Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryFlow/Source/GeometryFlowMeshProcessing/Public/MeshProcessingNodes/TransferMeshMaterialIDsNode.h
ryan schmidt f9810df402 GeometryProcessing: Added FMeshAttributeTransfer class, currently supports transferring triangle material IDs from one mesh to another, via nearest-point queries
GeometryFlow: Added FCompactMeshNode, FComputeMeshPerVertexOverlayNormalsNode (convenient), and FTransferMeshMaterialIDsNode that applies FMeshAttributeTransfer based on two input meshes. Graph InferConnection() now is more clever and can infer connections in cases where a potentially-ambiguous connection is resolved based on what is already connected (ie if two mesh inputs, and one is assigned, infer that second one is intended)

LODToolset: LODGraph now transfers materials and computes per-vertex normals before Simplify node, and Compacts afterwards (required for other downstream processes).
LODProcess now handles multiple materials, and can re-use input materials if they do not require a baked texture or normal map. In repeat applications, previously-auto-generated StaticMesh Materials are detected and removed from the material set. Normals and Tangents are explicitly computed for stored HiRes source and LOD0, and build settings updated appropriately.

#rb none
#rnx
#jira none
[FYI] tyson.brochu

#ROBOMERGE-SOURCE: CL 15470041 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15470044 by ryan schmidt in ue5-main branch]
2021-02-19 01:48:21 -04:00

80 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
#include "Operations/MeshAttributeTransfer.h"
namespace UE
{
namespace GeometryFlow
{
/**
* FTransferMeshMaterialIDsNode transfers Material IDs from a SourceMesh to the Input mesh and returns in the Output mesh (can be applied in-place)
*/
class FTransferMeshMaterialIDsNode : public FProcessMeshBaseNode
{
public:
static const FString InParamMaterialSourceMesh() { return TEXT("MaterialSourceMesh"); }
public:
FTransferMeshMaterialIDsNode()
{
AddInput(InParamMaterialSourceMesh(), MakeUnique<FDynamicMeshInput>());
// we can mutate input mesh
ConfigureInputFlags(InParamMesh(), FNodeInputFlags::Transformable());
}
virtual void CheckAdditionalInputs(const FNamedDataMap& DatasIn, bool& bRecomputeRequired, bool& bAllInputsValid) override
{
FindAndUpdateInputForEvaluate(InParamMaterialSourceMesh(), DatasIn, bRecomputeRequired, bAllInputsValid);
}
virtual void ProcessMesh(
const FNamedDataMap& DatasIn,
const FDynamicMesh3& MeshIn,
FDynamicMesh3& MeshOut) override
{
MeshOut = MeshIn;
TransferMaterialIDs(DatasIn, &MeshOut);
}
virtual void ProcessMeshInPlace(
const FNamedDataMap& DatasIn,
FDynamicMesh3& MeshInOut) override
{
TransferMaterialIDs(DatasIn, &MeshInOut);
}
virtual void TransferMaterialIDs(const FNamedDataMap& DatasIn, FDynamicMesh3* TargetMesh)
{
TSafeSharedPtr<IData> MaterialSourceMeshArg = DatasIn.FindData(InParamMaterialSourceMesh());
const FDynamicMesh3& MaterialSourceMesh = MaterialSourceMeshArg->GetDataConstRef<FDynamicMesh3>((int)EMeshProcessingDataTypes::DynamicMesh);
if (TargetMesh->HasAttributes() == false)
{
TargetMesh->EnableAttributes();
}
if (TargetMesh->Attributes()->HasMaterialID() == false)
{
TargetMesh->Attributes()->EnableMaterialID();
}
FMeshAttributeTransfer Transfer(&MaterialSourceMesh, TargetMesh);
Transfer.TransferType = EMeshAttributeTransferType::MaterialID;
Transfer.Apply();
}
};
} // end namespace GeometryFlow
} //