Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingTools/Private/EditNormalsTool.cpp

320 lines
9.4 KiB
C++
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EditNormalsTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "BaseBehaviors/MultiClickSequenceInputBehavior.h"
#include "Selection/SelectClickedAction.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "DynamicMeshToMeshDescription.h"
#include "InteractiveGizmoManager.h"
#include "AssetUtils/MeshDescriptionUtil.h"
#include "Engine/Classes/Engine/StaticMesh.h"
#include "Engine/Classes/Components/StaticMeshComponent.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UEditNormalsTool"
/*
* ToolBuilder
*/
const FToolTargetTypeRequirements& UEditNormalsToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMeshDescriptionCommitter::StaticClass(),
UMeshDescriptionProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass()
});
return TypeRequirements;
}
bool UEditNormalsToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) > 0;
}
UInteractiveTool* UEditNormalsToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
UEditNormalsTool* NewTool = NewObject<UEditNormalsTool>(SceneState.ToolManager);
TArray<TObjectPtr<UToolTarget>> Targets = SceneState.TargetManager->BuildAllSelectedTargetable(SceneState, GetTargetRequirements());
NewTool->SetTargets(MoveTemp(Targets));
NewTool->SetWorld(SceneState.World);
return NewTool;
}
/*
* Tool
*/
UEditNormalsToolProperties::UEditNormalsToolProperties()
{
bFixInconsistentNormals = false;
bInvertNormals = false;
bRecomputeNormals = true;
NormalCalculationMethod = ENormalCalculationMethod::AreaAngleWeighting;
SplitNormalMethod = ESplitNormalMethod::UseExistingTopology;
SharpEdgeAngleThreshold = 60;
bAllowSharpVertices = false;
}
UEditNormalsAdvancedProperties::UEditNormalsAdvancedProperties()
{
}
UEditNormalsTool::UEditNormalsTool()
{
}
void UEditNormalsTool::SetWorld(UWorld* World)
{
this->TargetWorld = World;
}
void UEditNormalsTool::Setup()
{
UInteractiveTool::Setup();
// hide input StaticMeshComponent
for (int32 ComponentIdx = 0, NumTargets = Targets.Num(); ComponentIdx < NumTargets; ComponentIdx++)
{
IPrimitiveComponentBackedTarget* TargetComponent = TargetComponentInterface(ComponentIdx);
TargetComponent->SetOwnerVisibility(false);
}
BasicProperties = NewObject<UEditNormalsToolProperties>(this, TEXT("Mesh Normals Settings"));
BasicProperties->RestoreProperties(this);
AddToolPropertySource(BasicProperties);
AdvancedProperties = NewObject<UEditNormalsAdvancedProperties>(this, TEXT("Advanced Settings"));
AdvancedProperties->RestoreProperties(this);
AddToolPropertySource(AdvancedProperties);
// initialize the PreviewMesh+BackgroundCompute object
UpdateNumPreviews();
for (UMeshOpPreviewWithBackgroundCompute* Preview : Previews)
{
Preview->InvalidateResult();
}
SetToolDisplayName(LOCTEXT("ToolName", "Edit Normals"));
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Configure or Recalculate Normals on a Mesh (disables autogenerated Normals)"),
EToolMessageLevel::UserNotification);
}
void UEditNormalsTool::UpdateNumPreviews()
{
int32 CurrentNumPreview = Previews.Num();
int32 TargetNumPreview = Targets.Num();
if (TargetNumPreview < CurrentNumPreview)
{
for (int32 PreviewIdx = CurrentNumPreview - 1; PreviewIdx >= TargetNumPreview; PreviewIdx--)
{
Previews[PreviewIdx]->Cancel();
}
Previews.SetNum(TargetNumPreview);
OriginalDynamicMeshes.SetNum(TargetNumPreview);
}
else
{
OriginalDynamicMeshes.SetNum(TargetNumPreview);
for (int32 PreviewIdx = CurrentNumPreview; PreviewIdx < TargetNumPreview; PreviewIdx++)
{
UEditNormalsOperatorFactory *OpFactory = NewObject<UEditNormalsOperatorFactory>();
OpFactory->Tool = this;
OpFactory->ComponentIndex = PreviewIdx;
OriginalDynamicMeshes[PreviewIdx] = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
FMeshDescriptionToDynamicMesh Converter;
Converter.Convert(TargetMeshProviderInterface(PreviewIdx)->GetMeshDescription(), *OriginalDynamicMeshes[PreviewIdx]);
UMeshOpPreviewWithBackgroundCompute* Preview = Previews.Add_GetRef(NewObject<UMeshOpPreviewWithBackgroundCompute>(OpFactory, "Preview"));
Preview->Setup(this->TargetWorld, OpFactory);
ModelingComponents: Clean up DynamicMeshComponent API. Update Component and Proxy handling of Tangents to use Attribute Overlay if available. Update affected Tools and also convert most of the affected Tools to use UE::ToolTarget helper functions. - Add UE::ToolTarget::CommitMaterialSetUpdate() and ::CommitDynamicMeshUpdate(). ::GetDynamicMeshCopy() can now return tangents if requested. - Add IMeshDescriptionProvider::CalculateAutoGeneratedAttributes(). Default implementation does nothing, UStaticMeshComponentToolTarget implementation initializes auto-generated MeshDescription attributes. Used in ::GetDynamicMeshCopy() to get tangents (but requires a MeshDescription copy). - Clean up handling of Tangents in Simple/OctreeDynamicMeshComponent. Add local MakeTangentsFunc() to generate the Tangents lambda, handle different cases and no-tangents fallbacks consistently. - UDynamicMesh: add optional info arguments to EditMesh() and ChangeInfo struct. Add support for deferring change events from Edit funcs. - Remove UBaseDynamicMeshComponent::InitializeMesh(), ::Bake() APIs, and add ::SetMesh(). Implement in Simple/Octree implementations, update all Tools that used those APIs. - Add USimpleDynamicMeshComponent::ProcessMesh(), EditMesh(). These are now the preferred ways to read/write mesh. - Update USimpleDynamicMeshComponent tangents handling. Externally-computed tangents are now taken directly from the FDynamicMesh3 attribute set. Autogenerated tangents are still computed and stored in an internal FMeshTangentsf, but this is no longer exposed for external updates. - Remove UPreviewMesh pass-through functions for Tangents access, InitializeMesh() and Bake(). Add ProcessMesh() - Update all affected Tools. In most cases these Tools have also been converted to use ModelingToolTargetUtil functions, instead of direct ToolTarget interface casting. #rb none #rnx #jira none #preflight 60c3e71d3e1b3c00015668af [CL 16650666 by Ryan Schmidt in ue5-main branch]
2021-06-11 22:39:18 -04:00
Preview->PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
FComponentMaterialSet MaterialSet;
TargetMaterialInterface(PreviewIdx)->GetMaterialSet(MaterialSet);
Preview->ConfigureMaterials(MaterialSet.Materials,
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
);
Preview->SetVisibility(true);
}
}
}
void UEditNormalsTool::Shutdown(EToolShutdownType ShutdownType)
{
BasicProperties->SaveProperties(this);
AdvancedProperties->SaveProperties(this);
// Restore (unhide) the source meshes
for (int32 ComponentIdx = 0, NumTargets = Targets.Num(); ComponentIdx < NumTargets; ComponentIdx++)
{
IPrimitiveComponentBackedTarget* TargetComponent = TargetComponentInterface(ComponentIdx);
TargetComponent->SetOwnerVisibility(true);
}
TArray<FDynamicMeshOpResult> Results;
for (UMeshOpPreviewWithBackgroundCompute* Preview : Previews)
{
Results.Add(Preview->Shutdown());
}
if (ShutdownType == EToolShutdownType::Accept)
{
GenerateAsset(Results);
}
}
TUniquePtr<FDynamicMeshOperator> UEditNormalsOperatorFactory::MakeNewOperator()
{
TUniquePtr<FEditNormalsOp> NormalsOp = MakeUnique<FEditNormalsOp>();
NormalsOp->bFixInconsistentNormals = Tool->BasicProperties->bFixInconsistentNormals;
NormalsOp->bInvertNormals = Tool->BasicProperties->bInvertNormals;
NormalsOp->bRecomputeNormals = Tool->BasicProperties->bRecomputeNormals;
NormalsOp->SplitNormalMethod = Tool->BasicProperties->SplitNormalMethod;
NormalsOp->bAllowSharpVertices = Tool->BasicProperties->bAllowSharpVertices;
NormalsOp->NormalCalculationMethod = Tool->BasicProperties->NormalCalculationMethod;
NormalsOp->NormalSplitThreshold = Tool->BasicProperties->SharpEdgeAngleThreshold;
FTransform LocalToWorld = Tool->TargetComponentInterface(ComponentIndex)->GetWorldTransform();
NormalsOp->OriginalMesh = Tool->OriginalDynamicMeshes[ComponentIndex];
NormalsOp->SetTransform(LocalToWorld);
return NormalsOp;
}
void UEditNormalsTool::Render(IToolsContextRenderAPI* RenderAPI)
{
}
void UEditNormalsTool::OnTick(float DeltaTime)
{
for (UMeshOpPreviewWithBackgroundCompute* Preview : Previews)
{
Preview->Tick(DeltaTime);
}
}
#if WITH_EDITOR
void UEditNormalsTool::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
UpdateNumPreviews();
for (UMeshOpPreviewWithBackgroundCompute* Preview : Previews)
{
Preview->InvalidateResult();
}
}
#endif
void UEditNormalsTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
UpdateNumPreviews();
for (UMeshOpPreviewWithBackgroundCompute* Preview : Previews)
{
Preview->InvalidateResult();
}
}
bool UEditNormalsTool::HasAccept() const
{
return true;
}
bool UEditNormalsTool::CanAccept() const
{
for (UMeshOpPreviewWithBackgroundCompute* Preview : Previews)
{
if (!Preview->HaveValidResult())
{
return false;
}
}
return Super::CanAccept();
}
void UEditNormalsTool::GenerateAsset(const TArray<FDynamicMeshOpResult>& Results)
{
GetToolManager()->BeginUndoTransaction(LOCTEXT("EditNormalsToolTransactionName", "Edit Normals Tool"));
check(Results.Num() == Targets.Num());
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
// disable auto-generated normals StaticMesh build setting
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(TargetComponentInterface(ComponentIdx)->GetOwnerComponent());
if (StaticMeshComponent != nullptr)
{
UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh();
if (ensure(StaticMesh != nullptr))
{
StaticMesh->Modify();
UE::MeshDescription::FStaticMeshBuildSettingChange SettingsChange;
SettingsChange.AutoGeneratedNormals = UE::MeshDescription::EBuildSettingBoolChange::Disable;
UE::MeshDescription::ConfigureBuildSettings(StaticMesh, 0, SettingsChange);
}
}
check(Results[ComponentIdx].Mesh.Get() != nullptr);
TargetMeshCommitterInterface(ComponentIdx)->CommitMeshDescription([&Results, &ComponentIdx, this](const IMeshDescriptionCommitter::FCommitterParams& CommitParams)
{
FDynamicMeshToMeshDescription Converter;
if (BasicProperties->WillTopologyChange() || !FDynamicMeshToMeshDescription::HaveMatchingElementCounts(Results[ComponentIdx].Mesh.Get(), CommitParams.MeshDescriptionOut, false, true))
{
// full conversion if normal topology changed or faces were inverted
Converter.Convert(Results[ComponentIdx].Mesh.Get(), *CommitParams.MeshDescriptionOut);
}
else
{
// otherwise just copy attributes
const bool bUpdateNormals = true;
const bool bCopyOverlayTangents = false;
const bool bCopyOverlayUVs = false;
Converter.UpdateAttributes(Results[ComponentIdx].Mesh.Get(), *CommitParams.MeshDescriptionOut, bUpdateNormals, bCopyOverlayTangents, bCopyOverlayUVs);
}
});
}
GetToolManager()->EndUndoTransaction();
}
#undef LOCTEXT_NAMESPACE