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UnrealEngine/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Changes/MeshPolygroupChange.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

85 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Templates/PimplPtr.h"
#include "Changes/MeshChange.h"
#include "GeometryBase.h"
#include "Polygroups/PolygroupSet.h"
#define UE_API MODELINGCOMPONENTS_API
PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
/**
* FDynamicMeshGroupEdit stores a modification of polygroup IDs on a set of triangles
*/
class FDynamicMeshGroupEdit
{
public:
/** GroupLayerIndex indicates which AttributeSet PolyGroup layer to apply the change to, or if -1, apply to the default on the Mesh */
int32 GroupLayerIndex = -1;
/** IDs of triangles that are modified */
TArray<int32> Triangles;
/** Old PolygroupID for each triangle */
TArray<int32> OldGroups;
/** New PolygroupID for each triangle */
TArray<int32> NewGroups;
virtual ~FDynamicMeshGroupEdit() {}
UE_API virtual void ApplyToMesh(FDynamicMesh3* Mesh, bool bRevert);
};
/**
* FDynamicMeshGroupEditBuilder builds up a FDynamicMeshGroupEdit incrementally.
*/
class FDynamicMeshGroupEditBuilder
{
public:
UE_API FDynamicMeshGroupEditBuilder(FDynamicMesh3* Mesh);
UE_API FDynamicMeshGroupEditBuilder(FDynamicMesh3* Mesh, int32 GroupLayer);
UE_API FDynamicMeshGroupEditBuilder(UE::Geometry::FPolygroupSet* PolygroupSet);
TUniquePtr<FDynamicMeshGroupEdit> ExtractResult() { return MoveTemp(Edit); }
UE_API void SaveTriangle(int32 TriangleID);
UE_API void SaveTriangle(int32 TriangleID, int32 OldGroup, int32 NewGroup);
template<typename EnumerableType>
void SaveTriangles(EnumerableType Enumerable)
{
for (int32 tid : Enumerable)
{
SaveTriangle(tid);
}
}
protected:
TPimplPtr<UE::Geometry::FPolygroupSet> PolygroupSet;
TUniquePtr<FDynamicMeshGroupEdit> Edit;
TMap<int32, int32> SavedIndexMap;
};
/**
* FMeshPolygroupChange stores a change to Polygroup IDs on a set of triangles, as a FDynamicMeshGroupEdit.
*/
class FMeshPolygroupChange : public FMeshChange
{
public:
UE_API FMeshPolygroupChange(TUniquePtr<FDynamicMeshGroupEdit>&& GroupEditIn);
TUniquePtr<FDynamicMeshGroupEdit> GroupEdit;
UE_API virtual void ApplyChangeToMesh(FDynamicMesh3* Mesh, bool bRevert) const override;
};
#undef UE_API