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

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GeometryTypes.h"
#include "IndexTypes.h"
#include "Clustering/FaceNormalClustering.h"
#include "MeshAdapter.h"
class FProgressCancel;
namespace UE::Geometry
{
class FDynamicMesh3;
namespace MeshClusterSimplify
{
struct FSimplifyOptions
{
// Vertices within this distance are allowed to be replaced with a single vertex
double TargetEdgeLength = 1;
// If > 0, number of passes to attempt to make sure the simplification does not fully delete islands of the mesh.
// In areas that would be deleted (because the region is smaller than the TargetEdgeLength),
// the target edge length will instead be locally reduced to half the local max in-cluster distance,
// and clustering will be re-run.
// This does not guarantee all clusters will be preserved: Use a higher number of passes to reducing the
// likelihood of losing mesh components/connectivity, for additional cost & more vertices in the result.
int32 MaxPreserveCollapsedClusterPasses = 3;
// If > 0, boundary vertices w/ incident boundary edge angle greater than this (in degrees) will be kept in the output
double FixBoundaryAngleTolerance = 45;
// Constraint levels control what simplifications are allowed
// Ordered from most-constrained to least-constrained
enum class EConstraintLevel : uint8
{
// Fixed vertices/edges will generally be preserved in the output, as they will each be given their own cluster
Fixed,
// Constrained vertices/edges may be simplified, but the edge flow should be preserved
// A vertex at an intersection of more than two constrained edges will be automatically preserved as 'Fixed'
Constrained,
// No constraints / ok to simplify as much as possible
Free,
// The count of total constraint levels, used for iterating over the levels. (Not itself a valid constraint level)
MAX
};
struct FPreserveFeatures
{
// Mesh boundaries
EConstraintLevel Boundary = EConstraintLevel::Constrained;
// Seam types
EConstraintLevel UVSeam = EConstraintLevel::Constrained;
EConstraintLevel NormalSeam = EConstraintLevel::Constrained;
EConstraintLevel TangentSeam = EConstraintLevel::Free;
EConstraintLevel ColorSeam = EConstraintLevel::Constrained;
// Material ID boundaries
EConstraintLevel Material = EConstraintLevel::Constrained;
// PolyGroup ID boundaries
EConstraintLevel PolyGroup = EConstraintLevel::Constrained;
// Helper to set all seam types to the same constraint level
void SetSeamConstraints(EConstraintLevel Level)
{
UVSeam = Level;
NormalSeam = Level;
TangentSeam = Level;
ColorSeam = Level;
}
};
// Manage which feature edge types we try to retain in the simplified result
FPreserveFeatures PreserveEdges{};
// Whether to attempt to transfer attributes to the result mesh
bool bTransferAttributes = true;
// Whether to attempt to transfer triangle groups (PolyGroups) to the result mesh
bool bTransferGroups = true;
};
/**
* Makes a simplified copy of the input mesh
*
* This cluster simplify method first clusters vertices locally by distance (calculated along mesh edges), and creates new triangles
* from the connectivity of the clusters. i.e., it is a triangulation of the dual of the graph voronoi diagram over mesh edges.
*
* To preserve feature edges:
* (1) constrained / feature-edge vertices are prioritized as cluster 'seeds,' and
* (2) clusters are grown along feature edges first, then free edges after -- and growth over 'free' edges cannot claim 'constrained' vertices.
* This locks in clusters along 'constrained' feature edges.
*
* Note that mesh features can be lost if the clusters are large enough that the graph becomes degenerate
* -- e.g., if a mesh island has so few clusters that the graph connectivity does not contain triangles.
*
*
* @param InMesh The mesh to simplify
* @param OutSimplifiedMesh This mesh will store the simplified result mesh
* @param SimplifyOptions Options controlling simplification
* @return true on success
*/
bool DYNAMICMESH_API Simplify(const FDynamicMesh3& InMesh, FDynamicMesh3& OutSimplifiedMesh, const FSimplifyOptions& SimplifyOptions);
/**
* Adapter for producing an output simplified triangle mesh in any target triangle mesh structure
*/
struct FResultMeshAdapter
{
// Add a vertex to the result mesh, and return its ID
TFunction<int32(FVector3d)> AppendVertex;
// Add a triangle to the result mesh, and return its ID
// Note this method should follow the same error conventions as FDynamicMesh3, so
// if it refuses to add a non-manifold triangle, it should return FDynamicMesh3::NonManifoldID
TFunction<int32(FIndex3i)> AppendTriangle;
// Clear the current mesh from the results
TFunction<void()> Clear;
// Accessor for vertices
TFunction<FVector3d(int32)> GetVertex;
// Accessor for triangles
TFunction<FIndex3i(int32)> GetTriangle;
// Initialize the adapter from a mesh type that has the same basic interface
// Note that for attributes to transfer, the optional attribute transfer methods must be implemented separately
template<typename MeshType>
void Init(MeshType* Mesh)
{
AppendVertex = [Mesh](FVector3d V) -> int32
{
return Mesh->AppendVertex(V);
};
AppendTriangle = [Mesh](FIndex3i T) -> int32
{
return Mesh->AppendTriangle(T);
};
Clear = [Mesh]() -> void
{
Mesh->Clear();
};
GetVertex = [Mesh](int32 VID) -> FVector3d
{
return Mesh->GetVertex(VID);
};
GetTriangle = [Mesh](int32 TID) -> FIndex3i
{
return Mesh->GetTriangle(TID);
};
}
// Attribute transfer methods; if not provided, attributes will not be transferred
TFunction<void(TConstArrayView<int32> ResultToSourceVertexID)> TransferPerVertexAttributes;
TFunction<void(TConstArrayView<int32> ResultToSourceTriangleID)> TransferPerTriangleAttributes;
// TODO: also provide a generic transfer method for attributes that may have seams (such as UVs)
};
// Simplify an input mesh provided by the general triangle mesh adapter, placing the result in an output mesh via a similar adapter interface
// Note: The output mesh must not be aliased with input mesh data
bool DYNAMICMESH_API Simplify(const FTriangleMeshAdapterd& InMesh, FResultMeshAdapter& OutSimplifiedMesh, const FSimplifyOptions& SimplifyOptions);
} // end namespace UE::Geometry
} // end namespace UE