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#rb none #rnx #jira none #preflight 60c52c5db9446100014da02d [CL 16653115 by Ryan Schmidt in ue5-main branch]
570 lines
19 KiB
C++
570 lines
19 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "EdgeLoopInsertionTool.h"
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#include "BaseBehaviors/SingleClickBehavior.h"
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#include "BaseBehaviors/MouseHoverBehavior.h"
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#include "CuttingOps/EdgeLoopInsertionOp.h"
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#include "DynamicMeshToMeshDescription.h"
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#include "DynamicMesh/DynamicMeshChangeTracker.h"
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#include "InteractiveToolManager.h"
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#include "MeshDescriptionToDynamicMesh.h"
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#include "Operations/GroupEdgeInserter.h"
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#include "ToolBuilderUtil.h"
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#include "ToolSceneQueriesUtil.h"
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#include "ToolSetupUtil.h"
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#include "TargetInterfaces/MaterialProvider.h"
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#include "TargetInterfaces/MeshDescriptionCommitter.h"
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#include "TargetInterfaces/MeshDescriptionProvider.h"
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#include "TargetInterfaces/PrimitiveComponentBackedTarget.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 "UEdgeLoopInsertionTool"
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USingleSelectionMeshEditingTool* UEdgeLoopInsertionToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
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{
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return NewObject<UEdgeLoopInsertionTool>(SceneState.ToolManager);
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}
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TUniquePtr<FDynamicMeshOperator> UEdgeLoopInsertionOperatorFactory::MakeNewOperator()
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{
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TUniquePtr<FEdgeLoopInsertionOp> Op = MakeUnique<FEdgeLoopInsertionOp>();
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Op->OriginalMesh = Tool->CurrentMesh;
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Op->OriginalTopology = Tool->CurrentTopology;
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Op->SetTransform(Cast<IPrimitiveComponentBackedTarget>(Tool->Target)->GetWorldTransform());
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if (Tool->bShowingBaseMesh)
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{
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// Return op with no input lengths so that we get the original mesh back.
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return Op;
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}
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if (Tool->Settings->InsertionMode == EEdgeLoopInsertionMode::PlaneCut)
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{
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Op->Mode = FGroupEdgeInserter::EInsertionMode::PlaneCut;
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}
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else
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{
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Op->Mode = FGroupEdgeInserter::EInsertionMode::Retriangulate;
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}
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Op->VertexTolerance = Tool->Settings->VertexTolerance;
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Op->GroupEdgeID = Tool->InputGroupEdgeID;
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Op->StartCornerID = Tool->Settings->bFlipOffsetDirection ?
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Op->OriginalTopology->Edges[Op->GroupEdgeID].EndpointCorners.B
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: Op->OriginalTopology->Edges[Op->GroupEdgeID].EndpointCorners.A;
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// Set up the inputs
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if (Tool->Settings->PositionMode == EEdgeLoopPositioningMode::Even)
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{
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int32 NumLoops = Tool->Settings->NumLoops;
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for (int32 i = 0; i < NumLoops; ++i)
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{
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Op->InputLengths.Add((i + 1.0) / (NumLoops + 1.0));
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}
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}
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else if (Tool->Settings->bInteractive)
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{
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Op->InputLengths.Add(Tool->InteractiveInputLength);
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}
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else if (Tool->Settings->PositionMode == EEdgeLoopPositioningMode::ProportionOffset)
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{
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Op->InputLengths.Add(Tool->Settings->ProportionOffset);
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}
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else
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{
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Op->InputLengths.Add(Tool->Settings->DistanceOffset);
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}
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Op->bInputsAreProportions = (Tool->Settings->PositionMode == EEdgeLoopPositioningMode::Even
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|| Tool->Settings->PositionMode == EEdgeLoopPositioningMode::ProportionOffset);
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return Op;
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}
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void UEdgeLoopInsertionTool::Setup()
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{
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USingleSelectionTool::Setup();
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if (!Target)
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{
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return;
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}
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SetToolDisplayName(LOCTEXT("ToolName", "Insert PolyLoop"));
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GetToolManager()->DisplayMessage(
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LOCTEXT("EdgeLoopInsertionToolDescription", "Click an edge to insert an edge loop passing across that edge. Edge loops follow a sequence of quad-like polygroups."),
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EToolMessageLevel::UserNotification);
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// Initialize the mesh that we'll be operating on
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CurrentMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
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FMeshDescriptionToDynamicMesh Converter;
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Converter.Convert(Cast<IMeshDescriptionProvider>(Target)->GetMeshDescription(), *CurrentMesh);
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CurrentTopology = MakeShared<FGroupTopology, ESPMode::ThreadSafe>(CurrentMesh.Get(), true);
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MeshSpatial.SetMesh(CurrentMesh.Get(), true);
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// Set up properties
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Settings = NewObject<UEdgeLoopInsertionProperties>(this);
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Settings->RestoreProperties(this);
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AddToolPropertySource(Settings);
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// Register ourselves to receive clicks and hover
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USingleClickInputBehavior* ClickBehavior = NewObject<USingleClickInputBehavior>();
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ClickBehavior->Initialize(this);
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AddInputBehavior(ClickBehavior);
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UMouseHoverBehavior* HoverBehavior = NewObject<UMouseHoverBehavior>();
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HoverBehavior->Initialize(this);
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AddInputBehavior(HoverBehavior);
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SetupPreview();
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// Draws the old group topology
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ExistingEdgesRenderer.LineColor = FLinearColor::Red;
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ExistingEdgesRenderer.LineThickness = 2.0;
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// Draws the new group edges that are added
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PreviewEdgeRenderer.LineColor = FLinearColor::Green;
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PreviewEdgeRenderer.LineThickness = 2.0;
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// Highlights non-quad groups that stop the loop;
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ProblemTopologyRenderer.LineColor = FLinearColor::Red;
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ProblemTopologyRenderer.LineThickness = 3.0;
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ProblemTopologyRenderer.DepthBias = 1.0;
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// Set up the topology selector, which we use to select the edges where we insert the loops
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TopologySelector.Initialize(CurrentMesh.Get(), CurrentTopology.Get());
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TopologySelector.SetSpatialSource([this]() {return &MeshSpatial; });
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TopologySelector.PointsWithinToleranceTest = [this](const FVector3d& Position1, const FVector3d& Position2, double TolScale) {
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UE::Geometry::FTransform3d Transform(Cast<IPrimitiveComponentBackedTarget>(Target)->GetWorldTransform());
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return ToolSceneQueriesUtil::PointSnapQuery(CameraState, Transform.TransformPosition(Position1), Transform.TransformPosition(Position2),
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ToolSceneQueriesUtil::GetDefaultVisualAngleSnapThreshD() * TolScale);
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};
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TopologySelectorSettings.bEnableEdgeHits = true;
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TopologySelectorSettings.bEnableFaceHits = false;
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TopologySelectorSettings.bEnableCornerHits = false;
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}
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void UEdgeLoopInsertionTool::SetupPreview()
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{
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UEdgeLoopInsertionOperatorFactory* OpFactory = NewObject<UEdgeLoopInsertionOperatorFactory>();
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OpFactory->Tool = this;
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Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(OpFactory);
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Preview->Setup(TargetWorld, OpFactory);
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Preview->PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
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FComponentMaterialSet MaterialSet;
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Cast<IMaterialProvider>(Target)->GetMaterialSet(MaterialSet);
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Preview->ConfigureMaterials(MaterialSet.Materials, ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager()));
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// Whenever we get a new result from the op, we need to extract the preview edges so that
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// we can draw them if we want to, and the additional outputs we need (changed triangles and
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// topology).
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Preview->OnOpCompleted.AddLambda([this](const FDynamicMeshOperator* UncastOp) {
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const FEdgeLoopInsertionOp* Op = static_cast<const FEdgeLoopInsertionOp*>(UncastOp);
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bLastComputeSucceeded = Op->bSucceeded;
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LatestOpTopologyResult.Reset();
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PreviewEdges.Reset();
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LatestOpChangedTids.Reset();
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if (bLastComputeSucceeded)
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{
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Op->GetLoopEdgeLocations(PreviewEdges);
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LatestOpTopologyResult = Op->ResultTopology;
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LatestOpChangedTids = Op->ChangedTids;
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}
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// Regardless of success, extract things for highlighting any non-quads that stopped our loop.
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ProblemTopologyEdges.Reset();
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ProblemTopologyVerts.Reset();
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for (int32 GroupEdgeID : Op->ProblemGroupEdgeIDs)
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{
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for (int32 Eid : CurrentTopology->GetGroupEdgeEdges(GroupEdgeID))
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{
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TPair<FVector3d, FVector3d> Endpoints;
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CurrentMesh->GetEdgeV(Eid, Endpoints.Key, Endpoints.Value);
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ProblemTopologyEdges.Add(MoveTemp(Endpoints));
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}
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FGroupTopology::FGroupEdge& GroupEdge = CurrentTopology->Edges[GroupEdgeID];
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if (GroupEdge.EndpointCorners.A != FDynamicMesh3::InvalidID)
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{
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ProblemTopologyVerts.AddUnique(CurrentMesh->GetVertex(CurrentTopology->Corners[GroupEdge.EndpointCorners.A].VertexID));
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ProblemTopologyVerts.AddUnique(CurrentMesh->GetVertex(CurrentTopology->Corners[GroupEdge.EndpointCorners.B].VertexID));
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}
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}
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});
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// In case of failure, we want to hide the broken preview, since we wouldn't accept it on
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// a click. Note that this can't be fired OnOpCompleted because the preview is updated
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// with the op result after that callback, which would undo the reset. The preview edge
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// extraction can't be lumped in here because it needs the op rather than the preview object.
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Preview->OnMeshUpdated.AddLambda([this]( UMeshOpPreviewWithBackgroundCompute*) {
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if (!bLastComputeSucceeded)
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{
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Preview->PreviewMesh->UpdatePreview(CurrentMesh.Get());
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}
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});
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// Set initial preview to unprocessed mesh, so that things don't disappear initially
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IPrimitiveComponentBackedTarget* TargetComponent = Cast<IPrimitiveComponentBackedTarget>(Target);
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Preview->PreviewMesh->UpdatePreview(CurrentMesh.Get());
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Preview->PreviewMesh->SetTransform(TargetComponent->GetWorldTransform());
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Preview->PreviewMesh->EnableWireframe(Settings->bWireframe);
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Preview->SetVisibility(true);
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ClearPreview();
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TargetComponent->SetOwnerVisibility(false);
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}
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void UEdgeLoopInsertionTool::Shutdown(EToolShutdownType ShutdownType)
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{
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// Set visibility before committing so that it doesn't get saved as false.
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Cast<IPrimitiveComponentBackedTarget>(Target)->SetOwnerVisibility(true);
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if (ShutdownType == EToolShutdownType::Accept)
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{
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GetToolManager()->BeginUndoTransaction(LOCTEXT("EdgeLoopInsertionToolTransactionName", "Edge Loop Tool"));
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Cast<IMeshDescriptionCommitter>(Target)->CommitMeshDescription([this](const IMeshDescriptionCommitter::FCommitterParams& CommitParams)
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{
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FDynamicMeshToMeshDescription Converter;
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Converter.Convert(CurrentMesh.Get(), *CommitParams.MeshDescriptionOut);
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});
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GetToolManager()->EndUndoTransaction();
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}
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Settings->SaveProperties(this);
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Preview->Shutdown();
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CurrentMesh.Reset();
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CurrentTopology.Reset();
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ExpireChanges();
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}
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void UEdgeLoopInsertionTool::OnTick(float DeltaTime)
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{
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if (Preview)
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{
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Preview->Tick(DeltaTime);
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if (bWaitingForInsertionCompletion && Preview->HaveValidResult())
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{
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if (bLastComputeSucceeded)
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{
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FDynamicMeshChangeTracker ChangeTracker(CurrentMesh.Get());
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ChangeTracker.BeginChange();
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ChangeTracker.SaveTriangles(*LatestOpChangedTids, true /*bSaveVertices*/);
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// Update current mesh and topology
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CurrentMesh->Copy(*Preview->PreviewMesh->GetMesh(), true, true, true, true);
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*CurrentTopology = *LatestOpTopologyResult;
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CurrentTopology->RetargetOnClonedMesh(CurrentMesh.Get());
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MeshSpatial.Build();
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TopologySelector.Invalidate(true, true);
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// Emit transaction
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GetToolManager()->BeginUndoTransaction(LOCTEXT("EdgeLoopInsertionTransactionName", "Edge Loop Insertion"));
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GetToolManager()->EmitObjectChange(this, MakeUnique<FEdgeLoopInsertionChange>(ChangeTracker.EndChange(), CurrentChangeStamp),
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LOCTEXT("EdgeLoopInsertion", "Edge Loop Insertion"));
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GetToolManager()->EndUndoTransaction();
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}
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PreviewEdges.Reset();
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ProblemTopologyEdges.Reset();
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ProblemTopologyVerts.Reset();
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bWaitingForInsertionCompletion = false;
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}
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}
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}
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void UEdgeLoopInsertionTool::Render(IToolsContextRenderAPI* RenderAPI)
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{
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GetToolManager()->GetContextQueriesAPI()->GetCurrentViewState(CameraState);
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// Draw the existing group edges
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FViewCameraState RenderCameraState = RenderAPI->GetCameraState();
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ExistingEdgesRenderer.BeginFrame(RenderAPI, RenderCameraState);
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ExistingEdgesRenderer.SetTransform(Preview->PreviewMesh->GetTransform());
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for (const FGroupTopology::FGroupEdge& Edge : CurrentTopology->Edges)
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{
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FVector3d A, B;
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for (int32 eid : Edge.Span.Edges)
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{
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CurrentMesh->GetEdgeV(eid, A, B);
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ExistingEdgesRenderer.DrawLine(A, B);
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}
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}
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ExistingEdgesRenderer.EndFrame();
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// Draw the preview edges
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PreviewEdgeRenderer.BeginFrame(RenderAPI, RenderCameraState);
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PreviewEdgeRenderer.SetTransform(Preview->PreviewMesh->GetTransform());
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for (TPair<FVector3d, FVector3d>& EdgeVerts : PreviewEdges)
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{
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PreviewEdgeRenderer.DrawLine(EdgeVerts.Key, EdgeVerts.Value);
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}
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PreviewEdgeRenderer.EndFrame();
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if (Settings->bHighlightProblemGroups)
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{
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// Highlight any non-quad groups that stopped the loop.
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ProblemTopologyRenderer.BeginFrame(RenderAPI, RenderCameraState);
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ProblemTopologyRenderer.SetTransform(Preview->PreviewMesh->GetTransform());
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for (TPair<FVector3d, FVector3d>& EdgeVerts : ProblemTopologyEdges)
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{
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ProblemTopologyRenderer.DrawLine(EdgeVerts.Key, EdgeVerts.Value);
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}
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for (FVector3d& Vert : ProblemTopologyVerts)
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{
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ProblemTopologyRenderer.DrawViewFacingX(Vert, ProblemVertTickWidth);
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}
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ProblemTopologyRenderer.EndFrame();
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}
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}
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bool UEdgeLoopInsertionTool::CanAccept() const
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{
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return !bWaitingForInsertionCompletion;
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}
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void UEdgeLoopInsertionTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
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{
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PreviewEdges.Reset();
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Preview->PreviewMesh->EnableWireframe(Settings->bWireframe);
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Preview->InvalidateResult();
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}
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FInputRayHit UEdgeLoopInsertionTool::HitTest(const FRay& WorldRay)
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{
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FInputRayHit Hit;
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// See if we hit an edge
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FTransform3d LocalToWorld(Cast<IPrimitiveComponentBackedTarget>(Target)->GetWorldTransform());
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FRay3d LocalRay(LocalToWorld.InverseTransformPosition((FVector3d)WorldRay.Origin),
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LocalToWorld.InverseTransformVector((FVector3d)WorldRay.Direction), false);
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FGroupTopologySelection Selection;
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FVector3d Position, Normal;
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if (TopologySelector.FindSelectedElement(
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TopologySelectorSettings, LocalRay, Selection, Position, Normal))
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{
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// TODO: We could check here that the edge has some quad-like neighbor. For now we
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// just check that the edge isn't a loop unto itself (in which case the neighbor groups
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// are definitely not quad-like).
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int32 GroupEdgeID = Selection.GetASelectedEdgeID();
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const FGroupTopology::FGroupEdge& GroupEdge = CurrentTopology->Edges[GroupEdgeID];
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if (GroupEdge.EndpointCorners.A != FDynamicMesh3::InvalidID)
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{
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Hit = FInputRayHit(LocalRay.Project(Position));
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}
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}
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return Hit;
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}
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bool UEdgeLoopInsertionTool::UpdateHoveredItem(const FRay& WorldRay)
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{
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// Check that we hit an edge
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FTransform3d LocalToWorld(Cast<IPrimitiveComponentBackedTarget>(Target)->GetWorldTransform());
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FRay3d LocalRay(LocalToWorld.InverseTransformPosition((FVector3d)WorldRay.Origin),
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LocalToWorld.InverseTransformVector((FVector3d)WorldRay.Direction), false);
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FGroupTopologySelection Selection;
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FVector3d Position, Normal;
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int32 EdgeSegmentID;
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if (!TopologySelector.FindSelectedElement(
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TopologySelectorSettings, LocalRay, Selection, Position, Normal, &EdgeSegmentID))
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{
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ClearPreview();
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return false; // Didn't hit anything
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}
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// Check that the edge has endpoints
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int32 GroupEdgeID = Selection.GetASelectedEdgeID();
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FGroupTopology::FGroupEdge GroupEdge = CurrentTopology->Edges[GroupEdgeID];
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if (GroupEdge.EndpointCorners.A == FDynamicMesh3::InvalidID)
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{
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ClearPreview();
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return false; // Edge definitely doesn't have quad-like neighbors
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}
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if (Settings->PositionMode == EEdgeLoopPositioningMode::Even)
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{
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// In even mode and non-interactive mode, all that matters is the group edge
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// that we're hovering, not where our pointer is exactly.
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ConditionallyUpdatePreview(GroupEdgeID);
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return true;
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}
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if (!Settings->bInteractive)
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{
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// Don't try to insert a loop when our inputs don't make sense.
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double TotalLength = CurrentTopology->GetEdgeArcLength(GroupEdgeID);
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if (Settings->PositionMode == EEdgeLoopPositioningMode::DistanceOffset)
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{
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if (Settings->DistanceOffset > TotalLength || Settings->DistanceOffset <= Settings->VertexTolerance)
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{
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ClearPreview();
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return false;
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}
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}
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else if (Settings->PositionMode == EEdgeLoopPositioningMode::ProportionOffset)
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{
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if (abs(Settings->ProportionOffset * TotalLength - TotalLength) <= Settings->VertexTolerance)
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{
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ClearPreview();
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return false;
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}
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}
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ConditionallyUpdatePreview(GroupEdgeID);
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return true;
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}
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// Otherwise, we need to figure out where along the edge we are hovering.
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double NewInputLength = 0;
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int32 StartVid = GroupEdge.Span.Vertices[EdgeSegmentID];
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int32 EndVid = GroupEdge.Span.Vertices[EdgeSegmentID + 1];
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FVector3d StartVert = CurrentMesh->GetVertex(StartVid);
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FVector3d EndVert = CurrentMesh->GetVertex(EndVid);
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FRay EdgeRay((FVector)StartVert, (FVector)(EndVert - StartVert), false);
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double DistDownEdge = EdgeRay.GetParameter((FVector)Position);
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TArray<double> PerVertexLengths;
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double TotalLength = CurrentTopology->GetEdgeArcLength(GroupEdgeID, &PerVertexLengths);
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NewInputLength = PerVertexLengths[EdgeSegmentID] + DistDownEdge;
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if (Settings->bFlipOffsetDirection)
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{
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// If we flipped start corner, we should be measuring from the opposite direction
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NewInputLength = TotalLength - NewInputLength;
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}
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// We avoid trying to insert loops that are guaranteed to follow existing group edges.
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// Distance offset with total length may work if the group widens on the other side.
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// Though it's worth noting that this filter as a whole is assuming straight group edges...
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if (NewInputLength <= Settings->VertexTolerance ||
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(Settings->PositionMode == EEdgeLoopPositioningMode::ProportionOffset
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&& abs(NewInputLength - TotalLength) <= Settings->VertexTolerance))
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{
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ClearPreview();
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return false;
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}
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if (Settings->PositionMode == EEdgeLoopPositioningMode::ProportionOffset)
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{
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NewInputLength /= TotalLength;
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}
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ConditionallyUpdatePreview(GroupEdgeID, &NewInputLength);
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return true;
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}
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void UEdgeLoopInsertionTool::ClearPreview()
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{
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// We don't seem to have a way to cancel the background op on a mesh without shutting down
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// the entire preview, hence us clearing the preview this way. When we know that the op is
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// not running, we can instead use UpdatePreview() to reset the mesh to the original mesh.
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bShowingBaseMesh = true;
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PreviewEdges.Reset();
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Preview->InvalidateResult();
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}
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void UEdgeLoopInsertionTool::ConditionallyUpdatePreview(int32 NewGroupID, double *NewInteractiveInputLength)
|
|
{
|
|
if (bShowingBaseMesh || InputGroupEdgeID != NewGroupID
|
|
|| (NewInteractiveInputLength && Settings->PositionMode != EEdgeLoopPositioningMode::Even
|
|
&& *NewInteractiveInputLength != InteractiveInputLength))
|
|
{
|
|
InputGroupEdgeID = NewGroupID;
|
|
if (NewInteractiveInputLength)
|
|
{
|
|
InteractiveInputLength = *NewInteractiveInputLength;
|
|
}
|
|
bShowingBaseMesh = false;
|
|
PreviewEdges.Reset();
|
|
Preview->InvalidateResult();
|
|
}
|
|
}
|
|
|
|
FInputRayHit UEdgeLoopInsertionTool::BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos)
|
|
{
|
|
if (bWaitingForInsertionCompletion)
|
|
{
|
|
return FInputRayHit();
|
|
}
|
|
|
|
return HitTest(PressPos.WorldRay);
|
|
}
|
|
|
|
bool UEdgeLoopInsertionTool::OnUpdateHover(const FInputDeviceRay& DevicePos)
|
|
{
|
|
if (bWaitingForInsertionCompletion)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return UpdateHoveredItem(DevicePos.WorldRay);
|
|
}
|
|
|
|
void UEdgeLoopInsertionTool::OnEndHover()
|
|
{
|
|
if (!bWaitingForInsertionCompletion)
|
|
{
|
|
ClearPreview();
|
|
}
|
|
}
|
|
|
|
FInputRayHit UEdgeLoopInsertionTool::IsHitByClick(const FInputDeviceRay& ClickPos)
|
|
{
|
|
FInputRayHit Hit;
|
|
if (bWaitingForInsertionCompletion)
|
|
{
|
|
return Hit;
|
|
}
|
|
|
|
return HitTest(ClickPos.WorldRay);
|
|
}
|
|
|
|
void UEdgeLoopInsertionTool::OnClicked(const FInputDeviceRay& ClickPos)
|
|
{
|
|
if (bWaitingForInsertionCompletion)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (UpdateHoveredItem(ClickPos.WorldRay))
|
|
{
|
|
bWaitingForInsertionCompletion = true;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// Undo/redo support
|
|
|
|
void FEdgeLoopInsertionChange::Apply(UObject* Object)
|
|
{
|
|
UEdgeLoopInsertionTool* Tool = Cast<UEdgeLoopInsertionTool>(Object);
|
|
MeshChange->Apply(Tool->CurrentMesh.Get(), false);
|
|
Tool->MeshSpatial.Build();
|
|
Tool->TopologySelector.Invalidate(true, true);
|
|
Tool->CurrentTopology->RebuildTopology();
|
|
Tool->ClearPreview();
|
|
}
|
|
|
|
void FEdgeLoopInsertionChange::Revert(UObject* Object)
|
|
{
|
|
UEdgeLoopInsertionTool* Tool = Cast<UEdgeLoopInsertionTool>(Object);
|
|
MeshChange->Apply(Tool->CurrentMesh.Get(), true);
|
|
Tool->MeshSpatial.Build();
|
|
Tool->TopologySelector.Invalidate(true, true);
|
|
Tool->CurrentTopology->RebuildTopology();
|
|
Tool->ClearPreview();
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE |