// Copyright Epic Games, Inc. All Rights Reserved. #include "WeldMeshEdgesTool.h" #include "InteractiveToolManager.h" #include "ToolBuilderUtil.h" #include "DynamicMesh/DynamicMesh3.h" #include "DynamicMesh/DynamicMeshAttributeSet.h" #include "DynamicMesh/Operations/MergeCoincidentMeshEdges.h" #include "Components/DynamicMeshComponent.h" #include "ModelingToolTargetUtil.h" #include "SceneManagement.h" // for FPrimitiveDrawInterface #include "Async/ParallelFor.h" #include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types) using namespace UE::Geometry; #define LOCTEXT_NAMESPACE "UWeldMeshEdgesTool" /* * ToolBuilder */ USingleSelectionMeshEditingTool* UWeldMeshEdgesToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const { return NewObject(SceneState.ToolManager); } /* * Tool */ UWeldMeshEdgesTool::UWeldMeshEdgesTool() { Tolerance = FMergeCoincidentMeshEdges::DEFAULT_TOLERANCE; bOnlyUnique = false; } void UWeldMeshEdgesTool::Setup() { UInteractiveTool::Setup(); // create dynamic mesh component to use for live preview DynamicMeshComponent = NewObject(UE::ToolTarget::GetTargetActor(Target)); DynamicMeshComponent->SetupAttachment(UE::ToolTarget::GetTargetComponent(Target)); DynamicMeshComponent->RegisterComponent(); DynamicMeshComponent->SetWorldTransform((FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target)); // transfer materials FComponentMaterialSet MaterialSet = UE::ToolTarget::GetMaterialSet(Target); for (int k = 0; k < MaterialSet.Materials.Num(); ++k) { DynamicMeshComponent->SetMaterial(k, MaterialSet.Materials[k]); } DynamicMeshComponent->SetTangentsType(EDynamicMeshComponentTangentsMode::AutoCalculated); DynamicMeshComponent->SetMesh(UE::ToolTarget::GetDynamicMeshCopy(Target)); DynamicMeshComponent->ProcessMesh([&](const FDynamicMesh3& ReadMesh) { OriginalMesh = ReadMesh; }); // hide input StaticMeshComponent UE::ToolTarget::HideSourceObject(Target); // initialize our properties ToolPropertyObjects.Add(this); bResultValid = false; SetToolDisplayName(LOCTEXT("ToolName", "Weld Edges")); GetToolManager()->DisplayMessage( LOCTEXT("WeldMeshEdgesToolDescription", "Weld overlapping/identical border edges of the selected Mesh, by merging the vertices."), EToolMessageLevel::UserNotification); } void UWeldMeshEdgesTool::Shutdown(EToolShutdownType ShutdownType) { if (DynamicMeshComponent != nullptr) { UE::ToolTarget::ShowSourceObject(Target); if (ShutdownType == EToolShutdownType::Accept) { // this block bakes the modified DynamicMeshComponent back into the StaticMeshComponent inside an undo transaction GetToolManager()->BeginUndoTransaction(LOCTEXT("WeldMeshEdgesToolTransactionName", "Remesh Mesh")); DynamicMeshComponent->ProcessMesh([&](const FDynamicMesh3& CurMesh) { UE::ToolTarget::CommitDynamicMeshUpdate(Target, CurMesh, true); }); GetToolManager()->EndUndoTransaction(); } DynamicMeshComponent->UnregisterComponent(); DynamicMeshComponent->DestroyComponent(); DynamicMeshComponent = nullptr; } } void UWeldMeshEdgesTool::Render(IToolsContextRenderAPI* RenderAPI) { UpdateResult(); FPrimitiveDrawInterface* PDI = RenderAPI->GetPrimitiveDrawInterface(); FTransform Transform = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target); FColor LineColor(200, 200, 200); float PDIScale = RenderAPI->GetCameraState().GetPDIScalingFactor(); FDynamicMesh3* TargetMesh = DynamicMeshComponent->GetMesh(); FDynamicMeshUVOverlay* UVOverlay = TargetMesh->Attributes()->PrimaryUV(); for (int eid : TargetMesh->EdgeIndicesItr()) { if (UVOverlay->IsSeamEdge(eid)) { FVector3d A, B; TargetMesh->GetEdgeV(eid, A, B); PDI->DrawLine(Transform.TransformPosition((FVector)A), Transform.TransformPosition((FVector)B), LineColor, 0, 1.0f*PDIScale, 1.0f, true); } } FColor LineColor2(255, 0, 0); for (int eid : TargetMesh->BoundaryEdgeIndicesItr()) { FVector3d A, B; TargetMesh->GetEdgeV(eid, A, B); PDI->DrawLine(Transform.TransformPosition((FVector)A), Transform.TransformPosition((FVector)B), LineColor2, 0, 2.0f*PDIScale, 1.0f, true); } } #if WITH_EDITOR void UWeldMeshEdgesTool::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { FProperty* PropertyThatChanged = PropertyChangedEvent.Property; bResultValid = false; } #endif void UWeldMeshEdgesTool::UpdateResult() { if (bResultValid) { return; } ComputeMesh = OriginalMesh; FMergeCoincidentMeshEdges Merger(&ComputeMesh); Merger.MergeVertexTolerance = this->Tolerance; Merger.MergeSearchTolerance = 2*Merger.MergeVertexTolerance; Merger.OnlyUniquePairs = this->bOnlyUnique; FDynamicMesh3* SetMesh = &ComputeMesh; if (Merger.Apply() == false) { UE_LOG(LogTemp, Warning, TEXT("WeldMeshEdgesTool : Merger.Apply() returned false")); SetMesh = &OriginalMesh; } else if (ComputeMesh.CheckValidity(true, EValidityCheckFailMode::ReturnOnly) == false) { UE_LOG(LogTemp, Warning, TEXT("WeldMeshEdgesTool : returned mesh is invalid")); SetMesh = &OriginalMesh; } DynamicMeshComponent->EditMesh([SetMesh](FDynamicMesh3& EditMesh) { EditMesh = *SetMesh; }); GetToolManager()->PostInvalidation(); bResultValid = true; } #undef LOCTEXT_NAMESPACE