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

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkinWeightsPaintTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "SkeletalMeshAttributes.h"
#include "SkeletalDebugRendering.h"
#include "Math/UnrealMathUtility.h"
#include "Components/SkeletalMeshComponent.h"
ModelingTools: Reduce surface area of MeshDescriptionProvider/Committer, replace with UE::ToolTarget:: calls where possible. Add new UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh() function. This is being used for now to avoid potential regressions as UE::ToolTarget::CommitDynamicMeshUpdate will preferentially use DynamicMeshCommitter, and I am not certain it is functionally equivalent in all cases. Add new UE::ToolTarget::CommitDynamicMeshNormalsUpdate(), similar to existing UV version Add new Move-variant of UE::ToolTarget::CommitMeshDescriptionUpdate(), uses new Move-variant of IMeshDescriptionCommitter::CommitMeshDescription. Make existing IMeshDescriptionCommitter::CommitMeshDescription callback interface protected, to prevent usage of this function at public API level (will be removed in future). Tool updates should not change, just using cleaner APIs. EditNormalsTool now uses CommitDynamicMeshNormalsUpdate(), which does go via DynamicMeshCommitter preferentially, where it previously went via MeshDescriptionCommitter. In light testing the results appear equivalent. AttributeEditorTool now operates on MeshDescription copies in various update functions. These are not performance-critical. #rb rinat.abdrashitov #rnx #preflight 61ae45998358693a22c28d1b #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 18384350 in //UE5/Release-5.0/... via CL 18384361 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469) [CL 18384373 by ryan schmidt in ue5-release-engine-test branch]
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#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
ModelingTools: Reduce surface area of MeshDescriptionProvider/Committer, replace with UE::ToolTarget:: calls where possible. Add new UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh() function. This is being used for now to avoid potential regressions as UE::ToolTarget::CommitDynamicMeshUpdate will preferentially use DynamicMeshCommitter, and I am not certain it is functionally equivalent in all cases. Add new UE::ToolTarget::CommitDynamicMeshNormalsUpdate(), similar to existing UV version Add new Move-variant of UE::ToolTarget::CommitMeshDescriptionUpdate(), uses new Move-variant of IMeshDescriptionCommitter::CommitMeshDescription. Make existing IMeshDescriptionCommitter::CommitMeshDescription callback interface protected, to prevent usage of this function at public API level (will be removed in future). Tool updates should not change, just using cleaner APIs. EditNormalsTool now uses CommitDynamicMeshNormalsUpdate(), which does go via DynamicMeshCommitter preferentially, where it previously went via MeshDescriptionCommitter. In light testing the results appear equivalent. AttributeEditorTool now operates on MeshDescription copies in various update functions. These are not performance-critical. #rb rinat.abdrashitov #rnx #preflight 61ae45998358693a22c28d1b #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 18384350 in //UE5/Release-5.0/... via CL 18384361 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469) [CL 18384373 by ryan schmidt in ue5-release-engine-test branch]
2021-12-06 12:42:19 -05:00
#include "ModelingToolTargetUtil.h"
#include "MeshDescription.h"
#define LOCTEXT_NAMESPACE "USkinWeightsPaintTool"
// Any weight below this value is ignored, since it won't be representable in a uint8.
const float MinimumWeightThreshold = 1.0f / 255.0f;
void FMeshSkinWeightsChange::Apply(UObject* Object)
{
USkinWeightsPaintTool* Tool = CastChecked<USkinWeightsPaintTool>(Object);
Tool->ExternalUpdateValues(BoneName, NewWeights);
}
void FMeshSkinWeightsChange::Revert(UObject* Object)
{
USkinWeightsPaintTool* Tool = CastChecked<USkinWeightsPaintTool>(Object);
Tool->ExternalUpdateValues(BoneName, OldWeights);
}
void FMeshSkinWeightsChange::UpdateValues(const TArray<int32>& Indices, const TArray<float>& OldValues, const TArray<float>& NewValues)
{
const int32 NumIndices = Indices.Num();
for (int32 i = 0; i < NumIndices; i++)
{
NewWeights.Add(Indices[i], NewValues[i]);
OldWeights.FindOrAdd(Indices[i], OldValues[i]);
}
}
/*
* ToolBuilder
*/
UMeshSurfacePointTool* USkinWeightsPaintToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<USkinWeightsPaintTool>(SceneState.ToolManager);
}
void USkinWeightsPaintTool::Setup()
{
UDynamicMeshBrushTool::Setup();
IPrimitiveComponentBackedTarget* TargetComponent = Cast<IPrimitiveComponentBackedTarget>(Target);
USkeletalMeshComponent* Component = Cast<USkeletalMeshComponent>(TargetComponent->GetOwnerComponent());
// hide strength and falloff
BrushProperties->RestoreProperties(this);
ToolProps = NewObject<USkinWeightsPaintToolProperties>(this);
ToolProps->RestoreProperties(this);
if (Component && Component->GetSkeletalMesh())
{
// Get all non-virtual bones
// TArray<int32> BoneIndices;
USkeletalMesh& SkeletalMesh = *Component->GetSkeletalMesh();
// SkeletalMesh.RefSkeleton.GetRawRefBoneInfo();
// Initialize the bone browser
FCurveEvaluationOption CurveEvalOption(
Component->GetAllowedAnimCurveEvaluate(),
&Component->GetDisallowedAnimCurvesEvaluation(),
0 /* Always use the highest LOD */
);
BoneContainer.InitializeTo(Component->RequiredBones, CurveEvalOption, SkeletalMesh);
ToolProps->SkeletalMesh = Component->GetSkeletalMesh();
ToolProps->CurrentBone.Initialize(BoneContainer);
// Pick the first root bone as the initial selection.
PendingCurrentBone = Component->GetSkeletalMesh()->GetRefSkeleton().GetBoneName(0);
ToolProps->CurrentBone.BoneName = PendingCurrentBone.GetValue();
// Update the skeleton drawing information from the original bind pose
MaxDrawRadius = Component->Bounds.SphereRadius * 0.0025f;
}
AddToolPropertySource(ToolProps);
UpdateBonePositionInfos(MaxDrawRadius);
// configure preview mesh
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
PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
//PreviewMesh->EnableWireframe(SelectionProps->bShowWireframe);
PreviewMesh->SetShadowsEnabled(false);
// enable vtx colors on preview mesh
PreviewMesh->EditMesh([](FDynamicMesh3& Mesh)
{
Mesh.EnableAttributes();
Mesh.Attributes()->DisablePrimaryColors();
Mesh.Attributes()->EnablePrimaryColors();
// Create an overlay that has no split elements, init with zero value.
Mesh.Attributes()->PrimaryColors()->CreateFromPredicate([](int ParentVID, int TriIDA, int TriIDB){return true;}, 0.f);
});
// build octree
VerticesOctree.Initialize(PreviewMesh->GetMesh(), true);
UMaterialInterface* VtxColorMaterial = GetToolManager()->GetContextQueriesAPI()->GetStandardMaterial(EStandardToolContextMaterials::VertexColorMaterial);
if (VtxColorMaterial != nullptr)
{
PreviewMesh->SetOverrideRenderMaterial(VtxColorMaterial);
}
RecalculateBrushRadius();
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartSkinWeightsPaint", "Paint per-bone skin weights. [ and ] change brush size, Ctrl to Erase/Subtract, Shift to Smooth"),
EToolMessageLevel::UserNotification);
EditedMesh = MakeUnique<FMeshDescription>();
ModelingTools: Reduce surface area of MeshDescriptionProvider/Committer, replace with UE::ToolTarget:: calls where possible. Add new UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh() function. This is being used for now to avoid potential regressions as UE::ToolTarget::CommitDynamicMeshUpdate will preferentially use DynamicMeshCommitter, and I am not certain it is functionally equivalent in all cases. Add new UE::ToolTarget::CommitDynamicMeshNormalsUpdate(), similar to existing UV version Add new Move-variant of UE::ToolTarget::CommitMeshDescriptionUpdate(), uses new Move-variant of IMeshDescriptionCommitter::CommitMeshDescription. Make existing IMeshDescriptionCommitter::CommitMeshDescription callback interface protected, to prevent usage of this function at public API level (will be removed in future). Tool updates should not change, just using cleaner APIs. EditNormalsTool now uses CommitDynamicMeshNormalsUpdate(), which does go via DynamicMeshCommitter preferentially, where it previously went via MeshDescriptionCommitter. In light testing the results appear equivalent. AttributeEditorTool now operates on MeshDescription copies in various update functions. These are not performance-critical. #rb rinat.abdrashitov #rnx #preflight 61ae45998358693a22c28d1b #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 18384350 in //UE5/Release-5.0/... via CL 18384361 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469) [CL 18384373 by ryan schmidt in ue5-release-engine-test branch]
2021-12-06 12:42:19 -05:00
*EditedMesh = *UE::ToolTarget::GetMeshDescription(Target);
InitializeSkinWeights();
CurrentBoneWatcher.Initialize([this]() { return ToolProps->CurrentBone; },
[this](FBoneReference NewValue) { PendingCurrentBone = NewValue.BoneName; }, ToolProps->CurrentBone);
bVisibleWeightsValid = false;
}
void USkinWeightsPaintTool::RegisterActions(FInteractiveToolActionSet& ActionSet)
{
UDynamicMeshBrushTool::RegisterActions(ActionSet);
}
void USkinWeightsPaintTool::OnTick(float DeltaTime)
{
CurrentBoneWatcher.CheckAndUpdate();
if (bStampPending)
{
ApplyStamp(LastStamp);
bStampPending = false;
}
if (PendingCurrentBone.IsSet())
{
UpdateCurrentBone(*PendingCurrentBone);
PendingCurrentBone.Reset();
}
if (bVisibleWeightsValid == false)
{
UpdateBoneVisualization();
bVisibleWeightsValid = true;
}
}
void USkinWeightsPaintTool::Render(IToolsContextRenderAPI* RenderAPI)
{
UDynamicMeshBrushTool::Render(RenderAPI);
// FIXME: Make selective.
RenderBonePositions(RenderAPI->GetPrimitiveDrawInterface());
}
bool USkinWeightsPaintTool::HitTest(const FRay& Ray, FHitResult& OutHit)
{
bool bHit = UDynamicMeshBrushTool::HitTest(Ray, OutHit);
//if (bHit && SelectionProps->bHitBackFaces == false)
//{
// const FDynamicMesh3* SourceMesh = PreviewMesh->GetPreviewDynamicMesh();
// FVector3d Normal, Centroid;
// double Area;
// SourceMesh->GetTriInfo(OutHit.FaceIndex, Normal, Area, Centroid);
// FViewCameraState StateOut;
// GetToolManager()->GetContextQueriesAPI()->GetCurrentViewState(StateOut);
// FVector3d LocalEyePosition(ComponentTarget->GetWorldTransform().InverseTransformPosition(StateOut.Position));
// if (Normal.Dot((Centroid - LocalEyePosition)) > 0)
// {
// bHit = false;
// }
//}
return bHit;
}
void USkinWeightsPaintTool::OnBeginDrag(const FRay& WorldRay)
{
UDynamicMeshBrushTool::OnBeginDrag(WorldRay);
PreviewBrushROI.Reset();
if (IsInBrushStroke())
{
bInRemoveStroke = GetCtrlToggle();
bInSmoothStroke = GetShiftToggle();
BeginChange();
StartStamp = UBaseBrushTool::LastBrushStamp;
LastStamp = StartStamp;
bStampPending = true;
}
}
void USkinWeightsPaintTool::OnUpdateDrag(const FRay& WorldRay)
{
UDynamicMeshBrushTool::OnUpdateDrag(WorldRay);
if (IsInBrushStroke())
{
LastStamp = UBaseBrushTool::LastBrushStamp;
bStampPending = true;
}
}
void USkinWeightsPaintTool::OnEndDrag(const FRay& Ray)
{
UDynamicMeshBrushTool::OnEndDrag(Ray);
bInRemoveStroke = false;
bInSmoothStroke = false;
bStampPending = false;
// close change record
TUniquePtr<FMeshSkinWeightsChange> Change = EndChange();
GetToolManager()->BeginUndoTransaction(LOCTEXT("BoneWeightValuesChange", "Paint"));
GetToolManager()->EmitObjectChange(this, MoveTemp(Change), LOCTEXT("BoneWeightValuesChange", "Paint"));
GetToolManager()->EndUndoTransaction();
}
bool USkinWeightsPaintTool::OnUpdateHover(const FInputDeviceRay& DevicePos)
{
UDynamicMeshBrushTool::OnUpdateHover(DevicePos);
// todo get rid of this redundant hit test!
FHitResult OutHit;
if (UDynamicMeshBrushTool::HitTest(DevicePos.WorldRay, OutHit))
{
PreviewBrushROI.Reset();
CalculateVertexROI(LastBrushStamp, PreviewBrushROI);
}
return true;
}
void USkinWeightsPaintTool::CalculateVertexROI(const FBrushStampData& Stamp, TArray<int>& VertexROI)
{
using namespace UE::Geometry;
IPrimitiveComponentBackedTarget* TargetComponent = Cast<IPrimitiveComponentBackedTarget>(Target);
FTransform3d Transform(TargetComponent->GetWorldTransform());
FVector3d StampPosLocal = Transform.InverseTransformPosition((FVector3d)Stamp.WorldPosition);
float RadiusSqr = CurrentBrushRadius * CurrentBrushRadius;
const FDynamicMesh3* Mesh = PreviewMesh->GetPreviewDynamicMesh();
FAxisAlignedBox3d QueryBox(StampPosLocal, CurrentBrushRadius);
VerticesOctree.RangeQuery(QueryBox,
[&](int32 VertexID) { return FVector3d::DistSquared(Mesh->GetVertex(VertexID), StampPosLocal) < RadiusSqr; },
VertexROI);
}
FVector4f USkinWeightsPaintTool::WeightToColor(float Value)
{
Value = FMath::Clamp(Value, 0.0f, 1.0f);
{
// A close approximation of the skeletal mesh editor's bone weight ramp.
const FLinearColor HSV((1.0f - Value) * 285.0f, 100.0f, 85.0f);
return UE::Geometry::ToVector4<float>(HSV.HSVToLinearRGB());
}
}
void USkinWeightsPaintTool::UpdateBoneVisualization()
{
if (!SkinWeightsMap.Contains(CurrentBone))
return;
TArray<float>& SkinWeightsData = *SkinWeightsMap.Find(CurrentBone);
// update mesh with new value colors
PreviewMesh->EditMesh([&](FDynamicMesh3& Mesh)
{
UE::Geometry::FDynamicMeshColorOverlay* ColorOverlay = Mesh.Attributes()->PrimaryColors();
for (int32 ElementId : ColorOverlay->ElementIndicesItr())
{
const int32 VertexId = ColorOverlay->GetParentVertex(ElementId);
const float Value = SkinWeightsData[VertexId];
const FVector4f Color(WeightToColor(Value));
ColorOverlay->SetElement(ElementId, Color);
}
});
}
double USkinWeightsPaintTool::CalculateBrushFalloff(double Distance) const
{
double f = FMathd::Clamp(1.0 - BrushProperties->BrushFalloffAmount, 0.0, 1.0);
double d = Distance / CurrentBrushRadius;
double w = 1;
if (d > f)
{
d = FMathd::Clamp((d - f) / (1.0 - f), 0.0, 1.0);
w = (1.0 - d * d);
w = w * w * w;
}
return w;
}
void USkinWeightsPaintTool::ApplyStamp(const FBrushStampData& Stamp)
{
using namespace UE::Geometry;
// FIXME: Move to earlier.
if (!SkinWeightsMap.Contains(CurrentBone))
return;
IPrimitiveComponentBackedTarget* TargetComponent = Cast<IPrimitiveComponentBackedTarget>(Target);
FTransform3d Transform(TargetComponent->GetWorldTransform());
FVector3d StampPosLocal = Transform.InverseTransformPosition((FVector3d)Stamp.WorldPosition);
TArray<int32> ROIVertices;
CalculateVertexROI(Stamp, ROIVertices);
const int32 NumROIVertices = ROIVertices.Num();
TArray<float> ROIBefore, ROIAfter;
ROIBefore.SetNum(NumROIVertices);
ROIAfter.SetNum(NumROIVertices);
TArray<float>& SkinWeightsData = *SkinWeightsMap.Find(CurrentBone);
const FDynamicMesh3* CurrentMesh = PreviewMesh->GetMesh();
if (bInSmoothStroke)
{
const float SmoothSpeed = 0.25f;
for (int32 Index = 0; Index < NumROIVertices; ++Index)
{
const int32 VertexId = ROIVertices[Index];
FVector3d Position = CurrentMesh->GetVertex(VertexId);
float ValueSum = 0, WeightSum = 0;
for (int32 NeighborVertexId : CurrentMesh->VtxVerticesItr(VertexId))
{
FVector3d NbrPos = CurrentMesh->GetVertex(NeighborVertexId);
const float Weight = FMathf::Clamp(1.0f / FVector3d::DistSquared(NbrPos, Position), 0.0001f, 1000.0f);
ValueSum += Weight * SkinWeightsData[NeighborVertexId];
WeightSum += Weight;
}
ValueSum /= WeightSum;
const float Falloff = float(CalculateBrushFalloff(FVector3d::Dist(Position, StampPosLocal)));
const float NewValue = FMathf::Lerp(SkinWeightsData[VertexId], ValueSum, SmoothSpeed*Falloff);
ROIBefore[Index] = SkinWeightsData[VertexId];
ROIAfter[Index] = FMath::Clamp(NewValue, 0.0f, 1.0f);
}
}
else
{
const bool bInvert = bInRemoveStroke;
const float Sign = (bInvert) ? -1.0f : 1.0f;
const float UseStrength = Sign * BrushProperties->BrushStrength;
for (int32 Index = 0; Index < NumROIVertices; ++Index)
{
const int32 VertexId = ROIVertices[Index];
const FVector3d Position = CurrentMesh->GetVertex(VertexId);
const float Falloff = (float)CalculateBrushFalloff(FVector3d::Dist(Position, StampPosLocal));
ROIBefore[Index] = SkinWeightsData[VertexId];
ROIAfter[Index] = FMath::Clamp(ROIBefore[Index] + UseStrength * Falloff, 0.0f, 1.0f);
}
}
// track changes
if (ActiveChange)
{
ActiveChange->UpdateValues(ROIVertices, ROIBefore, ROIAfter);
}
// update values and colors
PreviewMesh->DeferredEditMesh([&](FDynamicMesh3& Mesh)
{
TArray<int> ElementIds;
FDynamicMeshColorOverlay* ColorOverlay = Mesh.Attributes()->PrimaryColors();
for (int32 Index = 0; Index < NumROIVertices; ++Index)
{
const int32 VertexId = ROIVertices[Index];
SkinWeightsData[VertexId] = ROIAfter[Index];
FVector4f NewColor(WeightToColor(ROIAfter[Index]));
ColorOverlay->GetVertexElements(VertexId, ElementIds);
for (int ElementId : ElementIds)
{
ColorOverlay->SetElement(ElementId, NewColor);
}
ElementIds.Reset();
}
}, false);
PreviewMesh->NotifyDeferredEditCompleted(UPreviewMesh::ERenderUpdateMode::FastUpdate, EMeshRenderAttributeFlags::VertexColors, false);
}
void USkinWeightsPaintTool::UpdateCurrentBone(const FName& BoneName)
{
CurrentBone = BoneName;
bVisibleWeightsValid = false;
}
void USkinWeightsPaintTool::OnShutdown(EToolShutdownType ShutdownType)
{
BrushProperties->SaveProperties(this);
if (ShutdownType == EToolShutdownType::Accept)
{
ModelingTools: Reduce surface area of MeshDescriptionProvider/Committer, replace with UE::ToolTarget:: calls where possible. Add new UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh() function. This is being used for now to avoid potential regressions as UE::ToolTarget::CommitDynamicMeshUpdate will preferentially use DynamicMeshCommitter, and I am not certain it is functionally equivalent in all cases. Add new UE::ToolTarget::CommitDynamicMeshNormalsUpdate(), similar to existing UV version Add new Move-variant of UE::ToolTarget::CommitMeshDescriptionUpdate(), uses new Move-variant of IMeshDescriptionCommitter::CommitMeshDescription. Make existing IMeshDescriptionCommitter::CommitMeshDescription callback interface protected, to prevent usage of this function at public API level (will be removed in future). Tool updates should not change, just using cleaner APIs. EditNormalsTool now uses CommitDynamicMeshNormalsUpdate(), which does go via DynamicMeshCommitter preferentially, where it previously went via MeshDescriptionCommitter. In light testing the results appear equivalent. AttributeEditorTool now operates on MeshDescription copies in various update functions. These are not performance-critical. #rb rinat.abdrashitov #rnx #preflight 61ae45998358693a22c28d1b #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 18384350 in //UE5/Release-5.0/... via CL 18384361 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469) [CL 18384373 by ryan schmidt in ue5-release-engine-test branch]
2021-12-06 12:42:19 -05:00
UpdateEditedSkinWeightsMesh();
// this block bakes the modified DynamicMeshComponent back into the StaticMeshComponent inside an undo transaction
GetToolManager()->BeginUndoTransaction(LOCTEXT("SkinWeightsPaintTool", "Paint Skin Weights"));
ModelingTools: Reduce surface area of MeshDescriptionProvider/Committer, replace with UE::ToolTarget:: calls where possible. Add new UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh() function. This is being used for now to avoid potential regressions as UE::ToolTarget::CommitDynamicMeshUpdate will preferentially use DynamicMeshCommitter, and I am not certain it is functionally equivalent in all cases. Add new UE::ToolTarget::CommitDynamicMeshNormalsUpdate(), similar to existing UV version Add new Move-variant of UE::ToolTarget::CommitMeshDescriptionUpdate(), uses new Move-variant of IMeshDescriptionCommitter::CommitMeshDescription. Make existing IMeshDescriptionCommitter::CommitMeshDescription callback interface protected, to prevent usage of this function at public API level (will be removed in future). Tool updates should not change, just using cleaner APIs. EditNormalsTool now uses CommitDynamicMeshNormalsUpdate(), which does go via DynamicMeshCommitter preferentially, where it previously went via MeshDescriptionCommitter. In light testing the results appear equivalent. AttributeEditorTool now operates on MeshDescription copies in various update functions. These are not performance-critical. #rb rinat.abdrashitov #rnx #preflight 61ae45998358693a22c28d1b #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 18384350 in //UE5/Release-5.0/... via CL 18384361 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469) [CL 18384373 by ryan schmidt in ue5-release-engine-test branch]
2021-12-06 12:42:19 -05:00
UE::ToolTarget::CommitMeshDescriptionUpdate(Target, EditedMesh.Get());
GetToolManager()->EndUndoTransaction();
}
}
void USkinWeightsPaintTool::UpdateBonePositionInfos(float MinRadius)
{
const FReferenceSkeleton& RefSkeleton = BoneContainer.GetReferenceSkeleton();
const TArray<FMeshBoneInfo>& BoneInfos = RefSkeleton.GetRefBoneInfo();
const TArray<FTransform>& BonePoses = RefSkeleton.GetRefBonePose();
BonePositionInfos.Reset();
// Exclude virtual bones.
for (int BoneIndex = 0; BoneIndex < RefSkeleton.GetRawBoneNum(); BoneIndex++)
{
FTransform Xform = BonePoses[BoneIndex];
int32 ParentBoneIndex = BoneInfos[BoneIndex].ParentIndex;
while (ParentBoneIndex != INDEX_NONE)
{
Xform = Xform * BonePoses[ParentBoneIndex];
ParentBoneIndex = BoneInfos[ParentBoneIndex].ParentIndex;
}
BonePositionInfos.Add({ BoneInfos[BoneIndex].Name, BoneInfos[BoneIndex].ParentIndex, Xform.GetLocation(), -1.0f });
}
// Populate the children.
for (int BoneIndex = 0; BoneIndex < BonePositionInfos.Num(); BoneIndex++)
{
FBonePositionInfo& BoneInfo = BonePositionInfos[BoneIndex];
if (BoneInfo.ParentBoneIndex != INDEX_NONE)
{
BonePositionInfos[BoneInfo.ParentBoneIndex].ChildBones.Add(BoneInfo.BoneName, BoneIndex);
}
}
bool bComputedRadius = true;
while (bComputedRadius)
{
bComputedRadius = false;
for (int BoneIndex = 0; BoneIndex < BonePositionInfos.Num(); BoneIndex++)
{
FBonePositionInfo& BoneInfo = BonePositionInfos[BoneIndex];
if (BoneInfo.Radius > 0.0f)
{
continue;
}
if (BoneInfo.ParentBoneIndex == INDEX_NONE)
{
if (BoneInfo.ChildBones.Num())
{
int32 Count = 0;
float RadiusSum = 0.0f;
for (const auto& CB : BoneInfo.ChildBones)
{
const FBonePositionInfo& ChildBoneInfo = BonePositionInfos[CB.Value];
if (ChildBoneInfo.Radius > 0.0f)
{
RadiusSum += ChildBoneInfo.Radius;
Count++;
}
}
if (BoneInfo.ChildBones.Num() == Count)
{
BoneInfo.Radius = RadiusSum / float(Count);
bComputedRadius = true;
}
}
else
{
// No children either? Take the whole mesh.
BoneInfo.Radius = EditedMesh->GetBounds().SphereRadius;
}
}
else
{
BoneInfo.Radius = FVector::Dist(BoneInfo.Position, BonePositionInfos[BoneInfo.ParentBoneIndex].Position) / 2.0f;
bComputedRadius = true;
}
if (bComputedRadius)
{
BoneInfo.Radius = FMath::Max(BoneInfo.Radius, MinRadius);
}
}
}
}
void USkinWeightsPaintTool::RenderBonePositions(FPrimitiveDrawInterface* PDI)
{
static const int32 NumSphereSides = 10;
static const int32 NumConeSides = 4;
IPrimitiveComponentBackedTarget* TargetComponent = Cast<IPrimitiveComponentBackedTarget>(Target);
FTransform WorldTransform = TargetComponent->GetWorldTransform();
for (const FBonePositionInfo& BoneInfo : BonePositionInfos)
{
FLinearColor BoneColor;
FVector Start, End;
End = BoneInfo.Position;
End = WorldTransform.TransformPosition(End);
if (BoneInfo.ParentBoneIndex != INDEX_NONE)
{
Start = BonePositionInfos[BoneInfo.ParentBoneIndex].Position;
Start = WorldTransform.TransformPosition(Start);
BoneColor = FLinearColor::White;
}
else
{
// Root bone.
BoneColor = FLinearColor::Red;
}
BoneColor.A = 0.10f;
if (BoneInfo.BoneName == CurrentBone)
{
BoneColor = FLinearColor(1.0f, 0.34f, 0.0f, 0.75f);
}
const float BoneLength = (End - Start).Size();
// clamp by bound, we don't want too long or big
const float Radius = FMath::Clamp(BoneLength * 0.05f, 0.1f, MaxDrawRadius);
// Render Sphere for bone end point and a cone between it and its parent.
DrawWireSphere(PDI, End, BoneColor, Radius, NumSphereSides, SDPG_Foreground, 0.0f, 1.0f);
if (BoneInfo.ParentBoneIndex != INDEX_NONE)
{
// Calc cone size
const FVector EndToStart = (Start - End);
const float ConeLength = EndToStart.Size();
const float Angle = FMath::RadiansToDegrees(FMath::Atan(Radius / ConeLength));
TArray<FVector> Verts;
DrawWireCone(PDI, Verts, FRotationMatrix::MakeFromX(EndToStart) * FTranslationMatrix(End), ConeLength, Angle, NumConeSides, BoneColor, SDPG_Foreground, 0.0f, 1.0f);
}
// SkeletalDebugRendering::DrawWireBone(PDI, Start, End, BoneColor, SDPG_Foreground, Radius);
}
}
void USkinWeightsPaintTool::BeginChange()
{
ActiveChange = MakeUnique<FMeshSkinWeightsChange>(CurrentBone);
}
TUniquePtr<FMeshSkinWeightsChange> USkinWeightsPaintTool::EndChange()
{
return MoveTemp(ActiveChange);
}
void USkinWeightsPaintTool::ExternalUpdateValues(const FName& BoneName, const TMap<int32, float>& NewValues)
{
TArray<float>* SkinWeightValues = SkinWeightsMap.Find(BoneName);
if (SkinWeightValues == nullptr)
{
return;
}
for (const auto& IV : NewValues)
{
SkinWeightValues->GetData()[IV.Key] = IV.Value;
}
if (BoneName == CurrentBone)
UpdateBoneVisualization();
}
void USkinWeightsPaintTool::InitializeSkinWeights()
{
const FReferenceSkeleton& RefSkeleton = BoneContainer.GetReferenceSkeleton();
const FSkeletalMeshConstAttributes MeshAttribs(*EditedMesh);
const FSkinWeightsVertexAttributesConstRef VertexSkinWeights = MeshAttribs.GetVertexSkinWeights();
const int32 NumVertices = EditedMesh->Vertices().Num();
// Create a map of all bones to their per-vertex weights.
SkinWeightsMap.Reset();
for (const FMeshBoneInfo& BoneInfo : RefSkeleton.GetRefBoneInfo())
{
SkinWeightsMap.Add(BoneInfo.Name, {}).AddZeroed(NumVertices);
}
for (int32 VertexIndex = 0; VertexIndex < NumVertices; VertexIndex++)
{
const FVertexID VertexID(VertexIndex);
for (UE::AnimationCore::FBoneWeight BoneWeight: VertexSkinWeights.Get(VertexID))
{
FName BoneName = RefSkeleton.GetBoneName(static_cast<int32>(BoneWeight.GetBoneIndex()));
const float Weight = BoneWeight.GetWeight();
if (Weight >= MinimumWeightThreshold)
{
// If the source mesh has a bone that we don't recognize, we ignore it. It's
// weight will get cleared when the new weights are updated back to the
// source mesh.
TArray<float>* PerVertexWeights = SkinWeightsMap.Find(BoneName);
if (PerVertexWeights)
{
PerVertexWeights->GetData()[VertexIndex] = Weight;
}
}
}
}
// Pick a root bone.
CurrentBone = RefSkeleton.GetBoneName(0);
PendingCurrentBone.Reset();
}
ModelingTools: Reduce surface area of MeshDescriptionProvider/Committer, replace with UE::ToolTarget:: calls where possible. Add new UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh() function. This is being used for now to avoid potential regressions as UE::ToolTarget::CommitDynamicMeshUpdate will preferentially use DynamicMeshCommitter, and I am not certain it is functionally equivalent in all cases. Add new UE::ToolTarget::CommitDynamicMeshNormalsUpdate(), similar to existing UV version Add new Move-variant of UE::ToolTarget::CommitMeshDescriptionUpdate(), uses new Move-variant of IMeshDescriptionCommitter::CommitMeshDescription. Make existing IMeshDescriptionCommitter::CommitMeshDescription callback interface protected, to prevent usage of this function at public API level (will be removed in future). Tool updates should not change, just using cleaner APIs. EditNormalsTool now uses CommitDynamicMeshNormalsUpdate(), which does go via DynamicMeshCommitter preferentially, where it previously went via MeshDescriptionCommitter. In light testing the results appear equivalent. AttributeEditorTool now operates on MeshDescription copies in various update functions. These are not performance-critical. #rb rinat.abdrashitov #rnx #preflight 61ae45998358693a22c28d1b #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 18384350 in //UE5/Release-5.0/... via CL 18384361 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469) [CL 18384373 by ryan schmidt in ue5-release-engine-test branch]
2021-12-06 12:42:19 -05:00
void USkinWeightsPaintTool::UpdateEditedSkinWeightsMesh()
{
using namespace UE::AnimationCore;
FSkeletalMeshAttributes MeshAttribs(*EditedMesh);
FSkinWeightsVertexAttributesRef VertexSkinWeights = MeshAttribs.GetVertexSkinWeights();
const FReferenceSkeleton& RefSkeleton = BoneContainer.GetReferenceSkeleton();
TMap<FBoneIndexType, const TArray<float>*> BoneIndexWeightMap;
for (const auto& BoneNameAndWeights : SkinWeightsMap)
{
const int32 BoneIndex = RefSkeleton.FindBoneIndex(BoneNameAndWeights.Key);
if (BoneIndex != INDEX_NONE)
{
BoneIndexWeightMap.Add(static_cast<FBoneIndexType>(BoneIndex), &BoneNameAndWeights.Value);
}
}
FBoneWeightsSettings Settings;
Settings.SetNormalizeType(EBoneWeightNormalizeType::AboveOne);
TArray<FBoneWeight> SourceBoneWeights;
SourceBoneWeights.Reserve(MaxInlineBoneWeightCount);
const int32 NumVertices = EditedMesh->Vertices().Num();
for (int32 VertexIndex = 0; VertexIndex < NumVertices; VertexIndex++)
{
SourceBoneWeights.Reset();
for (const auto& BoneIndexWeight : BoneIndexWeightMap)
{
SourceBoneWeights.Add(FBoneWeight(BoneIndexWeight.Key, (*BoneIndexWeight.Value)[VertexIndex]));
}
VertexSkinWeights.Set(FVertexID(VertexIndex), FBoneWeights::Create(SourceBoneWeights, Settings));
}
}
USkeleton* USkinWeightsPaintToolProperties::GetSkeleton(bool& bInvalidSkeletonIsError, const IPropertyHandle* PropertyHandle)
{
bInvalidSkeletonIsError = false;
return SkeletalMesh ? SkeletalMesh->GetSkeleton() : nullptr;
}
#undef LOCTEXT_NAMESPACE