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UnrealEngine/Engine/Source/Runtime/MeshDescription/Public/MeshElementRemappings.h
2025-05-18 13:04:45 +08:00

64 lines
2.1 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "MeshTypes.h"
/**
* This is a structure which holds the ID remappings returned by a Compact operation, or passed to a Remap operation.
*/
struct FElementIDRemappings
{
TSparseArray<int32> NewVertexIndexLookup;
TSparseArray<int32> NewVertexInstanceIndexLookup;
TSparseArray<int32> NewEdgeIndexLookup;
TSparseArray<int32> NewTriangleIndexLookup;
TSparseArray<int32> NewUVIndexLookup;
TSparseArray<int32> NewPolygonIndexLookup;
TSparseArray<int32> NewPolygonGroupIndexLookup;
FVertexID GetRemappedVertexID( FVertexID VertexID ) const
{
checkSlow( NewVertexIndexLookup.IsAllocated( VertexID.GetValue() ) );
return FVertexID( NewVertexIndexLookup[ VertexID.GetValue() ] );
}
FVertexInstanceID GetRemappedVertexInstanceID( FVertexInstanceID VertexInstanceID ) const
{
checkSlow( NewVertexInstanceIndexLookup.IsAllocated( VertexInstanceID.GetValue() ) );
return FVertexInstanceID( NewVertexInstanceIndexLookup[ VertexInstanceID.GetValue() ] );
}
FEdgeID GetRemappedEdgeID( FEdgeID EdgeID ) const
{
checkSlow( NewEdgeIndexLookup.IsAllocated( EdgeID.GetValue() ) );
return FEdgeID( NewEdgeIndexLookup[ EdgeID.GetValue() ] );
}
FUVID GetRemappedUVID( FUVID UVID ) const
{
checkSlow( NewUVIndexLookup.IsAllocated( UVID.GetValue() ) );
return FUVID( NewUVIndexLookup[ UVID.GetValue() ] );
}
FTriangleID GetRemappedTriangleID( FTriangleID TriangleID ) const
{
checkSlow( NewTriangleIndexLookup.IsAllocated( TriangleID.GetValue() ) );
return FTriangleID( NewTriangleIndexLookup[ TriangleID.GetValue() ] );
}
FPolygonID GetRemappedPolygonID( FPolygonID PolygonID ) const
{
checkSlow( NewPolygonIndexLookup.IsAllocated( PolygonID.GetValue() ) );
return FPolygonID( NewPolygonIndexLookup[ PolygonID.GetValue() ] );
}
FPolygonGroupID GetRemappedPolygonGroupID( FPolygonGroupID PolygonGroupID ) const
{
checkSlow( NewPolygonGroupIndexLookup.IsAllocated( PolygonGroupID.GetValue() ) );
return FPolygonGroupID( NewPolygonGroupIndexLookup[ PolygonGroupID.GetValue() ] );
}
};