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

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "RemeshMeshTool.h"
#include "ComponentSourceInterfaces.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "Properties/RemeshProperties.h"
#include "Properties/MeshStatisticsProperties.h"
#include "Drawing/MeshElementsVisualizer.h"
#include "Util/ColorConstants.h"
#include "ToolSetupUtil.h"
#include "ModelingToolTargetUtil.h"
#include "ToolSetupUtil.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/DynamicMeshAABBTree3.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "DynamicMeshToMeshDescription.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "URemeshMeshTool"
/*
* ToolBuilder
*/
bool URemeshMeshToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) == 1;
}
UMultiSelectionMeshEditingTool* URemeshMeshToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<URemeshMeshTool>(SceneState.ToolManager);
}
/*
* Tool
*/
URemeshMeshToolProperties::URemeshMeshToolProperties()
{
TargetTriangleCount = 5000;
SmoothingStrength = 0.25;
RemeshIterations = 20;
MaxRemeshIterations = 20;
ExtraProjectionIterations = 5;
bDiscardAttributes = false;
RemeshType = ERemeshType::Standard;
SmoothingType = ERemeshSmoothingType::MeanValue;
bPreserveSharpEdges = true;
bShowGroupColors = false;
TargetEdgeLength = 5.0;
bFlips = true;
bSplits = true;
bCollapses = true;
bReproject = true;
bReprojectConstraints = false;
BoundaryCornerAngleThreshold = 45.0;
bPreventNormalFlips = true;
bPreventTinyTriangles = true;
bUseTargetEdgeLength = false;
}
URemeshMeshTool::URemeshMeshTool(const FObjectInitializer&)
{
BasicProperties = CreateDefaultSubobject<URemeshMeshToolProperties>(TEXT("RemeshProperties"));
// CreateDefaultSubobject automatically sets RF_Transactional flag, we need to clear it so that undo/redo doesn't affect tool properties
BasicProperties->ClearFlags(RF_Transactional);
}
void URemeshMeshTool::Setup()
{
UInteractiveTool::Setup();
check(BasicProperties);
BasicProperties->RestoreProperties(this);
MeshStatisticsProperties = NewObject<UMeshStatisticsProperties>(this);
check(Targets.Num() > 0);
check(Targets[0]);
// hide component and create + show preview
UE::ToolTarget::HideSourceObject(Targets[0]);
Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(this);
Preview->Setup(GetTargetWorld(), this);
ToolSetupUtil::ApplyRenderingConfigurationToPreview(Preview->PreviewMesh, Targets[0]);
const FComponentMaterialSet MaterialSet = UE::ToolTarget::GetMaterialSet(Targets[0]);
Preview->ConfigureMaterials( MaterialSet.Materials,
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
);
BasicProperties->WatchProperty(BasicProperties->bShowGroupColors,
[this](bool bNewValue) { UpdateVisualization();});
OriginalMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
FMeshDescriptionToDynamicMesh Converter;
Converter.Convert(UE::ToolTarget::GetMeshDescription(Targets[0]), *OriginalMesh);
Preview->PreviewMesh->SetTransform((FTransform) UE::ToolTarget::GetLocalToWorldTransform(Targets[0]));
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
Preview->PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
Preview->PreviewMesh->UpdatePreview(OriginalMesh.Get());
OriginalMeshSpatial = MakeShared<FDynamicMeshAABBTree3, ESPMode::ThreadSafe>(OriginalMesh.Get(), true);
// calculate initial mesh area
InitialMeshArea = TMeshQueries<FDynamicMesh3>::GetVolumeArea(*OriginalMesh).Y;
// set properties defaults
// arbitrary threshold of 5000 tris seems reasonable?
BasicProperties->TargetTriangleCount = (OriginalMesh->TriangleCount() < 5000) ? 5000 : OriginalMesh->TriangleCount();
BasicProperties->TargetEdgeLength = FRemeshMeshOp::CalculateTargetEdgeLength(OriginalMesh.Get(), BasicProperties->TargetTriangleCount, InitialMeshArea);
// add properties to GUI
AddToolPropertySource(BasicProperties);
AddToolPropertySource(MeshStatisticsProperties);
MeshElementsDisplay = NewObject<UMeshElementsVisualizer>(this);
MeshElementsDisplay->CreateInWorld(Preview->PreviewMesh->GetWorld(), Preview->PreviewMesh->GetTransform());
if (ensure(MeshElementsDisplay->Settings))
{
MeshElementsDisplay->Settings->bShowWireframe = true;
MeshElementsDisplay->Settings->RestoreProperties(this, TEXT("Remesh"));
AddToolPropertySource(MeshElementsDisplay->Settings);
}
MeshElementsDisplay->SetMeshAccessFunction([this](UMeshElementsVisualizer::ProcessDynamicMeshFunc ProcessFunc) {
Preview->ProcessCurrentMesh(ProcessFunc);
});
Preview->OnMeshUpdated.AddLambda([this](UMeshOpPreviewWithBackgroundCompute* Compute)
{
Compute->ProcessCurrentMesh([&](const FDynamicMesh3& ReadMesh)
{
MeshStatisticsProperties->Update(ReadMesh);
MeshElementsDisplay->NotifyMeshChanged();
});
});
Preview->InvalidateResult();
SetToolDisplayName(LOCTEXT("ToolName", "Remesh"));
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Retriangulate the selected Mesh. Use the Boundary Constraints to preserve mesh borders. Enable Discard Attributes to ignore UV/Normal Seams. "),
EToolMessageLevel::UserNotification);
}
void URemeshMeshTool::OnShutdown(EToolShutdownType ShutdownType)
{
BasicProperties->SaveProperties(this);
if (ensure(MeshElementsDisplay->Settings))
{
MeshElementsDisplay->Settings->SaveProperties(this, TEXT("Remesh"));
}
MeshElementsDisplay->Disconnect();
for (int ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
UE::ToolTarget::ShowSourceObject(Targets[ComponentIdx]);
}
FDynamicMeshOpResult Result = Preview->Shutdown();
if (ShutdownType == EToolShutdownType::Accept)
{
GetToolManager()->BeginUndoTransaction(LOCTEXT("RemeshMeshToolTransactionName", "Remesh Mesh"));
UE::ToolTarget::CommitDynamicMeshUpdate(Targets[0], *Result.Mesh, true);
GetToolManager()->EndUndoTransaction();
}
}
void URemeshMeshTool::OnTick(float DeltaTime)
{
Preview->Tick(DeltaTime);
MeshElementsDisplay->OnTick(DeltaTime);
}
TUniquePtr<FDynamicMeshOperator> URemeshMeshTool::MakeNewOperator()
{
TUniquePtr<FRemeshMeshOp> Op = MakeUnique<FRemeshMeshOp>();
Op->RemeshType = BasicProperties->RemeshType;
if (!BasicProperties->bUseTargetEdgeLength)
{
Op->TargetEdgeLength = FRemeshMeshOp::CalculateTargetEdgeLength(OriginalMesh.Get(), BasicProperties->TargetTriangleCount, InitialMeshArea);
Op->TriangleCountHint = 2.0 * BasicProperties->TargetTriangleCount;
}
else
{
Op->TargetEdgeLength = BasicProperties->TargetEdgeLength;
}
Op->bCollapses = BasicProperties->bCollapses;
Op->bDiscardAttributes = BasicProperties->bDiscardAttributes;
// We always want attributes enabled on result even if we discard them initially
Op->bResultMustHaveAttributesEnabled = true;
Op->bFlips = BasicProperties->bFlips;
Op->bPreserveSharpEdges = BasicProperties->bPreserveSharpEdges;
Op->MeshBoundaryConstraint = (EEdgeRefineFlags)BasicProperties->MeshBoundaryConstraint;
Op->GroupBoundaryConstraint = (EEdgeRefineFlags)BasicProperties->GroupBoundaryConstraint;
Op->MaterialBoundaryConstraint = (EEdgeRefineFlags)BasicProperties->MaterialBoundaryConstraint;
Op->bPreventNormalFlips = BasicProperties->bPreventNormalFlips;
Op->bPreventTinyTriangles = BasicProperties->bPreventTinyTriangles;
Op->bReproject = BasicProperties->bReproject;
Op->bReprojectConstraints = BasicProperties->bReprojectConstraints;
Op->BoundaryCornerAngleThreshold = BasicProperties->BoundaryCornerAngleThreshold;
Op->bSplits = BasicProperties->bSplits;
Op->RemeshIterations = BasicProperties->RemeshIterations;
Op->MaxRemeshIterations = BasicProperties->MaxRemeshIterations;
Op->ExtraProjectionIterations = BasicProperties->ExtraProjectionIterations;
Op->SmoothingStrength = BasicProperties->SmoothingStrength;
Op->SmoothingType = BasicProperties->SmoothingType;
FTransform LocalToWorld = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Targets[0]);
Op->SetTransform(LocalToWorld);
Op->OriginalMesh = OriginalMesh;
Op->OriginalMeshSpatial = OriginalMeshSpatial;
Op->ProjectionTarget = nullptr;
Op->ProjectionTargetSpatial = nullptr;
return Op;
}
void URemeshMeshTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
if ( Property )
{
if ( Property->GetFName() != GET_MEMBER_NAME_CHECKED(URemeshMeshToolProperties, bShowGroupColors) )
{
Preview->InvalidateResult();
}
}
}
void URemeshMeshTool::UpdateVisualization()
{
FComponentMaterialSet MaterialSet;
if (BasicProperties->bShowGroupColors)
{
MaterialSet.Materials = {ToolSetupUtil::GetSelectionMaterial(GetToolManager())};
Preview->PreviewMesh->SetTriangleColorFunction([this](const FDynamicMesh3* Mesh, int TriangleID)
{
return LinearColors::SelectFColor(Mesh->GetTriangleGroup(TriangleID));
},
UPreviewMesh::ERenderUpdateMode::FastUpdate);
}
else
{
MaterialSet = UE::ToolTarget::GetMaterialSet(Targets[0]);
Preview->PreviewMesh->ClearTriangleColorFunction(UPreviewMesh::ERenderUpdateMode::FastUpdate);
}
Preview->ConfigureMaterials(MaterialSet.Materials,
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager()));
}
bool URemeshMeshTool::CanAccept() const
{
return Super::CanAccept() && Preview->HaveValidResult();
}
#undef LOCTEXT_NAMESPACE