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UnrealEngineUWP/Engine/Source/Developer/MeshUtilities/Private/SkeletalMeshTools.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "MeshUtilitiesPrivate.h"
#include "MeshUtilities.h"
#include "MeshBuild.h"
#include "SkeletalMeshTools.h"
namespace SkeletalMeshTools
{
bool AreSkelMeshVerticesEqual( const FSoftSkinBuildVertex& V1, const FSoftSkinBuildVertex& V2 )
{
if(!PointsEqual(V1.Position, V2.Position))
{
return false;
}
bool bUVsEqual = true;
for(int32 UVIdx = 0; UVIdx < MAX_TEXCOORDS; ++UVIdx)
{
if(FMath::Abs(V1.UVs[UVIdx].X - V2.UVs[UVIdx].X) >(1.0f / 1024.0f))
{
bUVsEqual = false;
};
if(FMath::Abs(V1.UVs[UVIdx].Y - V2.UVs[UVIdx].Y) > (1.0f / 1024.0f))
{
bUVsEqual = false;
}
}
if(!bUVsEqual)
{
return false;
}
if(!NormalsEqual(V1.TangentX, V2.TangentX))
{
return false;
}
if(!NormalsEqual(V1.TangentY, V2.TangentY))
{
return false;
}
if(!NormalsEqual(V1.TangentZ, V2.TangentZ))
{
return false;
}
bool InfluencesMatch = 1;
for(uint32 InfluenceIndex = 0; InfluenceIndex < MAX_TOTAL_INFLUENCES; InfluenceIndex++)
{
if(V1.InfluenceBones[InfluenceIndex] != V2.InfluenceBones[InfluenceIndex] ||
V1.InfluenceWeights[InfluenceIndex] != V2.InfluenceWeights[InfluenceIndex])
{
InfluencesMatch = 0;
break;
}
}
if(!InfluencesMatch)
{
return false;
}
return true;
}
void BuildSkeletalMeshChunks( const TArray<FMeshFace>& Faces, const TArray<FSoftSkinBuildVertex>& RawVertices, TArray<FSkeletalMeshVertIndexAndZ>& RawVertIndexAndZ, bool bKeepOverlappingVertices, TArray<FSkinnedMeshChunk*>& OutChunks, bool& bOutTooManyVerts )
{
TArray<int32> DupVerts;
TMultiMap<int32, int32> RawVerts2Dupes;
{
// Sorting function for vertex Z/index pairs
struct FCompareFSkeletalMeshVertIndexAndZ
{
FORCEINLINE bool operator()(const FSkeletalMeshVertIndexAndZ& A, const FSkeletalMeshVertIndexAndZ& B) const
{
return A.Z < B.Z;
}
};
// Sort the vertices by z value
RawVertIndexAndZ.Sort(FCompareFSkeletalMeshVertIndexAndZ());
// Search for duplicates, quickly!
for(int32 i = 0; i < RawVertIndexAndZ.Num(); i++)
{
// only need to search forward, since we add pairs both ways
for(int32 j = i + 1; j < RawVertIndexAndZ.Num(); j++)
{
if(FMath::Abs(RawVertIndexAndZ[j].Z - RawVertIndexAndZ[i].Z) > THRESH_POINTS_ARE_SAME)
{
// our list is sorted, so there can't be any more dupes
break;
}
// check to see if the points are really overlapping
if(PointsEqual(
RawVertices[RawVertIndexAndZ[i].Index].Position,
RawVertices[RawVertIndexAndZ[j].Index].Position))
{
RawVerts2Dupes.Add(RawVertIndexAndZ[i].Index, RawVertIndexAndZ[j].Index);
RawVerts2Dupes.Add(RawVertIndexAndZ[j].Index, RawVertIndexAndZ[i].Index);
}
}
}
}
TMap<FSkinnedMeshChunk* , TMap<int32, int32> > ChunkToFinalVerts;
uint32 TriangleIndices[3];
for(int32 FaceIndex = 0; FaceIndex < Faces.Num(); FaceIndex++)
{
const FMeshFace& Face = Faces[FaceIndex];
// Find a chunk which matches this triangle.
FSkinnedMeshChunk* Chunk = NULL;
for(int32 i = 0; i < OutChunks.Num(); ++i)
{
if(OutChunks[i]->MaterialIndex == Face.MeshMaterialIndex)
{
Chunk = OutChunks[i];
break;
}
}
if(Chunk == NULL)
{
Chunk = new FSkinnedMeshChunk();
Chunk->MaterialIndex = Face.MeshMaterialIndex;
Chunk->OriginalSectionIndex = OutChunks.Num();
OutChunks.Add(Chunk);
}
TMap<int32, int32>& FinalVerts = ChunkToFinalVerts.FindOrAdd( Chunk );
for(int32 VertexIndex = 0; VertexIndex < 3; ++VertexIndex)
{
int32 WedgeIndex = FaceIndex * 3 + VertexIndex;
const FSoftSkinBuildVertex& Vertex = RawVertices[WedgeIndex];
int32 FinalVertIndex = INDEX_NONE;
if(bKeepOverlappingVertices)
{
FinalVertIndex = Chunk->Vertices.Add(RawVertices[WedgeIndex]);
}
else
{
DupVerts.Reset();
RawVerts2Dupes.MultiFind(WedgeIndex, DupVerts);
DupVerts.Sort();
for(int32 k = 0; k < DupVerts.Num(); k++)
{
if(DupVerts[k] >= WedgeIndex)
{
// the verts beyond me haven't been placed yet, so these duplicates are not relevant
break;
}
int32 *Location = FinalVerts.Find(DupVerts[k]);
if(Location != NULL)
{
if(SkeletalMeshTools::AreSkelMeshVerticesEqual(Vertex, Chunk->Vertices[*Location]))
{
FinalVertIndex = *Location;
break;
}
}
}
if(FinalVertIndex == INDEX_NONE)
{
FinalVertIndex = Chunk->Vertices.Add(Vertex);
FinalVerts.Add(WedgeIndex, FinalVertIndex);
}
}
// set the index entry for the newly added vertex
#if DISALLOW_32BIT_INDICES
if(FinalVertIndex > MAX_uint16)
{
bOutTooManyVerts = true;
}
TriangleIndices[VertexIndex] = (uint16)FinalVertIndex;
#else
// TArray internally has int32 for capacity, so no need to test for uint32 as it's larger than int32
TriangleIndices[VertexIndex] = (uint32)FinalVertIndex;
#endif
}
if(TriangleIndices[0] != TriangleIndices[1] && TriangleIndices[0] != TriangleIndices[2] && TriangleIndices[1] != TriangleIndices[2])
{
for(uint32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
Chunk->Indices.Add(TriangleIndices[VertexIndex]);
}
}
}
}
int32 AddSkinVertex(TArray<FSoftSkinBuildVertex>& Vertices,FSoftSkinBuildVertex& Vertex, bool bKeepOverlappingVertices )
{
if (!bKeepOverlappingVertices)
{
for(uint32 VertexIndex = 0;VertexIndex < (uint32)Vertices.Num();VertexIndex++)
{
FSoftSkinBuildVertex& OtherVertex = Vertices[VertexIndex];
if( AreSkelMeshVerticesEqual( Vertex, OtherVertex ) )
{
return VertexIndex;
}
}
}
return Vertices.Add(Vertex);
}
void ChunkSkinnedVertices(TArray<FSkinnedMeshChunk*>& Chunks,int32 MaxBonesPerChunk)
{
#if WITH_EDITORONLY_DATA
// Copy over the old chunks (this is just copying pointers).
TArray<FSkinnedMeshChunk*> SrcChunks;
Exchange(Chunks,SrcChunks);
// Sort the chunks by material index.
struct FCompareSkinnedMeshChunk
{
FORCEINLINE bool operator()(const FSkinnedMeshChunk& A,const FSkinnedMeshChunk& B) const
{
return A.MaterialIndex < B.MaterialIndex;
}
};
SrcChunks.Sort(FCompareSkinnedMeshChunk());
// Now split chunks to respect the desired bone limit.
TIndirectArray<TArray<int32> > IndexMaps;
TArray<FBoneIndexType, TInlineAllocator<MAX_TOTAL_INFLUENCES*3> > UniqueBones;
for (int32 SrcChunkIndex = 0; SrcChunkIndex < SrcChunks.Num(); ++SrcChunkIndex)
{
FSkinnedMeshChunk* SrcChunk = SrcChunks[SrcChunkIndex];
int32 FirstChunkIndex = Chunks.Num();
for (int32 i = 0; i < SrcChunk->Indices.Num(); i += 3)
{
// Find all bones needed by this triangle.
UniqueBones.Reset();
for (int32 Corner = 0; Corner < 3; Corner++)
{
int32 VertexIndex = SrcChunk->Indices[i + Corner];
FSoftSkinBuildVertex& V = SrcChunk->Vertices[VertexIndex];
for (int32 InfluenceIndex = 0; InfluenceIndex < MAX_TOTAL_INFLUENCES; InfluenceIndex++)
{
if (V.InfluenceWeights[InfluenceIndex] > 0)
{
UniqueBones.AddUnique(V.InfluenceBones[InfluenceIndex]);
}
}
}
// Now find a chunk for them.
FSkinnedMeshChunk* DestChunk = NULL;
int32 DestChunkIndex = FirstChunkIndex;
for (; DestChunkIndex < Chunks.Num(); ++DestChunkIndex)
{
TArray<FBoneIndexType>& BoneMap = Chunks[DestChunkIndex]->BoneMap;
int32 NumUniqueBones = 0;
for (int32 j = 0; j < UniqueBones.Num(); ++j)
{
NumUniqueBones += (BoneMap.Contains(UniqueBones[j]) ? 0 : 1);
}
if (NumUniqueBones + BoneMap.Num() <= MaxBonesPerChunk)
{
DestChunk = Chunks[DestChunkIndex];
break;
}
}
// If no chunk was found, create one!
if (DestChunk == NULL)
{
DestChunk = new FSkinnedMeshChunk();
Chunks.Add(DestChunk);
DestChunk->MaterialIndex = SrcChunk->MaterialIndex;
DestChunk->OriginalSectionIndex = SrcChunk->OriginalSectionIndex;
TArray<int32>& IndexMap = *new(IndexMaps) TArray<int32>();
IndexMap.AddUninitialized(SrcChunk->Vertices.Num());
FMemory::Memset(IndexMap.GetData(),0xff,IndexMap.GetTypeSize()*IndexMap.Num());
}
TArray<int32>& IndexMap = IndexMaps[DestChunkIndex];
// Add the unique bones to this chunk's bone map.
for (int32 j = 0; j < UniqueBones.Num(); ++j)
{
DestChunk->BoneMap.AddUnique(UniqueBones[j]);
}
// For each vertex, add it to the chunk's arrays of vertices and indices.
for (int32 Corner = 0; Corner < 3; Corner++)
{
int32 VertexIndex = SrcChunk->Indices[i + Corner];
int32 DestIndex = IndexMap[VertexIndex];
if (DestIndex == INDEX_NONE)
{
DestIndex = DestChunk->Vertices.Add(SrcChunk->Vertices[VertexIndex]);
FSoftSkinBuildVertex& V = DestChunk->Vertices[DestIndex];
for (int32 InfluenceIndex = 0; InfluenceIndex < MAX_TOTAL_INFLUENCES; InfluenceIndex++)
{
if (V.InfluenceWeights[InfluenceIndex] > 0)
{
int32 MappedIndex = DestChunk->BoneMap.Find(V.InfluenceBones[InfluenceIndex]);
check(DestChunk->BoneMap.IsValidIndex(MappedIndex));
V.InfluenceBones[InfluenceIndex] = MappedIndex;
}
}
IndexMap[VertexIndex] = DestIndex;
}
DestChunk->Indices.Add(DestIndex);
}
}
// Source chunks are no longer needed.
delete SrcChunks[SrcChunkIndex];
SrcChunks[SrcChunkIndex] = NULL;
}
#endif // #if WITH_EDITORONLY_DATA
}
/**
* Copies data out of Model so that the data can be processed in the background.
*/
void CopySkinnedModelData(FSkinnedModelData& OutData, FStaticLODModel& Model)
{
#if WITH_EDITORONLY_DATA
Model.GetVertices(OutData.Vertices);
Model.MultiSizeIndexContainer.GetIndexBuffer(OutData.Indices);
if (Model.RawPointIndices.GetElementCount() == OutData.Vertices.Num())
{
OutData.RawPointIndices.Empty(Model.RawPointIndices.GetElementCount());
OutData.RawPointIndices.AddUninitialized(Model.RawPointIndices.GetElementCount());
void* DestPtr = OutData.RawPointIndices.GetData();
Model.RawPointIndices.GetCopy(&DestPtr, /*bDiscardInternalCopy=*/false);
check(DestPtr == OutData.RawPointIndices.GetData());
}
OutData.MeshToImportVertexMap = Model.MeshToImportVertexMap;
OutData.Sections = Model.Sections;
for (int32 ChunkIndex = 0; ChunkIndex < Model.Chunks.Num(); ++ChunkIndex)
{
TArray<FBoneIndexType>& DestBoneMap = *new(OutData.BoneMaps) TArray<FBoneIndexType>();
DestBoneMap = Model.Chunks[ChunkIndex].BoneMap;
}
OutData.NumTexCoords = Model.NumTexCoords;
#endif // #if WITH_EDITORONLY_DATA
};
void UnchunkSkeletalModel(TArray<FSkinnedMeshChunk*>& Chunks, TArray<int32>& PointToOriginalMap, const FSkinnedModelData& SrcModel)
{
#if WITH_EDITORONLY_DATA
const TArray<FSoftSkinVertex>& SrcVertices = SrcModel.Vertices;
const TArray<uint32>& SrcIndices = SrcModel.Indices;
TArray<uint32> IndexMap;
check(Chunks.Num() == 0);
check(PointToOriginalMap.Num() == 0);
IndexMap.Empty(SrcVertices.Num());
IndexMap.AddUninitialized(SrcVertices.Num());
for (int32 SectionIndex = 0; SectionIndex < SrcModel.Sections.Num(); ++SectionIndex)
{
const FSkelMeshSection& Section = SrcModel.Sections[SectionIndex];
const TArray<FBoneIndexType>& BoneMap = SrcModel.BoneMaps[SectionIndex];
FSkinnedMeshChunk* DestChunk = Chunks.Num() ? Chunks.Last() : NULL;
if (DestChunk == NULL || DestChunk->MaterialIndex != Section.MaterialIndex)
{
DestChunk = new FSkinnedMeshChunk();
Chunks.Add(DestChunk);
DestChunk->MaterialIndex = Section.MaterialIndex;
DestChunk->OriginalSectionIndex = SectionIndex;
// When starting a new chunk reset the index map.
FMemory::Memset(IndexMap.GetData(),0xff,IndexMap.Num()*IndexMap.GetTypeSize());
}
int32 NumIndicesThisSection = Section.NumTriangles * 3;
for (uint32 SrcIndex = Section.BaseIndex; SrcIndex < Section.BaseIndex + NumIndicesThisSection; ++SrcIndex)
{
uint32 VertexIndex = SrcIndices[SrcIndex];
uint32 DestVertexIndex = IndexMap[VertexIndex];
if (DestVertexIndex == INDEX_NONE)
{
FSoftSkinBuildVertex NewVertex;
const FSoftSkinVertex& SrcVertex = SrcVertices[VertexIndex];
NewVertex.Position = SrcVertex.Position;
NewVertex.TangentX = SrcVertex.TangentX;
NewVertex.TangentY = SrcVertex.TangentY;
NewVertex.TangentZ = SrcVertex.TangentZ;
FMemory::Memcpy(NewVertex.UVs, SrcVertex.UVs, sizeof(FVector2D)*MAX_TEXCOORDS);
NewVertex.Color = SrcVertex.Color;
for (int32 i = 0; i < MAX_TOTAL_INFLUENCES; ++i)
{
uint8 BoneIndex = SrcVertex.InfluenceBones[i];
check(BoneMap.IsValidIndex(BoneIndex));
NewVertex.InfluenceBones[i] = BoneMap[BoneIndex];
NewVertex.InfluenceWeights[i] = SrcVertex.InfluenceWeights[i];
}
NewVertex.PointWedgeIdx = SrcModel.RawPointIndices.Num() ? SrcModel.RawPointIndices[VertexIndex] : 0;
int32 RawVertIndex = SrcModel.MeshToImportVertexMap.Num() ? SrcModel.MeshToImportVertexMap[VertexIndex] : INDEX_NONE;
if ((int32)NewVertex.PointWedgeIdx >= PointToOriginalMap.Num())
{
PointToOriginalMap.AddZeroed(NewVertex.PointWedgeIdx + 1 - PointToOriginalMap.Num());
}
PointToOriginalMap[NewVertex.PointWedgeIdx] = RawVertIndex;
DestVertexIndex = AddSkinVertex(DestChunk->Vertices,NewVertex,/*bKeepOverlappingVertices=*/ false);
IndexMap[VertexIndex] = DestVertexIndex;
}
DestChunk->Indices.Add(DestVertexIndex);
}
}
#endif // #if WITH_EDITORONLY_DATA
}
// Find the most dominant bone for each vertex
int32 GetDominantBoneIndex(FSoftSkinVertex* SoftVert)
{
uint8 MaxWeightBone = 0;
uint8 MaxWeightWeight = 0;
for(int32 i=0; i<MAX_TOTAL_INFLUENCES; i++)
{
if(SoftVert->InfluenceWeights[i] > MaxWeightWeight)
{
MaxWeightWeight = SoftVert->InfluenceWeights[i];
MaxWeightBone = SoftVert->InfluenceBones[i];
}
}
return MaxWeightBone;
}
void CalcBoneVertInfos(USkeletalMesh* SkeletalMesh, TArray<FBoneVertInfo>& Infos, bool bOnlyDominant)
{
FSkeletalMeshResource* ImportedResource = SkeletalMesh->GetImportedResource();
if (ImportedResource->LODModels.Num() == 0)
return;
SkeletalMesh->CalculateInvRefMatrices();
check( SkeletalMesh->RefSkeleton.GetNum() == SkeletalMesh->RefBasesInvMatrix.Num() );
Infos.Empty();
Infos.AddZeroed( SkeletalMesh->RefSkeleton.GetNum() );
FStaticLODModel* LODModel = &ImportedResource->LODModels[0];
for(int32 ChunkIndex = 0;ChunkIndex < LODModel->Chunks.Num();ChunkIndex++)
{
FSkelMeshChunk& Chunk = LODModel->Chunks[ChunkIndex];
for(int32 i=0; i<Chunk.RigidVertices.Num(); i++)
{
FRigidSkinVertex* RigidVert = &Chunk.RigidVertices[i];
int32 BoneIndex = Chunk.BoneMap[RigidVert->Bone];
FVector LocalPos = SkeletalMesh->RefBasesInvMatrix[BoneIndex].TransformPosition(RigidVert->Position);
Infos[BoneIndex].Positions.Add(LocalPos);
FVector LocalNormal = SkeletalMesh->RefBasesInvMatrix[BoneIndex].TransformVector(RigidVert->TangentZ);
Infos[BoneIndex].Normals.Add(LocalNormal);
}
for(int32 i=0; i<Chunk.SoftVertices.Num(); i++)
{
FSoftSkinVertex* SoftVert = &Chunk.SoftVertices[i];
if(bOnlyDominant)
{
int32 BoneIndex = Chunk.BoneMap[GetDominantBoneIndex(SoftVert)];
FVector LocalPos = SkeletalMesh->RefBasesInvMatrix[BoneIndex].TransformPosition(SoftVert->Position);
Infos[BoneIndex].Positions.Add(LocalPos);
FVector LocalNormal = SkeletalMesh->RefBasesInvMatrix[BoneIndex].TransformVector(SoftVert->TangentZ);
Infos[BoneIndex].Normals.Add(LocalNormal);
}
else
{
for(int32 j=0; j<MAX_TOTAL_INFLUENCES; j++)
{
if(SoftVert->InfluenceWeights[j] > 0)
{
int32 BoneIndex = Chunk.BoneMap[SoftVert->InfluenceBones[j]];
FVector LocalPos = SkeletalMesh->RefBasesInvMatrix[BoneIndex].TransformPosition(SoftVert->Position);
Infos[BoneIndex].Positions.Add(LocalPos);
FVector LocalNormal = SkeletalMesh->RefBasesInvMatrix[BoneIndex].TransformVector(SoftVert->TangentZ);
Infos[BoneIndex].Normals.Add(LocalNormal);
}
}
}
}
}
}
}