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UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingToolsEditorOnly/Private/ParameterizeMeshTool.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "ParameterizeMeshTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
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
#include "ModelingToolTargetUtil.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "ParameterizationOps/ParameterizeMeshOp.h"
#include "Properties/ParameterizeMeshProperties.h"
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UParameterizeMeshTool"
/*
* ToolBuilder
*/
USingleSelectionMeshEditingTool* UParameterizeMeshToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
UParameterizeMeshTool* NewTool = NewObject<UParameterizeMeshTool>(SceneState.ToolManager);
return NewTool;
}
/*
* Tool
*/
void UParameterizeMeshTool::Setup()
{
UInteractiveTool::Setup();
InputMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
*InputMesh = UE::ToolTarget::GetDynamicMeshCopy(Target);
FTransform InputTransform = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target);
FComponentMaterialSet MaterialSet = UE::ToolTarget::GetMaterialSet(Target);
Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(this);
Preview->Setup(GetTargetWorld(), this);
ToolSetupUtil::ApplyRenderingConfigurationToPreview(Preview->PreviewMesh, nullptr);
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->ReplaceMesh(*InputMesh);
Preview->ConfigureMaterials(MaterialSet.Materials, ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager()));
Preview->PreviewMesh->SetTransform(InputTransform);
Preview->OnMeshUpdated.AddLambda([this](UMeshOpPreviewWithBackgroundCompute* Op)
{
OnPreviewMeshUpdated();
});
UE::ToolTarget::HideSourceObject(Target);
// initialize our properties
UVChannelProperties = NewObject<UMeshUVChannelProperties>(this);
UVChannelProperties->RestoreProperties(this);
UVChannelProperties->Initialize(InputMesh.Get(), false);
UVChannelProperties->ValidateSelection(true);
UVChannelProperties->WatchProperty(UVChannelProperties->UVChannel, [this](const FString& NewValue)
{
MaterialSettings->UpdateUVChannels(UVChannelProperties->UVChannelNamesList.IndexOfByKey(UVChannelProperties->UVChannel),
UVChannelProperties->UVChannelNamesList);
});
AddToolPropertySource(UVChannelProperties);
Settings = NewObject<UParameterizeMeshToolProperties>(this);
Settings->RestoreProperties(this);
AddToolPropertySource(Settings);
Settings->WatchProperty(Settings->Method, [&](EParameterizeMeshUVMethod) { OnMethodTypeChanged(); });
UVAtlasProperties = NewObject<UParameterizeMeshToolUVAtlasProperties>(this);
UVAtlasProperties->RestoreProperties(this);
AddToolPropertySource(UVAtlasProperties);
SetToolPropertySourceEnabled(UVAtlasProperties, false);
XAtlasProperties = NewObject<UParameterizeMeshToolXAtlasProperties>(this);
XAtlasProperties->RestoreProperties(this);
AddToolPropertySource(XAtlasProperties);
SetToolPropertySourceEnabled(XAtlasProperties, false);
PatchBuilderProperties = NewObject<UParameterizeMeshToolPatchBuilderProperties>(this);
PatchBuilderProperties->RestoreProperties(this);
AddToolPropertySource(PatchBuilderProperties);
SetToolPropertySourceEnabled(PatchBuilderProperties, false);
PolygroupLayerProperties = NewObject<UParameterizeMeshToolPatchBuilderGroupLayerProperties>(this);
PolygroupLayerProperties->RestoreProperties(this, TEXT("ModelingUVTools") );
PolygroupLayerProperties->InitializeGroupLayers(InputMesh.Get());
AddToolPropertySource(PolygroupLayerProperties);
SetToolPropertySourceEnabled(PolygroupLayerProperties, false);
MaterialSettings = NewObject<UExistingMeshMaterialProperties>(this);
MaterialSettings->MaterialMode = ESetMeshMaterialMode::Checkerboard;
MaterialSettings->RestoreProperties(this, TEXT("ModelingUVTools"));
AddToolPropertySource(MaterialSettings);
// force update
MaterialSettings->UpdateMaterials();
Preview->OverrideMaterial = MaterialSettings->GetActiveOverrideMaterial();
if (bCreateUVLayoutViewOnSetup)
{
UVLayoutView = NewObject<UUVLayoutPreview>(this);
UVLayoutView->CreateInWorld(GetTargetWorld());
UVLayoutView->SetSourceMaterials(MaterialSet);
UVLayoutView->SetSourceWorldPosition(InputTransform, UE::ToolTarget::GetTargetActor(Target)->GetComponentsBoundingBox());
UVLayoutView->Settings->bEnabled = false;
UVLayoutView->Settings->bShowWireframe = false;
UVLayoutView->Settings->RestoreProperties(this, TEXT("ParameterizeMeshTool"));
AddToolPropertySource(UVLayoutView->Settings);
}
Preview->InvalidateResult(); // start compute
SetToolDisplayName(LOCTEXT("ToolNameGlobal", "AutoUV"));
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool_Global", "Automatically partition the selected Mesh into UV islands, flatten, and pack into a single UV chart"),
EToolMessageLevel::UserNotification);
}
void UParameterizeMeshTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
if (PropertySet == UVChannelProperties
|| PropertySet == Settings
|| PropertySet == UVAtlasProperties
|| PropertySet == XAtlasProperties
|| PropertySet == PatchBuilderProperties
|| PropertySet == PolygroupLayerProperties)
{
Preview->InvalidateResult();
}
MaterialSettings->UpdateMaterials();
Preview->OverrideMaterial = MaterialSettings->GetActiveOverrideMaterial();
}
void UParameterizeMeshTool::OnMethodTypeChanged()
{
SetToolPropertySourceEnabled(UVAtlasProperties, Settings->Method == EParameterizeMeshUVMethod::UVAtlas);
SetToolPropertySourceEnabled(XAtlasProperties, Settings->Method == EParameterizeMeshUVMethod::XAtlas);
SetToolPropertySourceEnabled(PatchBuilderProperties, Settings->Method == EParameterizeMeshUVMethod::PatchBuilder);
SetToolPropertySourceEnabled(PolygroupLayerProperties, Settings->Method == EParameterizeMeshUVMethod::PatchBuilder);
Preview->InvalidateResult();
}
void UParameterizeMeshTool::OnShutdown(EToolShutdownType ShutdownType)
{
if (UVLayoutView)
{
UVLayoutView->Settings->SaveProperties(this, TEXT("ParameterizeMeshTool"));
UVLayoutView->Disconnect();
}
UVChannelProperties->SaveProperties(this);
Settings->SaveProperties(this);
MaterialSettings->SaveProperties(this, TEXT("ModelingUVTools"));
UVAtlasProperties->SaveProperties(this);
XAtlasProperties->SaveProperties(this);
PatchBuilderProperties->SaveProperties(this);
PolygroupLayerProperties->SaveProperties(this, TEXT("ModelingUVTools"));
FDynamicMeshOpResult Result = Preview->Shutdown();
// Restore (unhide) the source meshes
UE::ToolTarget::ShowSourceObject(Target);
if (ShutdownType == EToolShutdownType::Accept)
{
GetToolManager()->BeginUndoTransaction(LOCTEXT("ParameterizeMesh", "Auto UVs"));
FDynamicMesh3* NewDynamicMesh = Result.Mesh.Get();
if (ensure(NewDynamicMesh))
{
UE::ToolTarget::CommitDynamicMeshUVUpdate(Target, NewDynamicMesh);
}
GetToolManager()->EndUndoTransaction();
}
}
void UParameterizeMeshTool::Render(IToolsContextRenderAPI* RenderAPI)
{
if (UVLayoutView)
{
UVLayoutView->Render(RenderAPI);
}
}
void UParameterizeMeshTool::OnTick(float DeltaTime)
{
Preview->Tick(DeltaTime);
if (UVLayoutView)
{
UVLayoutView->OnTick(DeltaTime);
}
}
bool UParameterizeMeshTool::CanAccept() const
{
return Super::CanAccept() && Preview->HaveValidResult();
}
TUniquePtr<FDynamicMeshOperator> UParameterizeMeshTool::MakeNewOperator()
{
TUniquePtr<FParameterizeMeshOp> ParameterizeMeshOp = MakeUnique<FParameterizeMeshOp>();
ParameterizeMeshOp->InputMesh = InputMesh;
ParameterizeMeshOp->UVLayer = UVChannelProperties->GetSelectedChannelIndex(true);
ParameterizeMeshOp->Method = (EParamOpBackend)(int)Settings->Method;
// uvatlas options
ParameterizeMeshOp->Stretch = UVAtlasProperties->IslandStretch;
ParameterizeMeshOp->NumCharts = UVAtlasProperties->NumIslands;
if (Settings->Method == EParameterizeMeshUVMethod::UVAtlas)
{
ParameterizeMeshOp->Width = ParameterizeMeshOp->Height = UVAtlasProperties->TextureResolution;
}
// xatlas options
ParameterizeMeshOp->XAtlasMaxIterations = XAtlasProperties->MaxIterations;
// patchbuilder options
ParameterizeMeshOp->InitialPatchCount = PatchBuilderProperties->InitialPatches;
ParameterizeMeshOp->bRespectInputGroups = PolygroupLayerProperties->bConstrainToPolygroups;
if (PolygroupLayerProperties->bConstrainToPolygroups)
{
ParameterizeMeshOp->InputGroupLayer = PolygroupLayerProperties->GetSelectedLayer(*InputMesh);
}
ParameterizeMeshOp->PatchCurvatureAlignmentWeight = PatchBuilderProperties->CurvatureAlignment;
ParameterizeMeshOp->PatchMergingMetricThresh = PatchBuilderProperties->MergingDistortionThreshold;
ParameterizeMeshOp->PatchMergingAngleThresh = PatchBuilderProperties->MergingAngleThreshold;
ParameterizeMeshOp->ExpMapNormalSmoothingSteps = PatchBuilderProperties->SmoothingSteps;
ParameterizeMeshOp->ExpMapNormalSmoothingAlpha = PatchBuilderProperties->SmoothingAlpha;
ParameterizeMeshOp->bEnablePacking = PatchBuilderProperties->bRepack;
if (Settings->Method == EParameterizeMeshUVMethod::PatchBuilder)
{
ParameterizeMeshOp->Width = ParameterizeMeshOp->Height = PatchBuilderProperties->TextureResolution;
}
ParameterizeMeshOp->SetTransform(UE::ToolTarget::GetLocalToWorldTransform(Target));
return ParameterizeMeshOp;
}
void UParameterizeMeshTool::OnPreviewMeshUpdated()
{
if (UVLayoutView)
{
int32 UVChannel = UVChannelProperties ? UVChannelProperties->GetSelectedChannelIndex(true) : 0;
Preview->PreviewMesh->ProcessMesh([&](const FDynamicMesh3& NewMesh)
{
UVLayoutView->UpdateUVMesh(&NewMesh, UVChannel);
});
}
if (MaterialSettings)
{
MaterialSettings->UpdateMaterials();
}
}
#undef LOCTEXT_NAMESPACE