Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryProcessing/Source/DynamicMesh/Private/Operations/OffsetMeshRegion.cpp
Ryan Schmidt e196c256e4 GeometryProcessing: remove forwarding headers used in GeometryCore transition, and update all affected includes.
#rb none
#rnx
#jira none
#preflight 60c52c5db9446100014da02d

[CL 16653115 by Ryan Schmidt in ue5-main branch]
2021-06-13 00:35:22 -04:00

323 lines
9.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Operations/OffsetMeshRegion.h"
#include "DynamicMesh/MeshNormals.h"
#include "DynamicMeshEditor.h"
#include "Selections/MeshVertexSelection.h"
#include "DynamicMesh/DynamicMeshChangeTracker.h"
#include "Selections/MeshConnectedComponents.h"
#include "Operations/ExtrudeMesh.h"
#include "DynamicSubmesh3.h"
#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
using namespace UE::Geometry;
FOffsetMeshRegion::FOffsetMeshRegion(FDynamicMesh3* mesh) : Mesh(mesh)
{
OffsetPositionFunc = [this](const FVector3d& Position, const FVector3f& Normal, int VertexID)
{
return Position + this->DefaultOffsetDistance * (FVector3d)Normal;
};
}
bool FOffsetMeshRegion::Apply()
{
FMeshNormals Normals;
bool bHaveVertexNormals = Mesh->HasVertexNormals();
if (bHaveVertexNormals == false && bUseFaceNormals == false)
{
Normals = FMeshNormals(Mesh);
Normals.ComputeVertexNormals();
}
FMeshConnectedComponents RegionComponents(Mesh);
RegionComponents.FindConnectedTriangles(Triangles);
bool bAllOK = true;
OffsetRegions.SetNum(RegionComponents.Num());
for (int k = 0; k < RegionComponents.Num(); ++k)
{
FOffsetInfo& Region = OffsetRegions[k];
Region.InitialTriangles = MoveTemp(RegionComponents.Components[k].Indices);
bool bRegionOK = false;
TArray<int32> AllTriangles;
FMeshConnectedComponents::GrowToConnectedTriangles(Mesh, Region.InitialTriangles, AllTriangles);
if (AllTriangles.Num() == Region.InitialTriangles.Num() && bOffsetFullComponentsAsSolids)
{
bRegionOK = ApplySolidExtrude(Region, (bHaveVertexNormals) ? nullptr : &Normals);
}
else
{
bRegionOK = ApplyOffset(Region, (bHaveVertexNormals) ? nullptr : &Normals);
}
if ( bRegionOK )
{
AllModifiedTriangles.Append(Region.InitialTriangles);
for (TArray<int32>& RegionTris : Region.StitchTriangles)
{
AllModifiedTriangles.Append(RegionTris);
}
}
else
{
bAllOK = false;
}
}
return bAllOK;
}
bool FOffsetMeshRegion::ApplySolidExtrude(FOffsetInfo& Region, FMeshNormals* UseNormals)
{
FDynamicSubmesh3 SubmeshCalc(Mesh, Region.InitialTriangles);
FDynamicMesh3& Submesh = SubmeshCalc.GetSubmesh();
FExtrudeMesh Extruder(&Submesh);
Extruder.ExtrudedPositionFunc = this->OffsetPositionFunc;
Extruder.DefaultExtrudeDistance = this->DefaultOffsetDistance;
Extruder.UVScaleFactor = this->UVScaleFactor;
Extruder.IsPositiveOffset = bIsPositiveOffset;
bool bOK = Extruder.Apply();
if (bOK == false)
{
return false;
}
if (ChangeTracker)
{
ChangeTracker->SaveTriangles(Region.InitialTriangles, true);
}
FDynamicMeshEditor Editor(Mesh);
Editor.RemoveTriangles(Region.InitialTriangles, true);
FMeshIndexMappings Mappings;
Editor.AppendMesh(&Submesh, Mappings);
// transfer tris and groups back
// TODO: loops
for (FExtrudeMesh::FExtrusionInfo& ExtrudeRegionInfo : Extruder.Extrusions)
{
for (TArray<int32>& StitchTriSet : ExtrudeRegionInfo.StitchTriangles)
{
for (int32 k = 0; k < StitchTriSet.Num(); ++k)
{
StitchTriSet[k] = Mappings.GetNewTriangle(StitchTriSet[k]);
}
Region.StitchTriangles.Add(StitchTriSet);
}
for (TArray<int32>& StitchGroupSet : ExtrudeRegionInfo.StitchPolygonIDs)
{
for (int32 k = 0; k < StitchGroupSet.Num(); ++k)
{
StitchGroupSet[k] = Mappings.GetNewGroup(StitchGroupSet[k]);
}
Region.StitchPolygonIDs.Add(StitchGroupSet);
}
for (int32 GroupID : ExtrudeRegionInfo.OffsetTriGroups)
{
Region.OffsetGroups.Add(Mappings.GetNewGroup(GroupID));
}
}
Region.bIsSolid = true;
//Region.BaseLoops[LoopIndex].InitializeFromVertices(Mesh, BaseLoopV);
//Region.OffsetLoops[LoopIndex].InitializeFromVertices(Mesh, OffsetLoopV);
//LoopIndex++;
return true;
}
bool FOffsetMeshRegion::ApplyOffset(FOffsetInfo& Region, FMeshNormals* UseNormals)
{
FMeshRegionBoundaryLoops InitialLoops(Mesh, Region.InitialTriangles, false);
bool bOK = InitialLoops.Compute();
if (bOK == false)
{
return false;
}
int NumInitialLoops = InitialLoops.GetLoopCount();
if (ChangeTracker)
{
ChangeTracker->SaveTriangles(Region.InitialTriangles, true);
}
FDynamicMeshEditor Editor(Mesh);
// keep track of offset groups
if (Mesh->HasTriangleGroups())
{
for (int32 gid : Region.InitialTriangles)
{
Region.OffsetGroups.AddUnique(Mesh->GetTriangleGroup(gid));
}
}
TArray<FDynamicMeshEditor::FLoopPairSet> LoopPairs;
bOK = Editor.DisconnectTriangles(Region.InitialTriangles, LoopPairs, true);
if (bOK == false)
{
return false;
}
// offset vertices
FMeshVertexSelection SelectionV(Mesh);
SelectionV.SelectTriangleVertices(Region.InitialTriangles);
if (bUseFaceNormals)
{
TArray<int32> Vertices = SelectionV.AsArray();
TSet<int32> TriangleSet(Region.InitialTriangles);
int32 NumV = Vertices.Num();
TArray<FVector3d> NewPositions;
NewPositions.SetNum(NumV);
for (int32 k = 0; k < NumV; ++k)
{
int32 vid = Vertices[k];
FVector3d VertexPos = Mesh->GetVertex(vid);
FVector3d AccumV = FVector3d::Zero();
int32 Count = 0;
for (int32 tid : Mesh->VtxTrianglesItr(vid))
{
if (TriangleSet.Contains(tid))
{
FVector3f TriNormal = (FVector3f)Mesh->GetTriNormal(tid);
FVector3d TriNormalOffsetPos = OffsetPositionFunc(VertexPos, TriNormal, vid);
AccumV += TriNormalOffsetPos;
Count++;
}
}
NewPositions[k] = (Count == 0) ? VertexPos : (AccumV / (double)Count);
}
for (int32 k = 0; k < NumV; ++k)
{
Mesh->SetVertex(Vertices[k], NewPositions[k]);
}
}
else
{
for (int32 vid : SelectionV)
{
FVector3d v = Mesh->GetVertex(vid);
FVector3f n = (UseNormals != nullptr) ? (FVector3f)(*UseNormals)[vid] : Mesh->GetVertexNormal(vid);
FVector3d newv = OffsetPositionFunc(v, n, vid);
Mesh->SetVertex(vid, newv);
}
}
// stitch each loop
Region.BaseLoops.SetNum(NumInitialLoops);
Region.OffsetLoops.SetNum(NumInitialLoops);
Region.StitchTriangles.SetNum(NumInitialLoops);
Region.StitchPolygonIDs.SetNum(NumInitialLoops);
int32 LoopIndex = 0;
for (FDynamicMeshEditor::FLoopPairSet& LoopPair : LoopPairs)
{
TArray<int32>& BaseLoopV = LoopPair.OuterVertices;
TArray<int32>& OffsetLoopV = LoopPair.InnerVertices;
int NumLoopV = BaseLoopV.Num();
// allocate a new group ID for each pair of input group IDs, and build up list of new group IDs along loop
TArray<int32> NewGroupIDs;
TArray<int32> EdgeGroups;
TMap<TPair<int32,int32>, int32> NewGroupsMap;
for (int32 k = 0; k < NumLoopV; ++k)
{
int32 OffsetEdgeID = Mesh->FindEdge(OffsetLoopV[k], OffsetLoopV[(k + 1) % NumLoopV]);
int32 OffsetGroupID = Mesh->GetTriangleGroup(Mesh->GetEdgeT(OffsetEdgeID).A);
// base edge may not exist if we offset entire region. In that case just use single GroupID
int32 BaseEdgeID = Mesh->FindEdge(BaseLoopV[k], BaseLoopV[(k + 1) % NumLoopV]);
int32 BaseGroupID = (BaseEdgeID >= 0) ? Mesh->GetTriangleGroup(Mesh->GetEdgeT(BaseEdgeID).A) : OffsetGroupID;
TPair<int32,int32> GroupPair(FMathd::Min(BaseGroupID, OffsetGroupID), FMathd::Max(BaseGroupID, OffsetGroupID));
if (NewGroupsMap.Contains(GroupPair) == false)
{
int32 NewGroupID = Mesh->AllocateTriangleGroup();
NewGroupIDs.Add(NewGroupID);
NewGroupsMap.Add(GroupPair, NewGroupID);
}
EdgeGroups.Add(NewGroupsMap[GroupPair]);
}
// stitch the loops
FDynamicMeshEditResult StitchResult;
Editor.StitchVertexLoopsMinimal(OffsetLoopV, BaseLoopV, StitchResult);
// set the groups of the new quads along the stitch
int NumNewQuads = StitchResult.NewQuads.Num();
for (int32 k = 0; k < NumNewQuads; k++)
{
Mesh->SetTriangleGroup(StitchResult.NewQuads[k].A, EdgeGroups[k]);
Mesh->SetTriangleGroup(StitchResult.NewQuads[k].B, EdgeGroups[k]);
}
// save the stitch triangles set and associated group IDs
StitchResult.GetAllTriangles(Region.StitchTriangles[LoopIndex]);
Region.StitchPolygonIDs[LoopIndex] = NewGroupIDs;
// for each polygon we created in stitch, set UVs and normals
// TODO copied from FExtrudeMesh, doesn't really make sense in this context...
if (Mesh->HasAttributes())
{
float AccumUVTranslation = 0;
FFrame3d FirstProjectFrame;
FVector3d FrameUp;
for (int k = 0; k < NumNewQuads; k++)
{
FVector3f Normal = Editor.ComputeAndSetQuadNormal(StitchResult.NewQuads[k], true);
// align axis 0 of projection frame to first edge, then for further edges,
// rotate around 'up' axis to keep normal aligned and frame horizontal
FFrame3d ProjectFrame;
if (k == 0)
{
FVector3d FirstEdge = Mesh->GetVertex(BaseLoopV[1]) - Mesh->GetVertex(BaseLoopV[0]);
Normalize(FirstEdge);
FirstProjectFrame = FFrame3d(FVector3d::Zero(), (FVector3d)Normal);
FirstProjectFrame.ConstrainedAlignAxis(0, FirstEdge, (FVector3d)Normal);
FrameUp = FirstProjectFrame.GetAxis(1);
ProjectFrame = FirstProjectFrame;
}
else
{
ProjectFrame = FirstProjectFrame;
ProjectFrame.ConstrainedAlignAxis(2, (FVector3d)Normal, FrameUp);
}
if (k > 0)
{
AccumUVTranslation += Distance(Mesh->GetVertex(BaseLoopV[k]), Mesh->GetVertex(BaseLoopV[k - 1]));
}
// translate horizontally such that vertical spans are adjacent in UV space (so textures tile/wrap properly)
float TranslateU = UVScaleFactor * AccumUVTranslation;
Editor.SetQuadUVsFromProjection(StitchResult.NewQuads[k], ProjectFrame, UVScaleFactor, FVector2f(TranslateU, 0));
}
}
Region.BaseLoops[LoopIndex].InitializeFromVertices(Mesh, BaseLoopV);
Region.OffsetLoops[LoopIndex].InitializeFromVertices(Mesh, OffsetLoopV);
LoopIndex++;
}
return true;
}