// Copyright Epic Games, Inc. All Rights Reserved. #include "SubdividePolyTool.h" #include "ToolBuilderUtil.h" #include "InteractiveToolManager.h" #include "GroupTopology.h" #include "MeshDescriptionToDynamicMesh.h" #include "DynamicMeshToMeshDescription.h" #include "ToolSetupUtil.h" #include "Util/ColorConstants.h" #include "DynamicMesh/MeshNormals.h" #include "Components/DynamicMeshComponent.h" #include "Drawing/PreviewGeometryActor.h" #include "TargetInterfaces/MaterialProvider.h" #include "TargetInterfaces/PrimitiveComponentBackedTarget.h" #include "ModelingToolTargetUtil.h" using namespace UE::Geometry; #define LOCTEXT_NAMESPACE "USubdividePolyTool" class SubdivPostProcessor : public IRenderMeshPostProcessor { public: SubdivPostProcessor(int InSubdivisionLevel, ESubdivisionScheme InSubdivisionScheme, ESubdivisionOutputNormals InNormalComputationMethod, ESubdivisionOutputUVs InUVComputationMethod, bool bInNewPolyGroups) : SubdivisionLevel(InSubdivisionLevel), SubdivisionScheme(InSubdivisionScheme), NormalComputationMethod(InNormalComputationMethod), UVComputationMethod(InUVComputationMethod), bNewPolyGroups(bInNewPolyGroups) {} int SubdivisionLevel = 3; ESubdivisionScheme SubdivisionScheme = ESubdivisionScheme::CatmullClark; ESubdivisionOutputNormals NormalComputationMethod = ESubdivisionOutputNormals::Generated; ESubdivisionOutputUVs UVComputationMethod = ESubdivisionOutputUVs::Interpolated; bool bNewPolyGroups = false; void ProcessMesh(const FDynamicMesh3& Mesh, FDynamicMesh3& OutRenderMesh) final { if (Mesh.TriangleCount() == 0 || Mesh.VertexCount() == 0) { return; } constexpr bool bAutoCompute = true; FGroupTopology Topo(&Mesh, bAutoCompute); FSubdividePoly Subd(Topo, Mesh, SubdivisionLevel); Subd.SubdivisionScheme = SubdivisionScheme; Subd.NormalComputationMethod = NormalComputationMethod; Subd.UVComputationMethod = UVComputationMethod; Subd.bNewPolyGroups = bNewPolyGroups; ensure(Subd.ComputeTopologySubdivision()); ensure(Subd.ComputeSubdividedMesh(OutRenderMesh)); } }; // Tool builder USingleSelectionMeshEditingTool* USubdividePolyToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const { return NewObject(SceneState.ToolManager); } bool USubdividePolyTool::CheckGroupTopology(FText& Message) { FGroupTopology Topo(OriginalMesh.Get(), true); FSubdividePoly TempSubD(Topo, *OriginalMesh, 1); FSubdividePoly::ETopologyCheckResult CheckResult = TempSubD.ValidateTopology(); if (CheckResult == FSubdividePoly::ETopologyCheckResult::NoGroups) { Message = LOCTEXT("NoGroupsWarning", "This object has no PolyGroups.\nUse the PolyGroups or Select Tool to assign PolyGroups.\nTool will be limited to Loop subdivision scheme."); return false; } if (CheckResult == FSubdividePoly::ETopologyCheckResult::InsufficientGroups) { Message = LOCTEXT("SingleGroupsWarning", "This object has only one PolyGroup.\nUse the PolyGroups or Select Tool to assign PolyGroups.\nTool will be limited to Loop subdivision scheme."); return false; } if (CheckResult == FSubdividePoly::ETopologyCheckResult::UnboundedPolygroup) { Message = LOCTEXT("NoGroupBoundaryWarning", "Found a PolyGroup with no boundaries.\nUse the PolyGroups or Select Tool to assign PolyGroups.\nTool will be limited to Loop subdivision scheme."); return false; } if (CheckResult == FSubdividePoly::ETopologyCheckResult::MultiBoundaryPolygroup) { Message = LOCTEXT("MultipleGroupBoundaryWarning", "Found a PolyGroup with multiple boundaries, which is not supported.\nUse the PolyGroups or Select Tool to assign PolyGroups.\nTool will be limited to Loop subdivision scheme."); return false; } if (CheckResult == FSubdividePoly::ETopologyCheckResult::DegeneratePolygroup) { Message = LOCTEXT("DegenerateGroupPolygon", "One PolyGroup has fewer than three boundary edges.\nUse the PolyGroups or Select Tool to assign/fix PolyGroups.\nTool will be limited to Loop subdivision scheme."); return false; } return true; } void USubdividePolyTool::CapSubdivisionLevel(ESubdivisionScheme Scheme, int DesiredLevel) { // Stolen from UDisplaceMeshTool::ValidateSubdivisions constexpr int MaxFaces = 3000000; int NumOriginalFaces = MaxFaces; if (Scheme == ESubdivisionScheme::Loop) { NumOriginalFaces = OriginalMesh->TriangleCount(); } else { constexpr bool bAutoCompute = true; FGroupTopology Topo(OriginalMesh.Get(), bAutoCompute); NumOriginalFaces = Topo.Groups.Num(); } int MaxLevel = (int)floor(log2(MaxFaces / (NumOriginalFaces+1)) / 2.0); if (DesiredLevel > MaxLevel) { FText WarningText = FText::Format(LOCTEXT("SubdivisionLevelTooHigh", "Subdivision level clamped: desired subdivision level ({0}) exceeds maximum level ({1}) for a mesh with this number of faces."), FText::AsNumber(DesiredLevel), FText::AsNumber(MaxLevel)); GetToolManager()->DisplayMessage(WarningText, EToolMessageLevel::UserWarning); Properties->SubdivisionLevel = MaxLevel; Properties->SilentUpdateWatched(); // Don't trigger this function again due to setting SubdivisionLevel above } else { // Clear possible lingering warning message GetToolManager()->DisplayMessage(FText(), EToolMessageLevel::UserWarning); } } void USubdividePolyTool::Setup() { UInteractiveTool::Setup(); SetToolDisplayName(LOCTEXT("ToolName", "Subdivide")); if (!Target) { return; } bool bWantVertexNormals = false; OriginalMesh = MakeShared(bWantVertexNormals, false, false, false); FMeshDescriptionToDynamicMesh Converter; Converter.Convert(UE::ToolTarget::GetMeshDescription(Target), *OriginalMesh); FText ErrorMessage; bool bCatmullClarkOK = CheckGroupTopology(ErrorMessage); if (bCatmullClarkOK) { GetToolManager()->DisplayMessage(LOCTEXT("SubdividePolyToolMessage", "Set the subdivision level and hit Accept to create a new subdivided mesh"), EToolMessageLevel::UserNotification); } else { GetToolManager()->DisplayMessage(ErrorMessage, EToolMessageLevel::UserWarning); } Properties = NewObject(this, TEXT("Subdivide Mesh Tool Settings")); Properties->RestoreProperties(this); Properties->bCatmullClarkOK = bCatmullClarkOK; if (!bCatmullClarkOK) { Properties->SubdivisionScheme = ESubdivisionScheme::Loop; } AddToolPropertySource(Properties); SetToolPropertySourceEnabled(Properties, true); IPrimitiveComponentBackedTarget* TargetComponent = Cast(Target); PreviewMesh = NewObject(this); if (PreviewMesh == nullptr) { return; } PreviewMesh->CreateInWorld(GetTargetWorld(), FTransform::Identity); ToolSetupUtil::ApplyRenderingConfigurationToPreview(PreviewMesh, nullptr); PreviewMesh->SetTransform(TargetComponent->GetWorldTransform()); PreviewMesh->UpdatePreview(OriginalMesh.Get()); UDynamicMeshComponent* PreviewDynamicMeshComponent = (UDynamicMeshComponent*)PreviewMesh->GetRootComponent(); if (PreviewDynamicMeshComponent == nullptr) { return; } check(Properties->SubdivisionLevel >= 1); // Should be enforced by UPROPERTY meta tags CapSubdivisionLevel(Properties->SubdivisionScheme, Properties->SubdivisionLevel); PreviewDynamicMeshComponent->SetRenderMeshPostProcessor(MakeUnique(Properties->SubdivisionLevel, Properties->SubdivisionScheme, Properties->NormalComputationMethod, Properties->UVComputationMethod, Properties->bNewPolyGroups)); // Use the input mesh's material on the preview FComponentMaterialSet MaterialSet; Cast(Target)->GetMaterialSet(MaterialSet); for (int k = 0; k < MaterialSet.Materials.Num(); ++k) { PreviewMesh->SetMaterial(k, MaterialSet.Materials[k]); } // configure secondary render material UMaterialInterface* SelectionMaterial = ToolSetupUtil::GetSelectionMaterial(FLinearColor(0.8f, 0.75f, 0.0f), GetToolManager()); if (SelectionMaterial != nullptr) { PreviewMesh->SetSecondaryRenderMaterial(SelectionMaterial); } // dynamic mesh configuration settings auto RebuildMeshPostProcessor = [this]() { UDynamicMeshComponent* PreviewDynamicMeshComponent = (UDynamicMeshComponent*)PreviewMesh->GetRootComponent(); PreviewDynamicMeshComponent->SetRenderMeshPostProcessor(MakeUnique(Properties->SubdivisionLevel, Properties->SubdivisionScheme, Properties->NormalComputationMethod, Properties->UVComputationMethod, Properties->bNewPolyGroups)); PreviewDynamicMeshComponent->NotifyMeshUpdated(); }; // Watch for property changes Properties->WatchProperty(Properties->SubdivisionLevel, [this, RebuildMeshPostProcessor](int NewSubdLevel) { CapSubdivisionLevel(Properties->SubdivisionScheme, NewSubdLevel); RebuildMeshPostProcessor(); }); Properties->WatchProperty(Properties->SubdivisionScheme, [this, RebuildMeshPostProcessor](ESubdivisionScheme NewScheme) { CapSubdivisionLevel(NewScheme, Properties->SubdivisionLevel); RebuildMeshPostProcessor(); bPreviewGeometryNeedsUpdate = true; // Switch from rendering poly cage to all triangle edges }); Properties->WatchProperty(Properties->NormalComputationMethod, [this, RebuildMeshPostProcessor](ESubdivisionOutputNormals) { RebuildMeshPostProcessor(); }); Properties->WatchProperty(Properties->UVComputationMethod, [this, RebuildMeshPostProcessor](ESubdivisionOutputUVs) { RebuildMeshPostProcessor(); }); Properties->WatchProperty(Properties->bNewPolyGroups, [this, RebuildMeshPostProcessor](bool) { RebuildMeshPostProcessor(); }); auto RenderGroupsChanged = [this](bool bNewRenderGroups) { if (bNewRenderGroups) { PreviewMesh->SetOverrideRenderMaterial(ToolSetupUtil::GetSelectionMaterial(GetToolManager())); PreviewMesh->SetTriangleColorFunction([](const FDynamicMesh3* Mesh, int TriangleID) { return LinearColors::SelectFColor(Mesh->GetTriangleGroup(TriangleID)); }, UPreviewMesh::ERenderUpdateMode::FullUpdate); } else { PreviewMesh->SetOverrideRenderMaterial(nullptr); PreviewMesh->SetTriangleColorFunction(nullptr, UPreviewMesh::ERenderUpdateMode::FullUpdate); } }; Properties->WatchProperty(Properties->bRenderGroups, RenderGroupsChanged); // Render with polygroup colors RenderGroupsChanged(Properties->bRenderGroups); Properties->WatchProperty(Properties->bRenderCage, [this](bool bNewRenderCage) { bPreviewGeometryNeedsUpdate = true; }); PreviewGeometry = NewObject(this); PreviewGeometry->CreateInWorld(TargetComponent->GetOwnerActor()->GetWorld(), TargetComponent->GetWorldTransform()); CreateOrUpdatePreviewGeometry(); // regenerate preview geo if mesh changes due to undo/redo/etc PreviewDynamicMeshComponent->OnMeshChanged.AddLambda([this]() { bPreviewGeometryNeedsUpdate = true; }); TargetComponent->SetOwnerVisibility(false); PreviewMesh->SetVisible(true); } void USubdividePolyTool::CreateOrUpdatePreviewGeometry() { if (!Properties->bRenderCage) { PreviewGeometry->RemoveLineSet(TEXT("TopologyEdges")); PreviewGeometry->RemoveLineSet(TEXT("AllEdges")); return; } if (Properties->SubdivisionScheme == ESubdivisionScheme::Loop) { int NumEdges = OriginalMesh->EdgeCount(); PreviewGeometry->RemoveLineSet(TEXT("TopologyEdges")); PreviewGeometry->CreateOrUpdateLineSet(TEXT("AllEdges"), NumEdges, [this](int32 Index, TArray& LinesOut) { FIndex2i EdgeVertices = OriginalMesh->GetEdgeV(Index); if (EdgeVertices[0] == FDynamicMesh3::InvalidID || EdgeVertices[1] == FDynamicMesh3::InvalidID) { return; } FVector A = (FVector)OriginalMesh->GetVertex(EdgeVertices[0]); FVector B = (FVector)OriginalMesh->GetVertex(EdgeVertices[1]); const float TopologyLineThickness = 4.0f; const FColor TopologyLineColor(255, 0, 0); LinesOut.Add(FRenderableLine(A, B, TopologyLineColor, TopologyLineThickness)); }); } else { FGroupTopology Topology(OriginalMesh.Get(), true); int NumEdges = Topology.Edges.Num(); PreviewGeometry->RemoveLineSet(TEXT("AllEdges")); PreviewGeometry->CreateOrUpdateLineSet(TEXT("TopologyEdges"), NumEdges, [&Topology, this](int32 Index, TArray& LinesOut) { const FGroupTopology::FGroupEdge& Edge = Topology.Edges[Index]; FIndex2i EdgeCorners = Edge.EndpointCorners; if (EdgeCorners[0] == FDynamicMesh3::InvalidID || EdgeCorners[1] == FDynamicMesh3::InvalidID) { return; } FIndex2i EdgeVertices{ Topology.Corners[EdgeCorners[0]].VertexID, Topology.Corners[EdgeCorners[1]].VertexID }; FVector A = (FVector)OriginalMesh->GetVertex(EdgeVertices[0]); FVector B = (FVector)OriginalMesh->GetVertex(EdgeVertices[1]); const float TopologyLineThickness = 4.0f; const FColor TopologyLineColor(255, 0, 0); LinesOut.Add(FRenderableLine(A, B, TopologyLineColor, TopologyLineThickness)); }); } } void USubdividePolyTool::OnShutdown(EToolShutdownType ShutdownType) { if (Properties) { Properties->SaveProperties(this); } if (PreviewGeometry) { PreviewGeometry->Disconnect(); } Cast(Target)->SetOwnerVisibility(true); if (PreviewMesh) { if (ShutdownType == EToolShutdownType::Accept) { GetToolManager()->BeginUndoTransaction(LOCTEXT("USubdividePolyTool", "Subdivide Mesh")); UDynamicMeshComponent* PreviewDynamicMeshComponent = (UDynamicMeshComponent*)PreviewMesh->GetRootComponent(); FDynamicMesh3* DynamicMeshResult = PreviewDynamicMeshComponent->GetRenderMesh(); UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh(Target, *DynamicMeshResult, true); GetToolManager()->EndUndoTransaction(); } PreviewMesh->Disconnect(); PreviewMesh = nullptr; } } bool USubdividePolyTool::CanAccept() const { return PreviewMesh != nullptr; } void USubdividePolyTool::OnTick(float DeltaTime) { if (bPreviewGeometryNeedsUpdate) { CreateOrUpdatePreviewGeometry(); bPreviewGeometryNeedsUpdate = false; } } #undef LOCTEXT_NAMESPACE