53 lines
1.0 KiB
C++
53 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
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namespace UE
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{
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namespace GeometryFlow
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{
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/**
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* FCompactMeshNode compacts the input mesh, to remove gaps in the vertex/triangle indexing. This node can be applied in-place.
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*/
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class FCompactMeshNode : public FProcessMeshBaseNode
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{
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static constexpr int Version = 1;
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GEOMETRYFLOW_NODE_INTERNAL(FCompactMeshNode, Version, FProcessMeshBaseNode)
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public:
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FCompactMeshNode()
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{
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// we can mutate input mesh
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ConfigureInputFlags(InParamMesh(), FNodeInputFlags::Transformable());
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}
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virtual void ProcessMesh(
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const FNamedDataMap& DatasIn,
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const FDynamicMesh3& MeshIn,
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FDynamicMesh3& MeshOut,
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TUniquePtr<FEvaluationInfo>& EvaluationInfo) override
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{
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MeshOut.CompactCopy(MeshIn);
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}
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virtual void ProcessMeshInPlace(
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const FNamedDataMap& DatasIn,
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FDynamicMesh3& MeshInOut,
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TUniquePtr<FEvaluationInfo>& EvaluationInfo) override
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{
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MeshInOut.CompactInPlace();
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}
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};
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} // end namespace GeometryFlow
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} //
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