-Added a function for computing per-edge cotangent weights
-Added a function for computing edge lengths
-Added a geometry script function for bluring colors
#rb david.hill
#jira none
[CL 26029009 by rinat abdrashitov in ue5-main branch]
-Add support for multulayerd meshes.
-Add an option to compute the laplacian on intrisic mesh.
-Add a mask to force computation of inpainted weights.
-Add the laplacian energy term.
-Improved peformance by getting the sparse matrix from the solve and then iterating over all (most zero) values.
#rb halfdan.ingvarsson
#rnx
#jira none
[CL 26019677 by rinat abdrashitov in ue5-main branch]
-Added a function to smooth weights for an array of vertices and all vertices within a geodesic distance away from them.
#rb jimmy.andrews
#jira none
#rnx
[CL 25956360 by rinat abdrashitov in ue5-main branch]
-Refactored the SkinWeightsPaintTool to use the new operator.
#rb david.hill
#rb kiaran.ritchie
#jira none
[CL 25879825 by rinat abdrashitov in ue5-main branch]
Add IGeometrySelectionTransformer::PreviewRender() API, for rendering info during selection transforms. Currently being called by UGeometrySelectionManager::DebugRender() for active transforms.
FBasicDynamicMeshSelectionTransformer implements PreviewRender, draws selected mesh edges (tris as edges) and vertices, as well as affected edge ROI.
FDynamicMeshPolygroupTransformer overrides this behavior and draws polygroup edges/verts and edge ROI
FStaticMeshSelector and FVolumeSelector now create FDynamicMeshPolygroupTransformer for polygroup selections
FBasicDynamicMeshSelectionTransformer::bEnableSelectionTransformDrawing flag controls whether this edge drawing is enabled. Disabled on DynamicMeshComponent, enabled on StaticMesh and Volume.
Add Normals recomputation during tri and polygroup transforms in FBasicDynamicMeshSelectionTransformer and FDynamicMeshPolygroupTransformer
Add FGroupTopologyDeformer::EnumerateROIEdges() util function to support above
#rb none
#preflight 641cd27bc44ce895fc62f724
[CL 24780655 by ryan schmidt in ue5-main branch]
-Refactored Chaos cloth transfer tool to use the new TransferBoneWeights functionality.
#rb halfdan.ingvarsson
#rb tyson.brochu
#jira none
#preflight 6408eb888c0039bbf765cd0a
[CL 24565884 by rinat abdrashitov in ue5-main branch]
- change the smoothing weight scheme to IDT Cotangent
- re-check for mesh seams to constrain between iterations of remeshing
#rb jimmy.andrews
#preflight 63ffa7cc30633435f83e9200
[CL 24474295 by tyson brochu in ue5-main branch]
Add an edge simplification operation to the PolyEdit tool
#rb semion.piskarev
#preflight 63ee9a0f3c1eb56f055442ac
[CL 24276322 by jimmy andrews in ue5-main branch]
+ Update the plane cut logic to allow it to use the simplify function
#rb david.hill
#preflight 63e516ea1d3284fefe72c97a
[CL 24107250 by jimmy andrews in ue5-main branch]
Add support for inferring MaterialID, various methods for controlling creation of new polygroups in FOffsetMeshRegion
Add new PolyModelingFaceUtil.h/cpp with new function ComputeFaceSelectionFrame()
Add new PolyModelingMaterialUtil.h/cpp with new functions ComputeMaterialIDRange() and ComputeMaterialIDsForVertexPath()
Add Row/Column count accessor methods to FQuadGridPatch, and new function GetQuadOpeningAngle() that can return opening angle between two quad columns
Improve ComputeUVIslandForQuadPatch, now considers adjacent strips on either side to determine average target UV scale
#preflight 398f6298c5081ee9a563ceb
#rb none
[CL 23516493 by ryan schmidt in ue5-main branch]
Refactor core of FDynamicMeshEditor::DisconnectTriangles into an overload that takes precomputed triangle TSet and BoundaryLoops array, as some call sites already have computed this info
Refactor new-polygroup computation out of OffsetMeshRegion into UE::Geometry::ComputeNewGroupIDsAlongEdgeLoop util function in PolyEditingEdgeUtil.h/cpp
Add new function UE::Geometry::ComputeAverageUVScaleRatioAlongVertexPath in PolyEditingUVUtil.h/cpp
Introduce new type FQuadGridPatch, this is a book-keeping data structure for keeping track of "grid of quads" subregion of a triangle mesh, that provides easy access to vertex and quad/trainagle rows/columns
Add util functions ComputeNormalsForQuadPatch() and ComputeUVIslandForQuadPatch() in QuadGridPatchUtil.h
Add new version of OffsetMeshRegion geometric operation, inside FOffsetMeshRegion class. EVersion parameter determines which version of operation to run. Code for the "Legacy" version has not been modified, so back-compat is maintained. New implementation supports variable number of subdivisions along the Offset (via .NumSubdivisions), and computes normal/UV-islands "per group" in extrusion region, instead of per-quad. New version also splits bowties in extrude region before any additional processing, which simplifies some of the book-keeping/etc.
FExtrudeOp currently hardcoded to use use the FOffsetMeshRegion implementation
#rb none
#preflight 639762350a67152550ee9a18
[CL 23481550 by ryan schmidt in ue5-main branch]