-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]
-Added a Blend function overload that handles barycentric interpolation of 3 skin weights.
-Refactored SetBoneWeightsFromBary (in DynamicVertexSkinWeightsAttribute.h) and ConstructVertexSkinWeightsAttribute (in SelectiveTessellate.cpp) functions to use the newly added Blend function for barycentric interpolation.
-Since the default Blend behavior has changed, make sure that unit tests in BoneWeightTests.cpp are refactored. Added more tests for cases when bBlendZeroInfluence is set to true and when using Blend for barycentric interpolation.
#rb halfdan.ingvarsson
#jira None
#preflight 6361de120c2e7c8f91668a75
[CL 22921407 by rinat abdrashitov in ue5-main branch]
In some edge configurations two 'terminator' vertices (at the end of open bevel edge paths) are directly connected by a non-bevel edge that we will "open", and this creates a quad-shaped hole instead of a triangle-shaped hole (which was already handled). Detecting this case will arise is simpler before we change the topology, so it is done in BuildVertexSets(), stored in FBevelVertex::ConnectedBevelVertex, and used during mesh generation to call new AppendTerminatorVertexPairQuad function.
In BuildTerminatorVertex(), the search for a terminator split-edge may fail if the filtered triangle list ends up non-contiguous, preventing the vertex from being beveled (ie it is "stuck"). Code was added to both handle that case, and also try to force the list to stay contiguous.
#rb jimmy.andrews
#preflight 6319fbe3304480f8f8565048
#jira UE-160073
[CL 21908190 by ryan schmidt in ue5-main branch]
(+ for code that was passing false then manually applying the same logic, remove the extra reverse orientation logic)
#rb david.hill
#preflight 630d245fe352708d44f9e007
[CL 21706500 by Jimmy Andrews in ue5-main branch]
GeometryScript: add ApplyMeshOffsetFaces and ApplyMeshInsetOutsetFaces
#rb none
#preflight 6303f6440061f895d0f67450
[CL 21510656 by Ryan Schmidt in ue5-main branch]