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

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BaseNodes/TransformerWithSettingsNode.h"
#include "BaseNodes/TransferNode.h"
#include "DynamicMesh/DynamicMeshAttributeSet.h"
#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
#include "DynamicMesh/MeshTangents.h"
#include "GeometryFlowCoreNodes.h"
#include "GeometryFlowMovableData.h"
#include "MeshTangentsNodes.generated.h"
namespace UE::GeometryFlow { template <typename T, int StorageTypeIdentifier> class TTransferNode; }
UENUM()
enum class EGeometryFlow_ComputeTangentsType
{
PerTriangle = 0,
FastMikkT = 1
};
USTRUCT()
struct FMeshTangentsSettings
{
GENERATED_USTRUCT_BODY()
DECLARE_GEOMETRYFLOW_DATA_TYPE_IDENTIFIER(UE::GeometryFlow::EMeshProcessingDataTypes::TangentsSettings);
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
EGeometryFlow_ComputeTangentsType TangentsType = EGeometryFlow_ComputeTangentsType::FastMikkT;
UPROPERTY(EditAnywhere, Category = "Geometry Flow")
int UVLayer = 0;
};
namespace UE
{
namespace GeometryFlow
{
using namespace UE::Geometry;
enum class EComputeTangentsType
{
PerTriangle = 0,
FastMikkT = 1
};
static EComputeTangentsType FromUEnum(const EGeometryFlow_ComputeTangentsType& type) { return static_cast<EComputeTangentsType>(type); }
static EGeometryFlow_ComputeTangentsType ToUEnum(const EComputeTangentsType& type) { return static_cast<EGeometryFlow_ComputeTangentsType>(type); }
// bringing this into the namespace so other code that relies on UE::GeometryFlow:: will work
// @todo, update client code and remove this type def
typedef FMeshTangentsSettings FMeshTangentsSettings;
GEOMETRYFLOW_DECLARE_USTRUCT_SETTINGS_TYPES(FMeshTangentsSettings, Tangents, 1);
class FMeshTangentsTransferNode : public TTransferNode<FMeshTangentsd, (int)EMeshProcessingDataTypes::MeshTangentSet> {static constexpr int Version =1; GEOMETRYFLOW_NODE_INTERNAL(FMeshTangentsTransferNode, Version, FNode) };
class FComputeMeshTangentsNode : public TTransformerWithSettingsNode<
FDynamicMesh3, (int)EMeshProcessingDataTypes::DynamicMesh,
FMeshTangentsSettings, (int)EMeshProcessingDataTypes::TangentsSettings,
FMeshTangentsd, (int)EMeshProcessingDataTypes::MeshTangentSet>
{
static constexpr int Version = 1;
GEOMETRYFLOW_NODE_INTERNAL(FComputeMeshTangentsNode, Version, FNode)
public:
FComputeMeshTangentsNode() : TTransformerWithSettingsNode()
{
}
virtual void ComputeOutput(
const FNamedDataMap& DatasIn,
const FMeshTangentsSettings& Settings,
const FDynamicMesh3& MeshIn,
FMeshTangentsd& TangentsOut)
{
if (ensure(MeshIn.HasAttributes()) == false) return;
// handle UV layer issues, missing attributes, etc
int UseUVLayer = Settings.UVLayer;
bool bValidUVLayer = (UseUVLayer >= 0 && UseUVLayer < MeshIn.Attributes()->NumUVLayers());
if (ensure(bValidUVLayer) == false)
{
UseUVLayer = FMath::Clamp(UseUVLayer, 0, MeshIn.Attributes()->NumUVLayers() - 1);
}
FComputeTangentsOptions Options;
Options.bAveraged = (Settings.TangentsType == ToUEnum( EComputeTangentsType::FastMikkT) );
TangentsOut.SetMesh(&MeshIn);
TangentsOut.ComputeTriVertexTangents(
MeshIn.Attributes()->PrimaryNormals(),
MeshIn.Attributes()->GetUVLayer(UseUVLayer),
Options);
// clear output mesh reference
TangentsOut.SetMesh(nullptr);
}
};
} // end namespace GeometryFlow
} // end namespace UE