// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "MeshUtilitiesPrivate.h" #include "StaticMeshResources.h" #include "SkeletalMeshTypes.h" #include "MeshBuild.h" #include "TessellationRendering.h" #include "NvTriStrip.h" #include "forsythtriangleorderoptimizer.h" #include "ThirdParty/nvtesslib/inc/nvtess.h" #include "SkeletalMeshTools.h" #include "ImageUtils.h" #include "MaterialExportUtils.h" #include "Textures/TextureAtlas.h" #include "LayoutUV.h" #include "mikktspace.h" #include "DistanceFieldAtlas.h" #include "FbxErrors.h" #include "Components/SplineMeshComponent.h" //@todo - implement required vector intrinsics for other implementations #if PLATFORM_ENABLE_VECTORINTRINSICS #include "kDOP.h" #endif /*------------------------------------------------------------------------------ MeshUtilities module. ------------------------------------------------------------------------------*/ // The version string is a GUID. If you make a change to mesh utilities that // causes meshes to be rebuilt you MUST generate a new GUID and replace this // string with it. #define MESH_UTILITIES_VER TEXT("2C1BC8F50A7A43818AFE266EB43D9060") DEFINE_LOG_CATEGORY_STATIC(LogMeshUtilities,Verbose,All); #define LOCTEXT_NAMESPACE "MeshUtils" // CVars static TAutoConsoleVariable CVarTriangleOrderOptimization( TEXT("r.TriangleOrderOptimization"), 1, TEXT("Controls the algorithm to use when optimizing the triangle order for the post-transform cache.\n") TEXT("0: Use NVTriStrip (slower)\n") TEXT("1: Use Forsyth algorithm (fastest)(default)") TEXT("2: No triangle order optimization. (least efficient, debugging purposes only)"), ECVF_Default); class FMeshUtilities : public IMeshUtilities { public: /** Default constructor. */ FMeshUtilities() : MeshReduction(NULL) , MeshMerging(NULL) { } private: /** Cached pointer to the mesh reduction interface. */ IMeshReduction* MeshReduction; /** Cached pointer to the mesh merging interface. */ IMeshMerging* MeshMerging; /** Cached version string. */ FString VersionString; /** True if Simplygon is being used for mesh reduction. */ bool bUsingSimplygon; /** True if NvTriStrip is being used for tri order optimization. */ bool bUsingNvTriStrip; /** True if we disable triangle order optimization. For debugging purposes only */ bool bDisableTriangleOrderOptimization; // IMeshUtilities interface. virtual const FString& GetVersionString() const override { return VersionString; } virtual bool BuildStaticMesh( FStaticMeshRenderData& OutRenderData, TArray& SourceModels, const FStaticMeshLODGroup& LODGroup ) override; virtual bool GenerateStaticMeshLODs(TArray& Models, const FStaticMeshLODGroup& LODGroup) override; virtual void GenerateSignedDistanceFieldVolumeData( const FStaticMeshLODResources& LODModel, class FQueuedThreadPool& ThreadPool, const TArray& MaterialBlendModes, const FBoxSphereBounds& Bounds, float DistanceFieldResolutionScale, bool bGenerateAsIfTwoSided, FDistanceFieldVolumeData& OutData) override; virtual bool BuildSkeletalMesh( FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray& Influences, const TArray& Wedges, const TArray& Faces, const TArray& Points, const TArray& PointToOriginalMap, bool bKeepOverlappingVertices = false, bool bComputeNormals = true, bool bComputeTangents = true, TArray * OutWarningMessages = NULL, TArray * OutWarningNames = NULL) override; virtual IMeshReduction* GetMeshReductionInterface() override; virtual IMeshMerging* GetMeshMergingInterface() override; virtual void CacheOptimizeIndexBuffer(TArray& Indices) override; virtual void CacheOptimizeIndexBuffer(TArray& Indices) override; void CacheOptimizeVertexAndIndexBuffer(TArray& Vertices,TArray >& PerSectionIndices,TArray& WedgeMap); virtual void BuildSkeletalAdjacencyIndexBuffer( const TArray& VertexBuffer, const uint32 TexCoordCount, const TArray& Indices, TArray& OutPnAenIndices ) override; virtual void RechunkSkeletalMeshModels(USkeletalMesh* SrcMesh, int32 MaxBonesPerChunk) override; virtual void CalcBoneVertInfos(USkeletalMesh* SkeletalMesh, TArray& Infos, bool bOnlyDominant) override; /** * Builds a renderable skeletal mesh LOD model. Note that the array of chunks * will be destroyed during this process! * @param LODModel Upon return contains a renderable skeletal mesh LOD model. * @param RefSkeleton The reference skeleton associated with the model. * @param Chunks Skinned mesh chunks from which to build the renderable model. * @param PointToOriginalMap Maps a vertex's RawPointIdx to its index at import time. */ void BuildSkeletalModelFromChunks(FStaticLODModel& LODModel,const FReferenceSkeleton& RefSkeleton,TArray& Chunks,const TArray& PointToOriginalMap); // IModuleInterface interface. virtual void StartupModule() override; virtual void ShutdownModule() override; virtual void MergeActors( const TArray& SourceActors, const FMeshMergingSettings& InSettings, UPackage* InOuter, const FString& BasePackageName, int32 UseLOD, // does not build all LODs but only use this LOD to create base mesh TArray& OutAssetsToSync, FVector& OutMergedActorLocation, bool bSilent=false) const override; virtual void CreateProxyMesh( const TArray& Actors, const struct FMeshProxySettings& InProxySettings, UPackage* InOuter, const FString& ProxyBasePackageName, TArray& OutAssetsToSync, FVector& OutProxyLocation ) override; bool ConstructRawMesh( UStaticMeshComponent* MeshComponent, int32 LODIndex, FRawMesh& OutRawMesh, TArray& OutUniqueMaterials, TArray& OutGlobalMaterialIndices ) const; // Need to call some members from this class, (which is internal to this module) friend class FStaticMeshUtilityBuilder; }; IMPLEMENT_MODULE(FMeshUtilities, MeshUtilities); //@todo - implement required vector intrinsics for other implementations #if PLATFORM_ENABLE_VECTORINTRINSICS class FMeshBuildDataProvider { public: /** Initialization constructor. */ FMeshBuildDataProvider( const TkDOPTree& InkDopTree): kDopTree(InkDopTree) {} // kDOP data provider interface. FORCEINLINE const TkDOPTree& GetkDOPTree(void) const { return kDopTree; } FORCEINLINE const FMatrix& GetLocalToWorld(void) const { return FMatrix::Identity; } FORCEINLINE const FMatrix& GetWorldToLocal(void) const { return FMatrix::Identity; } FORCEINLINE FMatrix GetLocalToWorldTransposeAdjoint(void) const { return FMatrix::Identity; } FORCEINLINE float GetDeterminant(void) const { return 1.0f; } private: const TkDOPTree& kDopTree; }; /** Generates unit length, stratified and uniformly distributed direction samples in a hemisphere. */ void GenerateStratifiedUniformHemisphereSamples(int32 NumThetaSteps, int32 NumPhiSteps, FRandomStream& RandomStream, TArray& Samples) { Samples.Empty(NumThetaSteps * NumPhiSteps); for (int32 ThetaIndex = 0; ThetaIndex < NumThetaSteps; ThetaIndex++) { for (int32 PhiIndex = 0; PhiIndex < NumPhiSteps; PhiIndex++) { const float U1 = RandomStream.GetFraction(); const float U2 = RandomStream.GetFraction(); const float Fraction1 = (ThetaIndex + U1) / (float)NumThetaSteps; const float Fraction2 = (PhiIndex + U2) / (float)NumPhiSteps; const float R = FMath::Sqrt(1.0f - Fraction1 * Fraction1); const float Phi = 2.0f * (float)PI * Fraction2; // Convert to Cartesian Samples.Add(FVector4(FMath::Cos(Phi) * R, FMath::Sin(Phi) * R, Fraction1)); } } } class FMeshDistanceFieldAsyncTask : public FNonAbandonableTask { public: FMeshDistanceFieldAsyncTask(TkDOPTree* InkDopTree, const TArray* InSampleDirections, FBox InVolumeBounds, FIntVector InVolumeDimensions, float InVolumeMaxDistance, int32 InZIndex, TArray* DistanceFieldVolume) : kDopTree(InkDopTree), SampleDirections(InSampleDirections), VolumeBounds(InVolumeBounds), VolumeDimensions(InVolumeDimensions), VolumeMaxDistance(InVolumeMaxDistance), ZIndex(InZIndex), OutDistanceFieldVolume(DistanceFieldVolume), bNegativeAtBorder(false) {} void DoWork(); FORCEINLINE TStatId GetStatId() const { RETURN_QUICK_DECLARE_CYCLE_STAT(FMeshDistanceFieldAsyncTask, STATGROUP_ThreadPoolAsyncTasks); } bool WasNegativeAtBorder() const { return bNegativeAtBorder; } private: // Readonly inputs TkDOPTree* kDopTree; const TArray* SampleDirections; FBox VolumeBounds; FIntVector VolumeDimensions; float VolumeMaxDistance; int32 ZIndex; // Output TArray* OutDistanceFieldVolume; bool bNegativeAtBorder; }; void FMeshDistanceFieldAsyncTask::DoWork() { FMeshBuildDataProvider kDOPDataProvider(*kDopTree); const FVector DistanceFieldVoxelSize(VolumeBounds.GetSize() / FVector(VolumeDimensions.X, VolumeDimensions.Y, VolumeDimensions.Z)); const float VoxelDiameter = DistanceFieldVoxelSize.Size(); for (int32 YIndex = 0; YIndex < VolumeDimensions.Y; YIndex++) { for (int32 XIndex = 0; XIndex < VolumeDimensions.X; XIndex++) { const FVector VoxelPosition = FVector(XIndex + .5f, YIndex + .5f, ZIndex + .5f) * DistanceFieldVoxelSize + VolumeBounds.Min; const int32 Index = (ZIndex * VolumeDimensions.Y * VolumeDimensions.X + YIndex * VolumeDimensions.X + XIndex); float MinDistance = VolumeMaxDistance; int32 Hit = 0; int32 HitBack = 0; for (int32 SampleIndex = 0; SampleIndex < SampleDirections->Num(); SampleIndex++) { const FVector RayDirection = (*SampleDirections)[SampleIndex]; if (FMath::LineBoxIntersection(VolumeBounds, VoxelPosition, VoxelPosition + RayDirection * VolumeMaxDistance, RayDirection)) { FkHitResult Result; TkDOPLineCollisionCheck kDOPCheck( VoxelPosition, VoxelPosition + RayDirection * VolumeMaxDistance, true, kDOPDataProvider, &Result); bool bHit = kDopTree->LineCheck(kDOPCheck); if (bHit) { Hit++; const FVector HitNormal = kDOPCheck.GetHitNormal(); if (FVector::DotProduct(RayDirection, HitNormal) > 0 // MaterialIndex on the build triangles was set to 1 if two-sided, or 0 if one-sided && kDOPCheck.Result->Item == 0) { HitBack++; } const float CurrentDistance = VolumeMaxDistance * Result.Time; if (CurrentDistance < MinDistance) { MinDistance = CurrentDistance; } } } } const float UnsignedDistance = MinDistance; // Consider this voxel 'inside' an object if more than 50% of the rays hit back faces MinDistance *= (Hit == 0 || HitBack < SampleDirections->Num() * .5f) ? 1 : -1; // If we are very close to a surface and nearly all of our rays hit backfaces, treat as inside // This is important for one sided planes if (UnsignedDistance < VoxelDiameter && HitBack > .95f * Hit) { MinDistance = -UnsignedDistance; } const float VolumeSpaceDistance = MinDistance / VolumeBounds.GetExtent().GetMax(); if (MinDistance < 0 && (XIndex == 0 || XIndex == VolumeDimensions.X - 1 || YIndex == 0 || YIndex == VolumeDimensions.Y - 1 || ZIndex == 0 || ZIndex == VolumeDimensions.Z - 1)) { bNegativeAtBorder = true; } (*OutDistanceFieldVolume)[Index] = FFloat16(VolumeSpaceDistance); } } } void FMeshUtilities::GenerateSignedDistanceFieldVolumeData( const FStaticMeshLODResources& LODModel, class FQueuedThreadPool& ThreadPool, const TArray& MaterialBlendModes, const FBoxSphereBounds& Bounds, float DistanceFieldResolutionScale, bool bGenerateAsIfTwoSided, FDistanceFieldVolumeData& OutData) { if (DistanceFieldResolutionScale > 0) { const double StartTime = FPlatformTime::Seconds(); const FPositionVertexBuffer& PositionVertexBuffer = LODModel.PositionVertexBuffer; FIndexArrayView Indices = LODModel.IndexBuffer.GetArrayView(); TArray > BuildTriangles; FVector BoundsSize = Bounds.GetBox().GetExtent() * 2; float MaxDimension = FMath::Max(FMath::Max(BoundsSize.X, BoundsSize.Y), BoundsSize.Z); // Consider the mesh a plane if it is very flat const bool bMeshWasPlane = BoundsSize.Z * 100 < MaxDimension // And it lies mostly on the origin && Bounds.Origin.Z - Bounds.BoxExtent.Z < KINDA_SMALL_NUMBER && Bounds.Origin.Z + Bounds.BoxExtent.Z > -KINDA_SMALL_NUMBER; for (int32 i = 0; i < Indices.Num(); i += 3) { FVector V0 = PositionVertexBuffer.VertexPosition(Indices[i + 0]); FVector V1 = PositionVertexBuffer.VertexPosition(Indices[i + 1]); FVector V2 = PositionVertexBuffer.VertexPosition(Indices[i + 2]); if (bMeshWasPlane) { // Flatten out the mesh into an actual plane, this will allow us to manipulate the component's Z scale at runtime without artifacts V0.Z = 0; V1.Z = 0; V2.Z = 0; } const FVector LocalNormal = ((V1 - V2) ^ (V0 - V2)).GetSafeNormal(); // No degenerates if (LocalNormal.IsUnit()) { bool bTriangleIsOpaqueOrMasked = false; for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++) { const FStaticMeshSection& Section = LODModel.Sections[SectionIndex]; if ((uint32)i >= Section.FirstIndex && (uint32)i < Section.FirstIndex + Section.NumTriangles * 3) { if (MaterialBlendModes.IsValidIndex(Section.MaterialIndex)) { bTriangleIsOpaqueOrMasked = !IsTranslucentBlendMode(MaterialBlendModes[Section.MaterialIndex]); } break; } } if (bTriangleIsOpaqueOrMasked) { BuildTriangles.Add(FkDOPBuildCollisionTriangle( bGenerateAsIfTwoSided, V0, V1, V2)); } } } TkDOPTree kDopTree; kDopTree.Build(BuildTriangles); //@todo - project setting const int32 NumVoxelDistanceSamples = 1200; TArray SampleDirections; const int32 NumThetaSteps = FMath::TruncToInt(FMath::Sqrt(NumVoxelDistanceSamples / (2.0f * (float)PI))); const int32 NumPhiSteps = FMath::TruncToInt(NumThetaSteps * (float)PI); FRandomStream RandomStream(0); GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, SampleDirections); TArray OtherHemisphereSamples; GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, OtherHemisphereSamples); for (int32 i = 0; i < OtherHemisphereSamples.Num(); i++) { FVector4 Sample = OtherHemisphereSamples[i]; Sample.Z *= -1; SampleDirections.Add(Sample); } // Meshes with explicit artist-specified scale can go higher const int32 MaxNumVoxelsOneDim = DistanceFieldResolutionScale <= 1 ? 64 : 128; const int32 MinNumVoxelsOneDim = 8; //@todo - project setting const float NumVoxelsPerLocalSpaceUnit = .1f * DistanceFieldResolutionScale; FBox MeshBounds(Bounds.GetBox()); { const float MaxOriginalExtent = MeshBounds.GetExtent().GetMax(); // Expand so that the edges of the volume are guaranteed to be outside of the mesh const FVector NewExtent(MeshBounds.GetExtent() + FVector(.2f * MaxOriginalExtent)); FBox DistanceFieldVolumeBounds = FBox(MeshBounds.GetCenter() - NewExtent, MeshBounds.GetCenter() + NewExtent); const float DistanceFieldVolumeMaxDistance = DistanceFieldVolumeBounds.GetExtent().Size(); const FVector DesiredDimensions(DistanceFieldVolumeBounds.GetSize() * FVector(NumVoxelsPerLocalSpaceUnit)); const FIntVector VolumeDimensions( FMath::Clamp(FMath::TruncToInt(DesiredDimensions.X), MinNumVoxelsOneDim, MaxNumVoxelsOneDim), FMath::Clamp(FMath::TruncToInt(DesiredDimensions.Y), MinNumVoxelsOneDim, MaxNumVoxelsOneDim), FMath::Clamp(FMath::TruncToInt(DesiredDimensions.Z), MinNumVoxelsOneDim, MaxNumVoxelsOneDim)); OutData.Size = VolumeDimensions; OutData.LocalBoundingBox = DistanceFieldVolumeBounds; OutData.DistanceFieldVolume.AddZeroed(VolumeDimensions.X * VolumeDimensions.Y * VolumeDimensions.Z); TIndirectArray> AsyncTasks; for (int32 ZIndex = 0; ZIndex < VolumeDimensions.Z; ZIndex++) { FAsyncTask* Task = new FAsyncTask( &kDopTree, &SampleDirections, DistanceFieldVolumeBounds, VolumeDimensions, DistanceFieldVolumeMaxDistance, ZIndex, &OutData.DistanceFieldVolume); Task->StartBackgroundTask(&ThreadPool); AsyncTasks.Add(Task); } bool bNegativeAtBorder = false; for (int32 TaskIndex = 0; TaskIndex < AsyncTasks.Num(); TaskIndex++) { FAsyncTask& Task = AsyncTasks[TaskIndex]; Task.EnsureCompletion(false); bNegativeAtBorder = bNegativeAtBorder || Task.GetTask().WasNegativeAtBorder(); } OutData.bMeshWasClosed = !bNegativeAtBorder; OutData.bBuiltAsIfTwoSided = bGenerateAsIfTwoSided; OutData.bMeshWasPlane = bMeshWasPlane; UE_LOG(LogMeshUtilities,Log,TEXT("Finished distance field build in %.1fs - %ux%ux%u distance field, %u triangles"), (float)(FPlatformTime::Seconds() - StartTime), VolumeDimensions.X, VolumeDimensions.Y, VolumeDimensions.Z, Indices.Num() / 3); // Toss distance field if mesh was not closed if (bNegativeAtBorder) { OutData.Size = FIntVector(0, 0, 0); OutData.DistanceFieldVolume.Empty(); UE_LOG(LogMeshUtilities,Log,TEXT("Discarded distance field as mesh was not closed! Assign a two-sided material to fix.")); } } } } #else void FMeshUtilities::GenerateSignedDistanceFieldVolumeData( const FStaticMeshLODResources& LODModel, class FQueuedThreadPool& ThreadPool, const TArray& MaterialBlendModes, const FBoxSphereBounds& Bounds, float DistanceFieldResolutionScale, bool bGenerateAsIfTwoSided, FDistanceFieldVolumeData& OutData) { if (DistanceFieldResolutionScale > 0) { UE_LOG(LogMeshUtilities,Error,TEXT("Couldn't generate distance field for mesh, platform is missing required Vector intrinsics.")); } } #endif /*------------------------------------------------------------------------------ NVTriStrip for cache optimizing index buffers. ------------------------------------------------------------------------------*/ namespace NvTriStrip { /** * Converts 16 bit indices to 32 bit prior to passing them into the real GenerateStrips util method */ void GenerateStrips( const uint8* Indices, bool Is32Bit, const uint32 NumIndices, PrimitiveGroup** PrimGroups, uint32* NumGroups ) { if (Is32Bit) { GenerateStrips((uint32*)Indices, NumIndices, PrimGroups, NumGroups); } else { // convert to 32 bit uint32 Idx; TArray NewIndices; NewIndices.AddUninitialized(NumIndices); for (Idx = 0; Idx < NumIndices; ++Idx) { NewIndices[Idx] = ((uint16*)Indices)[Idx]; } GenerateStrips(NewIndices.GetData(), NumIndices, PrimGroups, NumGroups); } } /** * Orders a triangle list for better vertex cache coherency. * * *** WARNING: This is safe to call for multiple threads IF AND ONLY IF all * threads call SetListsOnly(true) and SetCacheSize(CACHESIZE_GEFORCE3). If * NvTriStrip is ever used with different settings the library will need * some modifications to be thread-safe. *** */ template void CacheOptimizeIndexBuffer(TArray& Indices) { static_assert(sizeof(IndexDataType) == 2 || sizeof(IndexDataType) == 4, "Indices must be short or int."); PrimitiveGroup* PrimitiveGroups = NULL; uint32 NumPrimitiveGroups = 0; bool Is32Bit = sizeof(IndexDataType) == 4; SetListsOnly(true); SetCacheSize(CACHESIZE_GEFORCE3); GenerateStrips((uint8*)Indices.GetData(),Is32Bit,Indices.Num(),&PrimitiveGroups,&NumPrimitiveGroups); Indices.Empty(); Indices.AddUninitialized(PrimitiveGroups->numIndices); if( Is32Bit ) { FMemory::Memcpy(Indices.GetData(),PrimitiveGroups->indices,Indices.Num() * sizeof(IndexDataType)); } else { for( uint32 I = 0; I < PrimitiveGroups->numIndices; ++I ) { Indices[I] = (uint16)PrimitiveGroups->indices[I]; } } delete [] PrimitiveGroups; } } /*------------------------------------------------------------------------------ Forsyth algorithm for cache optimizing index buffers. ------------------------------------------------------------------------------*/ namespace Forsyth { /** * Converts 16 bit indices to 32 bit prior to passing them into the real OptimizeFaces util method */ void OptimizeFaces( const uint8* Indices, bool Is32Bit, const uint32 NumIndices, uint32 NumVertices, uint32* OutIndices, uint16 CacheSize ) { if (Is32Bit) { OptimizeFaces((uint32*)Indices, NumIndices, NumVertices, OutIndices, CacheSize); } else { // convert to 32 bit uint32 Idx; TArray NewIndices; NewIndices.AddUninitialized(NumIndices); for (Idx = 0; Idx < NumIndices; ++Idx) { NewIndices[Idx] = ((uint16*)Indices)[Idx]; } OptimizeFaces(NewIndices.GetData(),NumIndices, NumVertices, OutIndices, CacheSize); } } /** * Orders a triangle list for better vertex cache coherency. */ template void CacheOptimizeIndexBuffer(TArray& Indices) { static_assert(sizeof(IndexDataType) == 2 || sizeof(IndexDataType) == 4, "Indices must be short or int."); bool Is32Bit = sizeof(IndexDataType) == 4; // Count the number of vertices uint32 NumVertices = 0; for(int32 Index = 0; Index < Indices.Num(); ++Index) { if(Indices[Index] > NumVertices) { NumVertices = Indices[Index]; } } NumVertices += 1; TArray OptimizedIndices; OptimizedIndices.AddUninitialized(Indices.Num()); uint16 CacheSize = 32; OptimizeFaces((uint8*)Indices.GetData(),Is32Bit,Indices.Num(),NumVertices, OptimizedIndices.GetData(), CacheSize); if( Is32Bit ) { FMemory::Memcpy(Indices.GetData(),OptimizedIndices.GetData(),Indices.Num() * sizeof(IndexDataType)); } else { for( int32 I = 0; I < OptimizedIndices.Num(); ++I ) { Indices[I] = (uint16)OptimizedIndices[I]; } } } } void FMeshUtilities::CacheOptimizeIndexBuffer(TArray& Indices) { if(bUsingNvTriStrip) { NvTriStrip::CacheOptimizeIndexBuffer(Indices); } else if( !bDisableTriangleOrderOptimization ) { Forsyth::CacheOptimizeIndexBuffer(Indices); } } void FMeshUtilities::CacheOptimizeIndexBuffer(TArray& Indices) { if(bUsingNvTriStrip) { NvTriStrip::CacheOptimizeIndexBuffer(Indices); } else if( !bDisableTriangleOrderOptimization ) { Forsyth::CacheOptimizeIndexBuffer(Indices); } } /*------------------------------------------------------------------------------ NVTessLib for computing adjacency used for tessellation. ------------------------------------------------------------------------------*/ /** * Provides static mesh render data to the NVIDIA tessellation library. */ class FStaticMeshNvRenderBuffer : public nv::RenderBuffer { public: /** Construct from static mesh render buffers. */ FStaticMeshNvRenderBuffer( const FPositionVertexBuffer& InPositionVertexBuffer, const FStaticMeshVertexBuffer& InVertexBuffer, const TArray& Indices ) : PositionVertexBuffer( InPositionVertexBuffer ) , VertexBuffer( InVertexBuffer ) { check( PositionVertexBuffer.GetNumVertices() == VertexBuffer.GetNumVertices() ); mIb = new nv::IndexBuffer( (void*)Indices.GetData(), nv::IBT_U32, Indices.Num(), false ); } /** Retrieve the position and first texture coordinate of the specified index. */ virtual nv::Vertex getVertex( unsigned int Index ) const { nv::Vertex Vertex; check( Index < PositionVertexBuffer.GetNumVertices() ); const FVector& Position = PositionVertexBuffer.VertexPosition( Index ); Vertex.pos.x = Position.X; Vertex.pos.y = Position.Y; Vertex.pos.z = Position.Z; if( VertexBuffer.GetNumTexCoords() ) { const FVector2D UV = VertexBuffer.GetVertexUV( Index, 0 ); Vertex.uv.x = UV.X; Vertex.uv.y = UV.Y; } else { Vertex.uv.x = 0.0f; Vertex.uv.y = 0.0f; } return Vertex; } private: /** The position vertex buffer for the static mesh. */ const FPositionVertexBuffer& PositionVertexBuffer; /** The vertex buffer for the static mesh. */ const FStaticMeshVertexBuffer& VertexBuffer; /** Copying is forbidden. */ FStaticMeshNvRenderBuffer( const FStaticMeshNvRenderBuffer& ); FStaticMeshNvRenderBuffer& operator=( const FStaticMeshNvRenderBuffer& ); }; /** * Provides skeletal mesh render data to the NVIDIA tessellation library. */ class FSkeletalMeshNvRenderBuffer : public nv::RenderBuffer { public: /** Construct from static mesh render buffers. */ FSkeletalMeshNvRenderBuffer( const TArray& InVertexBuffer, const uint32 InTexCoordCount, const TArray& Indices ) : VertexBuffer( InVertexBuffer ) , TexCoordCount( InTexCoordCount ) { mIb = new nv::IndexBuffer( (void*)Indices.GetData(), nv::IBT_U32, Indices.Num(), false ); } /** Retrieve the position and first texture coordinate of the specified index. */ virtual nv::Vertex getVertex( unsigned int Index ) const { nv::Vertex Vertex; check( Index < (unsigned int)VertexBuffer.Num() ); const FSoftSkinVertex& SrcVertex = VertexBuffer[ Index ]; Vertex.pos.x = SrcVertex.Position.X; Vertex.pos.y = SrcVertex.Position.Y; Vertex.pos.z = SrcVertex.Position.Z; if( TexCoordCount > 0 ) { Vertex.uv.x = SrcVertex.UVs[0].X; Vertex.uv.y = SrcVertex.UVs[0].Y; } else { Vertex.uv.x = 0.0f; Vertex.uv.y = 0.0f; } return Vertex; } private: /** The vertex buffer for the skeletal mesh. */ const TArray& VertexBuffer; const uint32 TexCoordCount; /** Copying is forbidden. */ FSkeletalMeshNvRenderBuffer(const FSkeletalMeshNvRenderBuffer&); FSkeletalMeshNvRenderBuffer& operator=(const FSkeletalMeshNvRenderBuffer&); }; static void BuildStaticAdjacencyIndexBuffer( const FPositionVertexBuffer& PositionVertexBuffer, const FStaticMeshVertexBuffer& VertexBuffer, const TArray& Indices, TArray& OutPnAenIndices ) { if ( Indices.Num() && Indices.Num() < 50000 * 3 ) { FStaticMeshNvRenderBuffer StaticMeshRenderBuffer( PositionVertexBuffer, VertexBuffer, Indices ); nv::IndexBuffer* PnAENIndexBuffer = nv::tess::buildTessellationBuffer( &StaticMeshRenderBuffer, nv::DBM_PnAenDominantCorner, true ); check( PnAENIndexBuffer ); const int32 IndexCount = (int32)PnAENIndexBuffer->getLength(); OutPnAenIndices.Empty( IndexCount ); OutPnAenIndices.AddUninitialized( IndexCount ); for ( int32 Index = 0; Index < IndexCount; ++Index ) { OutPnAenIndices[ Index ] = (*PnAENIndexBuffer)[Index]; } delete PnAENIndexBuffer; } else { OutPnAenIndices.Empty(); } } void FMeshUtilities::BuildSkeletalAdjacencyIndexBuffer( const TArray& VertexBuffer, const uint32 TexCoordCount, const TArray& Indices, TArray& OutPnAenIndices ) { if ( Indices.Num() ) { FSkeletalMeshNvRenderBuffer SkeletalMeshRenderBuffer( VertexBuffer, TexCoordCount, Indices ); nv::IndexBuffer* PnAENIndexBuffer = nv::tess::buildTessellationBuffer( &SkeletalMeshRenderBuffer, nv::DBM_PnAenDominantCorner, true ); check( PnAENIndexBuffer ); const int32 IndexCount = (int32)PnAENIndexBuffer->getLength(); OutPnAenIndices.Empty( IndexCount ); OutPnAenIndices.AddUninitialized( IndexCount ); for ( int32 Index = 0; Index < IndexCount; ++Index ) { OutPnAenIndices[ Index ] = (*PnAENIndexBuffer)[Index]; } delete PnAENIndexBuffer; } else { OutPnAenIndices.Empty(); } } void FMeshUtilities::RechunkSkeletalMeshModels(USkeletalMesh* SrcMesh, int32 MaxBonesPerChunk) { #if WITH_EDITORONLY_DATA TIndirectArray DestModels; TIndirectArray ModelData; FReferenceSkeleton RefSkeleton = SrcMesh->RefSkeleton; uint32 VertexBufferBuildFlags = SrcMesh->GetVertexBufferFlags(); FSkeletalMeshResource* SrcMeshResource = SrcMesh->GetImportedResource(); FVector TriangleSortCenter; bool bHaveTriangleSortCenter = SrcMesh->GetSortCenterPoint(TriangleSortCenter); for (int32 ModelIndex = 0; ModelIndex < SrcMeshResource->LODModels.Num(); ++ModelIndex) { FSkinnedModelData& TmpModelData = *new(ModelData) FSkinnedModelData(); SkeletalMeshTools::CopySkinnedModelData(TmpModelData,SrcMeshResource->LODModels[ModelIndex]); } for (int32 ModelIndex = 0; ModelIndex < ModelData.Num(); ++ModelIndex) { TArray Chunks; TArray PointToOriginalMap; TArray SectionSortOptions; const FSkinnedModelData& SrcModel = ModelData[ModelIndex]; FStaticLODModel& DestModel = *new(DestModels) FStaticLODModel(); SkeletalMeshTools::UnchunkSkeletalModel(Chunks,PointToOriginalMap,SrcModel); SkeletalMeshTools::ChunkSkinnedVertices(Chunks,MaxBonesPerChunk); for (int32 ChunkIndex = 0; ChunkIndex < Chunks.Num(); ++ChunkIndex) { int32 SectionIndex = Chunks[ChunkIndex]->OriginalSectionIndex; SectionSortOptions.Add(SrcModel.Sections[SectionIndex].TriangleSorting); } check(SectionSortOptions.Num() == Chunks.Num()); BuildSkeletalModelFromChunks(DestModel,RefSkeleton,Chunks,PointToOriginalMap); check(DestModel.Sections.Num() == DestModel.Chunks.Num()); check(DestModel.Sections.Num() == SectionSortOptions.Num()); DestModel.NumTexCoords = SrcModel.NumTexCoords; DestModel.BuildVertexBuffers(VertexBufferBuildFlags); for (int32 SectionIndex = 0; SectionIndex < DestModel.Sections.Num(); ++SectionIndex) { DestModel.SortTriangles(TriangleSortCenter,bHaveTriangleSortCenter,SectionIndex,SectionSortOptions[SectionIndex]); } } //@todo-rco: Swap() doesn't seem to work Exchange(SrcMeshResource->LODModels, DestModels); // TODO: Also need to patch bEnableShadowCasting in the LODInfo struct. #endif // #if WITH_EDITORONLY_DATA } void FMeshUtilities::CalcBoneVertInfos(USkeletalMesh* SkeletalMesh, TArray& Infos, bool bOnlyDominant) { SkeletalMeshTools::CalcBoneVertInfos(SkeletalMesh,Infos,bOnlyDominant); } /** * Builds a renderable skeletal mesh LOD model. Note that the array of chunks * will be destroyed during this process! * @param LODModel Upon return contains a renderable skeletal mesh LOD model. * @param RefSkeleton The reference skeleton associated with the model. * @param Chunks Skinned mesh chunks from which to build the renderable model. * @param PointToOriginalMap Maps a vertex's RawPointIdx to its index at import time. */ void FMeshUtilities::BuildSkeletalModelFromChunks(FStaticLODModel& LODModel,const FReferenceSkeleton& RefSkeleton,TArray& Chunks,const TArray& PointToOriginalMap) { #if WITH_EDITORONLY_DATA // Clear out any data currently held in the LOD model. LODModel.Sections.Empty(); LODModel.Chunks.Empty(); LODModel.NumVertices = 0; if (LODModel.MultiSizeIndexContainer.IsIndexBufferValid()) { LODModel.MultiSizeIndexContainer.GetIndexBuffer()->Empty(); } // Setup the section and chunk arrays on the model. for (int32 ChunkIndex = 0; ChunkIndex < Chunks.Num(); ++ChunkIndex) { FSkinnedMeshChunk* SrcChunk = Chunks[ChunkIndex]; FSkelMeshSection& Section = *new(LODModel.Sections) FSkelMeshSection(); Section.MaterialIndex = SrcChunk->MaterialIndex; Section.ChunkIndex = ChunkIndex; FSkelMeshChunk& Chunk = *new(LODModel.Chunks) FSkelMeshChunk(); Exchange(Chunk.BoneMap,SrcChunk->BoneMap); // Update the active bone indices on the LOD model. for (int32 BoneIndex = 0; BoneIndex < Chunk.BoneMap.Num(); ++BoneIndex) { LODModel.ActiveBoneIndices.AddUnique(Chunk.BoneMap[BoneIndex]); } } // Reset 'final vertex to import vertex' map info LODModel.MeshToImportVertexMap.Empty(); LODModel.MaxImportVertex = 0; // Keep track of index mapping to chunk vertex offsets TArray< TArray > VertexIndexRemap; VertexIndexRemap.Empty(LODModel.Sections.Num()); // Pack the chunk vertices into a single vertex buffer. TArray RawPointIndices; LODModel.NumVertices = 0; int32 PrevMaterialIndex = -1; int32 CurrentChunkBaseVertexIndex = -1; // base vertex index for all chunks of the same material int32 CurrentChunkVertexCount = -1; // total vertex count for all chunks of the same material int32 CurrentVertexIndex = 0; // current vertex index added to the index buffer for all chunks of the same material // rearrange the vert order to minimize the data fetched by the GPU for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++) { if (IsInGameThread()) { GWarn->StatusUpdate(SectionIndex, LODModel.Sections.Num(), NSLOCTEXT("UnrealEd", "ProcessingSections", "Processing Sections")); } FSkinnedMeshChunk* SrcChunk = Chunks[SectionIndex]; FSkelMeshSection& Section = LODModel.Sections[SectionIndex]; TArray& ChunkVertices = SrcChunk->Vertices; TArray& ChunkIndices = SrcChunk->Indices; // Reorder the section index buffer for better vertex cache efficiency. CacheOptimizeIndexBuffer(ChunkIndices); // Calculate the number of triangles in the section. Note that CacheOptimize may change the number of triangles in the index buffer! Section.NumTriangles = ChunkIndices.Num() / 3; TArray OriginalVertices; Exchange(ChunkVertices,OriginalVertices); ChunkVertices.AddUninitialized(OriginalVertices.Num()); TArray IndexCache; IndexCache.AddUninitialized(ChunkVertices.Num()); FMemory::Memset(IndexCache.GetData(), INDEX_NONE, IndexCache.Num() * IndexCache.GetTypeSize()); int32 NextAvailableIndex = 0; // Go through the indices and assign them new values that are coherent where possible for (int32 Index = 0; Index < ChunkIndices.Num(); Index++) { const int32 OriginalIndex = ChunkIndices[Index]; const int32 CachedIndex = IndexCache[OriginalIndex]; if (CachedIndex == INDEX_NONE) { // No new index has been allocated for this existing index, assign a new one ChunkIndices[Index] = NextAvailableIndex; // Mark what this index has been assigned to IndexCache[OriginalIndex] = NextAvailableIndex; NextAvailableIndex++; } else { // Reuse an existing index assignment ChunkIndices[Index] = CachedIndex; } // Reorder the vertices based on the new index assignment ChunkVertices[ChunkIndices[Index]] = OriginalVertices[OriginalIndex]; } } // Build the arrays of rigid and soft vertices on the model's chunks. for(int32 SectionIndex = 0;SectionIndex < LODModel.Sections.Num();SectionIndex++) { FSkelMeshSection& Section = LODModel.Sections[SectionIndex]; int32 ChunkIndex = Section.ChunkIndex; FSkelMeshChunk& Chunk = LODModel.Chunks[ChunkIndex]; TArray& ChunkVertices = Chunks[ChunkIndex]->Vertices; if( IsInGameThread() ) { // Only update status if in the game thread. When importing morph targets, this function can run in another thread GWarn->StatusUpdate( ChunkIndex, LODModel.Chunks.Num(), NSLOCTEXT("UnrealEd", "ProcessingChunks", "Processing Chunks") ); } CurrentVertexIndex = 0; CurrentChunkVertexCount = 0; PrevMaterialIndex = Section.MaterialIndex; // Calculate the offset to this chunk's vertices in the vertex buffer. Chunk.BaseVertexIndex = CurrentChunkBaseVertexIndex = LODModel.NumVertices; // Update the size of the vertex buffer. LODModel.NumVertices += ChunkVertices.Num(); // Separate the section's vertices into rigid and soft vertices. TArray& ChunkVertexIndexRemap = *new(VertexIndexRemap) TArray(); ChunkVertexIndexRemap.AddUninitialized(ChunkVertices.Num()); for(int32 VertexIndex = 0;VertexIndex < ChunkVertices.Num();VertexIndex++) { const FSoftSkinBuildVertex& SoftVertex = ChunkVertices[VertexIndex]; if(SoftVertex.InfluenceWeights[1] == 0) { FRigidSkinVertex RigidVertex; RigidVertex.Position = SoftVertex.Position; RigidVertex.TangentX = SoftVertex.TangentX; RigidVertex.TangentY = SoftVertex.TangentY; RigidVertex.TangentZ = SoftVertex.TangentZ; FMemory::Memcpy( RigidVertex.UVs, SoftVertex.UVs, sizeof(FVector2D)*MAX_TEXCOORDS ); RigidVertex.Color = SoftVertex.Color; RigidVertex.Bone = SoftVertex.InfluenceBones[0]; // make sure it exists in bone map check (Chunk.BoneMap.IsValidIndex(SoftVertex.InfluenceBones[0])); Chunk.RigidVertices.Add(RigidVertex); ChunkVertexIndexRemap[VertexIndex] = (uint32)(Chunk.BaseVertexIndex + CurrentVertexIndex); CurrentVertexIndex++; // add the index to the original wedge point source of this vertex RawPointIndices.Add( SoftVertex.PointWedgeIdx ); // Also remember import index const int32 RawVertIndex = PointToOriginalMap[SoftVertex.PointWedgeIdx]; LODModel.MeshToImportVertexMap.Add(RawVertIndex); LODModel.MaxImportVertex = FMath::Max(LODModel.MaxImportVertex, RawVertIndex); } } for(int32 VertexIndex = 0;VertexIndex < ChunkVertices.Num();VertexIndex++) { const FSoftSkinBuildVertex& SoftVertex = ChunkVertices[VertexIndex]; if(SoftVertex.InfluenceWeights[1] > 0) { FSoftSkinVertex NewVertex; NewVertex.Position = SoftVertex.Position; NewVertex.TangentX = SoftVertex.TangentX; NewVertex.TangentY = SoftVertex.TangentY; NewVertex.TangentZ = SoftVertex.TangentZ; FMemory::Memcpy( NewVertex.UVs, SoftVertex.UVs, sizeof(FVector2D)*MAX_TEXCOORDS ); NewVertex.Color = SoftVertex.Color; for (int32 i = 0; i < MAX_TOTAL_INFLUENCES; ++i) { // it only adds to the bone map if it has weight on it // BoneMap contains only the bones that has influence with weight of >0.f // so here, just make sure it is included before setting the data if (Chunk.BoneMap.IsValidIndex(SoftVertex.InfluenceBones[i])) { NewVertex.InfluenceBones[i] = SoftVertex.InfluenceBones[i]; NewVertex.InfluenceWeights[i] = SoftVertex.InfluenceWeights[i]; } } Chunk.SoftVertices.Add(NewVertex); ChunkVertexIndexRemap[VertexIndex] = (uint32)(Chunk.BaseVertexIndex + CurrentVertexIndex); CurrentVertexIndex++; // add the index to the original wedge point source of this vertex RawPointIndices.Add( SoftVertex.PointWedgeIdx ); // Also remember import index const int32 RawVertIndex = PointToOriginalMap[SoftVertex.PointWedgeIdx]; LODModel.MeshToImportVertexMap.Add(RawVertIndex); LODModel.MaxImportVertex = FMath::Max(LODModel.MaxImportVertex, RawVertIndex); } } // update total num of verts added Chunk.NumRigidVertices = Chunk.RigidVertices.Num(); Chunk.NumSoftVertices = Chunk.SoftVertices.Num(); // update max bone influences Chunk.CalcMaxBoneInfluences(); // Log info about the chunk. UE_LOG(LogSkeletalMesh, Log, TEXT("Chunk %u: %u rigid vertices, %u soft vertices, %u active bones"), ChunkIndex, Chunk.RigidVertices.Num(), Chunk.SoftVertices.Num(), Chunk.BoneMap.Num() ); } // Copy raw point indices to LOD model. LODModel.RawPointIndices.RemoveBulkData(); if( RawPointIndices.Num() ) { LODModel.RawPointIndices.Lock(LOCK_READ_WRITE); void* Dest = LODModel.RawPointIndices.Realloc( RawPointIndices.Num() ); FMemory::Memcpy( Dest, RawPointIndices.GetData(), LODModel.RawPointIndices.GetBulkDataSize() ); LODModel.RawPointIndices.Unlock(); } #if DISALLOW_32BIT_INDICES LODModel.MultiSizeIndexContainer.CreateIndexBuffer(sizeof(uint16)); #else LODModel.MultiSizeIndexContainer.CreateIndexBuffer((LODModel.NumVertices < MAX_uint16)? sizeof(uint16): sizeof(uint32)); #endif // Finish building the sections. for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++) { FSkelMeshSection& Section = LODModel.Sections[SectionIndex]; const TArray& SectionIndices = Chunks[SectionIndex]->Indices; FRawStaticIndexBuffer16or32Interface* IndexBuffer = LODModel.MultiSizeIndexContainer.GetIndexBuffer(); Section.BaseIndex = IndexBuffer->Num(); const int32 NumIndices = SectionIndices.Num(); const TArray& SectionVertexIndexRemap = VertexIndexRemap[Section.ChunkIndex]; for (int32 Index = 0; Index < NumIndices; Index++) { uint32 VertexIndex = SectionVertexIndexRemap[SectionIndices[Index]]; IndexBuffer->AddItem(VertexIndex); } } // Free the skinned mesh chunks which are no longer needed. for (int32 i = 0; i < Chunks.Num(); ++i) { delete Chunks[i]; Chunks[i] = NULL; } Chunks.Empty(); // Build the adjacency index buffer used for tessellation. { TArray Vertices; LODModel.GetVertices( Vertices ); FMultiSizeIndexContainerData IndexData; LODModel.MultiSizeIndexContainer.GetIndexBufferData( IndexData ); FMultiSizeIndexContainerData AdjacencyIndexData; AdjacencyIndexData.DataTypeSize = IndexData.DataTypeSize; BuildSkeletalAdjacencyIndexBuffer( Vertices, LODModel.NumTexCoords, IndexData.Indices, AdjacencyIndexData.Indices ); LODModel.AdjacencyMultiSizeIndexContainer.RebuildIndexBuffer( AdjacencyIndexData ); } // Compute the required bones for this model. USkeletalMesh::CalculateRequiredBones(LODModel,RefSkeleton,NULL); #endif // #if WITH_EDITORONLY_DATA } /*------------------------------------------------------------------------------ Common functionality. ------------------------------------------------------------------------------*/ /** Helper struct for building acceleration structures. */ struct FIndexAndZ { float Z; int32 Index; /** Default constructor. */ FIndexAndZ() {} /** Initialization constructor. */ FIndexAndZ(int32 InIndex, FVector V) { Z = 0.30f * V.X + 0.33f * V.Y + 0.37f * V.Z; Index = InIndex; } }; /** Sorting function for vertex Z/index pairs. */ struct FCompareIndexAndZ { FORCEINLINE bool operator()(FIndexAndZ const& A, FIndexAndZ const& B) const { return A.Z < B.Z; } }; static int32 ComputeNumTexCoords(FRawMesh const& RawMesh, int32 MaxSupportedTexCoords) { int32 NumWedges = RawMesh.WedgeIndices.Num(); int32 NumTexCoords = 0; for (int32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; ++TexCoordIndex) { if (RawMesh.WedgeTexCoords[TexCoordIndex].Num() != NumWedges) { break; } NumTexCoords++; } return FMath::Min(NumTexCoords, MaxSupportedTexCoords); } /** * Returns true if the specified points are about equal */ inline bool PointsEqual(const FVector& V1,const FVector& V2, float ComparisonThreshold) { if (FMath::Abs(V1.X - V2.X) > ComparisonThreshold || FMath::Abs(V1.Y - V2.Y) > ComparisonThreshold || FMath::Abs(V1.Z - V2.Z) > ComparisonThreshold) { return false; } return true; } inline bool UVsEqual(const FVector2D& UV1,const FVector2D& UV2) { if(FMath::Abs(UV1.X - UV2.X) > (1.0f / 1024.0f)) return false; if(FMath::Abs(UV1.Y - UV2.Y) > (1.0f / 1024.0f)) return false; return true; } static inline FVector GetPositionForWedge(FRawMesh const& Mesh, int32 WedgeIndex) { int32 VertexIndex = Mesh.WedgeIndices[WedgeIndex]; return Mesh.VertexPositions[VertexIndex]; } struct FMeshEdge { int32 Vertices[2]; int32 Faces[2]; }; /** * This helper class builds the edge list for a mesh. It uses a hash of vertex * positions to edges sharing that vertex to remove the n^2 searching of all * previously added edges. This class is templatized so it can be used with * either static mesh or skeletal mesh vertices */ template class TEdgeBuilder { protected: /** * The list of indices to build the edge data from */ const TArray& Indices; /** * The array of verts for vertex position comparison */ const TArray& Vertices; /** * The array of edges to create */ TArray& Edges; /** * List of edges that start with a given vertex */ TMultiMap VertexToEdgeList; /** * This function determines whether a given edge matches or not. It must be * provided by derived classes since they have the specific information that * this class doesn't know about (vertex info, influences, etc) * * @param Index1 The first index of the edge being checked * @param Index2 The second index of the edge * @param OtherEdge The edge to compare. Was found via the map * * @return true if the edge is a match, false otherwise */ virtual bool DoesEdgeMatch(int32 Index1,int32 Index2,FMeshEdge* OtherEdge) = 0; /** * Searches the list of edges to see if this one matches an existing and * returns a pointer to it if it does * * @param Index1 the first index to check for * @param Index2 the second index to check for * * @return NULL if no edge was found, otherwise the edge that was found */ inline FMeshEdge* FindOppositeEdge(int32 Index1,int32 Index2) { FMeshEdge* Edge = NULL; TArray EdgeList; // Search the hash for a corresponding vertex VertexToEdgeList.MultiFind(Vertices[Index2].Position,EdgeList); // Now search through the array for a match or not for (int32 EdgeIndex = 0; EdgeIndex < EdgeList.Num() && Edge == NULL; EdgeIndex++) { FMeshEdge* OtherEdge = EdgeList[EdgeIndex]; // See if this edge matches the passed in edge if (OtherEdge != NULL && DoesEdgeMatch(Index1,Index2,OtherEdge)) { // We have a match Edge = OtherEdge; } } return Edge; } /** * Updates an existing edge if found or adds the new edge to the list * * @param Index1 the first index in the edge * @param Index2 the second index in the edge * @param Triangle the triangle that this edge was found in */ inline void AddEdge(int32 Index1,int32 Index2,int32 Triangle) { // If this edge matches another then just fill the other triangle // otherwise add it FMeshEdge* OtherEdge = FindOppositeEdge(Index1,Index2); if (OtherEdge == NULL) { // Add a new edge to the array int32 EdgeIndex = Edges.AddZeroed(); Edges[EdgeIndex].Vertices[0] = Index1; Edges[EdgeIndex].Vertices[1] = Index2; Edges[EdgeIndex].Faces[0] = Triangle; Edges[EdgeIndex].Faces[1] = -1; // Also add this edge to the hash for faster searches // NOTE: This relies on the array never being realloced! VertexToEdgeList.Add(Vertices[Index1].Position,&Edges[EdgeIndex]); } else { OtherEdge->Faces[1] = Triangle; } } public: /** * Initializes the values for the code that will build the mesh edge list */ TEdgeBuilder(const TArray& InIndices, const TArray& InVertices, TArray& OutEdges) : Indices(InIndices), Vertices(InVertices), Edges(OutEdges) { // Presize the array so that there are no extra copies being done // when adding edges to it Edges.Empty(Indices.Num()); } /** * Virtual dtor */ virtual ~TEdgeBuilder(){} /** * Uses a hash of indices to edge lists so that it can avoid the n^2 search * through the full edge list */ void FindEdges(void) { // @todo Handle something other than trilists when building edges int32 TriangleCount = Indices.Num() / 3; int32 EdgeCount = 0; // Work through all triangles building the edges for (int32 Triangle = 0; Triangle < TriangleCount; Triangle++) { // Determine the starting index int32 TriangleIndex = Triangle * 3; // Get the indices for the triangle int32 Index1 = Indices[TriangleIndex]; int32 Index2 = Indices[TriangleIndex + 1]; int32 Index3 = Indices[TriangleIndex + 2]; // Add the first to second edge AddEdge(Index1,Index2,Triangle); // Now add the second to third AddEdge(Index2,Index3,Triangle); // Add the third to first edge AddEdge(Index3,Index1,Triangle); } } }; /** * This is the static mesh specific version for finding edges */ class FStaticMeshEdgeBuilder : public TEdgeBuilder { public: /** * Constructor that passes all work to the parent class */ FStaticMeshEdgeBuilder(const TArray& InIndices, const TArray& InVertices, TArray& OutEdges) : TEdgeBuilder(InIndices,InVertices,OutEdges) { } /** * This function determines whether a given edge matches or not for a static mesh * * @param Index1 The first index of the edge being checked * @param Index2 The second index of the edge * @param OtherEdge The edge to compare. Was found via the map * * @return true if the edge is a match, false otherwise */ bool DoesEdgeMatch(int32 Index1,int32 Index2,FMeshEdge* OtherEdge) { return Vertices[OtherEdge->Vertices[1]].Position == Vertices[Index1].Position && OtherEdge->Faces[1] == -1; } }; static void ComputeTriangleTangents( TArray& TriangleTangentX, TArray& TriangleTangentY, TArray& TriangleTangentZ, FRawMesh const& RawMesh, float ComparisonThreshold ) { int32 NumTriangles = RawMesh.WedgeIndices.Num() / 3; TriangleTangentX.Empty(NumTriangles); TriangleTangentY.Empty(NumTriangles); TriangleTangentZ.Empty(NumTriangles); for (int32 TriangleIndex = 0;TriangleIndex < NumTriangles; TriangleIndex++) { int32 UVIndex = 0; FVector P[3]; for (int32 i = 0; i < 3; ++i) { P[i] = GetPositionForWedge(RawMesh, TriangleIndex * 3 + i); } const FVector Normal = ((P[1] - P[2])^(P[0] - P[2])).GetSafeNormal(ComparisonThreshold); FMatrix ParameterToLocal( FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0), FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0), FPlane(P[0].X, P[0].Y, P[0].Z, 0), FPlane(0, 0, 0, 1) ); FVector2D T1 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 0]; FVector2D T2 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 1]; FVector2D T3 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 2]; FMatrix ParameterToTexture( FPlane( T2.X - T1.X, T2.Y - T1.Y, 0, 0 ), FPlane( T3.X - T1.X, T3.Y - T1.Y, 0, 0 ), FPlane( T1.X, T1.Y, 1, 0 ), FPlane( 0, 0, 0, 1 ) ); // Use InverseSlow to catch singular matrices. Inverse can miss this sometimes. const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal; TriangleTangentX.Add(TextureToLocal.TransformVector(FVector(1,0,0)).GetSafeNormal()); TriangleTangentY.Add(TextureToLocal.TransformVector(FVector(0,1,0)).GetSafeNormal()); TriangleTangentZ.Add(Normal); FVector::CreateOrthonormalBasis( TriangleTangentX[TriangleIndex], TriangleTangentY[TriangleIndex], TriangleTangentZ[TriangleIndex] ); } check(TriangleTangentX.Num() == NumTriangles); check(TriangleTangentY.Num() == NumTriangles); check(TriangleTangentZ.Num() == NumTriangles); } /** * Create a table that maps the corner of each face to its overlapping corners. * @param OutOverlappingCorners - Maps a corner index to the indices of all overlapping corners. * @param RawMesh - The mesh for which to compute overlapping corners. */ static void FindOverlappingCorners( TMultiMap& OutOverlappingCorners, FRawMesh const& RawMesh, float ComparisonThreshold ) { int32 NumWedges = RawMesh.WedgeIndices.Num(); // Create a list of vertex Z/index pairs TArray VertIndexAndZ; VertIndexAndZ.Empty(NumWedges); for(int32 WedgeIndex = 0; WedgeIndex < NumWedges; WedgeIndex++) { new(VertIndexAndZ) FIndexAndZ(WedgeIndex, GetPositionForWedge(RawMesh, WedgeIndex)); } // Sort the vertices by z value VertIndexAndZ.Sort(FCompareIndexAndZ()); // Search for duplicates, quickly! for (int32 i = 0; i < VertIndexAndZ.Num(); i++) { // only need to search forward, since we add pairs both ways for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++) { if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > ComparisonThreshold) break; // can't be any more dups FVector PositionA = GetPositionForWedge(RawMesh, VertIndexAndZ[i].Index); FVector PositionB = GetPositionForWedge(RawMesh, VertIndexAndZ[j].Index); if (PointsEqual(PositionA, PositionB, ComparisonThreshold)) { OutOverlappingCorners.Add(VertIndexAndZ[i].Index,VertIndexAndZ[j].Index); OutOverlappingCorners.Add(VertIndexAndZ[j].Index,VertIndexAndZ[i].Index); } } } } namespace ETangentOptions { enum Type { None = 0, BlendOverlappingNormals = 0x1, IgnoreDegenerateTriangles = 0x2, }; }; /** * Smoothing group interpretation helper structure. */ struct FFanFace { int32 FaceIndex; int32 LinkedVertexIndex; bool bFilled; bool bBlendTangents; bool bBlendNormals; }; static void ComputeTangents( FRawMesh& RawMesh, TMultiMap const& OverlappingCorners, uint32 TangentOptions ) { bool bBlendOverlappingNormals = (TangentOptions & ETangentOptions::BlendOverlappingNormals) != 0; bool bIgnoreDegenerateTriangles = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) != 0; float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f; // Compute per-triangle tangents. TArray TriangleTangentX; TArray TriangleTangentY; TArray TriangleTangentZ; ComputeTriangleTangents( TriangleTangentX, TriangleTangentY, TriangleTangentZ, RawMesh, bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f ); // Declare these out here to avoid reallocations. TArray RelevantFacesForCorner[3]; TArray AdjacentFaces; TArray DupVerts; int32 NumWedges = RawMesh.WedgeIndices.Num(); int32 NumFaces = NumWedges / 3; // Allocate storage for tangents if none were provided. if (RawMesh.WedgeTangentX.Num() != NumWedges) { RawMesh.WedgeTangentX.Empty(NumWedges); RawMesh.WedgeTangentX.AddZeroed(NumWedges); } if (RawMesh.WedgeTangentY.Num() != NumWedges) { RawMesh.WedgeTangentY.Empty(NumWedges); RawMesh.WedgeTangentY.AddZeroed(NumWedges); } if (RawMesh.WedgeTangentZ.Num() != NumWedges) { RawMesh.WedgeTangentZ.Empty(NumWedges); RawMesh.WedgeTangentZ.AddZeroed(NumWedges); } for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++) { int32 WedgeOffset = FaceIndex * 3; FVector CornerPositions[3]; FVector CornerTangentX[3]; FVector CornerTangentY[3]; FVector CornerTangentZ[3]; for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { CornerTangentX[CornerIndex] = FVector::ZeroVector; CornerTangentY[CornerIndex] = FVector::ZeroVector; CornerTangentZ[CornerIndex] = FVector::ZeroVector; CornerPositions[CornerIndex] = GetPositionForWedge(RawMesh, WedgeOffset + CornerIndex); RelevantFacesForCorner[CornerIndex].Reset(); } // Don't process degenerate triangles. if (PointsEqual(CornerPositions[0],CornerPositions[1], ComparisonThreshold) || PointsEqual(CornerPositions[0],CornerPositions[2], ComparisonThreshold) || PointsEqual(CornerPositions[1],CornerPositions[2], ComparisonThreshold)) { continue; } // No need to process triangles if tangents already exist. bool bCornerHasTangents[3] = {0}; for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { bCornerHasTangents[CornerIndex] = !RawMesh.WedgeTangentX[WedgeOffset + CornerIndex].IsZero() && !RawMesh.WedgeTangentY[WedgeOffset + CornerIndex].IsZero() && !RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex].IsZero(); } if (bCornerHasTangents[0] && bCornerHasTangents[1] && bCornerHasTangents[2]) { continue; } // Calculate smooth vertex normals. float Determinant = FVector::Triple( TriangleTangentX[FaceIndex], TriangleTangentY[FaceIndex], TriangleTangentZ[FaceIndex] ); // Start building a list of faces adjacent to this face. AdjacentFaces.Reset(); for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { int32 ThisCornerIndex = WedgeOffset + CornerIndex; DupVerts.Reset(); OverlappingCorners.MultiFind(ThisCornerIndex,DupVerts); DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself for (int32 k = 0; k < DupVerts.Num(); k++) { AdjacentFaces.AddUnique(DupVerts[k] / 3); } } // We need to sort these here because the criteria for point equality is // exact, so we must ensure the exact same order for all dups. AdjacentFaces.Sort(); // Process adjacent faces for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++) { int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex]; for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++) { if (bCornerHasTangents[OurCornerIndex]) continue; FFanFace NewFanFace; int32 CommonIndexCount = 0; // Check for vertices in common. if (FaceIndex == OtherFaceIndex) { CommonIndexCount = 3; NewFanFace.LinkedVertexIndex = OurCornerIndex; } else { // Check matching vertices against main vertex . for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++) { if (PointsEqual( CornerPositions[OurCornerIndex], GetPositionForWedge(RawMesh, OtherFaceIndex * 3 + OtherCornerIndex), ComparisonThreshold )) { CommonIndexCount++; NewFanFace.LinkedVertexIndex = OtherCornerIndex; } } } // Add if connected by at least one point. Smoothing matches are considered later. if (CommonIndexCount > 0) { NewFanFace.FaceIndex = OtherFaceIndex; NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill. NewFanFace.bBlendTangents = NewFanFace.bFilled; NewFanFace.bBlendNormals = NewFanFace.bFilled; RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace); } } } // Find true relevance of faces for a vertex normal by traversing // smoothing-group-compatible connected triangle fans around common vertices. for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { if (bCornerHasTangents[CornerIndex]) continue; int32 NewConnections; do { NewConnections = 0; for (int32 OtherFaceIdx=0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++) { FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx]; // The vertex' own face is initially the only face with bFilled == true. if (OtherFace.bFilled) { for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++) { FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex]; if (!NextFace.bFilled) // && !NextFace.bBlendTangents) { if ((NextFaceIndex != OtherFaceIdx) && (RawMesh.FaceSmoothingMasks[NextFace.FaceIndex] & RawMesh.FaceSmoothingMasks[OtherFace.FaceIndex])) { int32 CommonVertices = 0; int32 CommonTangentVertices = 0; int32 CommonNormalVertices = 0; for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++) { for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++) { int32 NextVertexIndex = RawMesh.WedgeIndices[NextFace.FaceIndex * 3 + NextCornerIndex]; int32 OtherVertexIndex = RawMesh.WedgeIndices[OtherFace.FaceIndex * 3 + OtherCornerIndex]; if (PointsEqual( RawMesh.VertexPositions[NextVertexIndex], RawMesh.VertexPositions[OtherVertexIndex], ComparisonThreshold)) { CommonVertices++; if (UVsEqual( RawMesh.WedgeTexCoords[0][NextFace.FaceIndex * 3 + NextCornerIndex], RawMesh.WedgeTexCoords[0][OtherFace.FaceIndex * 3 + OtherCornerIndex])) { CommonTangentVertices++; } if (bBlendOverlappingNormals || NextVertexIndex == OtherVertexIndex) { CommonNormalVertices++; } } } } // Flood fill faces with more than one common vertices which must be touching edges. if (CommonVertices > 1) { NextFace.bFilled = true; NextFace.bBlendNormals = (CommonNormalVertices > 1); NewConnections++; // Only blend tangents if there is no UV seam along the edge with this face. if (OtherFace.bBlendTangents && CommonTangentVertices > 1) { float OtherDeterminant = FVector::Triple( TriangleTangentX[NextFace.FaceIndex], TriangleTangentY[NextFace.FaceIndex], TriangleTangentZ[NextFace.FaceIndex] ); if ((Determinant * OtherDeterminant) > 0.0f) { NextFace.bBlendTangents = true; } } } } } } } } } while (NewConnections > 0); } // Vertex normal construction. for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { if (bCornerHasTangents[CornerIndex]) { CornerTangentX[CornerIndex] = RawMesh.WedgeTangentX[WedgeOffset + CornerIndex]; CornerTangentY[CornerIndex] = RawMesh.WedgeTangentY[WedgeOffset + CornerIndex]; CornerTangentZ[CornerIndex] = RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex]; } else { for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++) { FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx]; if (RelevantFace.bFilled) { int32 OtherFaceIndex = RelevantFace.FaceIndex; if (RelevantFace.bBlendTangents) { CornerTangentX[CornerIndex] += TriangleTangentX[OtherFaceIndex]; CornerTangentY[CornerIndex] += TriangleTangentY[OtherFaceIndex]; } if (RelevantFace.bBlendNormals) { CornerTangentZ[CornerIndex] += TriangleTangentZ[OtherFaceIndex]; } } } if (!RawMesh.WedgeTangentX[WedgeOffset + CornerIndex].IsZero()) { CornerTangentX[CornerIndex] = RawMesh.WedgeTangentX[WedgeOffset + CornerIndex]; } if (!RawMesh.WedgeTangentY[WedgeOffset + CornerIndex].IsZero()) { CornerTangentY[CornerIndex] = RawMesh.WedgeTangentY[WedgeOffset + CornerIndex]; } if (!RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex].IsZero()) { CornerTangentZ[CornerIndex] = RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex]; } } } // Normalization. for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { CornerTangentX[CornerIndex].Normalize(); CornerTangentY[CornerIndex].Normalize(); CornerTangentZ[CornerIndex].Normalize(); // Gram-Schmidt orthogonalization CornerTangentY[CornerIndex] -= CornerTangentX[CornerIndex] * (CornerTangentX[CornerIndex] | CornerTangentY[CornerIndex]); CornerTangentY[CornerIndex].Normalize(); CornerTangentX[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentX[CornerIndex]); CornerTangentX[CornerIndex].Normalize(); CornerTangentY[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentY[CornerIndex]); CornerTangentY[CornerIndex].Normalize(); } // Copy back to the mesh. for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { RawMesh.WedgeTangentX[WedgeOffset + CornerIndex] = CornerTangentX[CornerIndex]; RawMesh.WedgeTangentY[WedgeOffset + CornerIndex] = CornerTangentY[CornerIndex]; RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex] = CornerTangentZ[CornerIndex]; } } check(RawMesh.WedgeTangentX.Num() == NumWedges); check(RawMesh.WedgeTangentY.Num() == NumWedges); check(RawMesh.WedgeTangentZ.Num() == NumWedges); } /*------------------------------------------------------------------------------ MikkTSpace for computing tangents. ------------------------------------------------------------------------------*/ static int MikkGetNumFaces(const SMikkTSpaceContext* Context) { FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData); return UserData->WedgeIndices.Num() / 3; } static int MikkGetNumVertsOfFace(const SMikkTSpaceContext* Context, const int FaceIdx) { // All of our meshes are triangles. return 3; } static void MikkGetPosition(const SMikkTSpaceContext* Context, float Position[3], const int FaceIdx, const int VertIdx) { FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData); FVector VertexPosition = UserData->GetWedgePosition(FaceIdx * 3 + VertIdx); Position[0] = VertexPosition.X; Position[1] = VertexPosition.Y; Position[2] = VertexPosition.Z; } static void MikkGetNormal(const SMikkTSpaceContext* Context, float Normal[3], const int FaceIdx, const int VertIdx) { FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData); FVector &VertexNormal = UserData->WedgeTangentZ[FaceIdx * 3 + VertIdx]; for (int32 i = 0; i < 3; ++i) { Normal[i] = VertexNormal[i]; } } static void MikkSetTSpaceBasic(const SMikkTSpaceContext* Context, const float Tangent[3], const float BitangentSign, const int FaceIdx, const int VertIdx) { FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData); FVector &VertexTangent = UserData->WedgeTangentX[FaceIdx * 3 + VertIdx]; for (int32 i = 0; i < 3; ++i) { VertexTangent[i] = Tangent[i]; } FVector Bitangent = BitangentSign * FVector::CrossProduct(UserData->WedgeTangentZ[FaceIdx * 3 + VertIdx], VertexTangent); FVector &VertexBitangent = UserData->WedgeTangentY[FaceIdx * 3 + VertIdx]; for (int32 i = 0; i < 3; ++i) { VertexBitangent[i] = -Bitangent[i]; } } static void MikkGetTexCoord(const SMikkTSpaceContext* Context, float UV[2], const int FaceIdx, const int VertIdx) { FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData); FVector2D &TexCoord = UserData->WedgeTexCoords[0][FaceIdx * 3 + VertIdx]; UV[0] = TexCoord.X; UV[1] = TexCoord.Y; } // MikkTSpace implementations for skeletal meshes, where tangents/bitangents are ultimately derived from lists of attributes. // Holder for skeletal data to be passed to MikkTSpace. // Holds references to the wedge, face and points vectors that BuildSkeletalMesh is given. // Holds reference to the calculated normals array, which will be fleshed out if they've been calculated. // Holds reference to the newly created tangent and bitangent arrays, which MikkTSpace will fleshed out if required. class MikkTSpace_Skeletal_Mesh { public: const TArray &wedges; //Reference to wedge list. const TArray &faces; //Reference to face list. Also contains normal/tangent/bitanget/UV coords for each vertex of the face. const TArray &points; //Reference to position list. bool &bComputeNormals; //Reference to bComputeNormals. TArray &TangentsX; //Reference to newly created tangents list. TArray &TangentsY; //Reference to newly created bitangents list. TArray &TangentsZ; //Reference to computed normals, will be empty otherwise. MikkTSpace_Skeletal_Mesh( const TArray &Wedges, const TArray &Faces, const TArray &Points, bool &bInComputeNormals, TArray &VertexTangentsX, TArray &VertexTangentsY, TArray &VertexTangentsZ ) : wedges (Wedges), faces (Faces), points (Points), bComputeNormals (bInComputeNormals), TangentsX (VertexTangentsX), TangentsY (VertexTangentsY), TangentsZ (VertexTangentsZ) { } }; static int MikkGetNumFaces_Skeletal(const SMikkTSpaceContext* Context) { MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData); return UserData->faces.Num(); } static int MikkGetNumVertsOfFace_Skeletal(const SMikkTSpaceContext* Context, const int FaceIdx) { // Confirmed? return 3; } static void MikkGetPosition_Skeletal(const SMikkTSpaceContext* Context, float Position[3], const int FaceIdx, const int VertIdx) { MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData); const FVector &VertexPosition = UserData->points[UserData->wedges[UserData->faces[FaceIdx].iWedge[VertIdx]].iVertex]; Position[0] = VertexPosition.X; Position[1] = VertexPosition.Y; Position[2] = VertexPosition.Z; } static void MikkGetNormal_Skeletal(const SMikkTSpaceContext* Context, float Normal[3], const int FaceIdx, const int VertIdx) { MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData); // Get different normals depending on whether they've been calculated or not. if (UserData->bComputeNormals) { FVector &VertexNormal = UserData->TangentsZ[FaceIdx*3 + VertIdx]; Normal[0] = VertexNormal.X; Normal[1] = VertexNormal.Y; Normal[2] = VertexNormal.Z; } else { const FVector &VertexNormal = UserData->faces[FaceIdx].TangentZ[VertIdx]; Normal[0] = VertexNormal.X; Normal[1] = VertexNormal.Y; Normal[2] = VertexNormal.Z; } } static void MikkSetTSpaceBasic_Skeletal(const SMikkTSpaceContext* Context, const float Tangent[3], const float BitangentSign, const int FaceIdx, const int VertIdx) { MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData); FVector &VertexTangent = UserData->TangentsX[FaceIdx*3 + VertIdx]; VertexTangent.X = Tangent[0]; VertexTangent.Y = Tangent[1]; VertexTangent.Z = Tangent[2]; FVector Bitangent; // Get different normals depending on whether they've been calculated or not. if (UserData->bComputeNormals) { Bitangent = BitangentSign * FVector::CrossProduct(UserData->TangentsZ[UserData->wedges[UserData->faces[FaceIdx].iWedge[VertIdx]].iVertex], VertexTangent); } else { Bitangent = BitangentSign * FVector::CrossProduct(UserData->faces[FaceIdx].TangentZ[VertIdx], VertexTangent); } FVector &VertexBitangent = UserData->TangentsY[FaceIdx*3 + VertIdx]; // Switch the tangent space swizzle to X+Y-Z+ for legacy reasons. VertexBitangent.X = -Bitangent[0]; VertexBitangent.Y = -Bitangent[1]; VertexBitangent.Z = -Bitangent[2]; } static void MikkGetTexCoord_Skeletal(const SMikkTSpaceContext* Context, float UV[2], const int FaceIdx, const int VertIdx) { MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData); const FVector2D &TexCoord = UserData->wedges[UserData->faces[FaceIdx].iWedge[VertIdx]].UVs[0]; UV[0] = TexCoord.X; UV[1] = TexCoord.Y; } static void ComputeTangents_MikkTSpace( FRawMesh& RawMesh, TMultiMap const& OverlappingCorners, uint32 TangentOptions ) { bool bBlendOverlappingNormals = (TangentOptions & ETangentOptions::BlendOverlappingNormals) != 0; bool bIgnoreDegenerateTriangles = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) != 0; float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f; // Compute per-triangle tangents. TArray TriangleTangentX; TArray TriangleTangentY; TArray TriangleTangentZ; ComputeTriangleTangents( TriangleTangentX, TriangleTangentY, TriangleTangentZ, RawMesh, bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f ); // Declare these out here to avoid reallocations. TArray RelevantFacesForCorner[3]; TArray AdjacentFaces; TArray DupVerts; int32 NumWedges = RawMesh.WedgeIndices.Num(); int32 NumFaces = NumWedges / 3; bool bWedgeNormals = true; bool bWedgeTSpace = false; for (int32 WedgeIdx = 0; WedgeIdx < RawMesh.WedgeTangentZ.Num(); ++WedgeIdx) { bWedgeNormals = bWedgeNormals && (!RawMesh.WedgeTangentZ[WedgeIdx].IsNearlyZero()); } if (RawMesh.WedgeTangentX.Num() > 0 && RawMesh.WedgeTangentY.Num() > 0) { bWedgeTSpace = true; for (int32 WedgeIdx = 0; WedgeIdx < RawMesh.WedgeTangentX.Num() && WedgeIdx < RawMesh.WedgeTangentY.Num(); ++WedgeIdx) { bWedgeTSpace = bWedgeTSpace && (!RawMesh.WedgeTangentX[WedgeIdx].IsNearlyZero()) && (!RawMesh.WedgeTangentY[WedgeIdx].IsNearlyZero()); } } // Allocate storage for tangents if none were provided, and calculate normals for MikkTSpace. if (RawMesh.WedgeTangentZ.Num() != NumWedges || !bWedgeNormals) { // normals are not included, so we should calculate them RawMesh.WedgeTangentZ.Empty(NumWedges); RawMesh.WedgeTangentZ.AddZeroed(NumWedges); // we need to calculate normals for MikkTSpace for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++) { int32 WedgeOffset = FaceIndex * 3; FVector CornerPositions[3]; FVector CornerNormal[3]; for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { CornerNormal[CornerIndex] = FVector::ZeroVector; CornerPositions[CornerIndex] = GetPositionForWedge(RawMesh, WedgeOffset + CornerIndex); RelevantFacesForCorner[CornerIndex].Reset(); } // Don't process degenerate triangles. if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold) || PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold) || PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold)) { continue; } // No need to process triangles if tangents already exist. bool bCornerHasNormal[3] = { 0 }; for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { bCornerHasNormal[CornerIndex] = !RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex].IsZero(); } if (bCornerHasNormal[0] && bCornerHasNormal[1] && bCornerHasNormal[2]) { continue; } // Start building a list of faces adjacent to this face. AdjacentFaces.Reset(); for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { int32 ThisCornerIndex = WedgeOffset + CornerIndex; DupVerts.Reset(); OverlappingCorners.MultiFind(ThisCornerIndex,DupVerts); DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself for (int32 k = 0; k < DupVerts.Num(); k++) { AdjacentFaces.AddUnique(DupVerts[k] / 3); } } // We need to sort these here because the criteria for point equality is // exact, so we must ensure the exact same order for all dups. AdjacentFaces.Sort(); // Process adjacent faces for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++) { int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex]; for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++) { if (bCornerHasNormal[OurCornerIndex]) continue; FFanFace NewFanFace; int32 CommonIndexCount = 0; // Check for vertices in common. if (FaceIndex == OtherFaceIndex) { CommonIndexCount = 3; NewFanFace.LinkedVertexIndex = OurCornerIndex; } else { // Check matching vertices against main vertex . for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++) { if (PointsEqual( CornerPositions[OurCornerIndex], GetPositionForWedge(RawMesh, OtherFaceIndex * 3 + OtherCornerIndex), ComparisonThreshold )) { CommonIndexCount++; NewFanFace.LinkedVertexIndex = OtherCornerIndex; } } } // Add if connected by at least one point. Smoothing matches are considered later. if (CommonIndexCount > 0) { NewFanFace.FaceIndex = OtherFaceIndex; NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill. NewFanFace.bBlendTangents = NewFanFace.bFilled; NewFanFace.bBlendNormals = NewFanFace.bFilled; RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace); } } } // Find true relevance of faces for a vertex normal by traversing // smoothing-group-compatible connected triangle fans around common vertices. for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { if (bCornerHasNormal[CornerIndex]) continue; int32 NewConnections; do { NewConnections = 0; for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++) { FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx]; // The vertex' own face is initially the only face with bFilled == true. if (OtherFace.bFilled) { for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++) { FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex]; if (!NextFace.bFilled) // && !NextFace.bBlendTangents) { if ((NextFaceIndex != OtherFaceIdx) && (RawMesh.FaceSmoothingMasks[NextFace.FaceIndex] & RawMesh.FaceSmoothingMasks[OtherFace.FaceIndex])) { int32 CommonVertices = 0; int32 CommonNormalVertices = 0; for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++) { for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++) { int32 NextVertexIndex = RawMesh.WedgeIndices[NextFace.FaceIndex * 3 + NextCornerIndex]; int32 OtherVertexIndex = RawMesh.WedgeIndices[OtherFace.FaceIndex * 3 + OtherCornerIndex]; if (PointsEqual( RawMesh.VertexPositions[NextVertexIndex], RawMesh.VertexPositions[OtherVertexIndex], ComparisonThreshold)) { CommonVertices++; if (bBlendOverlappingNormals || NextVertexIndex == OtherVertexIndex) { CommonNormalVertices++; } } } } // Flood fill faces with more than one common vertices which must be touching edges. if (CommonVertices > 1) { NextFace.bFilled = true; NextFace.bBlendNormals = (CommonNormalVertices > 1); NewConnections++; } } } } } } } while (NewConnections > 0); } // Vertex normal construction. for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { if (bCornerHasNormal[CornerIndex]) { CornerNormal[CornerIndex] = RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex]; } else { for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++) { FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx]; if (RelevantFace.bFilled) { int32 OtherFaceIndex = RelevantFace.FaceIndex; if (RelevantFace.bBlendNormals) { CornerNormal[CornerIndex] += TriangleTangentZ[OtherFaceIndex]; } } } if (!RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex].IsZero()) { CornerNormal[CornerIndex] = RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex]; } } } // Normalization. for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { CornerNormal[CornerIndex].Normalize(); } // Copy back to the mesh. for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex] = CornerNormal[CornerIndex]; } } } if (RawMesh.WedgeTangentX.Num() != NumWedges) { RawMesh.WedgeTangentX.Empty(NumWedges); RawMesh.WedgeTangentX.AddZeroed(NumWedges); } if (RawMesh.WedgeTangentY.Num() != NumWedges) { RawMesh.WedgeTangentY.Empty(NumWedges); RawMesh.WedgeTangentY.AddZeroed(NumWedges); } if (!bWedgeTSpace) { // we can use mikktspace to calculate the tangents SMikkTSpaceInterface MikkTInterface; MikkTInterface.m_getNormal = MikkGetNormal; MikkTInterface.m_getNumFaces = MikkGetNumFaces; MikkTInterface.m_getNumVerticesOfFace = MikkGetNumVertsOfFace; MikkTInterface.m_getPosition = MikkGetPosition; MikkTInterface.m_getTexCoord = MikkGetTexCoord; MikkTInterface.m_setTSpaceBasic = MikkSetTSpaceBasic; MikkTInterface.m_setTSpace = nullptr; SMikkTSpaceContext MikkTContext; MikkTContext.m_pInterface = &MikkTInterface; MikkTContext.m_pUserData = (void*)(&RawMesh); genTangSpaceDefault(&MikkTContext); } check(RawMesh.WedgeTangentX.Num() == NumWedges); check(RawMesh.WedgeTangentY.Num() == NumWedges); check(RawMesh.WedgeTangentZ.Num() == NumWedges); } static void ComputeStreamingTextureFactors( float* OutStreamingTextureFactors, float* OutMaxStreamingTextureFactor, const FRawMesh& Mesh, const FVector& BuildScale ) { int32 NumTexCoords = ComputeNumTexCoords(Mesh, MAX_STATIC_TEXCOORDS); int32 NumFaces = Mesh.WedgeIndices.Num() / 3; TArray TexelRatios[MAX_STATIC_TEXCOORDS]; float MaxStreamingTextureFactor = 0.0f; for (int32 FaceIndex = 0; FaceIndex < NumFaces; ++FaceIndex) { int32 Wedge0 = FaceIndex * 3 + 0; int32 Wedge1 = FaceIndex * 3 + 1; int32 Wedge2 = FaceIndex * 3 + 2; const FVector& Pos0 = Mesh.GetWedgePosition(Wedge0) * BuildScale; const FVector& Pos1 = Mesh.GetWedgePosition(Wedge1) * BuildScale; const FVector& Pos2 = Mesh.GetWedgePosition(Wedge2) * BuildScale; float L1 = (Pos0 - Pos1).Size(), L2 = (Pos0 - Pos2).Size(); for(int32 UVIndex = 0;UVIndex < NumTexCoords;UVIndex++) { FVector2D UV0 = Mesh.WedgeTexCoords[UVIndex][Wedge0]; FVector2D UV1 = Mesh.WedgeTexCoords[UVIndex][Wedge1]; FVector2D UV2 = Mesh.WedgeTexCoords[UVIndex][Wedge2]; float T1 = (UV0 - UV1).Size(), T2 = (UV0 - UV2).Size(); if( FMath::Abs(T1 * T2) > FMath::Square(SMALL_NUMBER) ) { const float TexelRatio = FMath::Max( L1 / T1, L2 / T2 ); TexelRatios[UVIndex].Add( TexelRatio ); // Update max texel ratio if( TexelRatio > MaxStreamingTextureFactor ) { MaxStreamingTextureFactor = TexelRatio; } } } } for(int32 UVIndex = 0;UVIndex < MAX_STATIC_TEXCOORDS;UVIndex++) { OutStreamingTextureFactors[UVIndex] = 0.0f; if( TexelRatios[UVIndex].Num() ) { // Disregard upper 75% of texel ratios. // This is to ignore backfacing surfaces or other non-visible surfaces that tend to map a small number of texels to a large surface. TexelRatios[UVIndex].Sort( TGreater() ); float TexelRatio = TexelRatios[UVIndex][ FMath::TruncToInt(TexelRatios[UVIndex].Num() * 0.75f) ]; OutStreamingTextureFactors[UVIndex] = TexelRatio; } } *OutMaxStreamingTextureFactor = MaxStreamingTextureFactor; } static void BuildDepthOnlyIndexBuffer( TArray& OutDepthIndices, const TArray& InVertices, const TArray& InIndices, const TArray& InSections ) { int32 NumVertices = InVertices.Num(); if (InIndices.Num() <= 0 || NumVertices <= 0) { OutDepthIndices.Empty(); return; } // Create a mapping of index -> first overlapping index to accelerate the construction of the shadow index buffer. TArray VertIndexAndZ; VertIndexAndZ.Empty(NumVertices); for(int32 VertIndex = 0; VertIndex < NumVertices; VertIndex++) { new(VertIndexAndZ) FIndexAndZ(VertIndex, InVertices[VertIndex].Position); } VertIndexAndZ.Sort(FCompareIndexAndZ()); // Setup the index map. 0xFFFFFFFF == not set. TArray IndexMap; IndexMap.AddUninitialized(NumVertices); FMemory::Memset(IndexMap.GetData(),0xFF,NumVertices * sizeof(uint32)); // Search for duplicates, quickly! for (int32 i = 0; i < VertIndexAndZ.Num(); i++) { uint32 SrcIndex = VertIndexAndZ[i].Index; float Z = VertIndexAndZ[i].Z; IndexMap[SrcIndex] = FMath::Min(IndexMap[SrcIndex], SrcIndex); // Search forward since we add pairs both ways. for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++) { if (FMath::Abs(VertIndexAndZ[j].Z - Z) > THRESH_POINTS_ARE_SAME * 4.01f) break; // can't be any more dups uint32 OtherIndex = VertIndexAndZ[j].Index; if (PointsEqual(InVertices[SrcIndex].Position,InVertices[OtherIndex].Position,/*bUseEpsilonCompare=*/ true)) { IndexMap[SrcIndex] = FMath::Min(IndexMap[SrcIndex], OtherIndex); IndexMap[OtherIndex] = FMath::Min(IndexMap[OtherIndex], SrcIndex); } } } // Build the depth-only index buffer by remapping all indices to the first overlapping // vertex in the vertex buffer. OutDepthIndices.Empty(); for (int32 SectionIndex = 0; SectionIndex < InSections.Num(); ++SectionIndex) { const FStaticMeshSection& Section = InSections[SectionIndex]; int32 FirstIndex = Section.FirstIndex; int32 LastIndex = FirstIndex + Section.NumTriangles * 3; for (int32 SrcIndex = FirstIndex; SrcIndex < LastIndex; ++SrcIndex) { uint32 VertIndex = InIndices[SrcIndex]; OutDepthIndices.Add(IndexMap[VertIndex]); } } } static float GetComparisonThreshold(FMeshBuildSettings const& BuildSettings) { return BuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f; } /*------------------------------------------------------------------------------ Static mesh building. ------------------------------------------------------------------------------*/ static FStaticMeshBuildVertex BuildStaticMeshVertex(FRawMesh const& RawMesh, int32 WedgeIndex, FVector BuildScale) { FStaticMeshBuildVertex Vertex; Vertex.Position = GetPositionForWedge(RawMesh, WedgeIndex) * BuildScale; const FMatrix ScaleMatrix = FScaleMatrix( BuildScale ).Inverse().GetTransposed(); Vertex.TangentX = ScaleMatrix.TransformVector(RawMesh.WedgeTangentX[WedgeIndex]).GetSafeNormal(); Vertex.TangentY = ScaleMatrix.TransformVector(RawMesh.WedgeTangentY[WedgeIndex]).GetSafeNormal(); Vertex.TangentZ = ScaleMatrix.TransformVector(RawMesh.WedgeTangentZ[WedgeIndex]).GetSafeNormal(); if (RawMesh.WedgeColors.IsValidIndex(WedgeIndex)) { Vertex.Color = RawMesh.WedgeColors[WedgeIndex]; } else { Vertex.Color = FColor::White; } int32 NumTexCoords = FMath::Min(MAX_MESH_TEXTURE_COORDS, MAX_STATIC_TEXCOORDS); for (int32 i = 0; i < NumTexCoords; ++i) { if (RawMesh.WedgeTexCoords[i].IsValidIndex(WedgeIndex)) { Vertex.UVs[i] = RawMesh.WedgeTexCoords[i][WedgeIndex]; } else { Vertex.UVs[i] = FVector2D(0.0f,0.0f); } } return Vertex; } static bool AreVerticesEqual( FStaticMeshBuildVertex const& A, FStaticMeshBuildVertex const& B, float ComparisonThreshold ) { if (!PointsEqual(A.Position, B.Position, ComparisonThreshold) || !NormalsEqual(A.TangentX, B.TangentX) || !NormalsEqual(A.TangentY, B.TangentY) || !NormalsEqual(A.TangentZ, B.TangentZ) || A.Color != B.Color) { return false; } // UVs for (int32 UVIndex = 0; UVIndex < MAX_STATIC_TEXCOORDS; UVIndex++) { if (!UVsEqual(A.UVs[UVIndex], B.UVs[UVIndex])) { return false; } } return true; } static void BuildStaticMeshVertexAndIndexBuffers( TArray& OutVertices, TArray >& OutPerSectionIndices, TArray& OutWedgeMap, const FRawMesh& RawMesh, const TMultiMap& OverlappingCorners, float ComparisonThreshold, FVector BuildScale ) { TMap FinalVerts; TArray DupVerts; int32 NumFaces = RawMesh.WedgeIndices.Num() / 3; // Process each face, build vertex buffer and per-section index buffers. for(int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++) { int32 VertexIndices[3]; FVector CornerPositions[3]; for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { CornerPositions[CornerIndex] = GetPositionForWedge(RawMesh, FaceIndex * 3 + CornerIndex); } // Don't process degenerate triangles. if (PointsEqual(CornerPositions[0],CornerPositions[1], ComparisonThreshold) || PointsEqual(CornerPositions[0],CornerPositions[2], ComparisonThreshold) || PointsEqual(CornerPositions[1],CornerPositions[2], ComparisonThreshold)) { for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { OutWedgeMap.Add(INDEX_NONE); } continue; } for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { int32 WedgeIndex = FaceIndex * 3 + CornerIndex; FStaticMeshBuildVertex ThisVertex = BuildStaticMeshVertex(RawMesh, WedgeIndex, BuildScale); DupVerts.Reset(); OverlappingCorners.MultiFind(WedgeIndex,DupVerts); DupVerts.Sort(); int32 Index = INDEX_NONE; for (int32 k = 0; k < DupVerts.Num(); k++) { if (DupVerts[k] >= WedgeIndex) { // the verts beyond me haven't been placed yet, so these duplicates are not relevant break; } int32 *Location = FinalVerts.Find(DupVerts[k]); if (Location != NULL && AreVerticesEqual(ThisVertex, OutVertices[*Location], ComparisonThreshold)) { Index = *Location; break; } } if (Index == INDEX_NONE) { Index = OutVertices.Add(ThisVertex); FinalVerts.Add(WedgeIndex,Index); } VertexIndices[CornerIndex] = Index; } // Reject degenerate triangles. if (VertexIndices[0] == VertexIndices[1] || VertexIndices[1] == VertexIndices[2] || VertexIndices[0] == VertexIndices[2]) { for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { OutWedgeMap.Add(INDEX_NONE); } continue; } // Put the indices in the material index buffer. int32 SectionIndex = FMath::Clamp(RawMesh.FaceMaterialIndices[FaceIndex], 0, OutPerSectionIndices.Num()-1); TArray& SectionIndices = OutPerSectionIndices[SectionIndex]; for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++) { SectionIndices.Add(VertexIndices[CornerIndex]); OutWedgeMap.Add(VertexIndices[CornerIndex]); } } } void FMeshUtilities::CacheOptimizeVertexAndIndexBuffer( TArray& Vertices, TArray >& PerSectionIndices, TArray& WedgeMap ) { // Copy the vertices since we will be reordering them TArray OriginalVertices = Vertices; // Initialize a cache that stores which indices have been assigned TArray IndexCache; IndexCache.AddUninitialized(Vertices.Num()); FMemory::Memset(IndexCache.GetData(), INDEX_NONE, IndexCache.Num() * IndexCache.GetTypeSize()); int32 NextAvailableIndex = 0; // Iterate through the section index buffers, // Optimizing index order for the post transform cache (minimizes the number of vertices transformed), // And vertex order for the pre transform cache (minimizes the amount of vertex data fetched by the GPU). for (int32 SectionIndex = 0; SectionIndex < PerSectionIndices.Num(); SectionIndex++) { TArray& Indices = PerSectionIndices[SectionIndex]; if (Indices.Num()) { // Optimize the index buffer for the post transform cache with. CacheOptimizeIndexBuffer(Indices); // Copy the index buffer since we will be reordering it TArray OriginalIndices = Indices; // Go through the indices and assign them new values that are coherent where possible for (int32 Index = 0; Index < Indices.Num(); Index++) { const int32 CachedIndex = IndexCache[OriginalIndices[Index]]; if (CachedIndex == INDEX_NONE) { // No new index has been allocated for this existing index, assign a new one Indices[Index] = NextAvailableIndex; // Mark what this index has been assigned to IndexCache[OriginalIndices[Index]] = NextAvailableIndex; NextAvailableIndex++; } else { // Reuse an existing index assignment Indices[Index] = CachedIndex; } // Reorder the vertices based on the new index assignment Vertices[Indices[Index]] = OriginalVertices[OriginalIndices[Index]]; } } } for (int32 i = 0; i < WedgeMap.Num(); i++) { int32 MappedIndex = WedgeMap[i]; if (MappedIndex != INDEX_NONE) { WedgeMap[i] = IndexCache[MappedIndex]; } } } class FStaticMeshUtilityBuilder { public: FStaticMeshUtilityBuilder() : Stage(EStage::Uninit), NumValidLODs(0) {} bool GatherSourceMeshesPerLOD(TArray& SourceModels, IMeshReduction* MeshReduction) { check(Stage == EStage::Uninit); // Gather source meshes for each LOD. for (int32 LODIndex = 0; LODIndex < SourceModels.Num(); ++LODIndex) { FStaticMeshSourceModel& SrcModel = SourceModels[LODIndex]; FRawMesh& RawMesh = *new(LODMeshes)FRawMesh; TMultiMap& OverlappingCorners = *new(LODOverlappingCorners)TMultiMap; if (!SrcModel.RawMeshBulkData->IsEmpty()) { SrcModel.RawMeshBulkData->LoadRawMesh(RawMesh); // Make sure the raw mesh is not irreparably malformed. if (!RawMesh.IsValidOrFixable()) { UE_LOG(LogMeshUtilities, Error, TEXT("Raw mesh is corrupt for LOD%d."), LODIndex); return false; } LODBuildSettings[LODIndex] = SrcModel.BuildSettings; float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[LODIndex]); int32 NumWedges = RawMesh.WedgeIndices.Num(); // Find overlapping corners to accelerate adjacency. FindOverlappingCorners(OverlappingCorners, RawMesh, ComparisonThreshold); // Figure out if we should recompute normals and tangents. bool bRecomputeNormals = SrcModel.BuildSettings.bRecomputeNormals || RawMesh.WedgeTangentZ.Num() == 0; bool bRecomputeTangents = SrcModel.BuildSettings.bRecomputeTangents || RawMesh.WedgeTangentX.Num() == 0 || RawMesh.WedgeTangentY.Num() == 0; // Dump normals and tangents if we are recomputing them. if (bRecomputeTangents) { RawMesh.WedgeTangentX.Empty(NumWedges); RawMesh.WedgeTangentX.AddZeroed(NumWedges); RawMesh.WedgeTangentY.Empty(NumWedges); RawMesh.WedgeTangentY.AddZeroed(NumWedges); } if (bRecomputeNormals) { RawMesh.WedgeTangentZ.Empty(NumWedges); RawMesh.WedgeTangentZ.AddZeroed(NumWedges); } // Compute any missing tangents. { // Static meshes always blend normals of overlapping corners. uint32 TangentOptions = ETangentOptions::BlendOverlappingNormals; if (SrcModel.BuildSettings.bRemoveDegenerates) { // If removing degenerate triangles, ignore them when computing tangents. TangentOptions |= ETangentOptions::IgnoreDegenerateTriangles; } if (SrcModel.BuildSettings.bUseMikkTSpace) { ComputeTangents_MikkTSpace(RawMesh, OverlappingCorners, TangentOptions); } else { ComputeTangents(RawMesh, OverlappingCorners, TangentOptions); } } // At this point the mesh will have valid tangents. check(RawMesh.WedgeTangentX.Num() == NumWedges); check(RawMesh.WedgeTangentY.Num() == NumWedges); check(RawMesh.WedgeTangentZ.Num() == NumWedges); // Generate lightmap UVs if (SrcModel.BuildSettings.bGenerateLightmapUVs) { if (RawMesh.WedgeTexCoords[SrcModel.BuildSettings.SrcLightmapIndex].Num() == 0) { SrcModel.BuildSettings.SrcLightmapIndex = 0; } FLayoutUV Packer(&RawMesh, SrcModel.BuildSettings.SrcLightmapIndex, SrcModel.BuildSettings.DstLightmapIndex, SrcModel.BuildSettings.MinLightmapResolution); Packer.FindCharts(OverlappingCorners); bool bPackSuccess = Packer.FindBestPacking(); if (bPackSuccess) { Packer.CommitPackedUVs(); } } HasRawMesh[LODIndex] = true; } else if (LODIndex > 0 && MeshReduction) { // If a raw mesh is not explicitly provided, use the raw mesh of the // next highest LOD. RawMesh = LODMeshes[LODIndex-1]; OverlappingCorners = LODOverlappingCorners[LODIndex-1]; LODBuildSettings[LODIndex] = LODBuildSettings[LODIndex-1]; HasRawMesh[LODIndex] = false; } } check(LODMeshes.Num() == SourceModels.Num()); check(LODOverlappingCorners.Num() == SourceModels.Num()); // Bail if there is no raw mesh data from which to build a renderable mesh. if (LODMeshes.Num() == 0 || LODMeshes[0].WedgeIndices.Num() == 0) { return false; } Stage = EStage::Gathered; return true; } bool ReduceLODs(TArray& SourceModels, const FStaticMeshLODGroup& LODGroup, IMeshReduction* MeshReduction, bool& bOutWasReduced) { check(Stage == EStage::Gathered); // Reduce each LOD mesh according to its reduction settings. for (int32 LODIndex = 0; LODIndex < SourceModels.Num(); ++LODIndex) { const FStaticMeshSourceModel& SrcModel = SourceModels[LODIndex]; FMeshReductionSettings ReductionSettings = LODGroup.GetSettings(SrcModel.ReductionSettings, LODIndex); LODMaxDeviation[NumValidLODs] = 0.0f; if (LODIndex != NumValidLODs) { LODBuildSettings[NumValidLODs] = LODBuildSettings[LODIndex]; LODOverlappingCorners[NumValidLODs] = LODOverlappingCorners[LODIndex]; } if (MeshReduction && (ReductionSettings.PercentTriangles < 1.0f || ReductionSettings.MaxDeviation > 0.0f)) { FRawMesh InMesh = LODMeshes[ReductionSettings.BaseLODModel]; FRawMesh& DestMesh = LODMeshes[NumValidLODs]; TMultiMap& DestOverlappingCorners = LODOverlappingCorners[NumValidLODs]; MeshReduction->Reduce(DestMesh, LODMaxDeviation[NumValidLODs], InMesh, ReductionSettings); if (DestMesh.WedgeIndices.Num() > 0 && !DestMesh.IsValid()) { UE_LOG(LogMeshUtilities, Error, TEXT("Mesh reduction produced a corrupt mesh for LOD%d"), LODIndex); return false; } bOutWasReduced = true; // Recompute adjacency information. DestOverlappingCorners.Reset(); float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[NumValidLODs]); FindOverlappingCorners(DestOverlappingCorners, DestMesh, ComparisonThreshold); } if (LODMeshes[NumValidLODs].WedgeIndices.Num() > 0) { NumValidLODs++; } } if (NumValidLODs < 1) { return false; } Stage = EStage::Reduce; return true; } bool GenerateRenderingMeshes(FMeshUtilities& MeshUtilities, FStaticMeshRenderData& OutRenderData, TArray& InOutModels) { check(Stage == EStage::Reduce); // Generate per-LOD rendering data. OutRenderData.AllocateLODResources(NumValidLODs); for (int32 LODIndex = 0; LODIndex < NumValidLODs; ++LODIndex) { FStaticMeshLODResources& LODModel = OutRenderData.LODResources[LODIndex]; FRawMesh& RawMesh = LODMeshes[LODIndex]; LODModel.MaxDeviation = LODMaxDeviation[LODIndex]; TArray Vertices; TArray > PerSectionIndices; // Find out how many sections are in the mesh. int32 MaxMaterialIndex = -1; for (int32 FaceIndex = 0; FaceIndex < RawMesh.FaceMaterialIndices.Num(); FaceIndex++) { MaxMaterialIndex = FMath::Max(RawMesh.FaceMaterialIndices[FaceIndex], MaxMaterialIndex); } MaxMaterialIndex = FMath::Min(MaxMaterialIndex, MAX_MESH_MATERIAL_INDEX); while (MaxMaterialIndex >= LODModel.Sections.Num()) { FStaticMeshSection* Section = new(LODModel.Sections) FStaticMeshSection(); Section->MaterialIndex = LODModel.Sections.Num() - 1; new(PerSectionIndices)TArray; } // Build and cache optimize vertex and index buffers. { // TODO_STATICMESH: The wedge map is only valid for LODIndex 0 if no reduction has been performed. // We can compute an approximate one instead for other LODs. TArray TempWedgeMap; TArray& WedgeMap = (LODIndex == 0 && InOutModels[0].ReductionSettings.PercentTriangles >= 1.0f) ? OutRenderData.WedgeMap : TempWedgeMap; float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[LODIndex]); BuildStaticMeshVertexAndIndexBuffers(Vertices, PerSectionIndices, WedgeMap, RawMesh, LODOverlappingCorners[LODIndex], ComparisonThreshold, LODBuildSettings[LODIndex].BuildScale3D); check(WedgeMap.Num() == RawMesh.WedgeIndices.Num()); if (RawMesh.WedgeIndices.Num() < 50000 * 3) { MeshUtilities.CacheOptimizeVertexAndIndexBuffer(Vertices, PerSectionIndices, WedgeMap); check(WedgeMap.Num() == RawMesh.WedgeIndices.Num()); } } // Initialize the vertex buffer. int32 NumTexCoords = ComputeNumTexCoords(RawMesh, MAX_STATIC_TEXCOORDS); LODModel.VertexBuffer.SetUseFullPrecisionUVs(LODBuildSettings[LODIndex].bUseFullPrecisionUVs); LODModel.VertexBuffer.Init(Vertices, NumTexCoords); LODModel.PositionVertexBuffer.Init(Vertices); LODModel.ColorVertexBuffer.Init(Vertices); // Concatenate the per-section index buffers. TArray CombinedIndices; bool bNeeds32BitIndices = false; for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++) { FStaticMeshSection& Section = LODModel.Sections[SectionIndex]; TArray const& SectionIndices = PerSectionIndices[SectionIndex]; Section.FirstIndex = 0; Section.NumTriangles = 0; Section.MinVertexIndex = 0; Section.MaxVertexIndex = 0; if (SectionIndices.Num()) { Section.FirstIndex = CombinedIndices.Num(); Section.NumTriangles = SectionIndices.Num() / 3; CombinedIndices.AddUninitialized(SectionIndices.Num()); uint32* DestPtr = &CombinedIndices[Section.FirstIndex]; uint32 const* SrcPtr = SectionIndices.GetData(); Section.MinVertexIndex = *SrcPtr; Section.MaxVertexIndex = *SrcPtr; for (int32 Index = 0; Index < SectionIndices.Num(); Index++) { uint32 VertIndex = *SrcPtr++; bNeeds32BitIndices |= (VertIndex > MAX_uint16); Section.MinVertexIndex = FMath::Min(VertIndex, Section.MinVertexIndex); Section.MaxVertexIndex = FMath::Max(VertIndex, Section.MaxVertexIndex); *DestPtr++ = VertIndex; } } } LODModel.IndexBuffer.SetIndices(CombinedIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit); if (LODIndex == 0) { ComputeStreamingTextureFactors( OutRenderData.StreamingTextureFactors, &OutRenderData.MaxStreamingTextureFactor, RawMesh, LODBuildSettings[LODIndex].BuildScale3D ); } // Build the depth-only index buffer. { TArray DepthOnlyIndices; BuildDepthOnlyIndexBuffer( DepthOnlyIndices, Vertices, CombinedIndices, LODModel.Sections ); if (DepthOnlyIndices.Num() < 50000 * 3) { MeshUtilities.CacheOptimizeIndexBuffer(DepthOnlyIndices); } LODModel.DepthOnlyIndexBuffer.SetIndices(DepthOnlyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit); } // Build a list of wireframe edges in the static mesh. { TArray Edges; TArray WireframeIndices; FStaticMeshEdgeBuilder(CombinedIndices, Vertices, Edges).FindEdges(); WireframeIndices.Empty(2 * Edges.Num()); for (int32 EdgeIndex = 0;EdgeIndex < Edges.Num();EdgeIndex++) { FMeshEdge& Edge = Edges[EdgeIndex]; WireframeIndices.Add(Edge.Vertices[0]); WireframeIndices.Add(Edge.Vertices[1]); } LODModel.WireframeIndexBuffer.SetIndices(WireframeIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit); } // Build the adjacency index buffer used for tessellation. { TArray AdjacencyIndices; BuildStaticAdjacencyIndexBuffer( LODModel.PositionVertexBuffer, LODModel.VertexBuffer, CombinedIndices, AdjacencyIndices ); LODModel.AdjacencyIndexBuffer.SetIndices(AdjacencyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit); } } // Copy the original material indices to fixup meshes before compacting of materials was done. if (NumValidLODs > 0) { OutRenderData.MaterialIndexToImportIndex = LODMeshes[0].MaterialIndexToImportIndex; } // Calculate the bounding box. FBox BoundingBox(0); FPositionVertexBuffer& BasePositionVertexBuffer = OutRenderData.LODResources[0].PositionVertexBuffer; for (uint32 VertexIndex = 0; VertexIndex < BasePositionVertexBuffer.GetNumVertices(); VertexIndex++) { BoundingBox += BasePositionVertexBuffer.VertexPosition(VertexIndex); } BoundingBox.GetCenterAndExtents(OutRenderData.Bounds.Origin, OutRenderData.Bounds.BoxExtent); // Calculate the bounding sphere, using the center of the bounding box as the origin. OutRenderData.Bounds.SphereRadius = 0.0f; for (uint32 VertexIndex = 0; VertexIndex < BasePositionVertexBuffer.GetNumVertices(); VertexIndex++) { OutRenderData.Bounds.SphereRadius = FMath::Max( (BasePositionVertexBuffer.VertexPosition(VertexIndex) - OutRenderData.Bounds.Origin).Size(), OutRenderData.Bounds.SphereRadius ); } Stage = EStage::GenerateRendering; return true; } bool ReplaceRawMeshModels(TArray& SourceModels) { check(Stage == EStage::Reduce); check(HasRawMesh[0]); check(SourceModels.Num() >= NumValidLODs); bool bDirty = false; for (int32 Index = 1; Index < NumValidLODs; ++Index) { if (!HasRawMesh[Index]) { SourceModels[Index].RawMeshBulkData->SaveRawMesh(LODMeshes[Index]); bDirty = true; } } Stage = EStage::ReplaceRaw; return true; } private: enum class EStage { Uninit, Gathered, Reduce, GenerateRendering, ReplaceRaw, }; EStage Stage; int32 NumValidLODs; TIndirectArray LODMeshes; TIndirectArray > LODOverlappingCorners; float LODMaxDeviation[MAX_STATIC_MESH_LODS]; FMeshBuildSettings LODBuildSettings[MAX_STATIC_MESH_LODS]; bool HasRawMesh[MAX_STATIC_MESH_LODS]; }; bool FMeshUtilities::BuildStaticMesh(FStaticMeshRenderData& OutRenderData, TArray& SourceModels, const FStaticMeshLODGroup& LODGroup) { FStaticMeshUtilityBuilder Builder; if (!Builder.GatherSourceMeshesPerLOD(SourceModels, MeshReduction)) { return false; } OutRenderData.bReducedBySimplygon = false; bool bWasReduced = false; if (!Builder.ReduceLODs(SourceModels, LODGroup, MeshReduction, bWasReduced)) { return false; } OutRenderData.bReducedBySimplygon = (bWasReduced && bUsingSimplygon); return Builder.GenerateRenderingMeshes(*this, OutRenderData, SourceModels); } bool FMeshUtilities::GenerateStaticMeshLODs(TArray& Models, const FStaticMeshLODGroup& LODGroup) { FStaticMeshUtilityBuilder Builder; if (!Builder.GatherSourceMeshesPerLOD(Models, MeshReduction)) { return false; } bool bWasReduced = false; if (!Builder.ReduceLODs(Models, LODGroup, MeshReduction, bWasReduced)) { return false; } if (bWasReduced) { return Builder.ReplaceRawMeshModels(Models); } return false; } //@TODO: The OutMessages has to be a struct that contains FText/FName, or make it Token and add that as error. Needs re-work. Temporary workaround for now. bool FMeshUtilities::BuildSkeletalMesh( FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray& Influences, const TArray& Wedges, const TArray& Faces, const TArray& Points, const TArray& PointToOriginalMap, bool bKeepOverlappingVertices, bool bComputeNormals, bool bComputeTangents, TArray * OutWarningMessages, TArray * OutWarningNames) { #if WITH_EDITORONLY_DATA bool bTooManyVerts = false; check(PointToOriginalMap.Num() == Points.Num()); // Calculate face tangent vectors. TArray FaceTangentX; TArray FaceTangentY; FaceTangentX.AddUninitialized(Faces.Num()); FaceTangentY.AddUninitialized(Faces.Num()); if( bComputeNormals || bComputeTangents ) { for(int32 FaceIndex = 0;FaceIndex < Faces.Num();FaceIndex++) { FVector P1 = Points[Wedges[Faces[FaceIndex].iWedge[0]].iVertex], P2 = Points[Wedges[Faces[FaceIndex].iWedge[1]].iVertex], P3 = Points[Wedges[Faces[FaceIndex].iWedge[2]].iVertex]; FVector TriangleNormal = FPlane(P3,P2,P1); FMatrix ParameterToLocal( FPlane( P2.X - P1.X, P2.Y - P1.Y, P2.Z - P1.Z, 0 ), FPlane( P3.X - P1.X, P3.Y - P1.Y, P3.Z - P1.Z, 0 ), FPlane( P1.X, P1.Y, P1.Z, 0 ), FPlane( 0, 0, 0, 1 ) ); float U1 = Wedges[Faces[FaceIndex].iWedge[0]].UVs[0].X, U2 = Wedges[Faces[FaceIndex].iWedge[1]].UVs[0].X, U3 = Wedges[Faces[FaceIndex].iWedge[2]].UVs[0].X, V1 = Wedges[Faces[FaceIndex].iWedge[0]].UVs[0].Y, V2 = Wedges[Faces[FaceIndex].iWedge[1]].UVs[0].Y, V3 = Wedges[Faces[FaceIndex].iWedge[2]].UVs[0].Y; FMatrix ParameterToTexture( FPlane( U2 - U1, V2 - V1, 0, 0 ), FPlane( U3 - U1, V3 - V1, 0, 0 ), FPlane( U1, V1, 1, 0 ), FPlane( 0, 0, 0, 1 ) ); FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal; FVector TangentX = TextureToLocal.TransformVector(FVector(1,0,0)).GetSafeNormal(), TangentY = TextureToLocal.TransformVector(FVector(0,1,0)).GetSafeNormal(), TangentZ; TangentX = TangentX - TriangleNormal * (TangentX | TriangleNormal); TangentY = TangentY - TriangleNormal * (TangentY | TriangleNormal); FaceTangentX[FaceIndex] = TangentX.GetSafeNormal(); FaceTangentY[FaceIndex] = TangentY.GetSafeNormal(); } } TArray WedgeInfluenceIndices; // Find wedge influences. TMap VertexIndexToInfluenceIndexMap; for(uint32 LookIdx = 0;LookIdx < (uint32)Influences.Num();LookIdx++) { // Order matters do not allow the map to overwrite an existing value. if( !VertexIndexToInfluenceIndexMap.Find( Influences[LookIdx].VertIndex) ) { VertexIndexToInfluenceIndexMap.Add( Influences[LookIdx].VertIndex, LookIdx ); } } for(int32 WedgeIndex = 0;WedgeIndex < Wedges.Num();WedgeIndex++) { uint32* InfluenceIndex = VertexIndexToInfluenceIndexMap.Find( Wedges[WedgeIndex].iVertex ); if ( InfluenceIndex ) { WedgeInfluenceIndices.Add( *InfluenceIndex ); } else { // we have missing influence vert, we weight to root WedgeInfluenceIndices.Add(0); // add warning message if (OutWarningMessages) { OutWarningMessages->Add(FText::Format(FText::FromString("Missing influence on vert {0}. Weighting it to root."), FText::FromString(FString::FromInt(Wedges[WedgeIndex].iVertex)))); if (OutWarningNames) { OutWarningNames->Add(FFbxErrors::SkeletalMesh_VertMissingInfluences); } } } } check(Wedges.Num() == WedgeInfluenceIndices.Num()); // Calculate smooth wedge tangent vectors. if( IsInGameThread() ) { // Only update status if in the game thread. When importing morph targets, this function can run in another thread GWarn->BeginSlowTask( NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"), true ); } // To accelerate generation of adjacency, we'll create a table that maps each vertex index // to its overlapping vertices, and a table that maps a vertex to the its influenced faces TMultiMap Vert2Duplicates; TMultiMap Vert2Faces; TArray VertIndexAndZ; { // Create a list of vertex Z/index pairs VertIndexAndZ.Empty(Points.Num()); for (int32 i = 0; i < Points.Num(); i++) { FSkeletalMeshVertIndexAndZ iandz; iandz.Index = i; iandz.Z = Points[i].Z; VertIndexAndZ.Add(iandz); } // Sorting function for vertex Z/index pairs struct FCompareFSkeletalMeshVertIndexAndZ { FORCEINLINE bool operator()( const FSkeletalMeshVertIndexAndZ& A, const FSkeletalMeshVertIndexAndZ& B ) const { return A.Z < B.Z; } }; // Sort the vertices by z value VertIndexAndZ.Sort( FCompareFSkeletalMeshVertIndexAndZ() ); // Search for duplicates, quickly! for (int32 i = 0; i < VertIndexAndZ.Num(); i++) { // only need to search forward, since we add pairs both ways for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++) { if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > THRESH_POINTS_ARE_SAME ) { // our list is sorted, so there can't be any more dupes break; } // check to see if the points are really overlapping if(PointsEqual( Points[VertIndexAndZ[i].Index], Points[VertIndexAndZ[j].Index] )) { Vert2Duplicates.Add(VertIndexAndZ[i].Index,VertIndexAndZ[j].Index); Vert2Duplicates.Add(VertIndexAndZ[j].Index,VertIndexAndZ[i].Index); } } } // we are done with this VertIndexAndZ.Reset(); // now create a map from vert indices to faces for(int32 FaceIndex = 0;FaceIndex < Faces.Num();FaceIndex++) { const FMeshFace& Face = Faces[FaceIndex]; for(int32 VertexIndex = 0;VertexIndex < 3;VertexIndex++) { Vert2Faces.AddUnique(Wedges[Face.iWedge[VertexIndex]].iVertex,FaceIndex); } } } TArray Chunks; TArray AdjacentFaces; TArray DupVerts; TArray DupFaces; // List of raw calculated vertices that will be merged later TArray RawVertices; RawVertices.Reserve( Points.Num() ); // Create a list of vertex Z/index pairs for(int32 FaceIndex = 0;FaceIndex < Faces.Num();FaceIndex++) { // Only update the status progress bar if we are in the gamethread and every thousand faces. // Updating status is extremely slow if( FaceIndex % 5000 == 0 && IsInGameThread() ) { // Only update status if in the game thread. When importing morph targets, this function can run in another thread GWarn->StatusUpdate( FaceIndex, Faces.Num(), NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles") ); } const FMeshFace& Face = Faces[FaceIndex]; FVector VertexTangentX[3], VertexTangentY[3], VertexTangentZ[3]; if( bComputeNormals || bComputeTangents ) { for(int32 VertexIndex = 0;VertexIndex < 3;VertexIndex++) { VertexTangentX[VertexIndex] = FVector::ZeroVector; VertexTangentY[VertexIndex] = FVector::ZeroVector; VertexTangentZ[VertexIndex] = FVector::ZeroVector; } FVector TriangleNormal = FPlane( Points[Wedges[Face.iWedge[2]].iVertex], Points[Wedges[Face.iWedge[1]].iVertex], Points[Wedges[Face.iWedge[0]].iVertex] ); float Determinant = FVector::Triple(FaceTangentX[FaceIndex],FaceTangentY[FaceIndex],TriangleNormal); // Start building a list of faces adjacent to this triangle AdjacentFaces.Reset(); for(int32 VertexIndex = 0;VertexIndex < 3;VertexIndex++) { int32 vert = Wedges[Face.iWedge[VertexIndex]].iVertex; DupVerts.Reset(); Vert2Duplicates.MultiFind(vert,DupVerts); DupVerts.Add(vert); // I am a "dupe" of myself for (int32 k = 0; k < DupVerts.Num(); k++) { DupFaces.Reset(); Vert2Faces.MultiFind(DupVerts[k],DupFaces); for (int32 l = 0; l < DupFaces.Num(); l++) { AdjacentFaces.AddUnique(DupFaces[l]); } } } // Process adjacent faces for(int32 AdjacentFaceIndex = 0;AdjacentFaceIndex < AdjacentFaces.Num();AdjacentFaceIndex++) { int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex]; const FMeshFace& OtherFace = Faces[OtherFaceIndex]; FVector OtherTriangleNormal = FPlane( Points[Wedges[OtherFace.iWedge[2]].iVertex], Points[Wedges[OtherFace.iWedge[1]].iVertex], Points[Wedges[OtherFace.iWedge[0]].iVertex] ); float OtherFaceDeterminant = FVector::Triple(FaceTangentX[OtherFaceIndex],FaceTangentY[OtherFaceIndex],OtherTriangleNormal); for(int32 VertexIndex = 0;VertexIndex < 3;VertexIndex++) { for(int32 OtherVertexIndex = 0;OtherVertexIndex < 3;OtherVertexIndex++) { if(PointsEqual( Points[Wedges[OtherFace.iWedge[OtherVertexIndex]].iVertex], Points[Wedges[Face.iWedge[VertexIndex]].iVertex] )) { if(Determinant * OtherFaceDeterminant > 0.0f && SkeletalMeshTools::SkeletalMesh_UVsEqual(Wedges[OtherFace.iWedge[OtherVertexIndex]],Wedges[Face.iWedge[VertexIndex]])) { VertexTangentX[VertexIndex] += FaceTangentX[OtherFaceIndex]; VertexTangentY[VertexIndex] += FaceTangentY[OtherFaceIndex]; } // Only contribute 'normal' if the vertices are truly one and the same to obey hard "smoothing" edges baked into // the mesh by vertex duplication if( Wedges[OtherFace.iWedge[OtherVertexIndex]].iVertex == Wedges[Face.iWedge[VertexIndex]].iVertex ) { VertexTangentZ[VertexIndex] += OtherTriangleNormal; } } } } } } for(int32 VertexIndex = 0;VertexIndex < 3;VertexIndex++) { FSoftSkinBuildVertex Vertex; Vertex.Position = Points[Wedges[Face.iWedge[VertexIndex]].iVertex]; FVector TangentX,TangentY,TangentZ; if( bComputeNormals || bComputeTangents ) { TangentX = VertexTangentX[VertexIndex].GetSafeNormal(); TangentY = VertexTangentY[VertexIndex].GetSafeNormal(); if( bComputeNormals ) { TangentZ = VertexTangentZ[VertexIndex].GetSafeNormal(); } else { TangentZ = Face.TangentZ[VertexIndex]; } TangentY -= TangentX * (TangentX | TangentY); TangentY.Normalize(); TangentX -= TangentZ * (TangentZ | TangentX); TangentY -= TangentZ * (TangentZ | TangentY); TangentX.Normalize(); TangentY.Normalize(); } else { TangentX = Face.TangentX[VertexIndex]; TangentY = Face.TangentY[VertexIndex]; TangentZ = Face.TangentZ[VertexIndex]; // Normalize overridden tangents. Its possible for them to import un-normalized. TangentX.Normalize(); TangentY.Normalize(); TangentZ.Normalize(); } Vertex.TangentX = TangentX; Vertex.TangentY = TangentY; Vertex.TangentZ = TangentZ; FMemory::Memcpy( Vertex.UVs, Wedges[Face.iWedge[VertexIndex]].UVs, sizeof(FVector2D)*MAX_TEXCOORDS); Vertex.Color = Wedges[Face.iWedge[VertexIndex]].Color; { // Count the influences. int32 InfIdx = WedgeInfluenceIndices[Face.iWedge[VertexIndex]]; int32 LookIdx = InfIdx; uint32 InfluenceCount = 0; while( Influences.IsValidIndex(LookIdx) && (Influences[LookIdx].VertIndex == Wedges[Face.iWedge[VertexIndex]].iVertex) ) { InfluenceCount++; LookIdx++; } InfluenceCount = FMath::Min(InfluenceCount,MAX_TOTAL_INFLUENCES); // Setup the vertex influences. Vertex.InfluenceBones[0] = 0; Vertex.InfluenceWeights[0] = 255; for(uint32 i = 1;i < MAX_TOTAL_INFLUENCES;i++) { Vertex.InfluenceBones[i] = 0; Vertex.InfluenceWeights[i] = 0; } uint32 TotalInfluenceWeight = 0; for(uint32 i = 0;i < InfluenceCount;i++) { FBoneIndexType BoneIndex = (FBoneIndexType)Influences[InfIdx+i].BoneIndex; if( BoneIndex >= RefSkeleton.GetNum() ) continue; Vertex.InfluenceBones[i] = BoneIndex; Vertex.InfluenceWeights[i] = (uint8)(Influences[InfIdx+i].Weight * 255.0f); TotalInfluenceWeight += Vertex.InfluenceWeights[i]; } Vertex.InfluenceWeights[0] += 255 - TotalInfluenceWeight; } // Add the vertex as well as its original index in the points array Vertex.PointWedgeIdx = Wedges[Face.iWedge[VertexIndex]].iVertex; int32 RawIndex = RawVertices.Add( Vertex ); // Add an efficient way to find dupes of this vertex later for fast combining of vertices FSkeletalMeshVertIndexAndZ IAndZ; IAndZ.Index = RawIndex; IAndZ.Z = Vertex.Position.Z; VertIndexAndZ.Add( IAndZ ); } } // Generate chunks and their vertices and indices SkeletalMeshTools::BuildSkeletalMeshChunks( Faces, RawVertices, VertIndexAndZ, bKeepOverlappingVertices, Chunks, bTooManyVerts ); // Chunk vertices to satisfy the requested limit. static const auto MaxBonesVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("Compat.MAX_GPUSKIN_BONES")); const int32 MaxGPUSkinBones = MaxBonesVar->GetValueOnAnyThread(); SkeletalMeshTools::ChunkSkinnedVertices(Chunks,MaxGPUSkinBones); // Build the skeletal model from chunks. BuildSkeletalModelFromChunks(LODModel,RefSkeleton,Chunks,PointToOriginalMap); if( IsInGameThread() ) { // Only update status if in the game thread. When importing morph targets, this function can run in another thread GWarn->EndSlowTask(); } // Only show these warnings if in the game thread. When importing morph targets, this function can run in another thread and these warnings dont prevent the mesh from importing if( IsInGameThread() ) { bool bHasBadSections = false; for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++) { FSkelMeshSection& Section = LODModel.Sections[SectionIndex]; bHasBadSections |= (Section.NumTriangles == 0); // Log info about the section. UE_LOG(LogSkeletalMesh, Log, TEXT("Section %u: Material=%u, Chunk=%u, %u triangles"), SectionIndex, Section.MaterialIndex, Section.ChunkIndex, Section.NumTriangles ); } if( bHasBadSections ) { FText BadSectionMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshHasBadSections", "Input mesh has a section with no triangles. This mesh may not render properly.")); if(OutWarningMessages) { OutWarningMessages->Add(BadSectionMessage); if(OutWarningNames) { OutWarningNames->Add(FFbxErrors::SkeletalMesh_SectionWithNoTriangle); } } else { FMessageDialog::Open( EAppMsgType::Ok, BadSectionMessage ); } } if (bTooManyVerts) { FText TooManyVertsMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshTooManyVertices", "Input mesh has too many vertices. The generated mesh will be corrupt! Consider adding extra materials to split up the source mesh into smaller chunks.")); if(OutWarningMessages) { OutWarningMessages->Add(TooManyVertsMessage); if(OutWarningNames) { OutWarningNames->Add(FFbxErrors::SkeletalMesh_TooManyVertices); } } else { FMessageDialog::Open(EAppMsgType::Ok, TooManyVertsMessage); } } } return true; #else if(OutWarningMessages) { OutWarningMessages->Add(FText::FromString(TEXT("Cannot call FSkeletalMeshTools::CreateSkinningStreams on a console!"))); } else { UE_LOG(LogSkeletalMesh, Fatal,TEXT("Cannot call FSkeletalMeshTools::CreateSkinningStreams on a console!")); } return false; #endif } static bool NonOpaqueMaterialPredicate(UStaticMeshComponent* InMesh) { TArray OutMaterials; InMesh->GetUsedMaterials(OutMaterials); for (auto Material : OutMaterials) { if (Material == nullptr || Material->GetBlendMode() != BLEND_Opaque) { return true; } } return false; } void FMeshUtilities::CreateProxyMesh( const TArray& SourceActors, const struct FMeshProxySettings& InProxySettings, UPackage* InOuter, const FString& ProxyBasePackageName, TArray& OutAssetsToSync, FVector& OutProxyLocation) { if (MeshMerging == NULL) { UE_LOG(LogMeshUtilities, Log, TEXT("No automatic mesh merging module available")); return; } // Base asset name for a new assets // In case outer is null ProxyBasePackageName has to be long package name if (InOuter == nullptr && FPackageName::IsShortPackageName(ProxyBasePackageName)) { UE_LOG(LogMeshUtilities, Warning, TEXT("Invalid long package name: '%s'."), *ProxyBasePackageName); return; } const FString AssetBaseName = FPackageName::GetShortName(ProxyBasePackageName); const FString AssetBasePath = InOuter ? TEXT("") : FPackageName::GetLongPackagePath(ProxyBasePackageName) + TEXT("/"); UWorld* InWorld = SourceActors.Num() ? SourceActors[0]->GetWorld() : nullptr; TArray ComponentsToMerge; // Collect components to merge for (AActor* Actor : SourceActors) { TInlineComponentArray Components; Actor->GetComponents(Components); // TODO: support instanced static meshes Components.RemoveAll([](UStaticMeshComponent* Val){ return Val->IsA(UInstancedStaticMeshComponent::StaticClass()); }); // TODO: support non-opaque materials Components.RemoveAll(&NonOpaqueMaterialPredicate); // ComponentsToMerge.Append(Components); } // Convert collected static mesh components and landscapes into raw meshes and flatten materials TArray RawMeshes; TArray UniqueMaterials; TMap> MaterialMap; FBox ProxyBounds(0); RawMeshes.Empty(ComponentsToMerge.Num()); UniqueMaterials.Empty(ComponentsToMerge.Num()); // Convert static mesh components TArray StaticMeshMaterials; for (UStaticMeshComponent* MeshComponent : ComponentsToMerge) { TArray RawMeshMaterialMap; int32 RawMeshId = RawMeshes.Add(FRawMesh()); if (ConstructRawMesh(MeshComponent, 0, RawMeshes[RawMeshId], StaticMeshMaterials, RawMeshMaterialMap)) { MaterialMap.Add(RawMeshId, RawMeshMaterialMap); //Store the bounds for each component ProxyBounds+= MeshComponent->Bounds.GetBox(); } else { RawMeshes.RemoveAt(RawMeshId); } } if (RawMeshes.Num() == 0) { return; } // Convert materials into flatten materials { MaterialExportUtils::FFlattenMaterial FlattenMaterial; FIntPoint TargetTextureSize = FIntPoint(InProxySettings.TextureWidth, InProxySettings.TextureHeight); FlattenMaterial.DiffuseSize = TargetTextureSize; FlattenMaterial.NormalSize = InProxySettings.bExportNormalMap ? TargetTextureSize : FIntPoint::ZeroValue; FlattenMaterial.MetallicSize = InProxySettings.bExportMetallicMap ? TargetTextureSize : FIntPoint::ZeroValue; FlattenMaterial.RoughnessSize = InProxySettings.bExportRoughnessMap ? TargetTextureSize : FIntPoint::ZeroValue; FlattenMaterial.SpecularSize = InProxySettings.bExportSpecularMap ? TargetTextureSize : FIntPoint::ZeroValue; for (UMaterialInterface* Material : StaticMeshMaterials) { UniqueMaterials.Add(FlattenMaterial); MaterialExportUtils::ExportMaterial(InWorld, Material, UniqueMaterials.Last()); } } //For each raw mesh, re-map the material indices according to the MaterialMap for (int32 RawMeshIndex = 0; RawMeshIndex < RawMeshes.Num(); ++RawMeshIndex) { FRawMesh& RawMesh = RawMeshes[RawMeshIndex]; const TArray& Map = *MaterialMap.Find(RawMeshIndex); int32 NumFaceMaterials = RawMesh.FaceMaterialIndices.Num(); for (int32 FaceMaterialIndex = 0; FaceMaterialIndex < NumFaceMaterials; ++FaceMaterialIndex) { int32 LocalMaterialIndex = RawMesh.FaceMaterialIndices[FaceMaterialIndex]; int32 GlobalIndex = Map[LocalMaterialIndex]; //Assign the new material index to the raw mesh RawMesh.FaceMaterialIndices[FaceMaterialIndex] = GlobalIndex; } } // // Build proxy mesh // FRawMesh ProxyRawMesh; MaterialExportUtils::FFlattenMaterial ProxyFlattenMaterial; MeshMerging->BuildProxy(RawMeshes, UniqueMaterials, InProxySettings, ProxyRawMesh, ProxyFlattenMaterial); //Transform the proxy mesh OutProxyLocation = ProxyBounds.GetCenter(); for(FVector& Vertex : ProxyRawMesh.VertexPositions) { Vertex-= OutProxyLocation; } // Construct proxy material UMaterial* ProxyMaterial = MaterialExportUtils::CreateMaterial(ProxyFlattenMaterial, InOuter, ProxyBasePackageName, RF_Public|RF_Standalone, OutAssetsToSync); // Construct proxy static mesh UPackage* MeshPackage = InOuter; FString MeshAssetName = TEXT("SM_") + AssetBaseName; if (MeshPackage == nullptr) { MeshPackage = CreatePackage(NULL, *(AssetBasePath + MeshAssetName)); MeshPackage->FullyLoad(); MeshPackage->Modify(); } auto StaticMesh = NewObject(MeshPackage, FName(*MeshAssetName), RF_Public | RF_Standalone); StaticMesh->InitResources(); { FString OutputPath = StaticMesh->GetPathName(); // make sure it has a new lighting guid StaticMesh->LightingGuid = FGuid::NewGuid(); // Set it to use textured lightmaps. Note that Build Lighting will do the error-checking (texcoordindex exists for all LODs, etc). StaticMesh->LightMapResolution = 64; StaticMesh->LightMapCoordinateIndex = 1; FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel(); /*Don't allow the engine to recalculate normals*/ SrcModel->BuildSettings.bRecomputeNormals = false; SrcModel->BuildSettings.bRecomputeTangents = false; SrcModel->BuildSettings.bRemoveDegenerates = false; SrcModel->BuildSettings.bUseFullPrecisionUVs = false; SrcModel->RawMeshBulkData->SaveRawMesh(ProxyRawMesh); //Assign the proxy material to the static mesh StaticMesh->Materials.Add(ProxyMaterial); StaticMesh->Build(); StaticMesh->PostEditChange(); OutAssetsToSync.Add(StaticMesh); } } // Exports static mesh LOD render data to a RawMesh static void ExportStaticMeshLOD(const FStaticMeshLODResources& StaticMeshLOD, FRawMesh& OutRawMesh) { const int32 NumWedges = StaticMeshLOD.IndexBuffer.GetNumIndices(); const int32 NumVertexPositions = StaticMeshLOD.PositionVertexBuffer.GetNumVertices(); const int32 NumFaces = NumWedges/3; // Indices StaticMeshLOD.IndexBuffer.GetCopy(OutRawMesh.WedgeIndices); // Vertex positions if (NumVertexPositions > 0) { OutRawMesh.VertexPositions.Empty(NumVertexPositions); for (int32 PosIdx = 0; PosIdx < NumVertexPositions; ++PosIdx) { FVector Pos = StaticMeshLOD.PositionVertexBuffer.VertexPosition(PosIdx); OutRawMesh.VertexPositions.Add(Pos); } } // Vertex data if (StaticMeshLOD.VertexBuffer.GetNumVertices() > 0) { OutRawMesh.WedgeTangentX.Empty(NumWedges); OutRawMesh.WedgeTangentY.Empty(NumWedges); OutRawMesh.WedgeTangentZ.Empty(NumWedges); const int32 NumTexCoords = StaticMeshLOD.VertexBuffer.GetNumTexCoords(); for (int32 TexCoodIdx = 0; TexCoodIdx < NumTexCoords; ++TexCoodIdx) { OutRawMesh.WedgeTexCoords[TexCoodIdx].Empty(NumWedges); } for (int32 WedgeIndex : OutRawMesh.WedgeIndices) { FVector WedgeTangentX = StaticMeshLOD.VertexBuffer.VertexTangentX(WedgeIndex); FVector WedgeTangentY = StaticMeshLOD.VertexBuffer.VertexTangentY(WedgeIndex); FVector WedgeTangentZ = StaticMeshLOD.VertexBuffer.VertexTangentZ(WedgeIndex); OutRawMesh.WedgeTangentX.Add(WedgeTangentX); OutRawMesh.WedgeTangentY.Add(WedgeTangentY); OutRawMesh.WedgeTangentZ.Add(WedgeTangentZ); for (int32 TexCoodIdx = 0; TexCoodIdx < NumTexCoords; ++TexCoodIdx) { FVector2D WedgeTexCoord = StaticMeshLOD.VertexBuffer.GetVertexUV(WedgeIndex, TexCoodIdx); OutRawMesh.WedgeTexCoords[TexCoodIdx].Add(WedgeTexCoord); } } } // Vertex colors if (StaticMeshLOD.ColorVertexBuffer.GetNumVertices() > 0) { OutRawMesh.WedgeColors.Empty(NumWedges); for (int32 WedgeIndex : OutRawMesh.WedgeIndices) { FColor VertexColor = StaticMeshLOD.ColorVertexBuffer.VertexColor(WedgeIndex); OutRawMesh.WedgeColors.Add(VertexColor); } } // Materials { OutRawMesh.FaceMaterialIndices.Empty(NumFaces); OutRawMesh.FaceMaterialIndices.SetNumZeroed(NumFaces); for (const FStaticMeshSection& Section : StaticMeshLOD.Sections) { uint32 FirstTriangle = Section.FirstIndex/3; for (uint32 TriangleIndex = FirstTriangle; TriangleIndex < Section.NumTriangles; ++TriangleIndex) { OutRawMesh.FaceMaterialIndices[TriangleIndex] = Section.MaterialIndex; } } } // Smoothing masks { OutRawMesh.FaceSmoothingMasks.Empty(NumFaces); OutRawMesh.FaceSmoothingMasks.SetNumUninitialized(NumFaces); for (auto& SmoothingMask : OutRawMesh.FaceSmoothingMasks) { SmoothingMask = 1; } } } bool FMeshUtilities::ConstructRawMesh( UStaticMeshComponent* InMeshComponent, int32 LODIndex, FRawMesh& OutRawMesh, TArray& OutUniqueMaterials, TArray& OutGlobalMaterialIndices) const { UStaticMesh* SrcMesh = InMeshComponent->StaticMesh; if (SrcMesh == NULL) { UE_LOG(LogMeshUtilities, Warning, TEXT("No static mesh actor found in component %s."), *InMeshComponent->GetName()); return false; } if (!SrcMesh->SourceModels.IsValidIndex(LODIndex)) { UE_LOG(LogMeshUtilities, Log, TEXT("No mesh data found for LOD%d %s."), LODIndex, *SrcMesh->GetName()); return false; } if (!SrcMesh->RenderData->LODResources.IsValidIndex(LODIndex)) { UE_LOG(LogMeshUtilities, Warning, TEXT("No mesh render data found for LOD%d %s."), LODIndex, *SrcMesh->GetName()); return false; } FStaticMeshSourceModel& SrcModel = SrcMesh->SourceModels[LODIndex]; const bool bImportedMesh = !SrcModel.RawMeshBulkData->IsEmpty(); if (bImportedMesh) { SrcModel.RawMeshBulkData->LoadRawMesh(OutRawMesh); } else { // Reconstruct RawMesh from render data ExportStaticMeshLOD(SrcMesh->RenderData->LODResources[LODIndex], OutRawMesh); } // Make sure the raw mesh is not irreparably malformed. if (!OutRawMesh.IsValidOrFixable()) { UE_LOG(LogMeshUtilities, Error, TEXT("Raw mesh (%s) is corrupt for LOD%d."), *SrcMesh->GetName(), LODIndex); return false; } // Handle spline mesh deformation if (InMeshComponent->IsA()) { USplineMeshComponent* SplineMeshComponent = Cast(InMeshComponent); for (int32 iVert = 0; iVert < OutRawMesh.VertexPositions.Num(); ++iVert) { float& Z = USplineMeshComponent::GetAxisValue(OutRawMesh.VertexPositions[iVert], SplineMeshComponent->ForwardAxis); FTransform SliceTransform = SplineMeshComponent->CalcSliceTransform(Z); Z = 0.0f; OutRawMesh.VertexPositions[iVert] = SliceTransform.TransformPosition(OutRawMesh.VertexPositions[iVert]); } } // Transform raw mesh to world space FTransform CtoM = InMeshComponent->ComponentToWorld; for (FVector& Vertex : OutRawMesh.VertexPositions) { Vertex = CtoM.TransformPosition(Vertex); } for (FVector& TangentX : OutRawMesh.WedgeTangentX) { TangentX = CtoM.TransformVectorNoScale(TangentX); } for (FVector& TangentY : OutRawMesh.WedgeTangentY) { TangentY = CtoM.TransformVectorNoScale(TangentY); } for (FVector& TangentZ : OutRawMesh.WedgeTangentZ) { TangentZ = CtoM.TransformVectorNoScale(TangentZ); } const bool bIsMirrored = CtoM.GetDeterminant() < 0.f; if (bIsMirrored) { // Flip faces for (int32 FaceIdx = 0; FaceIdx < OutRawMesh.WedgeIndices.Num()/3; FaceIdx++) { int32 I0 = FaceIdx * 3 + 0; int32 I2 = FaceIdx * 3 + 2; Swap(OutRawMesh.WedgeIndices[I0], OutRawMesh.WedgeIndices[I2]); // seems like vertex colors and UVs are not indexed, so swap values instead if (OutRawMesh.WedgeColors.Num()) { Swap(OutRawMesh.WedgeColors[I0], OutRawMesh.WedgeColors[I2]); } for (int32 i = 0; i < MAX_MESH_TEXTURE_COORDS; ++i) { if (OutRawMesh.WedgeTexCoords[i].Num()) { Swap(OutRawMesh.WedgeTexCoords[i][I0], OutRawMesh.WedgeTexCoords[i][I2]); } } } } int32 NumWedges = OutRawMesh.WedgeIndices.Num(); // Use build settings from base mesh for LOD entries that was generated inside Editor. const FMeshBuildSettings& BuildSettings = bImportedMesh ? SrcModel.BuildSettings : SrcMesh->SourceModels[0].BuildSettings; // Figure out if we should recompute normals and tangents. By default generated LODs should not recompute normals bool bRecomputeNormals = (bImportedMesh && BuildSettings.bRecomputeNormals) || OutRawMesh.WedgeTangentZ.Num() == 0; bool bRecomputeTangents = (bImportedMesh && BuildSettings.bRecomputeTangents) || OutRawMesh.WedgeTangentX.Num() == 0 || OutRawMesh.WedgeTangentY.Num() == 0; // Dump normals and tangents if we are recomputing them. if (bRecomputeTangents) { OutRawMesh.WedgeTangentX.Empty(NumWedges); OutRawMesh.WedgeTangentX.AddZeroed(NumWedges); OutRawMesh.WedgeTangentY.Empty(NumWedges); OutRawMesh.WedgeTangentY.AddZeroed(NumWedges); } if (bRecomputeNormals) { OutRawMesh.WedgeTangentZ.Empty(NumWedges); OutRawMesh.WedgeTangentZ.AddZeroed(NumWedges); } // Compute any missing tangents. if (bRecomputeNormals || bRecomputeTangents) { float ComparisonThreshold = GetComparisonThreshold(BuildSettings); TMultiMap OverlappingCorners; FindOverlappingCorners(OverlappingCorners, OutRawMesh, ComparisonThreshold); // Static meshes always blend normals of overlapping corners. uint32 TangentOptions = ETangentOptions::BlendOverlappingNormals; if (BuildSettings.bRemoveDegenerates) { // If removing degenerate triangles, ignore them when computing tangents. TangentOptions |= ETangentOptions::IgnoreDegenerateTriangles; } if (BuildSettings.bUseMikkTSpace) { ComputeTangents_MikkTSpace(OutRawMesh, OverlappingCorners, TangentOptions); } else { ComputeTangents(OutRawMesh, OverlappingCorners, TangentOptions); } } // At this point the mesh will have valid tangents. check(OutRawMesh.WedgeTangentX.Num() == NumWedges); check(OutRawMesh.WedgeTangentY.Num() == NumWedges); check(OutRawMesh.WedgeTangentZ.Num() == NumWedges); //Need to store the unique material indices in order to re-map the material indices in each rawmesh //Only using the base mesh for (const FStaticMeshSection& Section : SrcMesh->RenderData->LODResources[LODIndex].Sections) { // Add material and store the material ID UMaterialInterface* MaterialToAdd = InMeshComponent->GetMaterial(Section.MaterialIndex); if (MaterialToAdd == nullptr) { MaterialToAdd = UMaterial::GetDefaultMaterial(MD_Surface); } int32 MaterialIdx = OutUniqueMaterials.AddUnique(MaterialToAdd); OutGlobalMaterialIndices.Add(MaterialIdx); } return true; } /*------------------------------------------------------------------------------ Mesh merging ------------------------------------------------------------------------------*/ bool PropagatePaintedColorsToRawMesh(UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, FRawMesh& RawMesh) { UStaticMesh* StaticMesh = StaticMeshComponent->StaticMesh; if (StaticMesh->SourceModels.IsValidIndex(LODIndex) && StaticMeshComponent->LODData.IsValidIndex(LODIndex) && StaticMeshComponent->LODData[LODIndex].OverrideVertexColors != nullptr) { FColorVertexBuffer& ColorVertexBuffer = *StaticMeshComponent->LODData[LODIndex].OverrideVertexColors; FStaticMeshSourceModel& SrcModel = StaticMesh->SourceModels[LODIndex]; FStaticMeshRenderData& RenderData = *StaticMesh->RenderData; FStaticMeshLODResources& RenderModel = RenderData.LODResources[LODIndex]; if (RenderData.WedgeMap.Num() > 0 && ColorVertexBuffer.GetNumVertices() == RenderModel.GetNumVertices()) { int32 NumWedges = RawMesh.WedgeIndices.Num(); if (RenderData.WedgeMap.Num() == NumWedges) { int32 NumExistingColors = RawMesh.WedgeColors.Num(); if (NumExistingColors < NumWedges) { RawMesh.WedgeColors.AddUninitialized(NumWedges - NumExistingColors); } for (int32 i = 0; i < NumWedges; ++i) { FColor WedgeColor = FColor::White; int32 Index = RenderData.WedgeMap[i]; if (Index != INDEX_NONE) { WedgeColor = ColorVertexBuffer.VertexColor(Index); } RawMesh.WedgeColors[i] = WedgeColor; } return true; } else { UE_LOG(LogMeshUtilities, Warning, TEXT("{%s} Wedge map size %d is wrong. Expected %d."), *StaticMesh->GetName(), RenderData.WedgeMap.Num(), RawMesh.WedgeIndices.Num()); } } } return false; } static void CopyTextureRect(const FColor* Src, const FIntPoint& SrcSize, FColor* Dst, const FIntPoint& DstSize, const FIntPoint& DstPos) { int32 RowLength = SrcSize.X*sizeof(FColor); FColor* RowDst = Dst + DstSize.X*DstPos.Y; const FColor* RowSrc = Src; for (int32 RowIdx = 0; RowIdx < SrcSize.Y; ++RowIdx) { FMemory::Memcpy(RowDst + DstPos.X, RowSrc, RowLength); RowDst+= DstSize.X; RowSrc+= SrcSize.X; } } struct FRawMeshExt { FRawMeshExt() {} FRawMesh MeshLOD[MAX_STATIC_MESH_LODS]; FString AssetPackageName; FVector Pivot; }; struct FRawMeshUVTransform { FVector2D Offset; FVector2D Scale; bool IsValid() const { return (Scale != FVector2D::ZeroVector); } }; static FVector2D GetValidUV(const FVector2D& UV) { FVector2D NewUV = UV; // first make sure they're positive if (UV.X < 0.0f) { NewUV.X = UV.X + FMath::CeilToInt(FMath::Abs(UV.X)); } if (UV.Y < 0.0f) { NewUV.Y = UV.Y + FMath::CeilToInt(FMath::Abs(UV.Y)); } // now make sure they're within [0, 1] if (UV.X > 1.0f) { NewUV.X = FMath::Fmod(NewUV.X, 1.0f); } if (UV.Y > 1.0f) { NewUV.Y = FMath::Fmod(NewUV.Y, 1.0f); } return NewUV; } static void MergeMaterials(UWorld* InWorld, const TArray& InMaterialList, MaterialExportUtils::FFlattenMaterial& OutMergedMaterial, TArray& OutUVTransforms) { using namespace MaterialExportUtils; OutUVTransforms.Reserve(InMaterialList.Num()); // We support merging only for opaque materials int32 NumOpaqueMaterials = 0; // Fill output UV transforms with invalid values for (auto Material : InMaterialList) { if (Material->GetBlendMode() == BLEND_Opaque) { NumOpaqueMaterials++; } // Invalid UV transform FRawMeshUVTransform UVTransform; UVTransform.Offset = FVector2D::ZeroVector; UVTransform.Scale = FVector2D::ZeroVector; OutUVTransforms.Add(UVTransform); } if (NumOpaqueMaterials == 0) { // Nothing to merge return; } int32 AtlasGridSize = FMath::CeilToInt(FMath::Sqrt(NumOpaqueMaterials)); FIntPoint AtlasTextureSize = OutMergedMaterial.DiffuseSize; FIntPoint ExportTextureSize = AtlasTextureSize/AtlasGridSize; int32 AtlasNumSamples = AtlasTextureSize.X*AtlasTextureSize.Y; bool bExportNormal = (OutMergedMaterial.NormalSize != FIntPoint::ZeroValue); bool bExportMetallic = (OutMergedMaterial.MetallicSize != FIntPoint::ZeroValue); bool bExportRoughness = (OutMergedMaterial.RoughnessSize != FIntPoint::ZeroValue); bool bExportSpecular = (OutMergedMaterial.SpecularSize != FIntPoint::ZeroValue); // Pre-allocate buffers for texture atlas OutMergedMaterial.DiffuseSamples.Reserve(AtlasNumSamples); OutMergedMaterial.DiffuseSamples.SetNumZeroed(AtlasNumSamples); if (bExportNormal) { check(OutMergedMaterial.NormalSize == OutMergedMaterial.DiffuseSize); OutMergedMaterial.NormalSamples.Reserve(AtlasNumSamples); OutMergedMaterial.NormalSamples.SetNumZeroed(AtlasNumSamples); } if (bExportMetallic) { check(OutMergedMaterial.MetallicSize == OutMergedMaterial.DiffuseSize); OutMergedMaterial.MetallicSamples.Reserve(AtlasNumSamples); OutMergedMaterial.MetallicSamples.SetNumZeroed(AtlasNumSamples); } if (bExportRoughness) { check(OutMergedMaterial.RoughnessSize == OutMergedMaterial.DiffuseSize); OutMergedMaterial.RoughnessSamples.Reserve(AtlasNumSamples); OutMergedMaterial.RoughnessSamples.SetNumZeroed(AtlasNumSamples); } if (bExportSpecular) { check(OutMergedMaterial.SpecularSize == OutMergedMaterial.DiffuseSize); OutMergedMaterial.SpecularSamples.Reserve(AtlasNumSamples); OutMergedMaterial.SpecularSamples.SetNumZeroed(AtlasNumSamples); } int32 AtlasRowIdx = 0; int32 AtlasColIdx = 0; FIntPoint AtlasTargetPos = FIntPoint(0,0); // Flatten all materials and merge them into one material using texture atlases for (int32 MatIdx = 0; MatIdx < InMaterialList.Num(); ++MatIdx) { UMaterialInterface* Material = InMaterialList[MatIdx]; if (Material->GetBlendMode() != BLEND_Opaque) { continue; } FFlattenMaterial FlatMaterial; FlatMaterial.DiffuseSize = ExportTextureSize; FlatMaterial.NormalSize = bExportNormal ? ExportTextureSize : FIntPoint::ZeroValue; FlatMaterial.MetallicSize = bExportMetallic ? ExportTextureSize : FIntPoint::ZeroValue; FlatMaterial.RoughnessSize = bExportRoughness ? ExportTextureSize : FIntPoint::ZeroValue; FlatMaterial.SpecularSize = bExportSpecular ? ExportTextureSize : FIntPoint::ZeroValue; ExportMaterial(InWorld, Material, FlatMaterial); if (FlatMaterial.DiffuseSamples.Num() > 0) { CopyTextureRect(FlatMaterial.DiffuseSamples.GetData(), ExportTextureSize, OutMergedMaterial.DiffuseSamples.GetData(), AtlasTextureSize, AtlasTargetPos); } if (FlatMaterial.NormalSamples.Num() > 0) { CopyTextureRect(FlatMaterial.NormalSamples.GetData(), ExportTextureSize, OutMergedMaterial.NormalSamples.GetData(), AtlasTextureSize, AtlasTargetPos); } if (FlatMaterial.MetallicSamples.Num() > 0) { CopyTextureRect(FlatMaterial.MetallicSamples.GetData(), ExportTextureSize, OutMergedMaterial.MetallicSamples.GetData(), AtlasTextureSize, AtlasTargetPos); } if (FlatMaterial.RoughnessSamples.Num() > 0) { CopyTextureRect(FlatMaterial.RoughnessSamples.GetData(), ExportTextureSize, OutMergedMaterial.RoughnessSamples.GetData(), AtlasTextureSize, AtlasTargetPos); } if (FlatMaterial.SpecularSamples.Num() > 0) { CopyTextureRect(FlatMaterial.SpecularSamples.GetData(), ExportTextureSize, OutMergedMaterial.SpecularSamples.GetData(), AtlasTextureSize, AtlasTargetPos); } check(OutUVTransforms.IsValidIndex(MatIdx)); OutUVTransforms[MatIdx].Offset = FVector2D( (float)AtlasTargetPos.X/AtlasTextureSize.X, (float)AtlasTargetPos.Y/AtlasTextureSize.Y); OutUVTransforms[MatIdx].Scale = FVector2D( (float)ExportTextureSize.X/AtlasTextureSize.X, (float)ExportTextureSize.Y/AtlasTextureSize.Y); AtlasColIdx++; if (AtlasColIdx >= AtlasGridSize) { AtlasColIdx = 0; AtlasRowIdx++; } AtlasTargetPos = FIntPoint(AtlasColIdx*ExportTextureSize.X, AtlasRowIdx*ExportTextureSize.Y); } } void FMeshUtilities::MergeActors( const TArray& SourceActors, const FMeshMergingSettings& InSettings, UPackage* InOuter, const FString& InBasePackageName, int32 UseLOD, // does not build all LODs but only use this LOD to create base mesh TArray& OutAssetsToSync, FVector& OutMergedActorLocation, bool bSilent) const { TArray ComponentsToMerge; ComponentsToMerge.Reserve(SourceActors.Num()); // Collect static mesh components for (AActor* Actor : SourceActors) { TInlineComponentArray Components; Actor->GetComponents(Components); // Filter out bad components for (UStaticMeshComponent* MeshComponent : Components) { if (MeshComponent->StaticMesh != nullptr && MeshComponent->StaticMesh->SourceModels.Num() > 0) { ComponentsToMerge.Add(MeshComponent); } } } typedef FIntPoint FMeshIdAndLOD; TArray UniqueMaterials; TMap> MaterialMap; TArray SourceMeshes; bool bWithVertexColors[MAX_STATIC_MESH_LODS] = {}; bool bOcuppiedUVChannels[MAX_STATIC_MESH_LODS][MAX_MESH_TEXTURE_COORDS] = {}; SourceMeshes.Reserve(ComponentsToMerge.Num()); SourceMeshes.SetNum(ComponentsToMerge.Num()); int32 NumMaxLOD = 0; // Convert collected static mesh components into raw meshes for (int32 MeshId = 0; MeshId < ComponentsToMerge.Num(); ++MeshId) { UStaticMeshComponent* MeshComponent = ComponentsToMerge[MeshId]; // How many LOD entries merged mesh will have NumMaxLOD = FMath::Max(NumMaxLOD, MeshComponent->StaticMesh->SourceModels.Num()); // Mesh component pivot point SourceMeshes[MeshId].Pivot = MeshComponent->ComponentToWorld.GetLocation(); // Source mesh asset package name SourceMeshes[MeshId].AssetPackageName = MeshComponent->StaticMesh->GetOutermost()->GetName(); } NumMaxLOD = FMath::Min(NumMaxLOD, MAX_STATIC_MESH_LODS); int32 StartLODIndex = 0; if (UseLOD >= 0) { // Will export only one specified LOD as base mesh StartLODIndex = FMath::Min(UseLOD, NumMaxLOD - 1); NumMaxLOD = StartLODIndex + 1; } int32 RawMeshLODIdx = 0; for(int32 LODIndex = StartLODIndex; LODIndex < NumMaxLOD; ++LODIndex, ++RawMeshLODIdx) { for(int32 MeshId = 0; MeshId < ComponentsToMerge.Num(); ++MeshId) { UStaticMeshComponent* MeshComponent = ComponentsToMerge[MeshId]; TArray MeshMaterialMap; FRawMesh& RawMeshLOD = SourceMeshes[MeshId].MeshLOD[RawMeshLODIdx]; // We duplicate lower LOD in case this mesh has no LOD we want int32 ExportLODIndex = FMath::Min(LODIndex, MeshComponent->StaticMesh->SourceModels.Num()-1); if(ConstructRawMesh(MeshComponent, ExportLODIndex, RawMeshLOD, UniqueMaterials, MeshMaterialMap)) { MaterialMap.Add(FMeshIdAndLOD(MeshId, RawMeshLODIdx), MeshMaterialMap); // Should we use vertex colors? if(InSettings.bImportVertexColors) { // Propagate painted vertex colors into our raw mesh PropagatePaintedColorsToRawMesh(MeshComponent, ExportLODIndex, RawMeshLOD); // Whether at least one of the meshes has vertex colors bWithVertexColors[RawMeshLODIdx]|= (RawMeshLOD.WedgeColors.Num() != 0); } // Which UV channels has data at least in one mesh for(int32 ChannelIdx = 0; ChannelIdx < MAX_MESH_TEXTURE_COORDS; ++ChannelIdx) { bOcuppiedUVChannels[RawMeshLODIdx][ChannelIdx]|= (RawMeshLOD.WedgeTexCoords[ChannelIdx].Num() != 0); } } } } if (SourceMeshes.Num() == 0) { return; } // For each raw mesh, re-map the material indices according to the MaterialMap for (int32 MeshIndex = 0; MeshIndex < SourceMeshes.Num(); ++MeshIndex) { for (int32 LODIndex = 0; LODIndex < MAX_STATIC_MESH_LODS; ++LODIndex) { FRawMesh& RawMesh = SourceMeshes[MeshIndex].MeshLOD[LODIndex]; const auto* Map = MaterialMap.Find(FMeshIdAndLOD(MeshIndex, LODIndex)); if (Map) { for (int32& FaceMaterialIndex : RawMesh.FaceMaterialIndices) { //Assign the new material index to the raw mesh FaceMaterialIndex = (*Map)[FaceMaterialIndex]; } } } } FRawMeshExt MergedMesh; // Use first mesh for naming and pivot MergedMesh.AssetPackageName = SourceMeshes[0].AssetPackageName; MergedMesh.Pivot = InSettings.bPivotPointAtZero ? FVector::ZeroVector : SourceMeshes[0].Pivot; if (InSettings.bMergeMaterials) { FIntPoint AtlasTextureSize = FIntPoint(InSettings.MergedMaterialAtlasResolution, InSettings.MergedMaterialAtlasResolution); MaterialExportUtils::FFlattenMaterial MergedFlatMaterial; MergedFlatMaterial.DiffuseSize = AtlasTextureSize; MergedFlatMaterial.NormalSize = InSettings.bExportNormalMap ? AtlasTextureSize : FIntPoint::ZeroValue; MergedFlatMaterial.MetallicSize = InSettings.bExportMetallicMap ? AtlasTextureSize : FIntPoint::ZeroValue; MergedFlatMaterial.RoughnessSize = InSettings.bExportRoughnessMap ? AtlasTextureSize : FIntPoint::ZeroValue; MergedFlatMaterial.SpecularSize = InSettings.bExportSpecularMap ? AtlasTextureSize : FIntPoint::ZeroValue; TArray UVTransforms; UWorld* World = SourceActors[0]->GetWorld(); MergeMaterials(World, UniqueMaterials, MergedFlatMaterial, UVTransforms); // Remove merged materials from materials list and remap mesh materials TArray MaterialsRemapTable; TArray RearangedMaterials; check(UniqueMaterials.Num() == UVTransforms.Num()); for (int32 MatIdx = 0; MatIdx < UniqueMaterials.Num(); ++MatIdx) { int32 RearangedMatIdx = INDEX_NONE; if (!UVTransforms[MatIdx].IsValid()) { RearangedMatIdx = RearangedMaterials.Add(UniqueMaterials[MatIdx]); } MaterialsRemapTable.Add(RearangedMatIdx); } UniqueMaterials = RearangedMaterials; int32 MergedMaterialIdx = UniqueMaterials.Num(); // Adjust UVs and remap material indices for (int32 MeshIndex = 0; MeshIndex < SourceMeshes.Num(); ++MeshIndex) { for (int32 LODIndex = 0; LODIndex < MAX_STATIC_MESH_LODS; ++LODIndex) { FRawMesh& RawMesh = SourceMeshes[MeshIndex].MeshLOD[LODIndex]; for (int32 UVChannelIdx = 0; UVChannelIdx < MAX_MESH_TEXTURE_COORDS; ++UVChannelIdx) { TArray& UVs = RawMesh.WedgeTexCoords[UVChannelIdx]; if (UVs.Num() > 0) { int32 UVIdx = 0; for (int32 FaceMaterialIndex : RawMesh.FaceMaterialIndices) { const FRawMeshUVTransform& UVTransform = UVTransforms[FaceMaterialIndex]; if (UVTransform.IsValid()) { FVector2D UV0 = GetValidUV(UVs[UVIdx+0]); FVector2D UV1 = GetValidUV(UVs[UVIdx+1]); FVector2D UV2 = GetValidUV(UVs[UVIdx+2]); UVs[UVIdx+0] = UV0 * UVTransform.Scale + UVTransform.Offset; UVs[UVIdx+1] = UV1 * UVTransform.Scale + UVTransform.Offset; UVs[UVIdx+2] = UV2 * UVTransform.Scale + UVTransform.Offset; } UVIdx+=3; } } } // Remap material indexes for (int32& FaceMaterialIndex : RawMesh.FaceMaterialIndices) { int32 RemapedIdx = MaterialsRemapTable[FaceMaterialIndex]; FaceMaterialIndex = (RemapedIdx == INDEX_NONE ? MergedMaterialIdx : RemapedIdx); } } } // Create merged material asset FString MaterialAssetName; FString MaterialPackageName; if (InBasePackageName.IsEmpty()) { MaterialAssetName = TEXT("M_MERGED_") + FPackageName::GetShortName(MergedMesh.AssetPackageName); MaterialPackageName = FPackageName::GetLongPackagePath(MergedMesh.AssetPackageName) + TEXT("/") + MaterialAssetName; } else { MaterialAssetName = TEXT("M_") + FPackageName::GetShortName(InBasePackageName); MaterialPackageName = FPackageName::GetLongPackagePath(InBasePackageName) + TEXT("/") + MaterialAssetName; } UPackage* MaterialPackage = InOuter; if(MaterialPackage == nullptr) { MaterialPackage = CreatePackage(nullptr, *MaterialPackageName); check(MaterialPackage); MaterialPackage->FullyLoad(); MaterialPackage->Modify(); } UMaterial* MergedMaterial = CreateMaterial(MergedFlatMaterial, MaterialPackage, MaterialAssetName, RF_Public|RF_Standalone, OutAssetsToSync); UniqueMaterials.Add(MergedMaterial); } // Merge meshes into single mesh for (int32 SourceMeshIdx = 0; SourceMeshIdx < SourceMeshes.Num(); ++SourceMeshIdx) { for (int32 LODIndex = 0; LODIndex < MAX_STATIC_MESH_LODS; ++LODIndex) { // Merge vertex data from source mesh list into single mesh FRawMesh& TargetRawMesh = MergedMesh.MeshLOD[LODIndex]; const FRawMesh& SourceRawMesh = SourceMeshes[SourceMeshIdx].MeshLOD[LODIndex]; if (SourceRawMesh.VertexPositions.Num() == 0) { continue; } TargetRawMesh.FaceSmoothingMasks.Append(SourceRawMesh.FaceSmoothingMasks); TargetRawMesh.FaceMaterialIndices.Append(SourceRawMesh.FaceMaterialIndices); int32 IndicesOffset = TargetRawMesh.VertexPositions.Num(); for (int32 Index : SourceRawMesh.WedgeIndices) { TargetRawMesh.WedgeIndices.Add(Index + IndicesOffset); } for (FVector VertexPos : SourceRawMesh.VertexPositions) { TargetRawMesh.VertexPositions.Add(VertexPos - MergedMesh.Pivot); } TargetRawMesh.WedgeTangentX.Append(SourceRawMesh.WedgeTangentX); TargetRawMesh.WedgeTangentY.Append(SourceRawMesh.WedgeTangentY); TargetRawMesh.WedgeTangentZ.Append(SourceRawMesh.WedgeTangentZ); // Deal with vertex colors // Some meshes may have it, in this case merged mesh will be forced to have vertex colors as well if (bWithVertexColors[LODIndex]) { if (SourceRawMesh.WedgeColors.Num()) { TargetRawMesh.WedgeColors.Append(SourceRawMesh.WedgeColors); } else { // In case this source mesh does not have vertex colors, fill target with 0xFF int32 ColorsOffset = TargetRawMesh.WedgeColors.Num(); int32 ColorsNum = SourceRawMesh.WedgeIndices.Num(); TargetRawMesh.WedgeColors.AddUninitialized(ColorsNum); FMemory::Memset(&TargetRawMesh.WedgeColors[ColorsOffset], 0xFF, ColorsNum*TargetRawMesh.WedgeColors.GetTypeSize()); } } // Merge all other UV channels for (int32 ChannelIdx = 0; ChannelIdx < MAX_MESH_TEXTURE_COORDS; ++ChannelIdx) { // Whether this channel has data if (bOcuppiedUVChannels[LODIndex][ChannelIdx]) { const TArray& SourceChannel = SourceRawMesh.WedgeTexCoords[ChannelIdx]; TArray& TargetChannel = TargetRawMesh.WedgeTexCoords[ChannelIdx]; // Whether source mesh has data in this channel if (SourceChannel.Num()) { TargetChannel.Append(SourceChannel); } else { // Fill with zero coordinates if source mesh has no data for this channel const int32 TexCoordNum = SourceRawMesh.WedgeIndices.Num(); for (int32 CoordIdx = 0; CoordIdx < TexCoordNum; ++CoordIdx) { TargetChannel.Add(FVector2D::ZeroVector); } } } } } } // //Create merged mesh asset // { FString AssetName; FString PackageName; if (InBasePackageName.IsEmpty()) { AssetName = TEXT("SM_MERGED_") + FPackageName::GetShortName(MergedMesh.AssetPackageName); PackageName = FPackageName::GetLongPackagePath(MergedMesh.AssetPackageName) + TEXT("/") + AssetName; } else { AssetName = FPackageName::GetShortName(InBasePackageName); PackageName = InBasePackageName; } UPackage* Package = InOuter; if(Package == nullptr) { Package = CreatePackage(NULL, *PackageName); check(Package); Package->FullyLoad(); Package->Modify(); } auto StaticMesh = NewObject(Package, *AssetName, RF_Public | RF_Standalone); StaticMesh->InitResources(); FString OutputPath = StaticMesh->GetPathName(); // make sure it has a new lighting guid StaticMesh->LightingGuid = FGuid::NewGuid(); for (int32 LODIndex = 0; LODIndex < NumMaxLOD; ++LODIndex) { FRawMesh& MergedMeshLOD = MergedMesh.MeshLOD[LODIndex]; if (MergedMeshLOD.VertexPositions.Num() > 0) { FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel(); /*Don't allow the engine to recalculate normals*/ SrcModel->BuildSettings.bRecomputeNormals = false; SrcModel->BuildSettings.bRecomputeTangents = false; SrcModel->BuildSettings.bRemoveDegenerates = false; SrcModel->BuildSettings.bUseFullPrecisionUVs = false; SrcModel->BuildSettings.bGenerateLightmapUVs = InSettings.bGenerateLightMapUV; SrcModel->BuildSettings.MinLightmapResolution = InSettings.TargetLightMapResolution; SrcModel->BuildSettings.SrcLightmapIndex = 0; SrcModel->BuildSettings.DstLightmapIndex = InSettings.TargetLightMapUVChannel; SrcModel->RawMeshBulkData->SaveRawMesh(MergedMeshLOD); } } // Assign materials for (UMaterialInterface* Material : UniqueMaterials) { if (Material && !Material->IsAsset()) { Material = nullptr; // do not save non-asset materials } StaticMesh->Materials.Add(Material); } StaticMesh->Build(bSilent); StaticMesh->PostEditChange(); OutAssetsToSync.Add(StaticMesh); // OutMergedActorLocation = MergedMesh.Pivot; } } /*------------------------------------------------------------------------------ Mesh reduction. ------------------------------------------------------------------------------*/ IMeshReduction* FMeshUtilities::GetMeshReductionInterface() { return MeshReduction; } /*------------------------------------------------------------------------------ Mesh merging. ------------------------------------------------------------------------------*/ IMeshMerging* FMeshUtilities::GetMeshMergingInterface() { return MeshMerging; } /*------------------------------------------------------------------------------ Module initialization / teardown. ------------------------------------------------------------------------------*/ void FMeshUtilities::StartupModule() { check(MeshReduction == NULL); check(MeshMerging == NULL); // Look for a mesh reduction module. { TArray ModuleNames; FModuleManager::Get().FindModules(TEXT("*MeshReduction"), ModuleNames); if (ModuleNames.Num()) { for (int32 Index = 0; Index < ModuleNames.Num(); Index++) { IMeshReductionModule& MeshReductionModule = FModuleManager::LoadModuleChecked(ModuleNames[Index]); // Look for MeshReduction interface if (MeshReduction == NULL) { MeshReduction = MeshReductionModule.GetMeshReductionInterface(); if (MeshReduction) { UE_LOG(LogMeshUtilities,Log,TEXT("Using %s for automatic mesh reduction"),*ModuleNames[Index].ToString()); } } // Look for MeshMerging interface if (MeshMerging == NULL) { MeshMerging = MeshReductionModule.GetMeshMergingInterface(); if (MeshMerging) { UE_LOG(LogMeshUtilities,Log,TEXT("Using %s for automatic mesh merging"),*ModuleNames[Index].ToString()); } } // Break early if both interfaces were found if (MeshReduction && MeshMerging) { break; } } } if (!MeshReduction) { UE_LOG(LogMeshUtilities,Log,TEXT("No automatic mesh reduction module available")); } if (!MeshMerging) { UE_LOG(LogMeshUtilities,Log,TEXT("No automatic mesh merging module available")); } } bDisableTriangleOrderOptimization = (CVarTriangleOrderOptimization.GetValueOnGameThread() == 2); bUsingNvTriStrip = !bDisableTriangleOrderOptimization && (CVarTriangleOrderOptimization.GetValueOnGameThread() == 0); // Construct and cache the version string for the mesh utilities module. VersionString = FString::Printf( TEXT("%s%s%s"), MESH_UTILITIES_VER, MeshReduction ? *MeshReduction->GetVersionString() : TEXT(""), bUsingNvTriStrip ? TEXT("_NvTriStrip") : TEXT("") ); bUsingSimplygon = VersionString.Contains(TEXT("Simplygon")); } void FMeshUtilities::ShutdownModule() { MeshReduction = NULL; MeshMerging = NULL; VersionString.Empty(); } #undef LOCTEXT_NAMESPACE