2021-05-13 13:22:55 -04:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "GeometryBase.h"
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#include "DynamicMeshProvider.generated.h"
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2024-05-16 04:43:12 -04:00
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struct FGetMeshParameters;
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2021-05-13 13:22:55 -04:00
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PREDECLARE_GEOMETRY(class FDynamicMesh3);
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UINTERFACE()
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ModelingTools: add support for creating Volumes directly from DrawPolygon, DrawRevolve, DrawPolyPath, and AddPrimitive, CombineMeshes, CutMeshWithMesh, PlaneCut, BaseCreateFromSelected Tools. Improve support for Editing volumes, eg handling mesh/volume interactions, and add configurable auto-simplification for volumes to avoid painful Editor hangs.
- Move ToolTarget implementations, DynamicMeshToVolume to ModelingComponentsEditorOnly module
- move VolumeToDynamicMesh, DynamicMeshProvider/Commiter interfaces to ModelingComponents module
- Add UCreateMeshObjectTypeProperties property set to expose mesh/volume options
- Add FCreateMeshObjectParams::TypeHintClass to allow AVolume type (or other UClass hints) to be passed to creation APIs
- Add UE::ToolTarget::ConfigureCreateMeshObjectParams() util function in ModelingToolTargetUtil, tries to determine output type in a FCreateMeshObjectParams based on input ToolTarget
- Add UEditorModelingObjectsCreationAPI::CreateVolume() implementation
- Add UEditorModelingObjectsCreationAPI::FilterMaterials() that strips out any internal materials and replaces with WorldGridMaterial. This occurs when (eg) subtracting a Volume from a StaticMesh, because the temporary volume mesh gets assigned internal materials, but the Tools don't know this. Use in EditorModelingObjectsCreationAPI when creating new objects. UStaticMeshComponentToolTarget also does this filtering in ::CommitMaterialSetUpdate().
- Add ::ComponentTypeSupportsCollision() function to ComponentCollisionUtil, use to avoid checks/ensures for Volume targets
- Add support for automatic mesh simplification in DynamicMeshToVolume. Add CVar to VolumeDynamicMeshToolTarget.h to control max triangle count (default 500). Apply auto-simplify when creating or updating an AVolume. This prevents the Editor from blocking for long periods on meshes that are too high-res for volumes (even 500 is quite high).
- DynamicMeshToVolume now emits polygroup-faces that contain holes (ie multiple boundary loops) as a set of triangles, rather than emitting separate overlapping faces for each boundary loop
#rb none
#rnx
#jira none
#preflight 60ba50632c42ea0001cb54c5
[CL 16561742 by Ryan Schmidt in ue5-main branch]
2021-06-04 16:04:03 -04:00
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class MODELINGCOMPONENTS_API UDynamicMeshProvider : public UInterface
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2021-05-13 13:22:55 -04:00
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{
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GENERATED_BODY()
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};
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ModelingTools: add support for creating Volumes directly from DrawPolygon, DrawRevolve, DrawPolyPath, and AddPrimitive, CombineMeshes, CutMeshWithMesh, PlaneCut, BaseCreateFromSelected Tools. Improve support for Editing volumes, eg handling mesh/volume interactions, and add configurable auto-simplification for volumes to avoid painful Editor hangs.
- Move ToolTarget implementations, DynamicMeshToVolume to ModelingComponentsEditorOnly module
- move VolumeToDynamicMesh, DynamicMeshProvider/Commiter interfaces to ModelingComponents module
- Add UCreateMeshObjectTypeProperties property set to expose mesh/volume options
- Add FCreateMeshObjectParams::TypeHintClass to allow AVolume type (or other UClass hints) to be passed to creation APIs
- Add UE::ToolTarget::ConfigureCreateMeshObjectParams() util function in ModelingToolTargetUtil, tries to determine output type in a FCreateMeshObjectParams based on input ToolTarget
- Add UEditorModelingObjectsCreationAPI::CreateVolume() implementation
- Add UEditorModelingObjectsCreationAPI::FilterMaterials() that strips out any internal materials and replaces with WorldGridMaterial. This occurs when (eg) subtracting a Volume from a StaticMesh, because the temporary volume mesh gets assigned internal materials, but the Tools don't know this. Use in EditorModelingObjectsCreationAPI when creating new objects. UStaticMeshComponentToolTarget also does this filtering in ::CommitMaterialSetUpdate().
- Add ::ComponentTypeSupportsCollision() function to ComponentCollisionUtil, use to avoid checks/ensures for Volume targets
- Add support for automatic mesh simplification in DynamicMeshToVolume. Add CVar to VolumeDynamicMeshToolTarget.h to control max triangle count (default 500). Apply auto-simplify when creating or updating an AVolume. This prevents the Editor from blocking for long periods on meshes that are too high-res for volumes (even 500 is quite high).
- DynamicMeshToVolume now emits polygroup-faces that contain holes (ie multiple boundary loops) as a set of triangles, rather than emitting separate overlapping faces for each boundary loop
#rb none
#rnx
#jira none
#preflight 60ba50632c42ea0001cb54c5
[CL 16561742 by Ryan Schmidt in ue5-main branch]
2021-06-04 16:04:03 -04:00
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class MODELINGCOMPONENTS_API IDynamicMeshProvider
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2021-05-13 13:22:55 -04:00
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{
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GENERATED_BODY()
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public:
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/**
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2021-11-24 23:55:31 -05:00
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* Gives a copy of a dynamic mesh for tools to operate on.
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2021-05-13 13:22:55 -04:00
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*/
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2021-11-24 23:55:31 -05:00
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virtual UE::Geometry::FDynamicMesh3 GetDynamicMesh() = 0;
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2023-11-03 14:59:41 -04:00
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/**
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* Gives a copy of a dynamic mesh for tools to operate on.
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*
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* @param bRequestTangents Request tangents on the returned mesh. Not required if tangents are not on the source data and the provider does not have a standard way to generate them.
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*
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* Note: Default implementation simply returns GetDynamicMesh(). Overloaded implementations for e.g., Static and Skeletal Mesh sources will enable (and compute if needed) additional tangent data.
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*/
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2024-05-16 04:43:12 -04:00
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UE_DEPRECATED(5.5, "Use GetDynamicMesh which takes a FGetMeshParameters instead.")
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2023-11-03 14:59:41 -04:00
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virtual UE::Geometry::FDynamicMesh3 GetDynamicMesh(bool bRequestTangents);
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2024-05-16 04:43:12 -04:00
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/**
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* Gives a copy of a dynamic mesh for tools to operate on.
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*
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* @param InGetMeshParams Request specific LOD and/or tangents on the returned mesh.
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* bWantMeshTangents not required if tangents are not on the source data and the provider does not have a standard way to generate them.
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*
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* Note: Default implementation simply returns GetDynamicMesh(). Overloaded implementations for e.g., Static and Skeletal Mesh sources will enable (and compute if needed) additional tangent data.
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*/
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virtual UE::Geometry::FDynamicMesh3 GetDynamicMesh(const FGetMeshParameters& InGetMeshParams);
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2021-05-13 13:22:55 -04:00
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};
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