Commit Graph

9 Commits

Author SHA1 Message Date
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
Chris Gagnon
8ab0638182 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.24
#rb none

[CL 9325047 by Chris Gagnon in Main branch]
2019-10-01 20:41:42 -04:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
projectgheist
27ae5afdcb PR #4726: Update copyright notices to 2018. (Contributed by projectgheist)
#rb none
#lockdown Nick.Penwarden

[CL 4070389 by Ben Marsh in Main branch]
2018-05-14 07:48:19 -04:00
Richard TalbotWatkin
e2688dde4c - Added UMeshDescription::DetermineEdgeHardnessesFromVertexInstanceNormals() - discerns edge hardnesses from the normals currently set on vertex instances. Use this to automatically set edge hardnesses on a mesh when building a mesh description.
- Added a new edge attribute: IsUVSeam.
- Added UMeshDescription::DetermineUVSeamsFromUVs() - to automatically determine which edges are UV seams in the mesh.
- Added edge coloring in the wireframe overlay to show UV seams as well as edge hardness.
#rb none

[CL 3971029 by Richard TalbotWatkin in Dev-Geometry branch]
2018-03-29 03:14:05 -04:00
Alexis Matte
f0cce0ab5a Cleanup the polygon group attributes to use only the imported material slot name
#rb none

[CL 3926006 by Alexis Matte in Dev-Geometry branch]
2018-03-05 14:49:19 -05:00
Alexis Matte
d9ba2f16e9 - Remove FSoftObjectPath attribute
- Add DDC for to avoid converting many time the same data
#rb none
#codereview richard.talbotwatkin

[CL 3833762 by Alexis Matte in Dev-Geometry branch]
2018-01-11 17:52:50 -05:00
Alexis Matte
a6f9faef87 Add material index attribute to polygon group attributes container
#rb none
#codereview Richard.TalbotWatkin

[CL 3819947 by Alexis Matte in Dev-Geometry branch]
2018-01-03 10:37:43 -05:00
Richard TalbotWatkin
1c06236042 Total revamp of mesh element attribute model.
Attributes now have a number of possible types (FVector, FVector4, FVector2D, float, int, bool, FName, UObject*) and are exposed as individual flat arrays, indexed by element ID. For example, vertex positions are essentially exposed as an array of FVector which can be directly accessed and modified. This has a number of advantages:
- It is completely extensible: new attributes can be created (even by a third party) and added to a mesh description without requiring a serialization version bump, or any change to the parent structures.
- This is more efficient in batch operations which deal with a number of mesh elements in one go.
- These attribute buffers can potentially be passed directly to third-party libraries without requiring any kind of transformation.
- The distinct types allow for a better representation of the attribute being specified, without invalid values being possible (cf representing a bool value in an FVector4).

Attributes also have default values, and a flags field which confers use-specific properties to them. Editable Mesh currently uses this to determine whether an attribute's value can be automatically initialized by lerping the values of its neighbours, as well as for identifying auto-generated attributes such as tangents/normals. This is desirable as it means that even unknown / third-party attributes can potentially be handled transparently by Editable Mesh, without requiring the code to be extended.

Certain higher-level operations in EditableMesh have been optimized to make full use of vertex instances where possible.
The welding/splitting of identical vertex instances has been removed from here, as the aim is to unify this with mesh utility code elsewhere.
Various bug fixes.

#rb Alexis.Matte

[CL 3794563 by Richard TalbotWatkin in Dev-Geometry branch]
2017-12-07 13:02:12 -05:00