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