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UnrealEngineUWP/Engine/Source/Runtime/StaticMeshDescription/Private/StaticMeshAttributes.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "StaticMeshAttributes.h"
namespace MeshAttribute
{
const FName VertexInstance::TextureCoordinate("TextureCoordinate");
const FName VertexInstance::Normal("Normal");
const FName VertexInstance::Tangent("Tangent");
const FName VertexInstance::BinormalSign("BinormalSign");
const FName VertexInstance::Color("Color");
const FName Edge::IsHard("IsHard");
First pass of MeshDescription API and format refactor. - Removed hardcoded element type arrays (Vertices, Edges, Triangles etc.). Mesh element types can now be arbitrarily added, with any number of channels. - Mesh element containers have a much leaner format; instead of sparse arrays, they are now represented by a simple bitarray, determining whether an index is used or not. Consequently, mesh topology is now entirely described with the attribute system, e.g. edge start and end vertices, triangle vertices, etc. - Support added for attributes of arbitrary dimensions, e.g. float[4] or int[2]. - Support added for attributes which index into another mesh element container. - Added FMeshElementIndexer: this is an efficient container for maintaining backward references from one element type to another; for example, edges have an attribute specifying which vertices are at each end (an attribute of type FVertexID[2]). With an indexer, it is possible to look up which edges contain a given vertex, even though this is not explicitly stored. Indexers are designed to do minimal allocations and update lazily and in batch when necessary. - Added support for preserving UV topology in static meshes. UVs are now a first-class element type which may be indexed directly from triangles. - Added the facility to access the underlying array in an attribute array directly. - Triangles now directly reference their vertex, edge and UV IDs. Vertex instances are to be deprecated. - Changed various systems to be triangle-centric rather than polygon-centric, as this is faster. Triangles are presumed to be the elementary face type in a MeshDescription, even if polygons are still supported. The concept of polygons will be somewhat shifted to mean a group of triangles which should be treated collectively for editing purposes. - Optimised normal/tangent generation and FBX import. - Deprecated EditableMesh, MeshEditor and StaticMeshEditorExtension plugins - these are to be removed, but they still have certain hooks in place which need removing. #rb [CL 13568702 by Richard TalbotWatkin in ue5-main branch]
2020-05-28 10:56:57 -04:00
const FName Triangle::Normal("Normal");
const FName Triangle::Tangent("Tangent");
const FName Triangle::Binormal("Binormal");
const FName Polygon::Normal("Normal");
const FName Polygon::Tangent("Tangent");
const FName Polygon::Binormal("Binormal");
const FName Polygon::Center("Center");
const FName PolygonGroup::ImportedMaterialSlotName("ImportedMaterialSlotName");
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// all deprected in 4.26
const FName Vertex::CornerSharpness("CornerSharpness");
const FName PolygonGroup::CastShadow("CastShadow");
const FName Edge::CreaseSharpness("CreaseSharpness");
const FName Edge::IsUVSeam("IsUVSeam");
const FName PolygonGroup::EnableCollision("EnableCollision");
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
void FStaticMeshAttributes::Register()
{
// Add basic vertex attributes
// Add basic vertex instance attributes
MeshDescription.VertexInstanceAttributes().RegisterAttribute<FVector2f>(MeshAttribute::VertexInstance::TextureCoordinate, 1, FVector2f::ZeroVector, EMeshAttributeFlags::Lerpable | EMeshAttributeFlags::Mandatory);
MeshDescription.VertexInstanceAttributes().RegisterAttribute<FVector3f>(MeshAttribute::VertexInstance::Normal, 1, FVector3f::ZeroVector, EMeshAttributeFlags::AutoGenerated | EMeshAttributeFlags::Mandatory);
MeshDescription.VertexInstanceAttributes().RegisterAttribute<FVector3f>(MeshAttribute::VertexInstance::Tangent, 1, FVector3f::ZeroVector, EMeshAttributeFlags::AutoGenerated | EMeshAttributeFlags::Mandatory);
MeshDescription.VertexInstanceAttributes().RegisterAttribute<float>(MeshAttribute::VertexInstance::BinormalSign, 1, 0.0f, EMeshAttributeFlags::AutoGenerated | EMeshAttributeFlags::Mandatory);
MeshDescription.VertexInstanceAttributes().RegisterAttribute<FVector4f>(MeshAttribute::VertexInstance::Color, 1, FVector4f(1.0f, 1.0f, 1.0f, 1.0f), EMeshAttributeFlags::Lerpable | EMeshAttributeFlags::Mandatory);
// Add basic edge attributes
MeshDescription.EdgeAttributes().RegisterAttribute<bool>(MeshAttribute::Edge::IsHard, 1, false, EMeshAttributeFlags::Mandatory);
// Add basic polygon attributes
// Add basic polygon group attributes
MeshDescription.PolygonGroupAttributes().RegisterAttribute<FName>(MeshAttribute::PolygonGroup::ImportedMaterialSlotName, 1, NAME_None, EMeshAttributeFlags::Mandatory); //The unique key to match the mesh material slot
// Call super class
FMeshAttributes::Register();
}
void FStaticMeshAttributes::RegisterPolygonNormalAndTangentAttributes()
{
First pass of MeshDescription API and format refactor. - Removed hardcoded element type arrays (Vertices, Edges, Triangles etc.). Mesh element types can now be arbitrarily added, with any number of channels. - Mesh element containers have a much leaner format; instead of sparse arrays, they are now represented by a simple bitarray, determining whether an index is used or not. Consequently, mesh topology is now entirely described with the attribute system, e.g. edge start and end vertices, triangle vertices, etc. - Support added for attributes of arbitrary dimensions, e.g. float[4] or int[2]. - Support added for attributes which index into another mesh element container. - Added FMeshElementIndexer: this is an efficient container for maintaining backward references from one element type to another; for example, edges have an attribute specifying which vertices are at each end (an attribute of type FVertexID[2]). With an indexer, it is possible to look up which edges contain a given vertex, even though this is not explicitly stored. Indexers are designed to do minimal allocations and update lazily and in batch when necessary. - Added support for preserving UV topology in static meshes. UVs are now a first-class element type which may be indexed directly from triangles. - Added the facility to access the underlying array in an attribute array directly. - Triangles now directly reference their vertex, edge and UV IDs. Vertex instances are to be deprecated. - Changed various systems to be triangle-centric rather than polygon-centric, as this is faster. Triangles are presumed to be the elementary face type in a MeshDescription, even if polygons are still supported. The concept of polygons will be somewhat shifted to mean a group of triangles which should be treated collectively for editing purposes. - Optimised normal/tangent generation and FBX import. - Deprecated EditableMesh, MeshEditor and StaticMeshEditorExtension plugins - these are to be removed, but they still have certain hooks in place which need removing. #rb [CL 13568702 by Richard TalbotWatkin in ue5-main branch]
2020-05-28 10:56:57 -04:00
PRAGMA_DISABLE_DEPRECATION_WARNINGS
MeshDescription.PolygonAttributes().RegisterAttribute<FVector3f>(MeshAttribute::Polygon::Normal, 1, FVector3f::ZeroVector, EMeshAttributeFlags::Transient);
MeshDescription.PolygonAttributes().RegisterAttribute<FVector3f>(MeshAttribute::Polygon::Tangent, 1, FVector3f::ZeroVector, EMeshAttributeFlags::Transient);
MeshDescription.PolygonAttributes().RegisterAttribute<FVector3f>(MeshAttribute::Polygon::Binormal, 1, FVector3f::ZeroVector, EMeshAttributeFlags::Transient);
MeshDescription.PolygonAttributes().RegisterAttribute<FVector3f>(MeshAttribute::Polygon::Center, 1, FVector3f::ZeroVector, EMeshAttributeFlags::Transient);
First pass of MeshDescription API and format refactor. - Removed hardcoded element type arrays (Vertices, Edges, Triangles etc.). Mesh element types can now be arbitrarily added, with any number of channels. - Mesh element containers have a much leaner format; instead of sparse arrays, they are now represented by a simple bitarray, determining whether an index is used or not. Consequently, mesh topology is now entirely described with the attribute system, e.g. edge start and end vertices, triangle vertices, etc. - Support added for attributes of arbitrary dimensions, e.g. float[4] or int[2]. - Support added for attributes which index into another mesh element container. - Added FMeshElementIndexer: this is an efficient container for maintaining backward references from one element type to another; for example, edges have an attribute specifying which vertices are at each end (an attribute of type FVertexID[2]). With an indexer, it is possible to look up which edges contain a given vertex, even though this is not explicitly stored. Indexers are designed to do minimal allocations and update lazily and in batch when necessary. - Added support for preserving UV topology in static meshes. UVs are now a first-class element type which may be indexed directly from triangles. - Added the facility to access the underlying array in an attribute array directly. - Triangles now directly reference their vertex, edge and UV IDs. Vertex instances are to be deprecated. - Changed various systems to be triangle-centric rather than polygon-centric, as this is faster. Triangles are presumed to be the elementary face type in a MeshDescription, even if polygons are still supported. The concept of polygons will be somewhat shifted to mean a group of triangles which should be treated collectively for editing purposes. - Optimised normal/tangent generation and FBX import. - Deprecated EditableMesh, MeshEditor and StaticMeshEditorExtension plugins - these are to be removed, but they still have certain hooks in place which need removing. #rb [CL 13568702 by Richard TalbotWatkin in ue5-main branch]
2020-05-28 10:56:57 -04:00
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
void FStaticMeshAttributes::RegisterTriangleNormalAndTangentAttributes()
{
MeshDescription.TriangleAttributes().RegisterAttribute<FVector3f>(MeshAttribute::Triangle::Normal, 1, FVector3f::ZeroVector, EMeshAttributeFlags::Transient);
MeshDescription.TriangleAttributes().RegisterAttribute<FVector3f>(MeshAttribute::Triangle::Tangent, 1, FVector3f::ZeroVector, EMeshAttributeFlags::Transient);
MeshDescription.TriangleAttributes().RegisterAttribute<FVector3f>(MeshAttribute::Triangle::Binormal, 1, FVector3f::ZeroVector, EMeshAttributeFlags::Transient);
}