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UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Private/BakeMeshAttributeMapsTool.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "BakeMeshAttributeMapsTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/DynamicMeshAttributeSet.h"
#include "DynamicMesh/MeshTransforms.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "Sampling/MeshNormalMapEvaluator.h"
#include "Sampling/MeshOcclusionMapEvaluator.h"
#include "Sampling/MeshCurvatureMapEvaluator.h"
#include "Sampling/MeshPropertyMapEvaluator.h"
#include "Sampling/MeshResampleImageEvaluator.h"
#include "ImageUtils.h"
#include "AssetUtils/Texture2DUtil.h"
#include "EngineAnalytics.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "TargetInterfaces/StaticMeshBackedTarget.h"
#include "TargetInterfaces/SkeletalMeshBackedTarget.h"
#include "ToolTargetManager.h"
// required to pass UStaticMesh asset so we can save at same location
#include "Engine/StaticMesh.h"
#include "Engine/SkeletalMesh.h"
#include "Components/StaticMeshComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/DynamicMeshComponent.h"
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UBakeMeshAttributeMapsTool"
/*
* ToolBuilder
*/
const FToolTargetTypeRequirements& UBakeMeshAttributeMapsToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMeshDescriptionProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass(),
UMaterialProvider::StaticClass()
});
return TypeRequirements;
}
bool UBakeMeshAttributeMapsToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
const int32 NumTargets = SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements());
if (NumTargets == 1 || NumTargets == 2)
{
bool bValidTargets = true;
SceneState.TargetManager->EnumerateSelectedAndTargetableComponents(SceneState, GetTargetRequirements(),
[&bValidTargets](UActorComponent* Component)
{
UStaticMeshComponent* StaticMesh = Cast<UStaticMeshComponent>(Component);
USkeletalMeshComponent* SkeletalMesh = Cast<USkeletalMeshComponent>(Component);
UDynamicMeshComponent* DynMesh = Cast<UDynamicMeshComponent>(Component);
bValidTargets = bValidTargets && (StaticMesh || SkeletalMesh || DynMesh);
});
return bValidTargets;
}
return false;
}
UMultiSelectionMeshEditingTool* UBakeMeshAttributeMapsToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<UBakeMeshAttributeMapsTool>(SceneState.ToolManager);
}
const TArray<FString>& UBakeMeshAttributeMapsToolProperties::GetMapPreviewNamesFunc()
{
return MapPreviewNamesList;
}
/*
* Operators
*/
class FMeshMapBakerOp : public TGenericDataOperator<FMeshMapBaker>
{
public:
using ImagePtr = TSharedPtr<UE::Geometry::TImageBuilder<FVector4f>, ESPMode::ThreadSafe>;
// General bake settings
TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe> DetailMesh;
TSharedPtr<UE::Geometry::FDynamicMeshAABBTree3, ESPMode::ThreadSafe> DetailSpatial;
TSharedPtr<UE::Geometry::TMeshTangents<double>, ESPMode::ThreadSafe> DetailMeshTangents;
UE::Geometry::FDynamicMesh3* BaseMesh = nullptr;
TUniquePtr<UE::Geometry::FMeshMapBaker> Baker;
UBakeMeshAttributeMapsTool::FBakeSettings BakeSettings;
TSharedPtr<UE::Geometry::TMeshTangents<double>, ESPMode::ThreadSafe> BaseMeshTangents;
TSharedPtr<TArray<int32>, ESPMode::ThreadSafe> BaseMeshUVCharts;
bool bIsBakeToSelf = false;
ImagePtr SampleFilterMask;
// Map Type settings
EBakeMapType Maps;
FNormalMapSettings NormalSettings;
FOcclusionMapSettings OcclusionSettings;
FCurvatureMapSettings CurvatureSettings;
FMeshPropertyMapSettings PropertySettings;
FTexture2DSettings TextureSettings;
FTexture2DSettings MultiTextureSettings;
// NormalMap settings
ImagePtr DetailMeshNormalMap;
int32 DetailMeshNormalUVLayer = 0;
IMeshBakerDetailSampler::EBakeDetailNormalSpace DetailMeshNormalSpace = IMeshBakerDetailSampler::EBakeDetailNormalSpace::Tangent;
// Texture2DImage & MultiTexture settings
ImagePtr TextureImage;
TArray<ImagePtr> MaterialIDTextures;
// Begin TGenericDataOperator interface
virtual void CalculateResult(FProgressCancel* Progress) override
{
Baker = MakeUnique<FMeshMapBaker>();
Baker->CancelF = [Progress]() {
return Progress && Progress->Cancelled();
};
Baker->SetTargetMesh(BaseMesh);
Baker->SetTargetMeshUVLayer(BakeSettings.TargetUVLayer);
Baker->SetDimensions(BakeSettings.Dimensions);
Baker->SetProjectionDistance(BakeSettings.ProjectionDistance);
Baker->SetSamplesPerPixel(BakeSettings.SamplesPerPixel);
Baker->SetTargetMeshUVCharts(BaseMeshUVCharts.Get());
Baker->SetTargetMeshTangents(BaseMeshTangents);
if (bIsBakeToSelf)
{
Baker->SetCorrespondenceStrategy(FMeshBaseBaker::ECorrespondenceStrategy::Identity);
}
if (SampleFilterMask)
{
Baker->SampleFilterF = [this](const FVector2i& ImageCoords, const FVector2d& UV, int32 TriID)
{
const FVector4f Mask = SampleFilterMask->BilinearSampleUV<float>(UV, FVector4f::One());
return (Mask.X + Mask.Y + Mask.Z) / 3;
};
}
FMeshBakerDynamicMeshSampler DetailSampler(DetailMesh.Get(), DetailSpatial.Get(), DetailMeshTangents.Get());
Baker->SetDetailSampler(&DetailSampler);
// Occlusion evaluator is shared by both AmbientOcclusion and BentNormal.
// Only initialize it once. OcclusionType is initialized to None. Callers
// must manually update the OcclusionType.
auto InitOcclusionEval = [this](TSharedPtr<FMeshOcclusionMapEvaluator>& Eval)
{
if (!Eval)
{
Eval = MakeShared<FMeshOcclusionMapEvaluator>();
Eval->OcclusionType = EMeshOcclusionMapType::None;
Eval->NumOcclusionRays = OcclusionSettings.OcclusionRays;
Eval->MaxDistance = OcclusionSettings.MaxDistance;
Eval->SpreadAngle = OcclusionSettings.SpreadAngle;
Eval->BiasAngleDeg = OcclusionSettings.BiasAngle;
Baker->AddEvaluator(Eval);
}
};
TSharedPtr<FMeshOcclusionMapEvaluator> OcclusionEval;
for (const EBakeMapType MapType : ENUM_EBAKEMAPTYPE_ALL)
{
switch (BakeSettings.BakeMapTypes & MapType)
{
case EBakeMapType::TangentSpaceNormal:
{
TSharedPtr<FMeshNormalMapEvaluator, ESPMode::ThreadSafe> NormalEval = MakeShared<FMeshNormalMapEvaluator, ESPMode::ThreadSafe>();
DetailSampler.SetNormalTextureMap(DetailMesh.Get(), IMeshBakerDetailSampler::FBakeDetailNormalTexture(DetailMeshNormalMap.Get(), DetailMeshNormalUVLayer, DetailMeshNormalSpace));
Baker->AddEvaluator(NormalEval);
break;
}
case EBakeMapType::AmbientOcclusion:
{
InitOcclusionEval(OcclusionEval);
OcclusionEval->OcclusionType |= EMeshOcclusionMapType::AmbientOcclusion;
break;
}
case EBakeMapType::BentNormal:
{
InitOcclusionEval(OcclusionEval);
OcclusionEval->OcclusionType |= EMeshOcclusionMapType::BentNormal;
break;
}
case EBakeMapType::Curvature:
{
TSharedPtr<FMeshCurvatureMapEvaluator, ESPMode::ThreadSafe> CurvatureEval = MakeShared<FMeshCurvatureMapEvaluator, ESPMode::ThreadSafe>();
CurvatureEval->RangeScale = FMathd::Clamp(CurvatureSettings.RangeMultiplier, 0.0001, 1000.0);
CurvatureEval->MinRangeScale = FMathd::Clamp(CurvatureSettings.MinRangeMultiplier, 0.0, 1.0);
CurvatureEval->UseCurvatureType = (FMeshCurvatureMapEvaluator::ECurvatureType)CurvatureSettings.CurvatureType;
CurvatureEval->UseColorMode = (FMeshCurvatureMapEvaluator::EColorMode)CurvatureSettings.ColorMode;
CurvatureEval->UseClampMode = (FMeshCurvatureMapEvaluator::EClampMode)CurvatureSettings.ClampMode;
Baker->AddEvaluator(CurvatureEval);
break;
}
case EBakeMapType::ObjectSpaceNormal:
{
TSharedPtr<FMeshPropertyMapEvaluator, ESPMode::ThreadSafe> PropertyEval = MakeShared<FMeshPropertyMapEvaluator, ESPMode::ThreadSafe>();
PropertyEval->Property = EMeshPropertyMapType::Normal;
DetailSampler.SetNormalTextureMap(DetailMesh.Get(), IMeshBakerDetailSampler::FBakeDetailNormalTexture(DetailMeshNormalMap.Get(), DetailMeshNormalUVLayer, DetailMeshNormalSpace));
Baker->AddEvaluator(PropertyEval);
break;
}
case EBakeMapType::FaceNormal:
{
TSharedPtr<FMeshPropertyMapEvaluator, ESPMode::ThreadSafe> PropertyEval = MakeShared<FMeshPropertyMapEvaluator, ESPMode::ThreadSafe>();
PropertyEval->Property = EMeshPropertyMapType::FacetNormal;
Baker->AddEvaluator(PropertyEval);
break;
}
case EBakeMapType::Position:
{
TSharedPtr<FMeshPropertyMapEvaluator, ESPMode::ThreadSafe> PropertyEval = MakeShared<FMeshPropertyMapEvaluator, ESPMode::ThreadSafe>();
PropertyEval->Property = EMeshPropertyMapType::Position;
Baker->AddEvaluator(PropertyEval);
break;
}
case EBakeMapType::MaterialID:
{
TSharedPtr<FMeshPropertyMapEvaluator, ESPMode::ThreadSafe> PropertyEval = MakeShared<FMeshPropertyMapEvaluator, ESPMode::ThreadSafe>();
PropertyEval->Property = EMeshPropertyMapType::MaterialID;
Baker->AddEvaluator(PropertyEval);
break;
}
case EBakeMapType::VertexColor:
{
TSharedPtr<FMeshPropertyMapEvaluator, ESPMode::ThreadSafe> PropertyEval = MakeShared<FMeshPropertyMapEvaluator, ESPMode::ThreadSafe>();
PropertyEval->Property = EMeshPropertyMapType::VertexColor;
Baker->AddEvaluator(PropertyEval);
break;
}
case EBakeMapType::Texture:
{
TSharedPtr<FMeshResampleImageEvaluator, ESPMode::ThreadSafe> TextureEval = MakeShared<FMeshResampleImageEvaluator, ESPMode::ThreadSafe>();
DetailSampler.SetTextureMap(DetailMesh.Get(), IMeshBakerDetailSampler::FBakeDetailTexture(TextureImage.Get(), TextureSettings.UVLayer));
Baker->AddEvaluator(TextureEval);
break;
}
case EBakeMapType::MultiTexture:
{
TSharedPtr<FMeshMultiResampleImageEvaluator, ESPMode::ThreadSafe> TextureEval = MakeShared<FMeshMultiResampleImageEvaluator, ESPMode::ThreadSafe>();
TextureEval->DetailUVLayer = MultiTextureSettings.UVLayer;
TextureEval->MultiTextures = MaterialIDTextures;
Baker->AddEvaluator(TextureEval);
break;
}
default:
break;
}
}
Baker->Bake();
SetResult(MoveTemp(Baker));
}
// End TGenericDataOperator interface
};
/*
* Tool
*/
void UBakeMeshAttributeMapsTool::Setup()
{
TRACE_CPUPROFILER_EVENT_SCOPE(UBakeMeshAttributeMapsTool::Setup);
Super::Setup();
// Initialize preview mesh
bIsBakeToSelf = (Targets.Num() == 1);
PreviewMesh->ProcessMesh([this](const FDynamicMesh3& Mesh)
{
TargetMesh.Copy(Mesh);
TargetSpatial.SetMesh(&TargetMesh, true);
TargetMeshTangents = MakeShared<FMeshTangentsd, ESPMode::ThreadSafe>(&TargetMesh);
TargetMeshTangents->CopyTriVertexTangents(Mesh);
});
UToolTarget* Target = Targets[0];
UToolTarget* DetailTarget = Targets[bIsBakeToSelf ? 0 : 1];
// Setup tool property sets
Settings = NewObject<UBakeMeshAttributeMapsToolProperties>(this);
Settings->RestoreProperties(this);
AddToolPropertySource(Settings);
Settings->WatchProperty(Settings->MapTypes, [this](int32) { OpState |= EBakeOpState::Evaluate; UpdateOnModeChange(); });
Settings->WatchProperty(Settings->MapPreview, [this](FString) { UpdateVisualization(); GetToolManager()->PostInvalidation(); });
Settings->WatchProperty(Settings->Resolution, [this](EBakeTextureResolution) { OpState |= EBakeOpState::Evaluate; });
Settings->WatchProperty(Settings->BitDepth, [this](EBakeTextureBitDepth) { OpState |= EBakeOpState::Evaluate; });
Settings->WatchProperty(Settings->SamplesPerPixel, [this](EBakeTextureSamplesPerPixel) { OpState |= EBakeOpState::Evaluate; });
Settings->WatchProperty(Settings->SampleFilterMask, [this](UTexture2D*){ OpState |= EBakeOpState::Evaluate; });
InputMeshSettings = NewObject<UBakeInputMeshProperties>(this);
InputMeshSettings->RestoreProperties(this);
AddToolPropertySource(InputMeshSettings);
SetToolPropertySourceEnabled(InputMeshSettings, true);
InputMeshSettings->bHasTargetUVLayer = true;
InputMeshSettings->bHasSourceNormalMap = true;
InputMeshSettings->TargetStaticMesh = GetStaticMeshTarget(Target);
InputMeshSettings->TargetSkeletalMesh = GetSkeletalMeshTarget(Target);
InputMeshSettings->TargetDynamicMesh = GetDynamicMeshTarget(Target);
InputMeshSettings->SourceStaticMesh = !bIsBakeToSelf ? GetStaticMeshTarget(DetailTarget) : nullptr;
InputMeshSettings->SourceSkeletalMesh = !bIsBakeToSelf ? GetSkeletalMeshTarget(DetailTarget) : nullptr;
InputMeshSettings->SourceDynamicMesh = !bIsBakeToSelf ? GetDynamicMeshTarget(DetailTarget) : nullptr;
InputMeshSettings->SourceNormalMap = nullptr;
UpdateUVLayerNames(InputMeshSettings->TargetUVLayer, InputMeshSettings->TargetUVLayerNamesList, TargetMesh);
InputMeshSettings->WatchProperty(InputMeshSettings->bHideSourceMesh, [this](bool bState) { SetSourceObjectVisible(!bState); });
InputMeshSettings->WatchProperty(InputMeshSettings->TargetUVLayer, [this](FString) { OpState |= EBakeOpState::Evaluate; });
InputMeshSettings->WatchProperty(InputMeshSettings->ProjectionDistance, [this](float) { OpState |= EBakeOpState::Evaluate; });
InputMeshSettings->WatchProperty(InputMeshSettings->bProjectionInWorldSpace, [this](bool) { OpState |= EBakeOpState::EvaluateDetailMesh; });
InputMeshSettings->WatchProperty(InputMeshSettings->SourceNormalMapUVLayer, [this](FString) { OpState |= EBakeOpState::Evaluate; });
InputMeshSettings->WatchProperty(InputMeshSettings->SourceNormalMap, [this](UTexture2D*)
{
// Only invalidate detail mesh if we need to recompute tangents.
if (!DetailMeshTangents && InputMeshSettings->SourceNormalSpace == EBakeNormalSpace::Tangent)
{
OpState |= EBakeOpState::EvaluateDetailMesh;
}
OpState |= EBakeOpState::Evaluate;
});
InputMeshSettings->WatchProperty(InputMeshSettings->SourceNormalSpace, [this](EBakeNormalSpace Space)
{
if (!DetailMeshTangents && Space == EBakeNormalSpace::Tangent)
{
OpState |= EBakeOpState::EvaluateDetailMesh;
}
OpState |= EBakeOpState::Evaluate;
});
SetSourceObjectVisible(!InputMeshSettings->bHideSourceMesh);
ResultSettings = NewObject<UBakeMeshAttributeMapsResultToolProperties>(this);
ResultSettings->RestoreProperties(this);
AddToolPropertySource(ResultSettings);
SetToolPropertySourceEnabled(ResultSettings, true);
OcclusionSettings = NewObject<UBakeOcclusionMapToolProperties>(this);
OcclusionSettings->RestoreProperties(this);
AddToolPropertySource(OcclusionSettings);
SetToolPropertySourceEnabled(OcclusionSettings, false);
OcclusionSettings->WatchProperty(OcclusionSettings->OcclusionRays, [this](int32) { OpState |= EBakeOpState::Evaluate; });
OcclusionSettings->WatchProperty(OcclusionSettings->MaxDistance, [this](float) { OpState |= EBakeOpState::Evaluate; });
OcclusionSettings->WatchProperty(OcclusionSettings->SpreadAngle, [this](float) { OpState |= EBakeOpState::Evaluate; });
OcclusionSettings->WatchProperty(OcclusionSettings->BiasAngle, [this](float) { OpState |= EBakeOpState::Evaluate; });
CurvatureSettings = NewObject<UBakeCurvatureMapToolProperties>(this);
CurvatureSettings->RestoreProperties(this);
AddToolPropertySource(CurvatureSettings);
SetToolPropertySourceEnabled(CurvatureSettings, false);
CurvatureSettings->WatchProperty(CurvatureSettings->ColorRangeMultiplier, [this](float) { OpState |= EBakeOpState::Evaluate; });
CurvatureSettings->WatchProperty(CurvatureSettings->MinRangeMultiplier, [this](float) { OpState |= EBakeOpState::Evaluate; });
CurvatureSettings->WatchProperty(CurvatureSettings->CurvatureType, [this](EBakeCurvatureTypeMode) { OpState |= EBakeOpState::Evaluate; });
CurvatureSettings->WatchProperty(CurvatureSettings->ColorMapping, [this](EBakeCurvatureColorMode) { OpState |= EBakeOpState::Evaluate; });
CurvatureSettings->WatchProperty(CurvatureSettings->Clamping, [this](EBakeCurvatureClampMode) { OpState |= EBakeOpState::Evaluate; });
TextureSettings = NewObject<UBakeTexture2DProperties>(this);
TextureSettings->RestoreProperties(this);
AddToolPropertySource(TextureSettings);
SetToolPropertySourceEnabled(TextureSettings, false);
TextureSettings->WatchProperty(TextureSettings->UVLayer, [this](FString) { OpState |= EBakeOpState::Evaluate; });
TextureSettings->WatchProperty(TextureSettings->SourceTexture, [this](UTexture2D*) { OpState |= EBakeOpState::Evaluate; });
MultiTextureSettings = NewObject<UBakeMultiTexture2DProperties>(this);
MultiTextureSettings->RestoreProperties(this);
AddToolPropertySource(MultiTextureSettings);
SetToolPropertySourceEnabled(MultiTextureSettings, false);
auto SetDirtyCallback = [this](decltype(MultiTextureSettings->MaterialIDSourceTextures)) { OpState |= EBakeOpState::Evaluate; };
auto NotEqualsCallback = [](const decltype(MultiTextureSettings->MaterialIDSourceTextures)& A, const decltype(MultiTextureSettings->MaterialIDSourceTextures)& B) -> bool { return A != B; };
MultiTextureSettings->WatchProperty(MultiTextureSettings->MaterialIDSourceTextures, SetDirtyCallback, NotEqualsCallback);
MultiTextureSettings->WatchProperty(MultiTextureSettings->UVLayer, [this](FString) { OpState |= EBakeOpState::Evaluate; });
UpdateMultiTextureMaterialIDs(DetailTarget, MultiTextureSettings->AllSourceTextures, MultiTextureSettings->MaterialIDSourceTextures);
UpdateOnModeChange();
UpdateDetailMesh();
SetToolDisplayName(LOCTEXT("ToolName", "Bake Textures"));
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Bake Maps. Select Bake Mesh (LowPoly) first, then (optionally) Detail Mesh second. Texture Assets will be created on Accept. "),
EToolMessageLevel::UserNotification);
PostSetup();
}
bool UBakeMeshAttributeMapsTool::CanAccept() const
{
const bool bValidOp = (OpState & EBakeOpState::Invalid) != EBakeOpState::Invalid;
bool bCanAccept = bValidOp && Compute ? Compute->HaveValidResult() : false;
if (bCanAccept)
{
// Allow Accept if all non-None types have valid results.
for (const TTuple<EBakeMapType, TObjectPtr<UTexture2D>>& Result : ResultSettings->Result)
{
bCanAccept = bCanAccept && Result.Get<1>();
}
}
return bCanAccept;
}
TUniquePtr<UE::Geometry::TGenericDataOperator<FMeshMapBaker>> UBakeMeshAttributeMapsTool::MakeNewOperator()
{
TUniquePtr<FMeshMapBakerOp> Op = MakeUnique<FMeshMapBakerOp>();
Op->DetailMesh = DetailMesh;
Op->DetailSpatial = DetailSpatial;
Op->BaseMesh = &TargetMesh;
Op->BakeSettings = CachedBakeSettings;
Op->BaseMeshUVCharts = TargetMeshUVCharts;
Op->bIsBakeToSelf = bIsBakeToSelf;
Op->SampleFilterMask = CachedSampleFilterMask;
constexpr EBakeMapType RequiresTangents = EBakeMapType::TangentSpaceNormal | EBakeMapType::BentNormal;
if ((bool)(CachedBakeSettings.BakeMapTypes & RequiresTangents))
{
Op->BaseMeshTangents = TargetMeshTangents;
}
if (CachedDetailNormalMap)
{
Op->DetailMeshTangents = DetailMeshTangents;
Op->DetailMeshNormalMap = CachedDetailNormalMap;
Op->DetailMeshNormalUVLayer = CachedDetailMeshSettings.UVLayer;
Op->DetailMeshNormalSpace = CachedDetailMeshSettings.NormalSpace == EBakeNormalSpace::Tangent ?
IMeshBakerDetailSampler::EBakeDetailNormalSpace::Tangent : IMeshBakerDetailSampler::EBakeDetailNormalSpace::Object;
}
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::TangentSpaceNormal))
{
Op->NormalSettings = CachedNormalMapSettings;
}
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::AmbientOcclusion) ||
(bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::BentNormal))
{
Op->OcclusionSettings = CachedOcclusionMapSettings;
}
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::Curvature))
{
Op->CurvatureSettings = CachedCurvatureMapSettings;
}
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::ObjectSpaceNormal) ||
(bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::FaceNormal) ||
(bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::Position) ||
(bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::MaterialID) ||
(bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::VertexColor))
{
Op->PropertySettings = CachedMeshPropertyMapSettings;
}
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::Texture))
{
Op->TextureSettings = CachedTexture2DSettings;
Op->TextureImage = CachedTextureImage;
}
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::MultiTexture))
{
Op->MultiTextureSettings = CachedMultiTexture2DSettings;
Op->MaterialIDTextures = CachedMultiTextures;
}
return Op;
}
void UBakeMeshAttributeMapsTool::OnShutdown(EToolShutdownType ShutdownType)
{
TRACE_CPUPROFILER_EVENT_SCOPE(UBakeMeshAttributeMapsTool::Shutdown);
Super::OnShutdown(ShutdownType);
Settings->SaveProperties(this);
InputMeshSettings->SaveProperties(this);
OcclusionSettings->SaveProperties(this);
CurvatureSettings->SaveProperties(this);
TextureSettings->SaveProperties(this);
MultiTextureSettings->SaveProperties(this);
SetSourceObjectVisible(true);
if (Compute)
{
Compute->Shutdown();
}
if (ShutdownType == EToolShutdownType::Accept)
{
// Check if we have a source asset to identify a location to store the texture assets.
IStaticMeshBackedTarget* StaticMeshTarget = Cast<IStaticMeshBackedTarget>(Targets[0]);
UObject* SourceAsset = StaticMeshTarget ? StaticMeshTarget->GetStaticMesh() : nullptr;
if (!SourceAsset)
{
// Check if our target is a Skeletal Mesh Asset
ISkeletalMeshBackedTarget* SkeletalMeshTarget = Cast<ISkeletalMeshBackedTarget>(Targets[0]);
SourceAsset = SkeletalMeshTarget ? SkeletalMeshTarget->GetSkeletalMesh() : nullptr;
}
const UPrimitiveComponent* SourceComponent = UE::ToolTarget::GetTargetComponent(Targets[0]);
CreateTextureAssets(ResultSettings->Result, SourceComponent->GetWorld(), SourceAsset);
}
}
bool UBakeMeshAttributeMapsTool::ValidDetailMeshTangents()
{
if (!DetailMesh)
{
return false;
}
if (bCheckDetailMeshTangents)
{
bValidDetailMeshTangents = FDynamicMeshTangents(DetailMesh.Get()).HasValidTangents(true);
bCheckDetailMeshTangents = false;
}
return bValidDetailMeshTangents;
}
void UBakeMeshAttributeMapsTool::UpdateDetailMesh()
{
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 #ROBOMERGE-SOURCE: CL 16650666 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396) [CL 16650707 by ryan schmidt in ue5-release-engine-test branch]
2021-06-11 22:42:32 -04:00
UToolTarget* DetailTarget = Targets[bIsBakeToSelf ? 0 : 1];
const bool bWantMeshTangents = (InputMeshSettings->SourceNormalMap != nullptr);
DetailMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>(UE::ToolTarget::GetDynamicMeshCopy(DetailTarget, bWantMeshTangents));
if (InputMeshSettings->bProjectionInWorldSpace && bIsBakeToSelf == false)
{
const FTransformSRT3d DetailToWorld = UE::ToolTarget::GetLocalToWorldTransform(DetailTarget);
MeshTransforms::ApplyTransform(*DetailMesh, DetailToWorld);
const FTransformSRT3d WorldToBase = UE::ToolTarget::GetLocalToWorldTransform(Targets[0]);
MeshTransforms::ApplyTransformInverse(*DetailMesh, WorldToBase);
}
DetailSpatial = MakeShared<FDynamicMeshAABBTree3, ESPMode::ThreadSafe>();
DetailSpatial->SetMesh(DetailMesh.Get(), true);
// Extract tangents if a DetailMesh normal map was provided.
if (bWantMeshTangents)
{
DetailMeshTangents = MakeShared<FMeshTangentsd, ESPMode::ThreadSafe>(DetailMesh.Get());
DetailMeshTangents->CopyTriVertexTangents(*DetailMesh);
}
else
{
DetailMeshTangents = nullptr;
}
UpdateUVLayerNames(InputMeshSettings->SourceNormalMapUVLayer, InputMeshSettings->SourceUVLayerNamesList, *DetailMesh);
UpdateUVLayerNames(TextureSettings->UVLayer, TextureSettings->UVLayerNamesList, *DetailMesh);
UpdateUVLayerNames(MultiTextureSettings->UVLayer, MultiTextureSettings->UVLayerNamesList, *DetailMesh);
// Clear detail mesh evaluation flag and mark evaluation.
OpState &= ~EBakeOpState::EvaluateDetailMesh;
OpState |= EBakeOpState::Evaluate;
CachedBakeSettings = FBakeSettings();
DetailMeshTimestamp++;
}
void UBakeMeshAttributeMapsTool::UpdateResult()
{
if (static_cast<bool>(OpState & EBakeOpState::EvaluateDetailMesh))
{
UpdateDetailMesh();
}
if (OpState == EBakeOpState::Clean)
{
return;
}
// clear warning (ugh)
GetToolManager()->DisplayMessage(FText(), EToolMessageLevel::UserWarning);
int32 ImageSize = (int32)Settings->Resolution;
FImageDimensions Dimensions(ImageSize, ImageSize);
FBakeSettings BakeSettings;
BakeSettings.Dimensions = Dimensions;
BakeSettings.BitDepth = Settings->BitDepth;
BakeSettings.TargetUVLayer = InputMeshSettings->TargetUVLayerNamesList.IndexOfByKey(InputMeshSettings->TargetUVLayer);
BakeSettings.DetailTimestamp = this->DetailMeshTimestamp;
BakeSettings.ProjectionDistance = InputMeshSettings->ProjectionDistance;
BakeSettings.SamplesPerPixel = (int32)Settings->SamplesPerPixel;
BakeSettings.bProjectionInWorldSpace = InputMeshSettings->bProjectionInWorldSpace;
// Record the original map types and process the raw bitfield which may add
// additional targets.
BakeSettings.SourceBakeMapTypes = static_cast<EBakeMapType>(Settings->MapTypes);
BakeSettings.BakeMapTypes = GetMapTypes(Settings->MapTypes);
// update bake cache settings
if (!(CachedBakeSettings == BakeSettings))
{
CachedBakeSettings = BakeSettings;
GeometryProcessing improvements/additions - new correspondence-finding strategy in FMeshImageBakingCache. Added a global Thickness parameter, and now preferentially uses the ray-hit found by casting inwards from Point+Thickness*Normal. This handles the cases where a greeble/etc is just layered on top of base mesh. These kind of mesh elements are only intended to show up in the normal map, so they aren't stitched in. - expose Thickness and World-Space options in BakeMeshAttributeMapsTool - initialize image in Normal and ResampleImage Bakers, otherwise initial value is garbage - add TSampledScalarField2::BilinearSampleGradientClamped and fix typo in BilinearSampleClamped() that resulted in incorrect interpolation - add Texture2DUtil, contains functions for reading a TImageBuilder from a UTexture2D. Can read from source data if available. - ColorConstants now returns white for group 0 - add double version of FMeshDescriptionToDynamicMesh::CopyTangents() - add support for computing on subset of vertiecs in FMeshConvexHull - fix up template export in TMeshTangents - make mesh const in TImplicitMorphology, TImplicitSolidify - accessor/etc additions in TDenseGrid2, TImageBuilder, TSampledScalarField2, TIndexedWeightMap - add source UStaticMesh reference in FPhysicsDataCollection, function to initialize from a UStaticMesh - update Tools affected by above changes - add TSampleSetStatisticBuilder::ComputeMultiPass() helper function to compute stats for iterable collections in one line - remove dead code in UVLayoutOp.cpp #rb tyson.brochu #rnx #jira none [CL 14769759 by Ryan Schmidt in ue5-main branch]
2020-11-17 22:32:38 -04:00
CachedNormalMapSettings = FNormalMapSettings();
CachedOcclusionMapSettings = FOcclusionMapSettings();
CachedCurvatureMapSettings = FCurvatureMapSettings();
CachedMeshPropertyMapSettings = FMeshPropertyMapSettings();
CachedTexture2DSettings = FTexture2DSettings();
CachedMultiTexture2DSettings = FTexture2DSettings();
}
// Clear our invalid bitflag to check again for valid inputs.
OpState &= ~EBakeOpState::Invalid;
OpState |= UpdateResult_TargetMeshTangents(CachedBakeSettings.BakeMapTypes);
OpState |= UpdateResult_DetailNormalMap();
OpState |= UpdateResult_SampleFilterMask(Settings->SampleFilterMask);
// Update map type settings
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::TangentSpaceNormal))
{
OpState |= UpdateResult_Normal(CachedBakeSettings.Dimensions);
}
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::AmbientOcclusion) ||
(bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::BentNormal))
{
OpState |= UpdateResult_Occlusion(CachedBakeSettings.Dimensions);
}
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::Curvature))
{
OpState |= UpdateResult_Curvature(CachedBakeSettings.Dimensions);
}
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::ObjectSpaceNormal) ||
(bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::FaceNormal) ||
(bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::Position) ||
(bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::MaterialID) ||
(bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::VertexColor))
{
OpState |= UpdateResult_MeshProperty(CachedBakeSettings.Dimensions);
}
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::Texture))
{
OpState |= UpdateResult_Texture2DImage(CachedBakeSettings.Dimensions, DetailMesh.Get());
}
if ((bool)(CachedBakeSettings.BakeMapTypes & EBakeMapType::MultiTexture))
{
OpState |= UpdateResult_MultiTexture(CachedBakeSettings.Dimensions, DetailMesh.Get());
}
// Early exit if op input parameters are invalid.
if ((bool)(OpState & EBakeOpState::Invalid))
{
InvalidateResults();
return;
}
// This should be the only point of compute invalidation to
// minimize synchronization issues.
InvalidateCompute();
}
EBakeOpState UBakeMeshAttributeMapsTool::UpdateResult_DetailMeshTangents(EBakeMapType BakeType)
{
EBakeOpState ResultState = EBakeOpState::Clean;
const bool bNeedDetailMeshTangents = (bool)(BakeType & (EBakeMapType::TangentSpaceNormal | EBakeMapType::BentNormal));
if (bNeedDetailMeshTangents && !ValidDetailMeshTangents())
{
GetToolManager()->DisplayMessage(LOCTEXT("InvalidSourceTangentsWarning", "The Source Mesh does not have valid tangents."), EToolMessageLevel::UserWarning);
ResultState = EBakeOpState::Invalid;
}
return ResultState;
}
EBakeOpState UBakeMeshAttributeMapsTool::UpdateResult_DetailNormalMap()
{
EBakeOpState ResultState = EBakeOpState::Clean;
const int DetailUVLayer = InputMeshSettings->SourceUVLayerNamesList.IndexOfByKey(InputMeshSettings->SourceNormalMapUVLayer);
const FDynamicMeshUVOverlay* UVOverlay = DetailMesh->Attributes()->GetUVLayer(DetailUVLayer);
if (UVOverlay == nullptr)
{
GetToolManager()->DisplayMessage(LOCTEXT("InvalidUVWarning", "The Source Mesh does not have the selected UV layer"), EToolMessageLevel::UserWarning);
return EBakeOpState::Invalid;
}
if (UTexture2D* DetailMeshNormalMap = InputMeshSettings->SourceNormalMap)
{
CachedDetailNormalMap = MakeShared<UE::Geometry::TImageBuilder<FVector4f>, ESPMode::ThreadSafe>();
if (!UE::AssetUtils::ReadTexture(DetailMeshNormalMap, *CachedDetailNormalMap, bPreferPlatformData))
{
// Report the failed texture read as a warning, but permit the bake to continue.
GetToolManager()->DisplayMessage(LOCTEXT("CannotReadTextureWarning", "Cannot read from the source normal map texture"), EToolMessageLevel::UserWarning);
}
// Validate detail mesh tangents for detail normal map
ResultState |= UpdateResult_DetailMeshTangents(CachedBakeSettings.BakeMapTypes);
}
else
{
CachedDetailNormalMap = nullptr;
}
FDetailMeshSettings DetailMeshSettings;
DetailMeshSettings.UVLayer = DetailUVLayer;
DetailMeshSettings.NormalSpace = InputMeshSettings->SourceNormalSpace;
if (!(CachedDetailMeshSettings == DetailMeshSettings))
{
CachedDetailMeshSettings = DetailMeshSettings;
ResultState |= EBakeOpState::Evaluate;
}
return ResultState;
}
void UBakeMeshAttributeMapsTool::UpdateVisualization()
{
PreviewMesh->SetOverrideRenderMaterial(PreviewMaterial);
// Populate Settings->Result from CachedMaps
for (const TTuple<EBakeMapType, TObjectPtr<UTexture2D>>& Map : CachedMaps)
{
if (ResultSettings->Result.Contains(Map.Get<0>()))
{
ResultSettings->Result[Map.Get<0>()] = Map.Get<1>();
}
}
UpdatePreview(Settings->MapPreview, Settings->MapPreviewNamesMap);
}
void UBakeMeshAttributeMapsTool::UpdateOnModeChange()
{
OnMapTypesUpdated(
static_cast<EBakeMapType>(Settings->MapTypes),
ResultSettings->Result,
Settings->MapPreview,
Settings->MapPreviewNamesList,
Settings->MapPreviewNamesMap);
// Update tool property sets.
SetToolPropertySourceEnabled(OcclusionSettings, false);
SetToolPropertySourceEnabled(CurvatureSettings, false);
SetToolPropertySourceEnabled(TextureSettings, false);
SetToolPropertySourceEnabled(MultiTextureSettings, false);
for (const EBakeMapType MapType : ENUM_EBAKEMAPTYPE_ALL)
{
switch ((EBakeMapType)Settings->MapTypes & MapType)
{
case EBakeMapType::TangentSpaceNormal:
break;
case EBakeMapType::AmbientOcclusion:
case EBakeMapType::BentNormal:
SetToolPropertySourceEnabled(OcclusionSettings, true);
break;
case EBakeMapType::Curvature:
SetToolPropertySourceEnabled(CurvatureSettings, true);
break;
case EBakeMapType::ObjectSpaceNormal:
case EBakeMapType::FaceNormal:
case EBakeMapType::Position:
case EBakeMapType::MaterialID:
case EBakeMapType::VertexColor:
break;
case EBakeMapType::Texture:
SetToolPropertySourceEnabled(TextureSettings, true);
break;
case EBakeMapType::MultiTexture:
SetToolPropertySourceEnabled(MultiTextureSettings, true);
break;
default:
break;
}
}
}
void UBakeMeshAttributeMapsTool::InvalidateResults()
{
for (TTuple<EBakeMapType, TObjectPtr<UTexture2D>>& Result : ResultSettings->Result)
{
Result.Get<1>() = nullptr;
}
}
void UBakeMeshAttributeMapsTool::GatherAnalytics(FBakeAnalytics::FMeshSettings& Data)
{
if (FEngineAnalytics::IsAvailable())
{
Data.NumTargetMeshTris = TargetMesh.TriangleCount();
Data.NumDetailMesh = 1;
Data.NumDetailMeshTris = DetailMesh->TriangleCount();
}
}
#undef LOCTEXT_NAMESPACE