
{
// Perform triangulation directly into mesh polygons
for (const FPolygonID PolygonID : Polygons().GetElementIDs())
{
ReversePolygonFacing(PolygonID);
}
}
void FMeshDescription::RemapPolygonGroups(const TMap<FPolygonGroupID, FPolygonGroupID>& Remap)
{
TPolygonGroupAttributesRef<FName> PolygonGroupNames = PolygonGroupAttributes().GetAttributesRef<FName>(MeshAttribute_::PolygonGroup::ImportedMaterialSlotName);
struct FOldPolygonGroupData
{
FName Name;
TArray<FTriangleID> Triangles;
TArray<FPolygonID> Polygons;
};
TMap<FPolygonGroupID, FOldPolygonGroupData> OldData;
for (const FPolygonGroupID PolygonGroupID : PolygonGroups().GetElementIDs())
{
if (!Remap.Contains(PolygonGroupID) || PolygonGroupID == Remap[PolygonGroupID])
{
//No need to change this one
continue;
}
FOldPolygonGroupData& PolygonGroupData = OldData.FindOrAdd(PolygonGroupID);
PolygonGroupData.Name = PolygonGroupNames[PolygonGroupID];
PolygonGroupData.Triangles = PolygonGroupToTriangles.Find<FTriangleID>(PolygonGroupID);
PolygonGroupData.Polygons = PolygonGroupToPolygons.Find<FPolygonID>(PolygonGroupID);
PolygonGroupElements->Get().Remove(PolygonGroupID);
PolygonGroupToPolygons.RemoveKey(PolygonGroupID);
PolygonGroupToTriangles.RemoveKey(PolygonGroupID);
}
for (auto Kvp : OldData)
{
FPolygonGroupID GroupID = Kvp.Key;
FPolygonGroupID ToGroupID = Remap[GroupID];
if (!PolygonGroups().IsValid(ToGroupID))
{
CreatePolygonGroupWithID(ToGroupID);
}
PolygonGroupNames[ToGroupID] = Kvp.Value.Name;
for (const FTriangleID TriangleID : Kvp.Value.Triangles)
{
TrianglePolygonGroups[TriangleID] = ToGroupID;
PolygonGroupToTriangles.AddReferenceToKey(ToGroupID, TriangleID);
}
for (const FPolygonID PolygonID : Kvp.Value.Polygons)
{
PolygonPolygonGroups[PolygonID] = ToGroupID;
PolygonGroupToPolygons.AddReferenceToKey(ToGroupID, PolygonID);
}
}
}
void FMeshDescription::TransferPolygonGroup(FPolygonGroupID SourceID, FPolygonGroupID DestinationID)
{
if (SourceID == DestinationID || !IsPolygonGroupValid(SourceID) || !IsPolygonGroupValid(DestinationID))
{
//Cannot transfer on self or if we have invalid polygon group ID
return;
}
TArray<FTriangleID> Triangles;
Triangles = PolygonGroupToTriangles.Find<FTriangleID>(SourceID);
TArray<FPolygonID> Polygons;
Polygons = PolygonGroupToPolygons.Find<FPolygonID>(SourceID);
PolygonGroupElements->Get().Remove(SourceID);
PolygonGroupToPolygons.RemoveKey(SourceID);
PolygonGroupToTriangles.RemoveKey(SourceID);
for (const FTriangleID TriangleID : Triangles)
{
TrianglePolygonGroups[TriangleID] = DestinationID;
PolygonGroupToTriangles.AddReferenceToKey(DestinationID, TriangleID);
}
for (const FPolygonID PolygonID : Polygons)
{
PolygonPolygonGroups[PolygonID] = DestinationID;
PolygonGroupToPolygons.AddReferenceToKey(DestinationID, PolygonID);
}
}
#if WITH_EDITORONLY_DATA
TConstArrayView<FGuid> FMeshDescriptionBulkData::GetMeshDescriptionCustomVersions()
{
static FGuid Versions[]
{
FEditorObjectVersion::GUID,
FReleaseObjectVersion::GUID,
FEnterpriseObjectVersion::GUID,
FUE5MainStreamObjectVersion::GUID
};
return MakeArrayView(Versions);
}
void FMeshDescriptionBulkData::Serialize( FArchive& Ar, UObject* Owner )
{
Ar.UsingCustomVersion( FEditorObjectVersion::GUID );
Ar.UsingCustomVersion( FReleaseObjectVersion::GUID );
Ar.UsingCustomVersion( FEnterpriseObjectVersion::GUID );
Ar.UsingCustomVersion( FUE5MainStreamObjectVersion::GUID );
// Make sure to serialize only actual data
if (Ar.ShouldSkipBulkData() || Ar.IsObjectReferenceCollector())
{
return;
}
TRACE_CPUPROFILER_EVENT_SCOPE(FMeshDescriptionBulkData::Serialize);
if ( Ar.IsTransacting() )
{
// If transacting, keep these members alive the other side of an undo, otherwise their values will get lost
Ar << UEVersion;
Ar << LicenseeUEVersion;
CustomVersions.Serialize( Ar );
Ar << bBulkDataUpdated;
}
else
{
if ( Ar.IsSaving() )
{
// If the bulk data hasn't been updated since this was loaded, there's a possibility that it has old versioning.
// Explicitly load and resave the FMeshDescription so that its version is in sync with the FMeshDescriptionBulkData.
UpdateMeshDescriptionFormat();
}
}
bool bSerializedOldDataTypes = false;
FByteBulkData TempBulkData;
if (Ar.IsLoading() && Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::VirtualizedBulkDataHaveUniqueGuids)
{
if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::MeshDescriptionVirtualization)
{
// Serialize the old BulkData format and mark that we require a conversion after the guid has been serialized
TempBulkData.Serialize(Ar, Owner);
bSerializedOldDataTypes = true;
}
else
{
BulkData.Serialize(Ar, Owner, false /* bAllowRegister */);
BulkData.CreateLegacyUniqueIdentifier(Owner);
}
}
else
{
BulkData.Serialize(Ar, Owner);
}
if( Ar.IsLoading() && Ar.CustomVer( FEditorObjectVersion::GUID ) < FEditorObjectVersion::MeshDescriptionBulkDataGuid )
{
FPlatformMisc::CreateGuid( Guid );
}
else
{
Ar << Guid;
}
// MeshDescriptionBulkData contains a bGuidIsHash so we can benefit from DDC caching.
if( Ar.IsLoading() && Ar.CustomVer( FEnterpriseObjectVersion::GUID ) < FEnterpriseObjectVersion::MeshDescriptionBulkDataGuidIsHash )
{
bGuidIsHash = false;
}
else
{
Ar << bGuidIsHash;
}
if (!Ar.IsTransacting() && Ar.IsLoading())
{
// If loading, take a copy of the package's version information, so it can be applied when unpacking
// MeshDescription from the bulk data.
BulkData.GetBulkDataVersions(Ar, UEVersion, LicenseeUEVersion, CustomVersions);
}
// Needs to be after the guid is serialized
if (bSerializedOldDataTypes)
{
BulkData.CreateFromBulkData(TempBulkData, Guid, Owner);
}
}
void FMeshDescriptionBulkData::SaveMeshDescription( FMeshDescription& MeshDescription )
{
TRACE_CPUPROFILER_EVENT_SCOPE(FMeshDescriptionBulkData::SaveMeshDescription);
#if WITH_EDITOR
FRWScopeLock ScopeLock(BulkDataLock, SLT_Write);
#endif
BulkData.Reset();
if( !MeshDescription.IsEmpty() )
{
const bool bIsPersistent = true;
UE::Serialization::FEditorBulkDataWriter Ar(BulkData, bIsPersistent);
Ar << MeshDescription;
// Preserve versions at save time so we can reuse the same ones when reloading direct from memory
UEVersion = Ar.UEVer();
LicenseeUEVersion = Ar.LicenseeUEVer();
CustomVersions = Ar.GetCustomVersions();
}
if (bGuidIsHash)
{
UseHashAsGuid();
}
else
{
FPlatformMisc::CreateGuid( Guid );
}
// Mark the MeshDescriptionBulkData as having been updated.
// This means we know that its version is up-to-date.
bBulkDataUpdated = true;
}
void FMeshDescriptionBulkData::LoadMeshDescription( FMeshDescription& MeshDescription)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FMeshDescriptionBulkData::LoadMeshDescription);
MeshDescription.Empty();
if (BulkData.HasPayloadData())
{
#if WITH_EDITOR
// TODO: Remove this once VirtualizedBulkData can be shown to be thread safe
// A lock is required so we can clone the mesh description from multiple threads
FRWScopeLock ScopeLock(BulkDataLock, SLT_Write);
#endif //WITH_EDITOR
const bool bIsPersistent = true;
UE::Serialization::FEditorBulkDataReader Ar(BulkData, bIsPersistent);
// Propagate the version information from the package to the bulk data, so that the MeshDescription
// is serialized with the same versioning.
Ar.SetUEVer(UEVersion);
Ar.SetLicenseeUEVer(LicenseeUEVersion);
Ar.SetCustomVersions(CustomVersions);
Ar << MeshDescription;
BulkData.UnloadData();
}
}
void FMeshDescriptionBulkData::UpdateMeshDescriptionFormat()
{
TRACE_CPUPROFILER_EVENT_SCOPE(FMeshDescriptionBulkData::UpdateMeshDescriptionFormat);
if (bBulkDataUpdated)
{
return;
}
if (!BulkData.HasPayloadData())
{
return;
}
#if WITH_EDITOR
// TODO: Remove this once VirtualizedBulkData can be shown to be thread safe
// A lock is required so we can clone the mesh description from multiple threads
FRWScopeLock ScopeLock(BulkDataLock, SLT_Write);
#endif //WITH_EDITOR
FSharedBuffer OldBytes = BulkData.GetPayload().Get();
FMemoryReaderView Reader(OldBytes.GetView(), true /* bIsPersistent */);
BulkData.UnloadData();
// Propagate the custom version information from the package to the bulk data, so that the MeshDescription
// is serialized with the same versioning.
Reader.SetUEVer(UEVersion);
Reader.SetLicenseeUEVer(LicenseeUEVersion);
Reader.SetCustomVersions(CustomVersions);
FMeshDescription MeshDescription;
MeshDescription.Empty();
Reader << MeshDescription;
FLargeMemoryWriter NewBytes(OldBytes.GetSize(), true /* bIsPersistent */);
if (!MeshDescription.IsEmpty())
{
NewBytes << MeshDescription;
}
uint64 NumBytes = static_cast<uint64>(NewBytes.TotalSize());
if (NumBytes != OldBytes.GetSize() ||
0 != FMemory::Memcmp(OldBytes.GetData(), NewBytes.GetData(), NumBytes))
{
// The MeshDescription format has changed, so save it to this's BulkData
BulkData.UpdatePayload(FSharedBuffer::TakeOwnership(NewBytes.ReleaseOwnership(), NumBytes, FMemory::Free));
// Preserve versions at save time so we can reuse the same ones when reloading direct from memory
UEVersion = NewBytes.UEVer();
LicenseeUEVersion = NewBytes.LicenseeUEVer();
CustomVersions = NewBytes.GetCustomVersions();
if (bGuidIsHash)
{
UseHashAsGuid();
}
else
{
// Maintain the original guid; this is a format change only. GetIdString will change because it adds the version information to the key.
}
}
// Mark the MeshDescriptionBulkData as having been updated.
// This means we know that its version is up-to-date.
bBulkDataUpdated = true;
}
void FMeshDescriptionBulkData::Empty()
{
BulkData.Reset();
}
FString FMeshDescriptionBulkData::GetIdString() const
{
// Create the IDString by combining this->Guid with the version information that will be used
// used for save serialization, hashed down into a Guid to keep the string length the same as the original Guid.
// Use the current binary's value for all versions, because this will be the versioning used during
// save serialization.
UE::DerivedData::FBuildVersionBuilder Builder;
Builder << const_cast<FGuid&>(Guid);
Builder << GPackageFileUEVersion;
Builder << GPackageFileLicenseeUEVersion;
for (const FGuid& CustomVersionGuid : GetMeshDescriptionCustomVersions())
{
Builder << const_cast<FGuid&>(CustomVersionGuid);
TOptional<FCustomVersion> CustomVersion = FCurrentCustomVersions::Get(CustomVersionGuid);
check(CustomVersion);
Builder << CustomVersion->Version;
}
FString GuidString = Builder.Build().ToString();
if (bGuidIsHash)
{
GuidString += TEXT("X");
}
return GuidString;
}
FGuid FMeshDescriptionBulkData::GetHash() const
{
if (BulkData.HasPayloadData())
{
return UE::Serialization::IoHashToGuid(BulkData.GetPayloadId());
}
return FGuid();
}
void FMeshDescriptionBulkData::UseHashAsGuid()
{
if (BulkData.HasPayloadData())
{
bGuidIsHash = true;
Guid = GetHash();
}
else
{
Guid.Invalidate();
}
}
#endif // #if WITH_EDITORONLY_DATA