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

103 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
#include "MeshRecalculateUVsNode.generated.h"
#define UE_API GEOMETRYFLOWMESHPROCESSING_API
UENUM()
enum class EGeometryFlow_RecalculateUVsUnwrapType : uint8
{
Auto = 0,
ExpMap = 1,
Conformal = 2
};
USTRUCT()
struct FMeshRecalculateUVsSettings
{
GENERATED_USTRUCT_BODY()
DECLARE_GEOMETRYFLOW_DATA_TYPE_IDENTIFIER(UE::GeometryFlow::EMeshProcessingDataTypes::RecalculateUVsSettings);
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
EGeometryFlow_RecalculateUVsUnwrapType UnwrapType = EGeometryFlow_RecalculateUVsUnwrapType::Auto;
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
int32 UVLayer = 0;
};
namespace UE
{
namespace GeometryFlow
{
enum class ERecalculateUVsUnwrapType : uint8
{
Auto = 0,
ExpMap = 1,
Conformal = 2
};
static ERecalculateUVsUnwrapType FromUEnum(const EGeometryFlow_RecalculateUVsUnwrapType& UVsUnwrapType)
{
return static_cast<ERecalculateUVsUnwrapType>(UVsUnwrapType);
}
static EGeometryFlow_RecalculateUVsUnwrapType ToUEnum(const ERecalculateUVsUnwrapType& UVsUnwrapType)
{
return static_cast<EGeometryFlow_RecalculateUVsUnwrapType>(UVsUnwrapType);
}
// bringing this into the namespace so other code that relies on UE::GeometryFlow::FMeshRecalculateUVsSettings will just work
// @todo, update client code and remove this type def
typedef FMeshRecalculateUVsSettings FMeshRecalculateUVsSettings;
GEOMETRYFLOW_DECLARE_USTRUCT_SETTINGS_TYPES(FMeshRecalculateUVsSettings, MeshRecalculateUVs, 1);
class FMeshRecalculateUVsNode : public TProcessMeshWithSettingsBaseNode<FMeshRecalculateUVsSettings>
{
static constexpr int Version = 1;
GEOMETRYFLOW_NODE_INTERNAL(FMeshRecalculateUVsNode, Version, FNode)
public:
FMeshRecalculateUVsNode() : TProcessMeshWithSettingsBaseNode<FMeshRecalculateUVsSettings>()
{
// we can mutate input mesh
ConfigureInputFlags(InParamMesh(), FNodeInputFlags::Transformable());
}
virtual void ProcessMesh(
const FNamedDataMap& DatasIn,
const FMeshRecalculateUVsSettings& Settings,
const FDynamicMesh3& MeshIn,
FDynamicMesh3& MeshOut,
TUniquePtr<FEvaluationInfo>& EvaluationInfo) override
{
MeshOut = MeshIn;
RecalculateUVsOnMesh(MeshOut, Settings);
}
virtual void ProcessMeshInPlace(
const FNamedDataMap& DatasIn,
const FMeshRecalculateUVsSettings& Settings,
FDynamicMesh3& MeshInOut,
TUniquePtr<FEvaluationInfo>& EvaluationInfo)
{
RecalculateUVsOnMesh(MeshInOut, Settings);
}
UE_API void RecalculateUVsOnMesh(FDynamicMesh3& EditMesh, const FMeshRecalculateUVsSettings& Settings);
};
} // end namespace GeometryFlow
} // end
#undef UE_API