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UMeshElementsVisualizer::SetMeshAccessFunction() now takes a TFunction with a TFunctionRef argument, instead of with a FDynamicMesh3* argument. This allows the UMeshElementsVisualizer to access the target mesh via the ProcessMesh()-style call on a UPreviewMesh, UDynamicMesh, etc, rather than receiving direct pointer access. See UWeldMeshEdgesTool::Setup() for example usage. Add UMeshOpPreviewWithBackgroundCompute::ProcessCurrentMesh(), which forwards to the embedded UPreviewMesh::ProcessMesh() (which can be used with the above) Add UE::ToolTarget::GetMeshDescriptionCopy() to ModelingToolTargetUtil, similar to existing DynamicMesh variant that will auto-compute tangents if necessary. #rb none #rnx #jira none #preflight 60c8def586ce760001d8de51 #fyi semion.piskarev [CL 16679472 by Ryan Schmidt in ue5-main branch]
317 lines
9.2 KiB
C++
317 lines
9.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ConvertToPolygonsTool.h"
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#include "InteractiveToolManager.h"
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#include "ToolBuilderUtil.h"
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#include "ToolSetupUtil.h"
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#include "ModelingToolTargetUtil.h"
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#include "Drawing/PreviewGeometryActor.h"
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#include "PreviewMesh.h"
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#include "MeshOpPreviewHelpers.h"
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#include "ModelingOperators.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "DynamicMesh/MeshNormals.h"
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#include "DynamicMeshEditor.h"
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#include "MeshRegionBoundaryLoops.h"
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#include "Util/ColorConstants.h"
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#include "Polygroups/PolygroupUtil.h"
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#include "Util/ColorConstants.h"
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#include "FindPolygonsAlgorithm.h"
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#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
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using namespace UE::Geometry;
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#define LOCTEXT_NAMESPACE "UConvertToPolygonsTool"
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/*
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* ToolBuilder
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*/
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USingleSelectionMeshEditingTool* UConvertToPolygonsToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
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{
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return NewObject<UConvertToPolygonsTool>(SceneState.ToolManager);
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}
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class FConvertToPolygonsOp : public FDynamicMeshOperator
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{
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public:
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FConvertToPolygonsOp() : FDynamicMeshOperator() {}
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virtual void CalculateResult(FProgressCancel* Progress) override
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{
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if ((Progress && Progress->Cancelled()) || !OriginalMesh)
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{
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return;
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}
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ResultMesh->Copy(*OriginalMesh, true, true, true, true);
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if (Progress && Progress->Cancelled())
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{
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return;
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}
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Polygons = FFindPolygonsAlgorithm(ResultMesh.Get());
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switch (ConversionMode)
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{
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case EConvertToPolygonsMode::FromUVIslands:
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{
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Polygons.FindPolygonsFromUVIslands();
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break;
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}
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case EConvertToPolygonsMode::FromConnectedTris:
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{
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Polygons.FindPolygonsFromConnectedTris();
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break;
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}
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case EConvertToPolygonsMode::FaceNormalDeviation:
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{
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double DotTolerance = 1.0 - FMathd::Cos(AngleTolerance * FMathd::DegToRad);
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Polygons.FindPolygonsFromFaceNormals(DotTolerance);
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break;
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}
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default:
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check(0);
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}
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Polygons.FindPolygonEdges();
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if (bCalculateNormals && ConversionMode == EConvertToPolygonsMode::FaceNormalDeviation)
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{
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if (ResultMesh->HasAttributes() == false)
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{
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ResultMesh->EnableAttributes();
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}
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FDynamicMeshNormalOverlay* NormalOverlay = ResultMesh->Attributes()->PrimaryNormals();
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NormalOverlay->ClearElements();
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FDynamicMeshEditor Editor(ResultMesh.Get());
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for (const TArray<int>& Polygon : Polygons.FoundPolygons)
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{
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FVector3f Normal = (FVector3f)ResultMesh->GetTriNormal(Polygon[0]);
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Editor.SetTriangleNormals(Polygon, Normal);
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}
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FMeshNormals Normals(ResultMesh.Get());
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Normals.RecomputeOverlayNormals(ResultMesh->Attributes()->PrimaryNormals());
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Normals.CopyToOverlay(NormalOverlay, false);
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}
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}
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void SetTransform(const FTransform& Transform)
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{
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ResultTransform = (UE::Geometry::FTransform3d)Transform;
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}
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FFindPolygonsAlgorithm Polygons;
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TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe> OriginalMesh;
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// parameters set by the tool
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EConvertToPolygonsMode ConversionMode;
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double AngleTolerance;
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bool bCalculateNormals;
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};
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TUniquePtr<FDynamicMeshOperator> UConvertToPolygonsOperatorFactory::MakeNewOperator()
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{
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// backpointer used to populate parameters.
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check(ConvertToPolygonsTool);
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// Create the actual operator type based on the requested operation
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TUniquePtr<FConvertToPolygonsOp> MeshOp = MakeUnique<FConvertToPolygonsOp>();
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// Operator runs on another thread - copy data over that it needs.
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ConvertToPolygonsTool->UpdateOpParameters(*MeshOp);
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// give the operator
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return MeshOp;
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}
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/*
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* Tool
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*/
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UConvertToPolygonsTool::UConvertToPolygonsTool()
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{
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SetToolDisplayName(LOCTEXT("ConvertToPolygonsToolName", "Generate PolyGroups"));
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}
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bool UConvertToPolygonsTool::CanAccept() const
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{
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return Super::CanAccept() && (PreviewCompute == nullptr || PreviewCompute->HaveValidResult());
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}
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void UConvertToPolygonsTool::Setup()
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{
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UInteractiveTool::Setup();
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FComponentMaterialSet MaterialSet = UE::ToolTarget::GetMaterialSet(Target);
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OriginalDynamicMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>(UE::ToolTarget::GetDynamicMeshCopy(Target));
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Settings = NewObject<UConvertToPolygonsToolProperties>(this);
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Settings->RestoreProperties(this);
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AddToolPropertySource(Settings);
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FTransform MeshTransform = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target);
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UE::ToolTarget::HideSourceObject(Target);
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{
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// create the operator factory
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UConvertToPolygonsOperatorFactory* ConvertToPolygonsOperatorFactory = NewObject<UConvertToPolygonsOperatorFactory>(this);
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ConvertToPolygonsOperatorFactory->ConvertToPolygonsTool = this; // set the back pointer
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PreviewCompute = NewObject<UMeshOpPreviewWithBackgroundCompute>(ConvertToPolygonsOperatorFactory);
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PreviewCompute->Setup(this->TargetWorld, ConvertToPolygonsOperatorFactory);
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PreviewCompute->SetIsMeshTopologyConstant(true, EMeshRenderAttributeFlags::Positions | EMeshRenderAttributeFlags::VertexNormals);
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// Give the preview something to display
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PreviewCompute->PreviewMesh->SetTransform(MeshTransform);
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PreviewCompute->PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
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PreviewCompute->PreviewMesh->UpdatePreview(OriginalDynamicMesh.Get());
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PreviewCompute->ConfigureMaterials(MaterialSet.Materials,
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ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
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);
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// show the preview mesh
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PreviewCompute->SetVisibility(true);
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// something to capture the polygons from the async task when it is done
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PreviewCompute->OnOpCompleted.AddLambda([this](const FDynamicMeshOperator* MeshOp)
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{
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const FConvertToPolygonsOp* ConvertToPolygonsOp = static_cast<const FConvertToPolygonsOp*>(MeshOp);
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this->PolygonEdges = ConvertToPolygonsOp->Polygons.PolygonEdges;
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UpdateVisualization();
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});
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// start the compute
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PreviewCompute->InvalidateResult();
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}
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PreviewGeometry = NewObject<UPreviewGeometry>(this);
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PreviewGeometry->CreateInWorld(TargetWorld, MeshTransform);
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// updates the triangle color visualization
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UpdateVisualization();
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Settings->WatchProperty(Settings->ConversionMode,
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[this](EConvertToPolygonsMode NewMode)
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{ OnSettingsModified(); });
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Settings->WatchProperty(Settings->bShowGroupColors,
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[this](bool bNewValue)
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{ UpdateVisualization(); });
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Settings->WatchProperty(Settings->AngleTolerance,
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[this](float value)
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{ OnSettingsModified(); });
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GetToolManager()->DisplayMessage(
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LOCTEXT("OnStartTool", "Cluster triangles of the Mesh into PolyGroups using various strategies"),
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EToolMessageLevel::UserNotification);
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}
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void UConvertToPolygonsTool::UpdateOpParameters(FConvertToPolygonsOp& ConvertToPolygonsOp) const
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{
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ConvertToPolygonsOp.bCalculateNormals = Settings->bCalculateNormals;
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ConvertToPolygonsOp.ConversionMode = Settings->ConversionMode;
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ConvertToPolygonsOp.AngleTolerance = Settings->AngleTolerance;
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ConvertToPolygonsOp.OriginalMesh = OriginalDynamicMesh;
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FTransform LocalToWorld = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target);
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ConvertToPolygonsOp.SetTransform(LocalToWorld);
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}
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void UConvertToPolygonsTool::Shutdown(EToolShutdownType ShutdownType)
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{
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Settings->SaveProperties(this);
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UE::ToolTarget::ShowSourceObject(Target);
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PreviewGeometry->Disconnect();
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PreviewGeometry = nullptr;
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if (PreviewCompute)
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{
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FDynamicMeshOpResult Result = PreviewCompute->Shutdown();
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if (ShutdownType == EToolShutdownType::Accept)
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{
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GetToolManager()->BeginUndoTransaction(LOCTEXT("ConvertToPolygonsToolTransactionName", "Find Polygroups"));
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FDynamicMesh3* DynamicMeshResult = Result.Mesh.Get();
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if (ensure(DynamicMeshResult != nullptr))
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{
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// todo: have not actually modified topology here, but groups-only update is not supported yet
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UE::ToolTarget::CommitDynamicMeshUpdate(Target, *DynamicMeshResult, true);
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}
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GetToolManager()->EndUndoTransaction();
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}
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}
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}
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void UConvertToPolygonsTool::OnSettingsModified()
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{
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PreviewCompute->InvalidateResult();
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}
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void UConvertToPolygonsTool::OnTick(float DeltaTime)
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{
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PreviewCompute->Tick(DeltaTime);
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}
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void UConvertToPolygonsTool::UpdateVisualization()
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{
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if (!PreviewCompute)
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{
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return;
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}
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IMaterialProvider* MaterialTarget = Cast<IMaterialProvider>(Target);
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FComponentMaterialSet MaterialSet;
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if (Settings->bShowGroupColors)
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{
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int32 NumMaterials = MaterialTarget->GetNumMaterials();
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for (int32 i = 0; i < NumMaterials; ++i)
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{
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MaterialSet.Materials.Add(ToolSetupUtil::GetSelectionMaterial(GetToolManager()));
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}
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PreviewCompute->PreviewMesh->SetTriangleColorFunction([this](const FDynamicMesh3* Mesh, int TriangleID)
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{
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return LinearColors::SelectFColor(Mesh->GetTriangleGroup(TriangleID));
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},
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UPreviewMesh::ERenderUpdateMode::FastUpdate);
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}
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else
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{
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MaterialTarget->GetMaterialSet(MaterialSet);
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PreviewCompute->PreviewMesh->ClearTriangleColorFunction(UPreviewMesh::ERenderUpdateMode::FastUpdate);
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}
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PreviewCompute->ConfigureMaterials(MaterialSet.Materials,
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ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager()));
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FColor GroupLineColor = FColor::Red;
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float GroupLineThickness = 2.0f;
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PreviewGeometry->CreateOrUpdateLineSet(TEXT("GroupBorders"), PolygonEdges.Num(),
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[&](int32 k, TArray<FRenderableLine>& LinesOut) {
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FVector3d A, B;
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OriginalDynamicMesh->GetEdgeV(PolygonEdges[k], A, B);
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LinesOut.Add(FRenderableLine(A, B, GroupLineColor, GroupLineThickness));
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}, 1);
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}
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#undef LOCTEXT_NAMESPACE
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