Commit Graph

89 Commits

Author SHA1 Message Date
Ryan Schmidt
e579178cda ModelingComponents: refactor conversion code from ExtractCollisionGeometryTool into static functions ConvertSimpleCollisionToMeshes() and ConvertComplexCollisionToMeshes()
GeometryScript: add CopyCollisionMeshesFromObject function, extracts meshed collision shapes or complex collision from various object types as a UDynamicMesh
#rb none
#preflight 62ffc256c85b7fef22f671cc

[CL 21460263 by Ryan Schmidt in ue5-main branch]
2022-08-19 13:20:33 -04:00
semion piskarev
3cc8f15db4 MeshModelingTools: Various CubeGrid improvements.
- Made the tool Accept/Cancel.
- Added the ability to set block size at current power.
- Added ability to initialize the grid from a given actor, initialized to current target.
- Added the option for the grid sizes to follow the default editor grid (1, 5, 10, 50, 100, etc).
- Allowed global mode for gizmo manipulation, to allow editor grid snapping to work.
- Removed the non-useful selection plane tolerance setting

#rb Jimmy.Andrews
#jira UE-153345, UE-152029
#preflight 62f163f9185da2495f83831e

[CL 21274412 by semion piskarev in ue5-main branch]
2022-08-08 16:01:14 -04:00
matija kecman
f4900ae7a1 Render Capture Baking: Use depth capture to eliminate occlusion artefacts which can appear when baking non-convex shapes and look like weird sihouettes/blotches in the base color channel
Also removed artefacts that became visible after the ones fixible with a depth test were resolved. These were related to linearly interpolating data on the photosets, this was fixed since the baking framework is where texture filtering should take place

#rnx
#rb lonnie.li, ryan.schmidt
#jira none
#preflight 62d473b0dc4397d384a06bc8

[CL 21148985 by matija kecman in ue5-main branch]
2022-07-18 11:21:15 -04:00
Ryan Schmidt
dc5b1dcca4 add file that was missed in CL 21117964
#rb none
#preflight skip

[CL 21119976 by Ryan Schmidt in ue5-main branch]
2022-07-15 20:04:27 -04:00
Ryan Schmidt
986547914e Move GeometrySelection.h and GeometrySelectionUtil.h to GeometryProcessing plugin. Move types in GeometrySelection.h into UE::Geometry:: namespace. Fix up usage sites.
#rb none
#preflight 62d1c7222e3e5993c351a126

[CL 21117964 by Ryan Schmidt in ue5-main branch]
2022-07-15 17:53:52 -04:00
Ryan Schmidt
6032c02f0e ModelingMode: add Delete command for current Mesh Selection
ToolsFramework:
add UInteractiveCommand and UInteractiveCommandArguments types, base classes for 'interactive commands' which are intended to be used for atomic actions, ie stateless, no user interaction, etc
ModelingComponents:
add UGeometrySelectionEditCommand/Arguments, this is a UInteractiveCommand that uses a FGeometrySelection as an argument
add UGeometrySelectionManager::CanExecuteSelectionCommand() and ExecuteSelectionCommand()

MeshModelingTools:
add UDeleteGeometrySelectionCommand, deletes selected mesh geometry by converting input selection to list of triangles

ModelingToolsEditorMode:
add Delete command to ModelingMode and UI. ModelingToolsEditorMode currently is keeping active command set alive via new UModelingToolsEditorMode::ModelingModeCommands member.

#rb none
#preflight 62d195b9a66919b6701d89a8

[CL 21113757 by Ryan Schmidt in ue5-main branch]
2022-07-15 13:49:13 -04:00
Ryan Schmidt
9c4efbe435 ModelingComponents: Add UE::Geometry::GetCurrentGeometrySelectionForTarget() util function to query current UGeometrySelectionManager for active Selection. Modify UE::Geometry::GetCurrentToolInputSelection() to return converted selection from UGeometrySelectionManager instead of using the now-disabled UPersistentMeshSelectionManager. Deprecate UPersistentMeshSelectionManager and related functions/classes.
#rb none
#preflight 62c60a31892b4d4f308ca646

[CL 20983305 by Ryan Schmidt in ue5-main branch]
2022-07-07 09:44:46 -04:00
Ryan Schmidt
6c6315d4e5 ModelingMode: add support for new element-level geometry selection system for DynamicMeshComponents
New UModelingSelectionInteraction provides click-to-select and gizmo interactions for current set of mesh objects that support selection, by manipulating the active UGeometrySelectionManager.

ModelingMode now creates a UGeometrySelectionManager and UModelingSelectionInteraction on mode startup, if 'persistent selections' are enabled in the project settings. This replaces the previous persistent selection system/manager, which is no longer created/registered.
UModelingToolsEditorMode::ShouldDrawWidget() and ::ComputeBoundingBoxForViewportFocus() updated to support active Selection.

Functions ::OnToolsContextRender(), ::OnToolPostBuild(), ::GetGeometrySelectionChangesAllowed(), ::TestForEditorGizmoHit(), ::UpdateSelectionManagerOnEditorSelectionChange() added to support selection system.

FModelingToolsEditorModeToolkit will add buttons for selection control if Persistent Selections are enabled. Dynamic updates to Palette based on active selection are initiated by EdMode. Currently the selection-actions palette is empty.

#rb none
#preflight 62c5f20c3c5171c81715f5f4

[CL 20973334 by Ryan Schmidt in ue5-main branch]
2022-07-06 16:54:57 -04:00
David Hill
4c6d43fe88 MeshModelingToolSet - DynamicMeshSelector. Make sure the correct version of shutdown is called. Fixes a static analysis warning
#jira UE-158215
#preflight 62c4e80f2f31b87c6cc5f9f8
#rb Jimmy.Andrews

[CL 20955739 by David Hill in ue5-main branch]
2022-07-05 21:51:47 -04:00
Ryan Schmidt
96bcffd475 ModelingComponents: add new geometric-element Selection system
GeometrySelection.h/cpp: FGeometrySelection, FGeometrySelectionEditor, representation and manipulation of a generic element-level selection, stored as a set of uint64. Editor makes changes to Selection while tracking deltas.
GeometrySelectionUtil.h/cpp: utility and helper functions for editing/processing a mesh+selection
GeometrySelector.h: FGeometryIdentifier type used to identify target objects with element-level selection support. IGeometrySelector interface that defines API for element selection for a type of target object. Factory type for spawing instances. IGeometrySelectionTransformer interface that defines API for element-level transformation
GeometrySelectionManager.h/cpp: UGeometrySelectionManager that maintains set of 'active targets' with associated Selector, Selection, and SelectionEditor, and provides high-level API for creating and querying element selections, 3D transforms of selections, selection undo/redo, and (currently) limited debug rendering
GeometrySelectionChanges.h/cpp: FChange types for element selection changes
DynamicMeshSelector.h/cpp: implementation of IGeometrySelector for UDynamicMesh/Component

#rb jimmy.andrews
#preflight 62bdb9cbb024a2608c38b72d

[CL 20896967 by Ryan Schmidt in ue5-main branch]
2022-06-30 12:09:44 -04:00
Ryan Schmidt
636abcceee SceneSnappingManager: add ::PauseSceneGeometryUpdates() and ::UnPauseSceneGeometryUpdates(), these temporarily disable/re-enable geometry updates (eg BVH rebuilds) on DynamicMeshComponents, for use in live-edit situations where we can't defer mesh updates (because render geometry needs to update) but don't want a per-frame BVH build
#rb none
#preflight 62ab7bb82804d6adf7f72f97

[CL 20692560 by Ryan Schmidt in ue5-main branch]
2022-06-16 15:25:58 -04:00
nathan mitchell
3ba92badec UVEditor: Enable support for selection mechanics within in the 3D viewport.
#rb semion.piskarev
#preflight 62aa68f9102b5101ccdc6d13

[CL 20679008 by nathan mitchell in ue5-main branch]
2022-06-15 19:31:42 -04:00
Ryan Schmidt
422c289493 GeometryFramework: add support for configuring color and normal overrides on BaseDynamicMeshComponent & DynamicMeshComponent. This allows the user to configure a DynamicMeshComponent to display vertex colors, group colors, or a (configurable) custom color, as well as facet normals, in the Actor properties.
A new lit vertex color material is added and used if the ModelingComponents module is loaded (to avoid adding a new engine material, if only GeometryFramework is loaded, then the engine-default vertex color material is used). This class-wide vertex color material can be overridden via UBaseDynamicMeshComponent::SetDefaultVertexColorMaterial()

Facet Normals / Flat Shading is now separately configurable, this overrides the normals at the vertexbuffer setup level, so it works independently of material.

Support also added for configuring the wireframe material used for BaseDynamicMeshComponent, and also for setting the wireframe color.

#preflight 62aa2330a40a4dc3a04052c6
#rb tyson.brochu

[CL 20676782 by Ryan Schmidt in ue5-main branch]
2022-06-15 16:49:13 -04:00
matija kecman
6f80932e2b Render Capture Baking: Add messages warning users about missing tangents or UVs
#rnx
#rb lonnie.li
#jira none
#preflight 62a72d695a44fbc402908e21

[CL 20626847 by matija kecman in ue5-main branch]
2022-06-13 10:27:34 -04:00
Ryan Schmidt
bc8042333e Add additional capture locations to FSceneCapturePhotoSet::AddStandardExteriorCapturesFromBoundingBox(), on upper and side box edge midpoints. Enable by default in Approximate Actors and BakeRenderCaptureTool.
#rb jimmy.andrews
#preflight 62a11612e820a589df5e36dd
#fyi matija.kecman

[CL 20570945 by Ryan Schmidt in ue5-main branch]
2022-06-08 23:39:09 -04:00
Nickolas Drake
1400b65d56 ModellingComponents: Add optional corner point visualization to PolyEdit
#rb Simeon.Piskarev
#jira none
#preflight 629fc9d185333f26645be644

[CL 20546816 by Nickolas Drake in ue5-main branch]
2022-06-07 18:25:43 -04:00
tyson brochu
e78697a2c1 SetCollisionGeometryTool: add Mesh to Level Set / SDF conversion
#rb jimmy.andrews
#preflight 62952aa7e61254772f6b4b5e

[CL 20432875 by tyson brochu in ue5-main branch]
2022-05-30 16:48:48 -04:00
Andrew Davidson
9741042a2b Reduce use of UE_DECLARE_LWC_TYPE macro to improve Intellisense.
Moved Math forward declarations from CoreFwd.h to Math/MathFwd.h
#rb steve.robb
#preflight 62837df43c1cdc59e2b07dd5

[CL 20240602 by Andrew Davidson in ue5-main branch]
2022-05-17 07:05:35 -04:00
matija kecman
c0efeb5f4f Render Capture Baking: Add FScopedSlowTask to give user progress feedback on game thread scene capture
#rb lonnie.li
#rnx
#jira none
#preflight 62822298046b81bf9399584e

[CL 20221812 by matija kecman in ue5-main branch]
2022-05-16 06:50:35 -04:00
matija kecman
b47e74f1a8 Render Capture Baking: Move visibility raycast from evaluators to detail sampler
Benchmark configuration:
- Test scene with 4 meshes: a mossy stone nanite mesh, a beach ball, a ball with an emissive blue cross and a hut mesh
- Target mesh: 11.8k triangles mesh, created by voxel wrapping the meshes in the test scene elements
- 4096x4096 output texture with 16x multisampling baking BaseColor, Emissive, PackedMRS and Normal maps
- 4096x4096 photo capture resolution

Unreal Insights reports the following times for the Bake call:
- Before this change: 2 mins 45 seconds
- After this change: 55.9 seconds

Aside: (Unaffected by this change) In both cases the photo capture, which is done on the game thread, took about 1 min

#jira none
#rb
#rnx
#preflight 627e64e01748fbc85bb24a42

[CL 20221383 by matija kecman in ue5-main branch]
2022-05-16 05:13:25 -04:00
matija kecman
929525effb Render Capture Baking: Support correspondence sample validity checking, use BSpline filtering and enable multisampling
#rb lonnie.li
#rnx
#jira none
#preflight 6262d4dbd558dfdec3934905

[CL 19899614 by matija kecman in ue5-main branch]
2022-04-25 05:41:52 -04:00
nathan mitchell
559622e6cf ClothEditor: Add new tool derived from the Modeling Mode Group Paint tool for weight painting with dynamic meshes and the brush tool infrastructure
#rb tyson.brochu
#rnx
#preflight 62462ecbb33098a72dd3eb09

[CL 19611005 by nathan mitchell in ue5-main branch]
2022-04-04 12:41:00 -04:00
christopher waters
f8147b1889 Full set of fixes for non-unity non-pch builds after EngineTypes cleanup. This includes adjusting previous build fixes that introduced new includes that weren't actually necessary. Restored a few includes and wrapped them in UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_1 checks to maintain compatability.
Also includes fixes for other build issues as it's hard to separate them all.

#jira too many to list
#rb none
#preflight 6247d21073665f7d5e6c5a6c

[CL 19600818 by christopher waters in ue5-main branch]
2022-04-02 01:04:02 -04:00
Jimmy Andrews
c78656355e update ITF and ModelingComponents headers to account for recent move of FHitResult (out of EngineTypes.h and into its own header)
#rb trivial
#preflight 62461694dc6183e3f50cb798

[CL 19578781 by Jimmy Andrews in ue5-main branch]
2022-03-31 17:15:39 -04:00
michael balzer
30c0b3de0b MeshModelingToolset & InteractiveToolsFramework: Various NonUnity build fixes
#jira UE-146524, UE-146536
#preflight 623788c48900c14eeca5fb91
#preflight 623788c48900c14eeca5fb91

[CL 19447764 by michael balzer in ue5-main branch]
2022-03-20 16:09:48 -04:00