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UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Private/ToolActivities/PolyEditInsertEdgeLoopActivity.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "ToolActivities/PolyEditInsertEdgeLoopActivity.h"
#include "BaseBehaviors/SingleClickBehavior.h"
#include "BaseBehaviors/MouseHoverBehavior.h"
#include "ContextObjectStore.h"
#include "CuttingOps/EdgeLoopInsertionOp.h"
#include "DynamicMeshToMeshDescription.h"
#include "DynamicMesh/DynamicMeshChangeTracker.h"
#include "InteractiveToolManager.h"
#include "MeshOpPreviewHelpers.h"
#include "Operations/GroupEdgeInserter.h"
#include "Selection/PolygonSelectionMechanic.h"
#include "ToolActivities/PolyEditActivityContext.h"
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UPolyEditInsertEdgeLoopActivity"
TUniquePtr<FDynamicMeshOperator> UPolyEditInsertEdgeLoopActivity::MakeNewOperator()
{
TUniquePtr<FEdgeLoopInsertionOp> Op = MakeUnique<FEdgeLoopInsertionOp>();
Op->OriginalMesh = ComputeStartMesh;
Op->OriginalTopology = ComputeStartTopology;
Op->SetTransform(TargetTransform);
if (Settings->InsertionMode == EEdgeLoopInsertionMode::PlaneCut)
{
Op->Mode = FGroupEdgeInserter::EInsertionMode::PlaneCut;
}
else
{
Op->Mode = FGroupEdgeInserter::EInsertionMode::Retriangulate;
}
Op->VertexTolerance = Settings->VertexTolerance;
if (!ensure(InputGroupEdgeID >= 0))
{
return Op;
}
Op->GroupEdgeID = InputGroupEdgeID;
Op->StartCornerID = Settings->bFlipOffsetDirection ?
Op->OriginalTopology->Edges[Op->GroupEdgeID].EndpointCorners.B
: Op->OriginalTopology->Edges[Op->GroupEdgeID].EndpointCorners.A;
// Set up the inputs
if (Settings->PositionMode == EEdgeLoopPositioningMode::Even)
{
int32 NumLoops = Settings->NumLoops;
for (int32 i = 0; i < NumLoops; ++i)
{
Op->InputLengths.Add((i + 1.0) / (NumLoops + 1.0));
}
}
else if (Settings->bInteractive)
{
Op->InputLengths.Add(InteractiveInputLength);
}
else if (Settings->PositionMode == EEdgeLoopPositioningMode::ProportionOffset)
{
Op->InputLengths.Add(Settings->ProportionOffset);
}
else
{
Op->InputLengths.Add(Settings->DistanceOffset);
}
Op->bInputsAreProportions = (Settings->PositionMode == EEdgeLoopPositioningMode::Even
|| Settings->PositionMode == EEdgeLoopPositioningMode::ProportionOffset);
return Op;
}
void UPolyEditInsertEdgeLoopActivity::Setup(UInteractiveTool* ParentToolIn)
{
Super::Setup(ParentToolIn);
// Set up properties
Settings = NewObject<UEdgeLoopInsertionProperties>(this);
Settings->RestoreProperties(ParentTool.Get());
AddToolPropertySource(Settings);
SetToolPropertySourceEnabled(Settings, false);
Settings->GetOnModified().AddUObject(this, &UPolyEditInsertEdgeLoopActivity::OnPropertyModified);
// Draws the new group edges that are added
PreviewEdgeRenderer.LineColor = FLinearColor::Green;
PreviewEdgeRenderer.LineThickness = 2.0;
// Highlights non-quad groups that stop the loop;
ProblemTopologyRenderer.LineColor = FLinearColor::Red;
ProblemTopologyRenderer.LineThickness = 3.0;
ProblemTopologyRenderer.DepthBias = 1.0;
TopologySelectorSettings.bEnableEdgeHits = true;
TopologySelectorSettings.bEnableFaceHits = false;
TopologySelectorSettings.bEnableCornerHits = false;
// Set up our input routing
USingleClickInputBehavior* ClickBehavior = NewObject<USingleClickInputBehavior>();
ClickBehavior->Initialize(this);
ParentTool->AddInputBehavior(ClickBehavior, this);
UMouseHoverBehavior* HoverBehavior = NewObject<UMouseHoverBehavior>();
HoverBehavior->Initialize(this);
ParentTool->AddInputBehavior(HoverBehavior, this);
ActivityContext = ParentTool->GetToolManager()->GetContextObjectStore()->FindContext<UPolyEditActivityContext>();
TopologySelector = ActivityContext->SelectionMechanic->GetTopologySelector();
ActivityContext->OnUndoRedo.AddWeakLambda(this, [this](bool bGroupTopologyModified)
{
UpdateComputeInputs();
ClearPreview();
});
}
void UPolyEditInsertEdgeLoopActivity::UpdateComputeInputs()
{
ComputeStartMesh = MakeShared<FDynamicMesh3>(*ActivityContext->CurrentMesh);
TSharedPtr<FGroupTopology> NonConstTopology = MakeShared<FGroupTopology>(*ActivityContext->CurrentTopology);
NonConstTopology->RetargetOnClonedMesh(ComputeStartMesh.Get());
ComputeStartTopology = NonConstTopology;
}
void UPolyEditInsertEdgeLoopActivity::Shutdown(EToolShutdownType ShutdownType)
{
if (bIsRunning)
{
End(ShutdownType);
}
Settings->SaveProperties(ParentTool.Get());
Settings->GetOnModified().Clear();
TopologySelector.Reset();
Settings = nullptr;
ActivityContext->OnUndoRedo.RemoveAll(this);
ActivityContext = nullptr;
Super::Shutdown(ShutdownType);
}
EToolActivityStartResult UPolyEditInsertEdgeLoopActivity::Start()
{
ParentTool->GetToolManager()->DisplayMessage(
LOCTEXT("InsertEdgeLoopActivityDescription", "Click an edge to insert an edge loop passing across "
"that edge. Edge loops follow a sequence of quad-like polygroups."),
EToolMessageLevel::UserNotification);
SetToolPropertySourceEnabled(Settings, true);
// We don't use selection, so clear it if necessary (have to issue an undo/redo event)
if (!ActivityContext->SelectionMechanic->GetActiveSelection().IsEmpty())
{
ActivityContext->SelectionMechanic->BeginChange();
ActivityContext->SelectionMechanic->ClearSelection();
ParentTool->GetToolManager()->EmitObjectChange(ActivityContext->SelectionMechanic,
ActivityContext->SelectionMechanic->EndChange(), LOCTEXT("ClearSelection", "Clear Selection"));
}
TargetTransform = ActivityContext->Preview->PreviewMesh->GetTransform();
UpdateComputeInputs();
SetupPreview();
bWaitingForInsertionCompletion = false;
bLastComputeSucceeded = false;
InputGroupEdgeID = FDynamicMesh3::InvalidID;
bIsRunning = true;
// Emit activity start transaction
ActivityContext->EmitActivityStart(LOCTEXT("BeginInsertEdgeLoopActivity", "Begin Insert Edge Loop"));
return EToolActivityStartResult::Running;
}
EToolActivityEndResult UPolyEditInsertEdgeLoopActivity::End(EToolShutdownType ShutdownType)
{
if (!bIsRunning)
{
return EToolActivityEndResult::ErrorDuringEnd;
}
SetToolPropertySourceEnabled(Settings, false);
Settings->GetOnModified().Clear();
ActivityContext->Preview->OnOpCompleted.RemoveAll(this);
ActivityContext->Preview->OnMeshUpdated.RemoveAll(this);
ClearPreview();
ActivityContext->Preview->ClearOpFactory();
bIsRunning = false;
return CanAccept() ? EToolActivityEndResult::Completed : EToolActivityEndResult::Cancelled;
}
void UPolyEditInsertEdgeLoopActivity::SetupPreview()
{
ActivityContext->Preview->ChangeOpFactory(this);
// Whenever we get a new result from the op, we need to extract the preview edges so that
// we can draw them if we want to, and the additional outputs we need (changed triangles and
// topology).
ActivityContext->Preview->OnOpCompleted.AddWeakLambda(this, [this](const FDynamicMeshOperator* UncastOp) {
const FEdgeLoopInsertionOp* Op = static_cast<const FEdgeLoopInsertionOp*>(UncastOp);
LatestOpTopologyResult.Reset();
PreviewEdges.Reset();
LatestOpChangedTids.Reset();
// See if this compute is actually outdated, i.e. we changed the mesh
// out from under it.
if (Op->OriginalMesh != ComputeStartMesh)
{
bLastComputeSucceeded = false;
return;
}
bLastComputeSucceeded = Op->bSucceeded;
if (bLastComputeSucceeded)
{
Op->GetLoopEdgeLocations(PreviewEdges);
LatestOpTopologyResult = Op->ResultTopology;
LatestOpChangedTids = Op->ChangedTids;
}
// Regardless of success, extract things for highlighting any non-quads that stopped our loop.
ProblemTopologyEdges.Reset();
ProblemTopologyVerts.Reset();
for (int32 GroupEdgeID : Op->ProblemGroupEdgeIDs)
{
for (int32 Eid : ActivityContext->CurrentTopology->GetGroupEdgeEdges(GroupEdgeID))
{
TPair<FVector3d, FVector3d> Endpoints;
ActivityContext->CurrentMesh->GetEdgeV(Eid, Endpoints.Key, Endpoints.Value);
ProblemTopologyEdges.Add(MoveTemp(Endpoints));
}
FGroupTopology::FGroupEdge& GroupEdge = ActivityContext->CurrentTopology->Edges[GroupEdgeID];
if (GroupEdge.EndpointCorners.A != FDynamicMesh3::InvalidID)
{
ProblemTopologyVerts.AddUnique(ActivityContext->CurrentMesh->GetVertex(
ActivityContext->CurrentTopology->Corners[GroupEdge.EndpointCorners.A].VertexID));
ProblemTopologyVerts.AddUnique(ActivityContext->CurrentMesh->GetVertex(
ActivityContext->CurrentTopology->Corners[GroupEdge.EndpointCorners.B].VertexID));
}
}
});
// In case of failure, we want to hide the broken preview, since we wouldn't accept it on
// a click. Note that this can't be fired OnOpCompleted because the preview is updated
// with the op result after that callback, which would undo the reset. The preview edge
// extraction can't be lumped in here because it needs the op rather than the preview object.
ActivityContext->Preview->OnMeshUpdated.AddWeakLambda(this, [this](UMeshOpPreviewWithBackgroundCompute*) {
if (!bLastComputeSucceeded)
{
ActivityContext->Preview->PreviewMesh->UpdatePreview(ActivityContext->CurrentMesh.Get());
}
});
}
bool UPolyEditInsertEdgeLoopActivity::CanStart() const
{
return true;
}
void UPolyEditInsertEdgeLoopActivity::Tick(float DeltaTime)
{
// See if we clicked and are waiting for the result to be computed and put in.
if (bWaitingForInsertionCompletion && ActivityContext->Preview->HaveValidResult())
{
if (bLastComputeSucceeded)
{
FDynamicMeshChangeTracker ChangeTracker(ActivityContext->CurrentMesh.Get());
ChangeTracker.BeginChange();
ChangeTracker.SaveTriangles(*LatestOpChangedTids, true /*bSaveVertices*/);
// Update current mesh
ActivityContext->CurrentMesh->Copy(*ActivityContext->Preview->PreviewMesh->GetMesh(),
true, true, true, true);
*ActivityContext->CurrentTopology = *LatestOpTopologyResult;
ActivityContext->CurrentTopology->RetargetOnClonedMesh(ActivityContext->CurrentMesh.Get());
UpdateComputeInputs();
// Emit transaction
FGroupTopologySelection EmptySelection;
ActivityContext->EmitCurrentMeshChangeAndUpdate(LOCTEXT("EdgeLoopInsertionTransactionName", "Edge Loop Insertion"),
ChangeTracker.EndChange(), EmptySelection);
}
PreviewEdges.Reset();
ProblemTopologyEdges.Reset();
ProblemTopologyVerts.Reset();
bWaitingForInsertionCompletion = false;
}
}
void UPolyEditInsertEdgeLoopActivity::Render(IToolsContextRenderAPI* RenderAPI)
{
ParentTool->GetToolManager()->GetContextQueriesAPI()->GetCurrentViewState(CameraState);
// Draw the preview edges
PreviewEdgeRenderer.BeginFrame(RenderAPI, CameraState);
PreviewEdgeRenderer.SetTransform(TargetTransform);
for (TPair<FVector3d, FVector3d>& EdgeVerts : PreviewEdges)
{
PreviewEdgeRenderer.DrawLine(EdgeVerts.Key, EdgeVerts.Value);
}
PreviewEdgeRenderer.EndFrame();
if (Settings->bHighlightProblemGroups)
{
// Highlight any non-quad groups that stopped the loop.
ProblemTopologyRenderer.BeginFrame(RenderAPI, CameraState);
ProblemTopologyRenderer.SetTransform(TargetTransform);
for (TPair<FVector3d, FVector3d>& EdgeVerts : ProblemTopologyEdges)
{
ProblemTopologyRenderer.DrawLine(EdgeVerts.Key, EdgeVerts.Value);
}
for (FVector3d& Vert : ProblemTopologyVerts)
{
ProblemTopologyRenderer.DrawViewFacingX(Vert, ProblemVertTickWidth);
}
ProblemTopologyRenderer.EndFrame();
}
}
bool UPolyEditInsertEdgeLoopActivity::CanAccept() const
{
return !bWaitingForInsertionCompletion;
}
void UPolyEditInsertEdgeLoopActivity::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
ClearPreview();
}
FInputRayHit UPolyEditInsertEdgeLoopActivity::HitTest(const FRay& WorldRay)
{
FInputRayHit Hit;
// See if we hit an edge
FRay3d LocalRay((FVector3d)TargetTransform.InverseTransformPosition(WorldRay.Origin),
(FVector3d)TargetTransform.InverseTransformVector(WorldRay.Direction), false);
FGroupTopologySelection Selection;
FVector3d Position, Normal;
TopologySelectorSettings.bHitBackFaces = ActivityContext->SelectionMechanic->Properties->bHitBackFaces;
if (TopologySelector->FindSelectedElement(
TopologySelectorSettings, LocalRay, Selection, Position, Normal))
{
// TODO: We could check here that the edge has some quad-like neighbor. For now we
// just check that the edge isn't a loop unto itself (in which case the neighbor groups
// are definitely not quad-like).
int32 GroupEdgeID = Selection.GetASelectedEdgeID();
const FGroupTopology::FGroupEdge& GroupEdge = ActivityContext->CurrentTopology->Edges[GroupEdgeID];
if (GroupEdge.EndpointCorners.A != FDynamicMesh3::InvalidID)
{
Hit = FInputRayHit(LocalRay.GetParameter(Position));
}
}
return Hit;
}
bool UPolyEditInsertEdgeLoopActivity::UpdateHoveredItem(const FRay& WorldRay)
{
// Check that we hit an edge
FRay3d LocalRay((FVector3d)TargetTransform.InverseTransformPosition(WorldRay.Origin),
(FVector3d)TargetTransform.InverseTransformVector(WorldRay.Direction), false);
FGroupTopologySelection Selection;
FVector3d Position, Normal;
int32 EdgeSegmentID;
TopologySelectorSettings.bHitBackFaces = ActivityContext->SelectionMechanic->Properties->bHitBackFaces;
if (!TopologySelector->FindSelectedElement(
TopologySelectorSettings, LocalRay, Selection, Position, Normal, &EdgeSegmentID))
{
ClearPreview();
return false; // Didn't hit anything
}
// Check that the edge has endpoints
int32 GroupEdgeID = Selection.GetASelectedEdgeID();
FGroupTopology::FGroupEdge GroupEdge = ActivityContext->CurrentTopology->Edges[GroupEdgeID];
if (GroupEdge.EndpointCorners.A == FDynamicMesh3::InvalidID)
{
ClearPreview();
return false; // Edge definitely doesn't have quad-like neighbors
}
if (Settings->PositionMode == EEdgeLoopPositioningMode::Even)
{
// In even mode and non-interactive mode, all that matters is the group edge
// that we're hovering, not where our pointer is exactly.
ConditionallyUpdatePreview(GroupEdgeID);
return true;
}
if (!Settings->bInteractive)
{
// Don't try to insert a loop when our inputs don't make sense.
double TotalLength = ActivityContext->CurrentTopology->GetEdgeArcLength(GroupEdgeID);
if (Settings->PositionMode == EEdgeLoopPositioningMode::DistanceOffset)
{
if (Settings->DistanceOffset > TotalLength || Settings->DistanceOffset <= Settings->VertexTolerance)
{
ClearPreview();
return false;
}
}
else if (Settings->PositionMode == EEdgeLoopPositioningMode::ProportionOffset)
{
if (abs(Settings->ProportionOffset * TotalLength - TotalLength) <= Settings->VertexTolerance)
{
ClearPreview();
return false;
}
}
ConditionallyUpdatePreview(GroupEdgeID);
return true;
}
// Otherwise, we need to figure out where along the edge we are hovering.
double NewInputLength = 0;
int32 StartVid = GroupEdge.Span.Vertices[EdgeSegmentID];
int32 EndVid = GroupEdge.Span.Vertices[EdgeSegmentID + 1];
FVector3d StartVert = ActivityContext->CurrentMesh->GetVertex(StartVid);
FVector3d EndVert = ActivityContext->CurrentMesh->GetVertex(EndVid);
FRay EdgeRay((FVector)StartVert, (FVector)(EndVert - StartVert), false);
double DistDownEdge = EdgeRay.GetParameter((FVector)Position);
TArray<double> PerVertexLengths;
double TotalLength = ActivityContext->CurrentTopology->GetEdgeArcLength(GroupEdgeID, &PerVertexLengths);
NewInputLength = PerVertexLengths[EdgeSegmentID] + DistDownEdge;
if (Settings->bFlipOffsetDirection)
{
// If we flipped start corner, we should be measuring from the opposite direction
NewInputLength = TotalLength - NewInputLength;
}
// We avoid trying to insert loops that are guaranteed to follow existing group edges.
// Distance offset with total length may work if the group widens on the other side.
// Though it's worth noting that this filter as a whole is assuming straight group edges...
if (NewInputLength <= Settings->VertexTolerance ||
(Settings->PositionMode == EEdgeLoopPositioningMode::ProportionOffset
&& abs(NewInputLength - TotalLength) <= Settings->VertexTolerance))
{
ClearPreview();
return false;
}
if (Settings->PositionMode == EEdgeLoopPositioningMode::ProportionOffset)
{
NewInputLength /= TotalLength;
}
ConditionallyUpdatePreview(GroupEdgeID, &NewInputLength);
return true;
}
void UPolyEditInsertEdgeLoopActivity::ClearPreview()
{
ActivityContext->Preview->CancelCompute();
ActivityContext->Preview->PreviewMesh->UpdatePreview(ActivityContext->CurrentMesh.Get());
InputGroupEdgeID = FDynamicMesh3::InvalidID;
PreviewEdges.Reset();
ProblemTopologyEdges.Reset();
ProblemTopologyVerts.Reset();
}
/**
* Update the preview unless we've already computed one with the same parameters (such as when using "even" or non-interactive
* parameter setting)
*/
void UPolyEditInsertEdgeLoopActivity::ConditionallyUpdatePreview(int32 NewGroupID, double* NewInteractiveInputLength)
{
if (InputGroupEdgeID != NewGroupID
|| (NewInteractiveInputLength && Settings->PositionMode != EEdgeLoopPositioningMode::Even
&& *NewInteractiveInputLength != InteractiveInputLength))
{
InputGroupEdgeID = NewGroupID;
if (NewInteractiveInputLength)
{
InteractiveInputLength = *NewInteractiveInputLength;
}
PreviewEdges.Reset();
ActivityContext->Preview->InvalidateResult();
}
}
FInputRayHit UPolyEditInsertEdgeLoopActivity::BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos)
{
// Note that the check for bIsRunning is important here and other input handlers since the
// hover/click behaviors are always in the behavior list while the tool is running (we don't
// currently have a way to add/remove at will).
if (bWaitingForInsertionCompletion || !bIsRunning)
{
return FInputRayHit();
}
return HitTest(PressPos.WorldRay);
}
bool UPolyEditInsertEdgeLoopActivity::OnUpdateHover(const FInputDeviceRay& DevicePos)
{
if (bWaitingForInsertionCompletion || !bIsRunning)
{
return false;
}
return UpdateHoveredItem(DevicePos.WorldRay);
}
void UPolyEditInsertEdgeLoopActivity::OnEndHover()
{
// Note that OnEndHover actually gets called before MouseDown, and therefore before OnClicked
// (which gets called on MouseUp). Currently, this means that we don't actually end up using
// an existing hover computation for our click even if MouseUp happened in the same place- we just
// always redo the hover in OnClicked and immediately say that we want to accept it.
//
// If we ever want to change things to do all this a bit more properly, we would need to make a
// couple changes: 1. We need to use a ClickDrag behavior instead of SingleClick. 2. OnEndHover
// should set a boolean to request a clear to happen in Tick(). 3. In the click behavior, we
// cancel any requested clear on mouse down, and keep updating hover during drag. On mouse up
// we accept whatever hover we have.
if (bIsRunning && !bWaitingForInsertionCompletion)
{
ClearPreview();
}
}
FInputRayHit UPolyEditInsertEdgeLoopActivity::IsHitByClick(const FInputDeviceRay& ClickPos)
{
FInputRayHit Hit;
if (bWaitingForInsertionCompletion || !bIsRunning)
{
return Hit;
}
return HitTest(ClickPos.WorldRay);
}
void UPolyEditInsertEdgeLoopActivity::OnClicked(const FInputDeviceRay& ClickPos)
{
if (bWaitingForInsertionCompletion)
{
return;
}
if (UpdateHoveredItem(ClickPos.WorldRay))
{
bWaitingForInsertionCompletion = true;
}
}
#undef LOCTEXT_NAMESPACE