78 lines
1.9 KiB
C++
78 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GeometryFlowNodeUtil.h"
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#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
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#include "DataTypes/IndexSetsData.h"
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#include "DynamicMeshEditor.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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class FMeshDeleteTrianglesNode : public FProcessMeshBaseNode
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{
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static constexpr int Version = 1;
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GEOMETRYFLOW_NODE_INTERNAL(FMeshDeleteTrianglesNode, Version, FProcessMeshBaseNode)
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public:
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static const FString InParamTriangleLists() { return TEXT("TriangleLists"); }
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public:
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FMeshDeleteTrianglesNode()
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{
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AddInput(InParamTriangleLists(), MakeBasicInput<FIndexSets>());
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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 CheckAdditionalInputs(const FNamedDataMap& DatasIn, bool& bRecomputeRequired, bool& bAllInputsValid) override
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{
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FindAndUpdateInputForEvaluate(InParamTriangleLists(), DatasIn, bRecomputeRequired, bAllInputsValid);
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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 = MeshIn;
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DeleteTrianglesForMesh(DatasIn, MeshOut);
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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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DeleteTrianglesForMesh(DatasIn, MeshInOut);
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}
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void DeleteTrianglesForMesh(const FNamedDataMap& DatasIn, FDynamicMesh3& EditMesh)
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{
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TSafeSharedPtr<IData> TriangleSetsArg = DatasIn.FindData(InParamTriangleLists());
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const FIndexSets& TriangleSets = TriangleSetsArg->GetDataConstRef<FIndexSets>(FIndexSets::DataTypeIdentifier);
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FDynamicMeshEditor Editor(&EditMesh);
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for (const TArray<int32>& Set : TriangleSets.IndexSets)
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{
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Editor.RemoveTriangles(Set, true);
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}
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}
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};
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} // end namespace GeometryFlow
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} //
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