Files
jimmy andrews 516ad3e0f4 make basemeshprocessing- and basecreatefromselected-derived tools set a max number of background tasks based on the input mesh sizes
#jira UE-220225
#jria UE-220226

#rb lonnie.li

[CL 36454406 by jimmy andrews in 5.5 branch]
2024-09-19 17:54:31 -04:00

478 lines
18 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseTools/BaseCreateFromSelectedTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
#include "BaseGizmos/TransformGizmoUtil.h"
#include "Components/StaticMeshComponent.h"
#include "DynamicMesh/MeshNormals.h"
#include "DynamicMesh/MeshTransforms.h"
#include "DynamicMeshToMeshDescription.h"
#include "ModelingObjectsCreationAPI.h"
#include "Physics/ComponentCollisionUtil.h"
#include "Selection/ToolSelectionUtil.h"
#include "ShapeApproximation/SimpleShapeSet3.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/AssetBackedTarget.h"
#include "ToolTargetManager.h"
#include "ModelingToolTargetUtil.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(BaseCreateFromSelectedTool)
#define LOCTEXT_NAMESPACE "UBaseCreateFromSelectedTool"
using namespace UE::Geometry;
/*
* ToolBuilder
*/
bool UBaseCreateFromSelectedToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
int32 ComponentCount = SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements());
return ComponentCount >= MinComponentsSupported() && (!MaxComponentsSupported().IsSet() || ComponentCount <= MaxComponentsSupported().GetValue());
}
UMultiSelectionMeshEditingTool* UBaseCreateFromSelectedToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
// Subclasses must override this method.
check(false);
return nullptr;
}
/*
* Tool
*/
void UBaseCreateFromSelectedTool::Setup()
{
UInteractiveTool::Setup();
// hide input StaticMeshComponents
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
UE::ToolTarget::HideSourceObject(Targets[ComponentIdx]);
}
// initialize our properties
SetupProperties();
TransformProperties = NewObject<UTransformInputsToolProperties>(this);
TransformProperties->RestoreProperties(this);
AddToolPropertySource(TransformProperties);
OutputTypeProperties = NewObject<UCreateMeshObjectTypeProperties>(this);
OutputTypeProperties->InitializeDefaultWithAuto();
OutputTypeProperties->OutputType = UCreateMeshObjectTypeProperties::AutoIdentifier;
OutputTypeProperties->RestoreProperties(this, TEXT("OutputTypeFromInputTool"));
OutputTypeProperties->WatchProperty(OutputTypeProperties->OutputType, [this](FString) { OutputTypeProperties->UpdatePropertyVisibility(); });
AddToolPropertySource(OutputTypeProperties);
HandleSourcesProperties = NewObject<UBaseCreateFromSelectedHandleSourceProperties>(this);
HandleSourcesProperties->RestoreProperties(this);
AddToolPropertySource(HandleSourcesProperties);
if (SupportsCollisionTransfer())
{
CollisionProperties = NewObject<UBaseCreateFromSelectedCollisionProperties>(this);
CollisionProperties->RestoreProperties(this);
AddToolPropertySource(CollisionProperties);
}
Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(this);
Preview->Setup(GetTargetWorld(), this);
ToolSetupUtil::ApplyRenderingConfigurationToPreview(Preview->PreviewMesh, nullptr);
int32 SourcesTriCount = 0;
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
SourcesTriCount += UE::ToolTarget::GetTriangleCount(Targets[ComponentIdx]);
}
Preview->SetMaxActiveBackgroundTasksFromMeshSizeHeuristic(SourcesTriCount);
SetPreviewCallbacks();
Preview->OnMeshUpdated.AddLambda(
[this](const UMeshOpPreviewWithBackgroundCompute* UpdatedPreview)
{
UpdateAcceptWarnings(UpdatedPreview->HaveEmptyResult() ? EAcceptWarning::EmptyForbidden : EAcceptWarning::NoWarning);
}
);
SetTransformGizmos();
ConvertInputsAndSetPreviewMaterials(true);
// output name fields
HandleSourcesProperties->OutputNewName = PrefixWithSourceNameIfSingleSelection(GetCreatedAssetName());
HandleSourcesProperties->WatchProperty(HandleSourcesProperties->OutputWriteTo, [&](EBaseCreateFromSelectedTargetType NewType)
{
SetToolPropertySourceEnabled(OutputTypeProperties, (NewType == EBaseCreateFromSelectedTargetType::NewObject));
if (NewType == EBaseCreateFromSelectedTargetType::NewObject)
{
HandleSourcesProperties->OutputExistingName = TEXT("");
UpdateGizmoVisibility();
}
else
{
int32 Index = (HandleSourcesProperties->OutputWriteTo == EBaseCreateFromSelectedTargetType::FirstInputObject) ? 0 : Targets.Num() - 1;
HandleSourcesProperties->OutputExistingName = UE::Modeling::GetComponentAssetBaseName(UE::ToolTarget::GetTargetComponent(Targets[Index]), false);
// Reset the hidden gizmo to its initial position
const FTransform ComponentTransform = (FTransform) UE::ToolTarget::GetLocalToWorldTransform(Targets[Index]);
TransformGizmos[Index]->SetNewGizmoTransform(ComponentTransform, true);
UpdateGizmoVisibility();
}
});
Preview->InvalidateResult();
}
int32 UBaseCreateFromSelectedTool::GetHiddenGizmoIndex() const
{
if (HandleSourcesProperties->OutputWriteTo == EBaseCreateFromSelectedTargetType::NewObject)
{
return -1;
}
else
{
return (HandleSourcesProperties->OutputWriteTo == EBaseCreateFromSelectedTargetType::FirstInputObject) ? 0 : Targets.Num() - 1;
}
}
void UBaseCreateFromSelectedTool::OnTick(float DeltaTime)
{
Preview->Tick(DeltaTime);
}
void UBaseCreateFromSelectedTool::UpdateGizmoVisibility()
{
for (int32 GizmoIndex = 0; GizmoIndex < TransformGizmos.Num(); GizmoIndex++)
{
UCombinedTransformGizmo* Gizmo = TransformGizmos[GizmoIndex];
Gizmo->SetVisibility(TransformProperties->bShowTransformGizmo && GizmoIndex != GetHiddenGizmoIndex());
}
}
void UBaseCreateFromSelectedTool::SetTransformGizmos()
{
UInteractiveGizmoManager* GizmoManager = GetToolManager()->GetPairedGizmoManager();
for (int ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
UTransformProxy* Proxy = TransformProxies.Add_GetRef(NewObject<UTransformProxy>(this));
UCombinedTransformGizmo* Gizmo = TransformGizmos.Add_GetRef(UE::TransformGizmoUtil::Create3AxisTransformGizmo(GizmoManager, this));
Proxy->SetTransform((FTransform) UE::ToolTarget::GetLocalToWorldTransform(Targets[ComponentIdx]));
Gizmo->SetActiveTarget(Proxy, GetToolManager());
Proxy->OnTransformChanged.AddUObject(this, &UBaseCreateFromSelectedTool::TransformChanged);
}
UpdateGizmoVisibility();
}
void UBaseCreateFromSelectedTool::TransformChanged(UTransformProxy* Proxy, FTransform Transform)
{
Preview->InvalidateResult();
}
FText UBaseCreateFromSelectedTool::GetActionName() const
{
return LOCTEXT("BaseCreateFromSelectedTool", "Generated Mesh");
}
TArray<UMaterialInterface*> UBaseCreateFromSelectedTool::GetOutputMaterials() const
{
return Preview->StandardMaterials;
}
void UBaseCreateFromSelectedTool::GenerateAsset(const FDynamicMeshOpResult& OpResult)
{
if (OpResult.Mesh.Get() == nullptr) return;
FTransform3d NewTransform;
if (Targets.Num() == 1) // in the single-selection case, shove the result back into the original component space
{
FTransform3d FromSourceComponentSpace = UE::ToolTarget::GetLocalToWorldTransform(Targets[0]);
MeshTransforms::ApplyTransform(*OpResult.Mesh, OpResult.Transform, true);
MeshTransforms::ApplyTransformInverse(*OpResult.Mesh, FromSourceComponentSpace, true);
NewTransform = UE::ToolTarget::GetLocalToWorldTransform(Targets[0]);
}
else // in the multi-selection case, center the pivot for the combined result
{
FVector3d Center = OpResult.Mesh->GetBounds().Center();
double Rescale = OpResult.Transform.GetScale().X;
FTransform3d LocalTransform(-Center * Rescale);
LocalTransform.SetScale3D(FVector3d(Rescale, Rescale, Rescale));
MeshTransforms::ApplyTransform(*OpResult.Mesh, LocalTransform, true);
NewTransform = OpResult.Transform;
NewTransform.SetScale3D(FVector3d::One());
NewTransform.SetTranslation(NewTransform.GetTranslation() + NewTransform.TransformVector(Center * Rescale));
}
// max len explicitly enforced here, would ideally notify user
FString UseBaseName = HandleSourcesProperties->OutputNewName.Left(250);
if (UseBaseName.IsEmpty())
{
UseBaseName = PrefixWithSourceNameIfSingleSelection(GetCreatedAssetName());
}
FCreateMeshObjectParams NewMeshObjectParams;
NewMeshObjectParams.TargetWorld = GetTargetWorld();
NewMeshObjectParams.Transform = (FTransform)NewTransform;
NewMeshObjectParams.BaseName = UseBaseName;
NewMeshObjectParams.Materials = GetOutputMaterials();
NewMeshObjectParams.SetMesh(OpResult.Mesh.Get());
if (OutputTypeProperties->OutputType == UCreateMeshObjectTypeProperties::AutoIdentifier)
{
UE::ToolTarget::ConfigureCreateMeshObjectParams(Targets[0], NewMeshObjectParams);
}
else
{
OutputTypeProperties->ConfigureCreateMeshObjectParams(NewMeshObjectParams);
}
bool bOutputSupportsCustomCollision = NewMeshObjectParams.TypeHint != ECreateObjectTypeHint::Volume;
if (SupportsCollisionTransfer() && CollisionProperties->bTransferCollision && bOutputSupportsCustomCollision)
{
for (int32 TargetIdx = 0; TargetIdx < Targets.Num(); ++TargetIdx)
{
if (!KeepCollisionFrom(TargetIdx))
{
continue;
}
UPrimitiveComponent* SourceComponent = UE::ToolTarget::GetTargetComponent(Targets[TargetIdx]);
if (UE::Geometry::ComponentTypeSupportsCollision(SourceComponent, UE::Geometry::EComponentCollisionSupportLevel::ReadOnly))
{
NewMeshObjectParams.bEnableCollision = true;
FComponentCollisionSettings CollisionSettings = UE::Geometry::GetCollisionSettings(SourceComponent);
// flag will be set to match the last selection that had collision
NewMeshObjectParams.CollisionMode = (ECollisionTraceFlag)CollisionSettings.CollisionTypeFlag;
FSimpleShapeSet3d ShapeSet;
FTransform Transform = FTransform::Identity;
if (Targets.Num() > 1)
{
// Note: NewTransform in the multi-target case is constructed to have uniform scale, so should have a valid inverse
Transform = TransformProxies[TargetIdx]->GetTransform() * NewTransform.Inverse();
}
if (UE::Geometry::GetCollisionShapes(SourceComponent, ShapeSet))
{
if (!NewMeshObjectParams.CollisionShapeSet.IsSet())
{
NewMeshObjectParams.CollisionShapeSet.Emplace();
}
NewMeshObjectParams.CollisionShapeSet->Append(ShapeSet, Transform);
}
}
}
}
FCreateMeshObjectResult Result = UE::Modeling::CreateMeshObject(GetToolManager(), MoveTemp(NewMeshObjectParams));
if (Result.IsOK() && Result.NewActor != nullptr)
{
ToolSelectionUtil::SetNewActorSelection(GetToolManager(), Result.NewActor);
}
}
void UBaseCreateFromSelectedTool::UpdateAsset(const FDynamicMeshOpResult& Result, UToolTarget* UpdateTarget)
{
check(Result.Mesh.Get() != nullptr);
FTransform3d TargetToWorld = UE::ToolTarget::GetLocalToWorldTransform(UpdateTarget);
FTransform3d ResultTransform = Result.Transform;
MeshTransforms::ApplyTransform(*Result.Mesh, ResultTransform, true);
MeshTransforms::ApplyTransformInverse(*Result.Mesh, TargetToWorld, true);
UE::ToolTarget::CommitDynamicMeshUpdate(UpdateTarget, *Result.Mesh, true);
FComponentMaterialSet MaterialSet;
MaterialSet.Materials = GetOutputMaterials();
// apply updated materials to both asset and component, to ensure that they appear in the result
// TODO: consider adding a method to the material provider interface that more-directly handles this use case
Cast<IMaterialProvider>(UpdateTarget)->CommitMaterialSetUpdate(MaterialSet, true);
Cast<IMaterialProvider>(UpdateTarget)->CommitMaterialSetUpdate(MaterialSet, false);
}
FString UBaseCreateFromSelectedTool::PrefixWithSourceNameIfSingleSelection(const FString& AssetName) const
{
if (Targets.Num() == 1)
{
FString CurName = UE::Modeling::GetComponentAssetBaseName(UE::ToolTarget::GetTargetComponent(Targets[0]));
return FString::Printf(TEXT("%s_%s"), *CurName, *AssetName);
}
else
{
return AssetName;
}
}
void UBaseCreateFromSelectedTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
if (Property && (Property->GetFName() == GET_MEMBER_NAME_CHECKED(UTransformInputsToolProperties, bShowTransformGizmo)))
{
UpdateGizmoVisibility();
}
else if (Property &&
( PropertySet == HandleSourcesProperties
))
{
// nothing
}
else
{
Preview->InvalidateResult();
}
}
void UBaseCreateFromSelectedTool::OnShutdown(EToolShutdownType ShutdownType)
{
SaveProperties();
HandleSourcesProperties->SaveProperties(this);
if (SupportsCollisionTransfer())
{
CollisionProperties->SaveProperties(this);
}
OutputTypeProperties->SaveProperties(this, TEXT("OutputTypeFromInputTool"));
TransformProperties->SaveProperties(this);
FDynamicMeshOpResult Result = Preview->Shutdown();
// Restore (unhide) the source meshes
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
UE::ToolTarget::ShowSourceObject(Targets[ComponentIdx]);
}
if (ShutdownType == EToolShutdownType::Accept)
{
// Test if we need to pre-update the collision shapes, if we are updating an asset and have multiple targets
// Note: For static meshes, this must be done as a separate transaction due to a long-standing bug where undo/redo
// will crash if an asset updates both its collision and geometry in the same transaction
// TODO: If/when that static mesh bug is fixed, this collision updating code can be separated out into the UpdateAsset() method
constexpr bool bWorkaroundForCrashIfConvexAndMeshModifiedInSameTransaction = false;
bool bAlreadyOpenedMainTransaction = false;
if (SupportsCollisionTransfer() && HandleSourcesProperties->OutputWriteTo != EBaseCreateFromSelectedTargetType::NewObject && Targets.Num() > 1)
{
int32 KeepTargetIndex = (HandleSourcesProperties->OutputWriteTo == EBaseCreateFromSelectedTargetType::FirstInputObject) ? 0 : (Targets.Num() - 1);
UPrimitiveComponent* TargetComponent = UE::ToolTarget::GetTargetComponent(Targets[KeepTargetIndex]);
if (CollisionProperties->bTransferCollision && UE::Geometry::ComponentTypeSupportsCollision(TargetComponent, UE::Geometry::EComponentCollisionSupportLevel::ReadWrite))
{
bool bHasAddedShapes = false;
FSimpleShapeSet3d AccumulateShapes;
UE::Geometry::GetCollisionShapes(TargetComponent, AccumulateShapes);
FTransform3d TargetToWorld = UE::ToolTarget::GetLocalToWorldTransform(Targets[KeepTargetIndex]);
FTransformSequence3d InvKeepTargetTransform;
InvKeepTargetTransform.AppendInverse(TargetToWorld);
for (int32 TargetIdx = 0; TargetIdx < Targets.Num(); ++TargetIdx)
{
if (TargetIdx == KeepTargetIndex || !KeepCollisionFrom(TargetIdx))
{
continue;
}
UPrimitiveComponent* SourceComponent = UE::ToolTarget::GetTargetComponent(Targets[TargetIdx]);
FSimpleShapeSet3d ShapeSet;
if (UE::Geometry::ComponentTypeSupportsCollision(SourceComponent, UE::Geometry::EComponentCollisionSupportLevel::ReadOnly) &&
UE::Geometry::GetCollisionShapes(SourceComponent, ShapeSet))
{
bHasAddedShapes = true;
// Create a best-effort transform sequence to take the collision shapes from their proxy transform space to world, and then back to the local space of the target
// Note because transforms cannot be fully applied to some collision shape types (e.g. spheres), this will still give weird results in non-uniform scale cases (but this is somewhat unavoidable)
FTransformSequence3d TransformSeq;
TransformSeq.Append(TransformProxies[TargetIdx]->GetTransform());
TransformSeq.Append(InvKeepTargetTransform);
AccumulateShapes.Append(ShapeSet, TransformSeq);
}
}
if (bHasAddedShapes)
{
bool bWorkaroundNotNeeded = !bWorkaroundForCrashIfConvexAndMeshModifiedInSameTransaction | !Cast<UStaticMeshComponent>(TargetComponent); // slightly odd conditional to workaround compiler warning
if (bWorkaroundNotNeeded)
{
// If we're not operating on a static mesh, we can open the main transaction here so the collision transaction becomes part of it ...
// for static mesh, we need the collision update to be a separate transaction to avoid crashing on undo/redo :(
bAlreadyOpenedMainTransaction = true;
GetToolManager()->BeginUndoTransaction(GetActionName());
}
GetToolManager()->BeginUndoTransaction(FText::Format(LOCTEXT("SplitTransactionCollisionUpdatePart", "Update Collision ({0})"), GetActionName()));
TargetComponent->Modify();
FComponentCollisionSettings Settings = GetCollisionSettings(TargetComponent);
UE::Geometry::SetSimpleCollision(TargetComponent, &AccumulateShapes, Settings);
GetToolManager()->EndUndoTransaction();
}
}
}
if (!bAlreadyOpenedMainTransaction)
{
GetToolManager()->BeginUndoTransaction(GetActionName());
}
// Generate the result
AActor* KeepActor = nullptr;
if (HandleSourcesProperties->OutputWriteTo == EBaseCreateFromSelectedTargetType::NewObject)
{
GenerateAsset(Result);
}
else
{
int32 TargetIndex = (HandleSourcesProperties->OutputWriteTo == EBaseCreateFromSelectedTargetType::FirstInputObject) ? 0 : (Targets.Num() - 1);
KeepActor = UE::ToolTarget::GetTargetActor(Targets[TargetIndex]);
UpdateAsset(Result, Targets[TargetIndex]);
}
TArray<AActor*> Actors;
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
AActor* Actor = UE::ToolTarget::GetTargetActor(Targets[ComponentIdx]);
Actors.Add(Actor);
}
HandleSourcesProperties->ApplyMethod(Actors, GetToolManager(), KeepActor);
if (KeepActor != nullptr)
{
// select the actor we kept
ToolSelectionUtil::SetNewActorSelection(GetToolManager(), KeepActor);
}
GetToolManager()->EndUndoTransaction();
}
UInteractiveGizmoManager* GizmoManager = GetToolManager()->GetPairedGizmoManager();
GizmoManager->DestroyAllGizmosByOwner(this);
}
bool UBaseCreateFromSelectedTool::CanAccept() const
{
return Super::CanAccept() && Preview->HaveValidNonEmptyResult();
}
#undef LOCTEXT_NAMESPACE