Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryProcessing/Source/DynamicMesh/Private/Sampling/MeshMapBaker.cpp
lonnie li 450820cda6 ModelingTools: Fix synchronization issues in BakeTexture when modifying bake targets during a background compute.
#rb michael.balzer
#rnx
#jira none
#preflight 60c1280079a7fe0001317aaa

[CL 16614097 by lonnie li in ue5-main branch]
2021-06-09 18:10:23 -04:00

632 lines
20 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Sampling/MeshMapBaker.h"
#include "Image/ImageOccupancyMap.h"
#include "Spatial/DenseGrid2.h"
#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
using namespace UE::Geometry;
/**
* Find point on Detail mesh that corresponds to point on Base mesh.
* Strategy is:
* 1) cast a ray inwards along -Normal from BasePoint + Thickness*Normal
* 2) cast a ray outwards along Normal from BasePoint
* 3) cast a ray inwards along -Normal from BasePoint
* We take (1) preferentially, and then (2), and then (3)
*
* If all of those fail, if bFailToNearestPoint is true we fall back to nearest-point,
*
* If all the above fail, return false
*/
static bool GetDetailMeshTrianglePoint_Raycast(
const FDynamicMesh3& DetailMesh,
const FDynamicMeshAABBTree3& DetailSpatial,
const FVector3d& BasePoint,
const FVector3d& BaseNormal,
int32& DetailTriangleOut,
FVector3d& DetailTriBaryCoords,
double Thickness,
bool bFailToNearestPoint
)
{
// TODO: should we check normals here? inverse normal should probably not be considered valid
// shoot rays forwards and backwards
FRay3d InwardRay = FRay3d(BasePoint + Thickness * BaseNormal, -BaseNormal);
FRay3d ForwardRay(BasePoint, BaseNormal);
FRay3d BackwardRay(BasePoint, -BaseNormal);
int32 ForwardHitTID = IndexConstants::InvalidID, InwardHitTID = IndexConstants::InvalidID, BackwardHitTID = IndexConstants::InvalidID;
double ForwardHitDist, InwardHitDist, BackwardHitDist;
IMeshSpatial::FQueryOptions Options;
Options.MaxDistance = Thickness;
bool bHitInward = DetailSpatial.FindNearestHitTriangle(InwardRay, InwardHitDist, InwardHitTID, Options);
bool bHitForward = DetailSpatial.FindNearestHitTriangle(ForwardRay, ForwardHitDist, ForwardHitTID, Options);
bool bHitBackward = DetailSpatial.FindNearestHitTriangle(BackwardRay, BackwardHitDist, BackwardHitTID, Options);
FRay3d HitRay;
int32 HitTID = IndexConstants::InvalidID;
double HitDist = TNumericLimits<double>::Max();
if (bHitInward)
{
HitRay = InwardRay;
HitTID = InwardHitTID;
HitDist = InwardHitDist;
}
else if (bHitForward)
{
HitRay = ForwardRay;
HitTID = ForwardHitTID;
HitDist = ForwardHitDist;
}
else if (bHitBackward)
{
HitRay = BackwardRay;
HitTID = BackwardHitTID;
HitDist = BackwardHitDist;
}
// if we got a valid ray hit, use it
if (DetailMesh.IsTriangle(HitTID))
{
DetailTriangleOut = HitTID;
FIntrRay3Triangle3d IntrQuery = TMeshQueries<FDynamicMesh3>::TriangleIntersection(DetailMesh, HitTID, HitRay);
DetailTriBaryCoords = IntrQuery.TriangleBaryCoords;
return true;
}
else
{
// if we did not find any hits, try nearest-point
IMeshSpatial::FQueryOptions OnSurfQueryOptions;
OnSurfQueryOptions.MaxDistance = Thickness;
double NearDistSqr = 0;
int32 NearestTriID = -1;
// if we are using absolute nearest point as a fallback, then ignore max distance
if (bFailToNearestPoint)
{
NearestTriID = DetailSpatial.FindNearestTriangle(BasePoint, NearDistSqr);
}
else
{
NearestTriID = DetailSpatial.FindNearestTriangle(BasePoint, NearDistSqr, OnSurfQueryOptions);
}
if (DetailMesh.IsTriangle(NearestTriID))
{
DetailTriangleOut = NearestTriID;
FDistPoint3Triangle3d DistQuery = TMeshQueries<FDynamicMesh3>::TriangleDistance(DetailMesh, NearestTriID, BasePoint);
DetailTriBaryCoords = DistQuery.TriangleBaryCoords;
return true;
}
}
return false;
}
/**
* Find point on Detail mesh that corresponds to point on Base mesh using minimum distance
*/
static bool GetDetailMeshTrianglePoint_Nearest(
const FDynamicMesh3& DetailMesh,
const FDynamicMeshAABBTree3& DetailSpatial,
const FVector3d& BasePoint,
int32& DetailTriangleOut,
FVector3d& DetailTriBaryCoords)
{
double NearDistSqr = 0;
int32 NearestTriID = DetailSpatial.FindNearestTriangle(BasePoint, NearDistSqr);
if (DetailMesh.IsTriangle(NearestTriID))
{
DetailTriangleOut = NearestTriID;
FDistPoint3Triangle3d DistQuery = TMeshQueries<FDynamicMesh3>::TriangleDistance(DetailMesh, NearestTriID, BasePoint);
DetailTriBaryCoords = DistQuery.TriangleBaryCoords;
return true;
}
return false;
}
//
// FMeshMapBaker
//
void FMeshMapBaker::InitBake()
{
// Retrieve evaluation contexts and cache:
// - index lists of accumulation modes (BakeAccumulateLists)
// - evaluator to bake result offsets (BakeOffsets)
// - buffer size per sample (BakeSampleBufferSize)
int32 NumBakers = Bakers.Num();
BakeContexts.SetNum(NumBakers);
BakeOffsets.SetNumUninitialized(NumBakers + 1);
BakeAccumulateLists.SetNum((int32) FMeshMapEvaluator::EAccumulateMode::Last);
BakeSampleBufferSize = 0;
int32 Offset = 0;
for (int32 Idx = 0; Idx < NumBakers; ++Idx)
{
Bakers[Idx]->Setup(*this, BakeContexts[Idx]);
checkSlow(BakeContexts[Idx].Evaluate != nullptr && BakeContexts[Idx].EvaluateDefault != nullptr);
checkSlow(BakeContexts[Idx].DataLayout.Num() > 0);
int32 NumData = BakeContexts[Idx].DataLayout.Num();
for (int32 DataIdx = 0; DataIdx < NumData; ++DataIdx)
{
BakeSampleBufferSize += (int32) BakeContexts[Idx].DataLayout[DataIdx];
}
BakeOffsets[Idx] = Offset;
Offset += NumData;
BakeAccumulateLists[(int32) BakeContexts[Idx].AccumulateMode].Add(Idx);
}
BakeOffsets[NumBakers] = Offset;
// Initialize our BakeResults list and cache offsets into the sample buffer
// per bake result
const int32 NumResults = Offset;
BakeResults.SetNum(NumResults);
BakeSampleOffsets.SetNumUninitialized(NumResults + 1);
int32 SampleOffset = 0;
for (int32 Idx = 0; Idx < NumBakers; ++Idx)
{
int32 NumData = BakeContexts[Idx].DataLayout.Num();
for (int32 DataIdx = 0; DataIdx < NumData; ++DataIdx)
{
int32 ResultIdx = BakeOffsets[Idx] + DataIdx;
BakeResults[ResultIdx] = MakeUnique<TImageBuilder<FVector4f>>();
BakeResults[ResultIdx]->SetDimensions(Dimensions);
BakeSampleOffsets[ResultIdx] = SampleOffset;
SampleOffset += (int32) BakeContexts[Idx].DataLayout[DataIdx];
}
}
BakeSampleOffsets[NumResults] = SampleOffset;
InitBakeDefaults();
for (int32 Idx = 0; Idx < NumResults; ++Idx)
{
BakeResults[Idx]->Clear(BakeDefaultColors[Idx]);
}
}
void FMeshMapBaker::InitBakeDefaults()
{
// Cache default float buffer and colors for each bake result.
checkSlow(BakeSampleBufferSize > 0);
BakeDefaults.SetNumUninitialized(BakeSampleBufferSize);
float* Buffer = BakeDefaults.GetData();
float* BufferPtr = Buffer;
const int32 NumBakers = Bakers.Num();
for (int32 Idx = 0; Idx < NumBakers; ++Idx)
{
BakeContexts[Idx].EvaluateDefault(BufferPtr, BakeContexts[Idx].EvalData);
}
checkSlow((BufferPtr - Buffer) == BakeSampleBufferSize);
BufferPtr = Buffer;
const int32 NumBakeResults = BakeResults.Num();
BakeDefaultColors.SetNumUninitialized(NumBakeResults);
for (int32 Idx = 0; Idx < NumBakers; ++Idx)
{
const int32 NumData = BakeContexts[Idx].DataLayout.Num();
for (int32 DataIdx = 0; DataIdx < NumData; ++DataIdx)
{
const int32 ResultIdx = BakeOffsets[Idx] + DataIdx;
BakeDefaultColors[ResultIdx] = FloatToPixel(BufferPtr, BakeContexts[Idx].DataLayout[DataIdx], 1.0f);
}
}
checkSlow((BufferPtr - Buffer) == BakeSampleBufferSize);
}
void FMeshMapBaker::Bake()
{
if (Bakers.IsEmpty())
{
return;
}
InitBake();
// Generate UV space mesh
const FDynamicMesh3* Mesh = TargetMesh;
const FDynamicMeshUVOverlay* UVOverlay = GetTargetMeshUVs();
const FDynamicMeshNormalOverlay* NormalOverlay = GetTargetMeshNormals();
FlatMesh = FDynamicMesh3(EMeshComponents::FaceGroups);
for (int32 tid : Mesh->TriangleIndicesItr())
{
if (UVOverlay->IsSetTriangle(tid))
{
FVector2f A, B, C;
UVOverlay->GetTriElements(tid, A, B, C);
int32 VertA = FlatMesh.AppendVertex(FVector3d(A.X, A.Y, 0));
int32 VertB = FlatMesh.AppendVertex(FVector3d(B.X, B.Y, 0));
int32 VertC = FlatMesh.AppendVertex(FVector3d(C.X, C.Y, 0));
int32 NewTriID = FlatMesh.AppendTriangle(VertA, VertB, VertC, tid);
}
}
ECorrespondenceStrategy UseStrategy = this->CorrespondenceStrategy;
if (UseStrategy == ECorrespondenceStrategy::Identity && ensure(DetailMesh == Mesh) == false)
{
// Identity strategy requires mesh to be the same. Could potentially have two copies, in which
// case this ensure is too conservative, but for now we will assume this
UseStrategy = ECorrespondenceStrategy::NearestPoint;
}
// This sampler finds the correspondence between target surface and detail surface.
DetailMeshSampler.Initialize(Mesh, UVOverlay, EMeshSurfaceSamplerQueryType::TriangleAndUV, FMeshMapEvaluator::FCorrespondenceSample(),
[Mesh, NormalOverlay, UseStrategy, this](const FMeshUVSampleInfo& SampleInfo, FMeshMapEvaluator::FCorrespondenceSample& ValueOut)
{
NormalOverlay->GetTriBaryInterpolate<double>(SampleInfo.TriangleIndex, &SampleInfo.BaryCoords.X, &ValueOut.BaseNormal.X);
Normalize(ValueOut.BaseNormal);
FVector3d RayDir = ValueOut.BaseNormal;
ValueOut.BaseSample = SampleInfo;
ValueOut.DetailTriID = FDynamicMesh3::InvalidID;
if (UseStrategy == ECorrespondenceStrategy::Identity)
{
ValueOut.DetailTriID = SampleInfo.TriangleIndex;
ValueOut.DetailBaryCoords = SampleInfo.BaryCoords;
}
else if (UseStrategy == ECorrespondenceStrategy::NearestPoint)
{
bool bFoundTri = GetDetailMeshTrianglePoint_Nearest(*DetailMesh, *DetailSpatial, SampleInfo.SurfacePoint,
ValueOut.DetailTriID, ValueOut.DetailBaryCoords);
}
else // Fall back to raycast strategy
{
double SampleThickness = this->GetThickness(); // could modulate w/ a map here...
// Find detail mesh triangle point
bool bFoundTri = GetDetailMeshTrianglePoint_Raycast(*DetailMesh, *DetailSpatial, SampleInfo.SurfacePoint, RayDir,
ValueOut.DetailTriID, ValueOut.DetailBaryCoords, SampleThickness,
(UseStrategy == ECorrespondenceStrategy::RaycastStandardThenNearest));
}
});
// Setup image tiling
FImageTiling Tiles(Dimensions, TileSize, TileSize, 0);
const int32 NumBakers = Bakers.Num();
const int32 NumResults = BakeResults.Num();
ParallelFor(Tiles.Num(), [this, &Tiles, &NumBakers, &NumResults](int32 TileIdx)
{
FImageDimensions Tile = Tiles.GetTile(TileIdx);
FImageOccupancyMap OccupancyMap;
OccupancyMap.GutterSize = GutterSize;
OccupancyMap.Initialize(Tile, Multisampling);
OccupancyMap.ComputeFromUVSpaceMesh(FlatMesh, [this](int32 TriangleID) { return FlatMesh.GetTriangleGroup(TriangleID); });
FMeshMapTileBuffer TileBuffer(Tile, BakeSampleBufferSize);
// Calculate interior texels
for (FVector2i Texel(0,0); Texel.Y < Tile.GetHeight(); ++Texel.Y)
{
for (Texel.X = 0; Texel.X < Tile.GetWidth(); ++Texel.X)
{
if (CancelF())
{
return;
}
BakePixel(TileBuffer, OccupancyMap, Tile, Texel);
}
}
// Convert TileBuffer data to color data.
for (FVector2i Texel(0,0); Texel.Y < Tile.GetHeight(); ++Texel.Y)
{
for (Texel.X = 0; Texel.X < Tile.GetWidth(); ++Texel.X)
{
if (CancelF())
{
return;
}
const int64 PixelLinearIdx = Tile.GetIndex(Texel);
const float& PixelWeight = TileBuffer.GetPixelWeight(PixelLinearIdx);
if (PixelWeight > 0.0)
{
const int64 ImageLinearIdx = Tile.GetSourceIndex(Texel);
float* PixelBuffer = TileBuffer.GetPixel(PixelLinearIdx);
const float OneOverPixelWeight = 1.0f / PixelWeight;
auto WriteToPixel = [this, &PixelBuffer, &ImageLinearIdx](TArray<int32>& BakeIds, float Weight)
{
for (int32 Idx : BakeIds)
{
const FMeshMapEvaluator::FEvaluationContext& Context = BakeContexts[Idx];
const int32 NumData = Context.DataLayout.Num();
const int32 ResultOffset = BakeOffsets[Idx];
for (int32 DataIdx = 0; DataIdx < NumData; ++DataIdx)
{
const int32 ResultIdx = ResultOffset + DataIdx;
const int32 Offset = BakeSampleOffsets[ResultIdx];
float* BufferPtr = &PixelBuffer[Offset];
const FMeshMapEvaluator::EComponents Stride = Context.DataLayout[DataIdx];
FVector4f& Pixel = BakeResults[ResultIdx]->GetPixel(ImageLinearIdx);
Pixel = FloatToPixel(BufferPtr, Stride, Weight);
}
}
};
WriteToPixel(BakeAccumulateLists[(int32)FMeshMapEvaluator::EAccumulateMode::Add], OneOverPixelWeight);
WriteToPixel(BakeAccumulateLists[(int32)FMeshMapEvaluator::EAccumulateMode::Overwrite], 1.0f);
}
}
}
for (int64 GutterIdx = 0; GutterIdx < OccupancyMap.GutterTexels.Num(); ++GutterIdx)
{
int64 GutterPixelTo;
int64 GutterPixelFrom;
Tie(GutterPixelTo, GutterPixelFrom) = OccupancyMap.GutterTexels[GutterIdx];
for (int32 Idx = 0; Idx < NumResults; Idx++)
{
BakeResults[Idx]->CopyPixel(GutterPixelFrom, GutterPixelTo);
}
}
}, !bParallel ? EParallelForFlags::ForceSingleThread : EParallelForFlags::None);
}
void FMeshMapBaker::BakePixel(FMeshMapTileBuffer& TileBuffer, FImageOccupancyMap& OccupancyMap, const FImageDimensions& Tile, const FVector2i& TileCoords)
{
if (OccupancyMap.TexelNumSamples(Tile.GetIndex(TileCoords)) == 0)
{
return;
}
const int64 TilePixelLinearIdx = Tile.GetIndex(TileCoords);
float* PixelBuffer = TileBuffer.GetPixel(TilePixelLinearIdx);
float& PixelWeight = TileBuffer.GetPixelWeight(TilePixelLinearIdx);
const FVector2i ImageCoords = Tile.GetSourceCoords(TileCoords.X, TileCoords.Y);
const int32 NumSamples = OccupancyMap.Multisampler.Num();
const int32 NumEvaluatorAdd = BakeAccumulateLists[(int32)FMeshMapEvaluator::EAccumulateMode::Add].Num();
for (int32 SampleIdx = 0; SampleIdx < NumSamples; ++SampleIdx)
{
const int64 LinearIdx = TilePixelLinearIdx * OccupancyMap.Multisampler.Num() + SampleIdx;
if (!OccupancyMap.IsInterior(LinearIdx))
{
PixelWeight += NumEvaluatorAdd > 0;
for (int32 Idx : BakeAccumulateLists[(int32) FMeshMapEvaluator::EAccumulateMode::Add] )
{
const int32 NumData = BakeContexts[Idx].DataLayout.Num();
for (int32 DataIdx = 0; DataIdx < NumData; ++DataIdx)
{
const int32 ResultIdx = BakeOffsets[Idx] + DataIdx;
const int32 Offset = BakeSampleOffsets[ResultIdx];
const int32 Stride = (int32) BakeContexts[Idx].DataLayout[DataIdx];
for (int32 BufIdx = 0; BufIdx < Stride; ++BufIdx)
{
PixelBuffer[Offset + BufIdx] += BakeDefaults[Offset + BufIdx];
}
}
}
}
else
{
const FVector2d UVPosition = (FVector2d)OccupancyMap.TexelQueryUV[LinearIdx];
const int32 UVTriangleID = OccupancyMap.TexelQueryTriangle[LinearIdx];
FMeshMapEvaluator::FCorrespondenceSample Sample;
DetailMeshSampler.SampleUV(UVTriangleID, UVPosition, Sample);
BakeSample(TileBuffer, Sample, Tile, TileCoords, ImageCoords, 1.0f);
}
}
}
void FMeshMapBaker::BakeSample(FMeshMapTileBuffer& TileBuffer, const FMeshMapEvaluator::FCorrespondenceSample& Sample, const FImageDimensions& Tile,
const FVector2i& TileCoords, const FVector2i& ImageCoords, const float& SampleWeight)
{
const int64 TilePixelLinearIdx = Tile.GetIndex(TileCoords);
float* PixelBuffer = TileBuffer.GetPixel(TilePixelLinearIdx);
float& PixelWeight = TileBuffer.GetPixelWeight(TilePixelLinearIdx);
PixelWeight += SampleWeight;
float* Buffer = static_cast<float*>(FMemory_Alloca(sizeof(float) * BakeSampleBufferSize));
float* BufferPtr = Buffer;
const int32 NumBakers = Bakers.Num();
for (int32 Idx = 0; Idx < NumBakers; ++Idx)
{
BakeContexts[Idx].Evaluate(BufferPtr, Sample, BakeContexts[Idx].EvalData);
}
checkSlow((BufferPtr - Buffer) == BakeSampleBufferSize);
auto AddFn = [PixelBuffer, Buffer](const int32 Idx) -> void
{
PixelBuffer[Idx] += Buffer[Idx];
};
auto OverwriteFn = [PixelBuffer, Buffer](const int32 Idx) -> void
{
PixelBuffer[Idx] = Buffer[Idx];
};
auto AccumulateFn = [this](const TArray<int32>& BakeIds, auto&& Op)
{
for (int32 Idx : BakeIds)
{
const FMeshMapEvaluator::FEvaluationContext& Context = BakeContexts[Idx];
const int32 NumData = Context.DataLayout.Num();
const int32 ResultOffset = BakeOffsets[Idx];
for (int32 DataIdx = 0; DataIdx < NumData; ++DataIdx)
{
const int32 ResultIdx = ResultOffset + DataIdx;
const int32 Offset = BakeSampleOffsets[ResultIdx];
const int32 Stride = (int32) Context.DataLayout[DataIdx];
for (int32 BufIdx = Offset; BufIdx < Offset + Stride; ++BufIdx)
{
Op(BufIdx);
}
}
}
};
AccumulateFn(BakeAccumulateLists[(int32)FMeshMapEvaluator::EAccumulateMode::Add], AddFn);
AccumulateFn(BakeAccumulateLists[(int32)FMeshMapEvaluator::EAccumulateMode::Overwrite], OverwriteFn);
}
FVector4f FMeshMapBaker::FloatToPixel(float*& Buffer, FMeshMapEvaluator::EComponents Stride, float Weight)
{
// TODO: Decompose this method into non-branching parts.
FVector4f Result = FVector4f(0.0, 0.0, 0.0, 1.0f);
switch (Stride)
{
case FMeshMapEvaluator::EComponents::Float1:
{
float X = Buffer[0] * Weight;
Result = FVector4f(X, X, X, 1.0f);
break;
}
case FMeshMapEvaluator::EComponents::Float2:
{
FVector2f Vec(Buffer[0], Buffer[1]);
Vec *= Weight;
Result = FVector4f(Vec.X, Vec.Y, 0.0f, 1.0f);
break;
}
case FMeshMapEvaluator::EComponents::Float3:
{
FVector3f Vec(Buffer[0], Buffer[1], Buffer[2]);
Vec *= Weight;
Result = FVector4f(Vec.X, Vec.Y, Vec.Z, 1.0f);
break;
}
case FMeshMapEvaluator::EComponents::Float4:
{
Result = FVector4f(Buffer[0], Buffer[1], Buffer[2], Buffer[3]);
Result *= Weight;
break;
}
default:
break;
}
Buffer += static_cast<int32>(Stride);
return Result;
}
int32 FMeshMapBaker::AddBaker(TSharedPtr<FMeshMapEvaluator> Sampler)
{
return Bakers.Add(Sampler);
}
FMeshMapEvaluator* FMeshMapBaker::GetBaker(int32 BakerIdx)
{
return Bakers[BakerIdx].Get();
}
void FMeshMapBaker::Reset()
{
Bakers.Empty();
BakeResults.Empty();
}
int32 FMeshMapBaker::NumBakers()
{
return Bakers.Num();
}
const TArrayView<TUniquePtr<TImageBuilder<FVector4f>>> FMeshMapBaker::GetBakeResults(int32 BakerIdx)
{
int32 ResultIdx = BakeOffsets[BakerIdx];
int32 NumResults = BakeOffsets[BakerIdx + 1] - ResultIdx;
return TArrayView<TUniquePtr<TImageBuilder<FVector4f>>>(&BakeResults[ResultIdx], NumResults);
}
void FMeshMapBaker::SetDetailMesh(const FDynamicMesh3* Mesh, const FDynamicMeshAABBTree3* Spatial)
{
DetailMesh = Mesh;
DetailSpatial = Spatial;
}
void FMeshMapBaker::SetTargetMesh(const FDynamicMesh3* Mesh)
{
TargetMesh = Mesh;
}
void FMeshMapBaker::SetTargetMeshTangents(TSharedPtr<FMeshTangentsd, ESPMode::ThreadSafe> Tangents)
{
TargetMeshTangents = Tangents;
}
const FDynamicMesh3* FMeshMapBaker::GetDetailMesh() const
{
return DetailMesh;
}
const FDynamicMeshAABBTree3* FMeshMapBaker::GetDetailMeshSpatial() const
{
return DetailSpatial;
}
const FDynamicMeshNormalOverlay* FMeshMapBaker::GetDetailMeshNormals() const
{
check(DetailMesh && DetailMesh->HasAttributes());
return DetailMesh->Attributes()->PrimaryNormals();
}
const FDynamicMeshUVOverlay* FMeshMapBaker::GetDetailMeshUVs(int32 UVLayerIn /*=0*/) const
{
check(DetailMesh && DetailMesh->HasAttributes());
return DetailMesh->Attributes()->GetUVLayer(UVLayerIn);
}
const FDynamicMesh3* FMeshMapBaker::GetTargetMesh() const
{
return TargetMesh;
}
const FDynamicMeshUVOverlay* FMeshMapBaker::GetTargetMeshUVs() const
{
check(TargetMesh && TargetMesh->HasAttributes() && UVLayer < TargetMesh->Attributes()->NumUVLayers());
return TargetMesh->Attributes()->GetUVLayer(UVLayer);
}
const FDynamicMeshNormalOverlay* FMeshMapBaker::GetTargetMeshNormals() const
{
check(TargetMesh && TargetMesh->HasAttributes());
return TargetMesh->Attributes()->PrimaryNormals();
}
TSharedPtr<FMeshTangentsd, ESPMode::ThreadSafe> FMeshMapBaker::GetTargetMeshTangents() const
{
return TargetMeshTangents;
}
void FMeshMapBaker::SetDimensions(FImageDimensions DimensionsIn)
{
Dimensions = DimensionsIn;
}
void FMeshMapBaker::SetUVLayer(int32 UVLayerIn)
{
UVLayer = UVLayerIn;
}
void FMeshMapBaker::SetThickness(double ThicknessIn)
{
Thickness = ThicknessIn;
}
void FMeshMapBaker::SetGutterSize(int32 GutterSizeIn)
{
GutterSize = GutterSizeIn;
}
void FMeshMapBaker::SetMultisampling(int32 MultisamplingIn)
{
Multisampling = MultisamplingIn;
}
void FMeshMapBaker::SetCorrespondenceStrategy(ECorrespondenceStrategy Strategy)
{
CorrespondenceStrategy = Strategy;
}