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UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Private/Physics/SetCollisionGeometryTool.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Physics/SetCollisionGeometryTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
#include "DynamicMesh/MeshTransforms.h"
#include "DynamicMeshEditor.h"
#include "Selections/MeshConnectedComponents.h"
#include "DynamicSubmesh3.h"
#include "Polygroups/PolygroupUtil.h"
#include "Util/ColorConstants.h"
#include "ShapeApproximation/ShapeDetection3.h"
#include "ShapeApproximation/MeshSimpleShapeApproximation.h"
#include "Physics/CollisionGeometryVisualization.h"
// physics data
#include "Engine/Classes/Engine/StaticMesh.h"
#include "Engine/Classes/Components/StaticMeshComponent.h"
#include "Engine/Classes/PhysicsEngine/BodySetup.h"
#include "Async/ParallelFor.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
#include "ModelingToolTargetUtil.h"
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "USetCollisionGeometryTool"
/*
* Operators
*/
class FPhysicsCollectionOp : public TGenericDataOperator<FPhysicsDataCollection>
{
public:
TSharedPtr<FPhysicsDataCollection, ESPMode::ThreadSafe> InitialCollision;
TUniquePtr<FMeshSimpleShapeApproximation> UseShapeGenerator;
// Note: UseShapeGenerator holds raw pointers to these meshes, so we keep the array of shared pointers to prevent them from getting deleted while the op runs
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> ActiveInputMeshes;
ECollisionGeometryType ComputeType;
bool bUseMaxCount;
bool bRemoveContained;
bool bAppendToExisting;
EProjectedHullAxis SweepAxis;
int32 MaxCount;
// Begin TGenericDataOperator interface
virtual void CalculateResult(FProgressCancel* Progress) override
{
check(UseShapeGenerator.IsValid());
check(InitialCollision.IsValid());
// calculate new collision
TUniquePtr<FPhysicsDataCollection> NewCollision = MakeUnique<FPhysicsDataCollection>();
NewCollision->InitializeFromExisting(*InitialCollision);
if (bAppendToExisting || ComputeType == ECollisionGeometryType::KeepExisting)
{
NewCollision->CopyGeometryFromExisting(*InitialCollision);
}
switch (ComputeType)
{
case ECollisionGeometryType::KeepExisting:
case ECollisionGeometryType::None:
break;
case ECollisionGeometryType::AlignedBoxes:
UseShapeGenerator->Generate_AlignedBoxes(NewCollision->Geometry);
break;
case ECollisionGeometryType::OrientedBoxes:
UseShapeGenerator->Generate_OrientedBoxes(NewCollision->Geometry);
break;
case ECollisionGeometryType::MinimalSpheres:
UseShapeGenerator->Generate_MinimalSpheres(NewCollision->Geometry);
break;
case ECollisionGeometryType::Capsules:
UseShapeGenerator->Generate_Capsules(NewCollision->Geometry);
break;
case ECollisionGeometryType::ConvexHulls:
if (UseShapeGenerator->ConvexDecompositionMaxPieces > 1)
{
UseShapeGenerator->Generate_ConvexHullDecompositions(NewCollision->Geometry);
}
else
{
UseShapeGenerator->Generate_ConvexHulls(NewCollision->Geometry);
}
break;
case ECollisionGeometryType::SweptHulls:
UseShapeGenerator->Generate_ProjectedHulls(NewCollision->Geometry,
(FMeshSimpleShapeApproximation::EProjectedHullAxisMode)(int32)SweepAxis);
break;
case ECollisionGeometryType::LevelSets:
UseShapeGenerator->Generate_LevelSets(NewCollision->Geometry);
break;
case ECollisionGeometryType::MinVolume:
UseShapeGenerator->Generate_MinVolume(NewCollision->Geometry);
break;
}
if (!NewCollision)
{
ensure(false);
return;
}
if (bRemoveContained)
{
NewCollision->Geometry.RemoveContainedGeometry();
}
if (bUseMaxCount)
{
NewCollision->Geometry.FilterByVolume(MaxCount);
}
NewCollision->CopyGeometryToAggregate();
SetResult(MoveTemp(NewCollision));
}
// End TGenericDataOperator interface
};
const FToolTargetTypeRequirements& USetCollisionGeometryToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMeshDescriptionProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass()
});
return TypeRequirements;
}
bool USetCollisionGeometryToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
UActorComponent* LastValidTarget = nullptr;
SceneState.TargetManager->EnumerateSelectedAndTargetableComponents(SceneState, GetTargetRequirements(),
[&](UActorComponent* Component) { LastValidTarget = Component; });
return (LastValidTarget != nullptr && Cast<UStaticMeshComponent>(LastValidTarget) != nullptr);
}
UMultiSelectionMeshEditingTool* USetCollisionGeometryToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<USetCollisionGeometryTool>(SceneState.ToolManager);
}
void USetCollisionGeometryTool::Setup()
{
UInteractiveTool::Setup();
// if we have one selection, use it as the source, otherwise use all but the last selected mesh
bSourcesHidden = (Targets.Num() > 1);
if (Targets.Num() == 1)
{
SourceObjectIndices.Add(0);
}
else
{
for (int32 k = 0; k < Targets.Num() -1; ++k)
{
SourceObjectIndices.Add(k);
UE::ToolTarget::HideSourceObject(Targets[k]);
}
}
// collect input meshes
InitialSourceMeshes.SetNum(SourceObjectIndices.Num());
ParallelFor(SourceObjectIndices.Num(), [&](int32 k)
{
InitialSourceMeshes[k] = UE::ToolTarget::GetDynamicMeshCopy(Targets[k]);
});
UToolTarget* CollisionTarget = Targets[Targets.Num() - 1];
PreviewGeom = NewObject<UPreviewGeometry>(this);
FTransform PreviewTransform = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(CollisionTarget);
OrigTargetTransform = PreviewTransform;
TargetScale3D = PreviewTransform.GetScale3D();
PreviewTransform.SetScale3D(FVector::OneVector);
PreviewGeom->CreateInWorld(UE::ToolTarget::GetTargetActor(CollisionTarget)->GetWorld(), PreviewTransform);
// initialize initial collision object
InitialCollision = MakeShared<FPhysicsDataCollection, ESPMode::ThreadSafe>();
InitialCollision->InitializeFromComponent(UE::ToolTarget::GetTargetComponent(CollisionTarget), true);
InitialCollision->ExternalScale3D = TargetScale3D;
// create tool options
Settings = NewObject<USetCollisionGeometryToolProperties>(this);
Settings->RestoreProperties(this);
AddToolPropertySource(Settings);
Settings->bUseWorldSpace = (SourceObjectIndices.Num() > 1);
Settings->WatchProperty(Settings->InputMode, [this](ESetCollisionGeometryInputMode) { OnInputModeChanged(); });
Settings->WatchProperty(Settings->GeometryType, [this](ECollisionGeometryType) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bUseWorldSpace, [this](bool) { bInputMeshesValid = false; });
Settings->WatchProperty(Settings->bAppendToExisting, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bRemoveContained, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bEnableMaxCount, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->MaxCount, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->MinThickness, [this](float) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bDetectBoxes, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bDetectSpheres, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bDetectCapsules, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bSimplifyHulls, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->HullTargetFaceCount, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->MaxHullsPerMesh, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->ConvexDecompositionSearchFactor, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->AddHullsErrorTolerance, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->MinPartThickness, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bSimplifyPolygons, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->HullTolerance, [this](float) { InvalidateCompute(); });
Settings->WatchProperty(Settings->SweepAxis, [this](EProjectedHullAxis) { InvalidateCompute(); });
Settings->WatchProperty(Settings->LevelSetResolution, [this](int32) { InvalidateCompute(); });
if (InitialSourceMeshes.Num() == 1)
{
PolygroupLayerProperties = NewObject<UPolygroupLayersProperties>(this);
PolygroupLayerProperties->RestoreProperties(this, TEXT("SetCollisionGeometryTool"));
PolygroupLayerProperties->InitializeGroupLayers(&InitialSourceMeshes[0]);
PolygroupLayerProperties->WatchProperty(PolygroupLayerProperties->ActiveGroupLayer, [&](FName) { OnSelectedGroupLayerChanged(); });
AddToolPropertySource(PolygroupLayerProperties);
}
VizSettings = NewObject<UCollisionGeometryVisualizationProperties>(this);
VizSettings->RestoreProperties(this);
AddToolPropertySource(VizSettings);
VizSettings->WatchProperty(VizSettings->LineThickness, [this](float NewValue) { bVisualizationDirty = true; });
VizSettings->WatchProperty(VizSettings->Color, [this](FColor NewValue) { bVisualizationDirty = true; });
VizSettings->WatchProperty(VizSettings->bRandomColors, [this](bool bNewValue) { bVisualizationDirty = true; });
VizSettings->WatchProperty(VizSettings->bShowHidden, [this](bool bNewValue) { bVisualizationDirty = true; });
// add option for collision properties
CollisionProps = NewObject<UPhysicsObjectToolPropertySet>(this);
AddToolPropertySource(CollisionProps);
SetToolDisplayName(LOCTEXT("ToolName", "Mesh To Collision"));
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Initialize Simple Collision geometry for a Mesh from one or more input Meshes (including itself)."),
EToolMessageLevel::UserNotification);
// Make sure we are set to precompute input meshes on first tick
bInputMeshesValid = false;
}
TUniquePtr<UE::Geometry::TGenericDataOperator<FPhysicsDataCollection>> USetCollisionGeometryTool::MakeNewOperator()
{
TUniquePtr<FPhysicsCollectionOp> Op = MakeUnique<FPhysicsCollectionOp>();
Op->InitialCollision = InitialCollision;
// Pick the approximator and input meshes that will be used by the op
TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe>* Approximator = nullptr;
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>* Inputs = nullptr;
if (Settings->InputMode == ESetCollisionGeometryInputMode::CombineAll)
{
Approximator = &CombinedInputMeshesApproximator;
Inputs = &CombinedInputMeshes;
}
else if (Settings->InputMode == ESetCollisionGeometryInputMode::PerMeshComponent)
{
Approximator = &SeparatedMeshesApproximator;
Inputs = &SeparatedInputMeshes;
}
else if (Settings->InputMode == ESetCollisionGeometryInputMode::PerMeshGroup)
{
Approximator = &PerGroupMeshesApproximator;
Inputs = &PerGroupInputMeshes;
}
else
{
Approximator = &InputMeshesApproximator;
Inputs = &InputMeshes;
}
Op->UseShapeGenerator = MakeUnique<FMeshSimpleShapeApproximation>(**Approximator);
Op->ActiveInputMeshes = *Inputs;
Op->UseShapeGenerator->bDetectSpheres = Settings->bDetectSpheres;
Op->UseShapeGenerator->bDetectBoxes = Settings->bDetectBoxes;
Op->UseShapeGenerator->bDetectCapsules = Settings->bDetectCapsules;
Op->UseShapeGenerator->MinDimension = Settings->MinThickness;
Op->UseShapeGenerator->bSimplifyHulls = Settings->bSimplifyHulls;
Op->UseShapeGenerator->HullTargetFaceCount = Settings->HullTargetFaceCount;
Op->UseShapeGenerator->ConvexDecompositionMaxPieces = Settings->MaxHullsPerMesh;
Op->UseShapeGenerator->ConvexDecompositionSearchFactor = Settings->ConvexDecompositionSearchFactor;
Op->UseShapeGenerator->ConvexDecompositionErrorTolerance = Settings->AddHullsErrorTolerance;
Op->UseShapeGenerator->ConvexDecompositionMinPartThickness = Settings->MinPartThickness;
Op->UseShapeGenerator->HullSimplifyTolerance = Settings->HullTolerance;
Op->UseShapeGenerator->LevelSetGridResolution = Settings->LevelSetResolution;
Op->ComputeType = Settings->GeometryType;
Op->bAppendToExisting = Settings->bAppendToExisting;
Op->bUseMaxCount = Settings->bEnableMaxCount;
Op->MaxCount = Settings->MaxCount;
Op->bRemoveContained = Settings->bRemoveContained;
Op->SweepAxis = Settings->SweepAxis;
return Op;
}
void USetCollisionGeometryTool::OnShutdown(EToolShutdownType ShutdownType)
{
VizSettings->SaveProperties(this);
Settings->SaveProperties(this);
if (PolygroupLayerProperties)
{
PolygroupLayerProperties->SaveProperties(this, TEXT("SetCollisionGeometryTool"));
}
PreviewGeom->Disconnect();
// show hidden sources
if (bSourcesHidden)
{
for (int32 k : SourceObjectIndices)
{
UE::ToolTarget::ShowSourceObject(Targets[k]);
}
}
if (Compute)
{
Compute->Shutdown();
}
if (ShutdownType == EToolShutdownType::Accept)
{
// Make sure rendering is done so that we are not changing data being used by collision drawing.
FlushRenderingCommands();
GetToolManager()->BeginUndoTransaction(LOCTEXT("UpdateCollision", "Update Collision"));
// code below derived from FStaticMeshEditor::DuplicateSelectedPrims(), FStaticMeshEditor::OnCollisionSphere(), and GeomFitUtils.cpp::GenerateSphylAsSimpleCollision()
UPrimitiveComponent* Component = UE::ToolTarget::GetTargetComponent(Targets[Targets.Num() - 1]);
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Component);
TObjectPtr<UStaticMesh> StaticMesh = (StaticMeshComponent) ? StaticMeshComponent->GetStaticMesh() : nullptr;
UBodySetup* BodySetup = (StaticMesh) ? StaticMesh->GetBodySetup() : nullptr;
if (BodySetup != nullptr)
{
// mark the BodySetup for modification. Do we need to modify the UStaticMesh??
BodySetup->Modify();
// clear existing simple collision. This will call BodySetup->InvalidatePhysicsData()
BodySetup->RemoveSimpleCollision();
// set new collision geometry
BodySetup->AggGeom = GeneratedCollision->AggGeom;
// update collision type
BodySetup->CollisionTraceFlag = (ECollisionTraceFlag)(int32)Settings->SetCollisionType;
// rebuild physics meshes
BodySetup->CreatePhysicsMeshes();
// rebuild nav collision (? StaticMeshEditor does this)
StaticMesh->CreateNavCollision(/*bIsUpdate=*/true);
// update physics state on all components using this StaticMesh
for (FThreadSafeObjectIterator Iter(UStaticMeshComponent::StaticClass()); Iter; ++Iter)
{
UStaticMeshComponent* SMComponent = Cast<UStaticMeshComponent>(*Iter);
if (SMComponent->GetStaticMesh() == StaticMesh)
{
if (SMComponent->IsPhysicsStateCreated())
{
SMComponent->RecreatePhysicsState();
}
}
}
// do we need to do a post edit change here??
// mark static mesh as dirty so it gets resaved?
StaticMesh->MarkPackageDirty();
#if WITH_EDITORONLY_DATA
// mark the static mesh as having customized collision so it is not regenerated on reimport
StaticMesh->bCustomizedCollision = true;
#endif // WITH_EDITORONLY_DATA
}
// post the undo transaction
GetToolManager()->EndUndoTransaction();
}
}
void USetCollisionGeometryTool::OnTick(float DeltaTime)
{
if (bInputMeshesValid == false)
{
PrecomputeInputMeshes();
bInputMeshesValid = true;
InvalidateCompute();
}
if (Compute)
{
Compute->Tick(DeltaTime);
if (Compute->HaveValidResult())
{
TUniquePtr<FPhysicsDataCollection> Result = Compute->Shutdown();
if (Result.IsValid())
{
GeneratedCollision = MakeShareable<FPhysicsDataCollection>(Result.Release());
bVisualizationDirty = true;
// update visualization
PreviewGeom->RemoveAllLineSets();
UE::PhysicsTools::InitializePreviewGeometryLines(*GeneratedCollision, PreviewGeom,
VizSettings->Color, VizSettings->LineThickness, 0.0f, 16, VizSettings->bRandomColors);
// update property set
CollisionProps->Reset();
UE::PhysicsTools::InitializePhysicsToolObjectPropertySet(GeneratedCollision.Get(), CollisionProps);
}
}
}
if (bVisualizationDirty)
{
UpdateVisualization();
bVisualizationDirty = false;
}
}
void USetCollisionGeometryTool::InvalidateCompute()
{
if (PreviewGeom)
{
PreviewGeom->RemoveAllLineSets();
}
if (!bInputMeshesValid)
{
// InvalidateCompute() will be called again when the input meshes are valid
return;
}
if (!Compute)
{
// Initialize background compute
Compute = MakeUnique<TGenericDataBackgroundCompute<FPhysicsDataCollection>>();
Compute->Setup(this);
}
Compute->InvalidateResult();
}
void USetCollisionGeometryTool::OnInputModeChanged()
{
if (PolygroupLayerProperties != nullptr)
{
SetToolPropertySourceEnabled(PolygroupLayerProperties, Settings->InputMode == ESetCollisionGeometryInputMode::PerMeshGroup);
}
InvalidateCompute();
}
void USetCollisionGeometryTool::OnSelectedGroupLayerChanged()
{
bInputMeshesValid = false;
InvalidateCompute();
}
void USetCollisionGeometryTool::UpdateActiveGroupLayer()
{
if (InitialSourceMeshes.Num() != 1)
{
ensure(false); // should not get here
return;
}
FDynamicMesh3* GroupLayersMesh = &InitialSourceMeshes[0];
if (PolygroupLayerProperties->HasSelectedPolygroup() == false)
{
ActiveGroupSet = MakeUnique<UE::Geometry::FPolygroupSet>(GroupLayersMesh);
}
else
{
FName SelectedName = PolygroupLayerProperties->ActiveGroupLayer;
FDynamicMeshPolygroupAttribute* FoundAttrib = UE::Geometry::FindPolygroupLayerByName(*GroupLayersMesh, SelectedName);
ensureMsgf(FoundAttrib, TEXT("Selected Attribute Not Found! Falling back to Default group layer."));
ActiveGroupSet = MakeUnique<UE::Geometry::FPolygroupSet>(GroupLayersMesh, FoundAttrib);
}
}
void USetCollisionGeometryTool::UpdateVisualization()
{
float UseThickness = VizSettings->LineThickness;
FColor UseColor = VizSettings->Color;
int32 ColorIdx = 0;
PreviewGeom->UpdateAllLineSets([&](ULineSetComponent* LineSet)
{
LineSet->SetAllLinesThickness(UseThickness);
LineSet->SetAllLinesColor(VizSettings->bRandomColors ? LinearColors::SelectFColor(ColorIdx++) : UseColor);
});
LineMaterial = ToolSetupUtil::GetDefaultLineComponentMaterial(GetToolManager(), !VizSettings->bShowHidden);
PreviewGeom->SetAllLineSetsMaterial(LineMaterial);
}
void USetCollisionGeometryTool::InitializeDerivedMeshSet(
const TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>& FromInputMeshes,
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>& ToMeshes,
TFunctionRef<bool(const FDynamicMesh3* Mesh, int32 Tri0, int32 Tri1)> TrisConnectedPredicate)
{
// find connected-components on input meshes, under given connectivity predicate
TArray<TUniquePtr<FMeshConnectedComponents>> ComponentSets;
ComponentSets.SetNum(FromInputMeshes.Num());
ParallelFor(FromInputMeshes.Num(), [&](int32 k)
{
const FDynamicMesh3* Mesh = FromInputMeshes[k].Get();
ComponentSets[k] = MakeUnique<FMeshConnectedComponents>(Mesh);
ComponentSets[k]->FindConnectedTriangles(
[Mesh, &TrisConnectedPredicate](int32 Tri0, int32 Tri1)
{
return TrisConnectedPredicate(Mesh, Tri0, Tri1);
}
);
});
// Assemble a list of all the submeshes we want to compute, so we can do them all in parallel
struct FSubmeshSource
{
const FDynamicMesh3* SourceMesh;
FIndex2i ComponentIdx;
};
TArray<FSubmeshSource> AllSubmeshes;
for (int32 k = 0; k < FromInputMeshes.Num(); ++k)
{
const FDynamicMesh3* Mesh = FromInputMeshes[k].Get();
int32 NumComponents = ComponentSets[k]->Num();
for ( int32 j = 0; j < NumComponents; ++j )
{
const FMeshConnectedComponents::FComponent& Component = ComponentSets[k]->GetComponent(j);
if (Component.Indices.Num() > 1) // ignore single triangles
{
AllSubmeshes.Add(FSubmeshSource{ Mesh, FIndex2i(k,j) });
}
}
}
// compute all the submeshes
ToMeshes.Reset();
ToMeshes.SetNum(AllSubmeshes.Num());
ParallelFor(AllSubmeshes.Num(), [&](int32 k)
{
const FSubmeshSource& Source = AllSubmeshes[k];
const FMeshConnectedComponents::FComponent& Component = ComponentSets[Source.ComponentIdx.A]->GetComponent(Source.ComponentIdx.B);
FDynamicSubmesh3 Submesh(Source.SourceMesh, Component.Indices, (int32)EMeshComponents::None, false);
ToMeshes[k] = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>( MoveTemp(Submesh.GetSubmesh()) );
});
}
template<typename T>
TArray<const T*> MakeRawPointerList(const TArray<TSharedPtr<T, ESPMode::ThreadSafe>>& InputList)
{
TArray<const T*> Result;
Result.Reserve(InputList.Num());
for (const TSharedPtr<T, ESPMode::ThreadSafe>& Ptr : InputList)
{
Result.Add(Ptr.Get());
}
return MoveTemp(Result);
}
void USetCollisionGeometryTool::PrecomputeInputMeshes()
{
if (InitialSourceMeshes.Num() == 1)
{
UpdateActiveGroupLayer();
}
UToolTarget* CollisionTarget = Targets[Targets.Num() - 1];
FTransformSRT3d TargetTransform(UE::ToolTarget::GetLocalToWorldTransform(CollisionTarget));
InputMeshes.Reset();
InputMeshes.SetNum(SourceObjectIndices.Num());
ParallelFor(SourceObjectIndices.Num(), [&](int32 k)
{
FDynamicMesh3 SourceMesh = InitialSourceMeshes[k];
if (Settings->bUseWorldSpace)
{
FTransformSRT3d ToWorld(UE::ToolTarget::GetLocalToWorldTransform(Targets[k]));
MeshTransforms::ApplyTransform(SourceMesh, ToWorld);
MeshTransforms::ApplyTransformInverse(SourceMesh, TargetTransform);
}
SourceMesh.DiscardAttributes();
InputMeshes[k] = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>(MoveTemp(SourceMesh));
});
InputMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation, ESPMode::ThreadSafe>();
InputMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(InputMeshes));
// build combined input
CombinedInputMeshes.Reset();
FDynamicMesh3 CombinedMesh;
CombinedMesh.EnableTriangleGroups();
FDynamicMeshEditor Appender(&CombinedMesh);
FMeshIndexMappings TmpMappings;
for (const TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>& InputMesh : InputMeshes)
{
TmpMappings.Reset();
Appender.AppendMesh(InputMesh.Get(), TmpMappings);
}
CombinedInputMeshes.Add( MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>(MoveTemp(CombinedMesh)) );
CombinedInputMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation, ESPMode::ThreadSafe>();
CombinedInputMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(CombinedInputMeshes));
// build separated input meshes
SeparatedInputMeshes.Reset();
InitializeDerivedMeshSet(InputMeshes, SeparatedInputMeshes,
[&](const FDynamicMesh3* Mesh, int32 Tri0, int32 Tri1) { return true; });
SeparatedMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation, ESPMode::ThreadSafe>();
SeparatedMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(SeparatedInputMeshes));
// build per-group input meshes
PerGroupInputMeshes.Reset();
if (ActiveGroupSet.IsValid())
{
check(InputMeshes.Num() == 1);
InitializeDerivedMeshSet(InputMeshes, PerGroupInputMeshes,
[&](const FDynamicMesh3* Mesh, int32 Tri0, int32 Tri1) { return ActiveGroupSet->GetTriangleGroup(Tri0) == ActiveGroupSet->GetTriangleGroup(Tri1); });
}
else
{
InitializeDerivedMeshSet(InputMeshes, PerGroupInputMeshes,
[&](const FDynamicMesh3* Mesh, int32 Tri0, int32 Tri1) { return Mesh->GetTriangleGroup(Tri0) == Mesh->GetTriangleGroup(Tri1); });
}
PerGroupMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation, ESPMode::ThreadSafe>();
PerGroupMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(PerGroupInputMeshes));
}
#undef LOCTEXT_NAMESPACE