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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
#include "MeshMakeCleanGeometryNode.generated.h"
#define UE_API GEOMETRYFLOWMESHPROCESSING_API
USTRUCT()
struct FMeshMakeCleanGeometrySettings
{
GENERATED_USTRUCT_BODY()
DECLARE_GEOMETRYFLOW_DATA_TYPE_IDENTIFIER(UE::GeometryFlow::EMeshProcessingDataTypes::MakeCleanGeometrySettings);
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
int FillHolesEdgeCountThresh = 8;
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
double FillHolesEstimatedAreaFraction = 0.001;
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
bool bDiscardAllAttributes = false;
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
bool bClearUVs = true;
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
bool bClearNormals = true;
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
bool bClearTangents = true;
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
bool bClearVertexColors = true;
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
bool bClearMaterialIDs = false;
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
bool bOutputMeshVertexNormals = true;
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
bool bOutputOverlayVertexNormals = true;
};
namespace UE
{
namespace GeometryFlow
{
// bringing this into the namespace so other code that relies on UE::GeometryFlow::FMeshMakeCleanGeometrySettings will just work
// @todo, update client code and remove this type def
typedef FMeshMakeCleanGeometrySettings FMeshMakeCleanGeometrySettings;
GEOMETRYFLOW_DECLARE_USTRUCT_SETTINGS_TYPES(FMeshMakeCleanGeometrySettings, MeshMakeCleanGeometry, 1);
class FMeshMakeCleanGeometryNode : public TProcessMeshWithSettingsBaseNode<FMeshMakeCleanGeometrySettings>
{
static constexpr int Version = 1;
GEOMETRYFLOW_NODE_INTERNAL(FMeshMakeCleanGeometryNode, Version, FNode)
public:
UE_API void ProcessMesh(
const FNamedDataMap& DatasIn,
const FMeshMakeCleanGeometrySettings& SettingsIn,
const FDynamicMesh3& MeshIn,
FDynamicMesh3& MeshOut,
TUniquePtr<FEvaluationInfo>& EvaluationInfo) override;
UE_API void ProcessMeshInPlace(
const FNamedDataMap& DatasIn,
const FMeshMakeCleanGeometrySettings& Settings,
FDynamicMesh3& MeshInOut,
TUniquePtr<FEvaluationInfo>& EvaluationInfo) override;
protected:
UE_API void ApplyMakeCleanGeometry(FDynamicMesh3& MeshInOut, const FMeshMakeCleanGeometrySettings& Settings);
};
} // end namespace GeometryFlow
} // end namespace UE
#undef UE_API