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- // Copyright 2016 Chris Conway (Koderz). All Rights Reserved.
- #pragma once
- #include "RuntimeMeshBuilder.h"
- /**
- *
- */
- class TessellationUtilities
- {
- public:
- static void CalculateTessellationIndices(const IRuntimeMeshVerticesBuilder* Vertices, const FRuntimeMeshIndicesBuilder* Indices, FRuntimeMeshIndicesBuilder* TessellationIndices);
- private:
- struct Vertex
- {
- FVector Position;
- FVector2D TexCoord;
- Vertex() { }
- Vertex(const FVector& InPosition, const FVector2D& InTexCoord)
- : Position(InPosition), TexCoord(InTexCoord)
- { }
- FORCEINLINE bool operator==(const Vertex& Other) const
- {
- return Position == Other.Position;
- }
- FORCEINLINE bool operator<(const Vertex& Other) const
- {
- return Position.X < Other.Position.X
- || Position.Y < Other.Position.Y
- || Position.Z < Other.Position.Z;
- }
- };
- static FORCEINLINE uint32 HashValue(const FVector& Vec)
- {
- return 31337 * GetTypeHash(Vec.X) + 13 * GetTypeHash(Vec.Y) + 3 * GetTypeHash(Vec.Z);
- }
- static FORCEINLINE uint32 HashValue(const Vertex& Vert)
- {
- return HashValue(Vert.Position);
- }
- struct Edge
- {
- private:
- uint32 IndexFrom;
- uint32 IndexTo;
- Vertex VertexFrom;
- Vertex VertexTo;
- uint32 CachedHash;
- public:
- Edge() : CachedHash(0) { }
- Edge(uint32 InIndexFrom, uint32 InIndexTo, const Vertex& InVertexFrom, const Vertex& InVertexTo)
- : IndexFrom(InIndexFrom), IndexTo(InIndexTo), VertexFrom(InVertexFrom), VertexTo(InVertexTo)
- {
- // Hash should only consider position, not index.
- // We want values with different indices to compare true.
- CachedHash = 7 * HashValue(VertexFrom) + 2 * HashValue(VertexTo);
- }
- Vertex GetVertex(uint32 I) const
- {
- switch (I)
- {
- case 0:
- return VertexFrom;
- case 1:
- return VertexTo;
- default:
- checkNoEntry();
- return Vertex();
- }
- }
- uint32 GetIndex(uint32 I) const
- {
- switch (I)
- {
- case 0:
- return IndexFrom;
- case 1:
- return IndexTo;
- default:
- checkNoEntry();
- return 0;
- }
- }
- Edge GetReverse() const
- {
- return Edge(IndexTo, IndexFrom, VertexTo, VertexFrom);
- }
- FORCEINLINE bool operator<(const Edge& Other) const
- {
- // Quick out, otherwise we have to compare vertices
- if (IndexFrom == Other.IndexFrom && IndexTo == Other.IndexTo)
- {
- return false;
- }
- return VertexFrom < Other.VertexFrom || VertexTo < Other.VertexTo;
- }
- FORCEINLINE bool operator==(const Edge& Other) const
- {
- return (IndexFrom == Other.IndexFrom && IndexTo == Other.IndexTo) ||
- (VertexFrom == Other.VertexFrom && VertexTo == Other.VertexTo);
- }
- friend FORCEINLINE uint32 GetTypeHash(const Edge& E)
- {
- return E.CachedHash;
- }
- };
- struct Corner
- {
- uint32 Index;
- FVector2D TexCoord;
- Corner() : Index(0) { }
- Corner(uint32 InIndex, FVector2D InTexCoord)
- : Index(InIndex), TexCoord(InTexCoord)
- { }
- };
- class Triangle
- {
- Edge Edge0;
- Edge Edge1;
- Edge Edge2;
- public:
- Triangle(uint32 Index0, uint32 Index1, uint32 Index2, const Vertex& Vertex0, const Vertex& Vertex1, const Vertex& Vertex2)
- : Edge0(Index0, Index1, Vertex0, Vertex1)
- , Edge1(Index1, Index2, Vertex1, Vertex2)
- , Edge2(Index2, Index0, Vertex2, Vertex0)
- { }
- FORCEINLINE bool operator<(const Triangle& Other) const
- {
- return Edge0 < Other.Edge0 || Edge1 < Other.Edge1 || Edge2 < Other.Edge2;
- }
- FORCEINLINE const Edge& GetEdge(uint32 I)
- {
- return ((Edge*)&Edge0)[I];
- }
- FORCEINLINE uint32 GetIndex(uint32 I)
- {
- return GetEdge(I).GetIndex(0);
- }
- };
- using EdgeDictionary = TMap<Edge, Edge>;
- using PositionDictionary = TMap<FVector, Corner>;
- static void AddIfLeastUV(PositionDictionary& PosDict, const Vertex& Vert, uint32 Index);
- static void ReplacePlaceholderIndices(const IRuntimeMeshVerticesBuilder* Vertices, const FRuntimeMeshIndicesBuilder* Indices,
- EdgeDictionary& EdgeDict, PositionDictionary& PosDict, FRuntimeMeshIndicesBuilder* OutIndices);
- static void ExpandIB(const IRuntimeMeshVerticesBuilder* Vertices, const FRuntimeMeshIndicesBuilder* Indices,
- EdgeDictionary& OutEdgeDict, PositionDictionary& OutPosDict, FRuntimeMeshIndicesBuilder* OutIndices);
- };
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