You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb none #rnx #jira none #preflight 60c52c5db9446100014da02d [CL 16653115 by Ryan Schmidt in ue5-main branch]
852 lines
28 KiB
C++
852 lines
28 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "GroupEdgeInsertionTool.h"
|
|
|
|
#include "BaseBehaviors/SingleClickBehavior.h"
|
|
#include "BaseBehaviors/MouseHoverBehavior.h"
|
|
#include "CuttingOps/GroupEdgeInsertionOp.h"
|
|
#include "DynamicMesh/DynamicMeshChangeTracker.h"
|
|
#include "DynamicMeshToMeshDescription.h"
|
|
#include "InteractiveToolManager.h"
|
|
#include "MeshDescriptionToDynamicMesh.h"
|
|
#include "ToolBuilderUtil.h"
|
|
#include "ToolSceneQueriesUtil.h"
|
|
#include "ToolSetupUtil.h"
|
|
|
|
#include "TargetInterfaces/MaterialProvider.h"
|
|
#include "TargetInterfaces/MeshDescriptionCommitter.h"
|
|
#include "TargetInterfaces/MeshDescriptionProvider.h"
|
|
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
|
|
|
|
#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
|
|
using namespace UE::Geometry;
|
|
|
|
#define LOCTEXT_NAMESPACE "UGroupEdgeInsertionTool"
|
|
|
|
bool GetSharedBoundary(const FGroupTopology& Topology,
|
|
const FGroupEdgeInserter::FGroupEdgeSplitPoint& StartPoint, int32 StartTopologyID, bool bStartIsCorner,
|
|
const FGroupEdgeInserter::FGroupEdgeSplitPoint& EndPoint, int32 EndTopologyID, bool bEndIsCorner,
|
|
int32& GroupIDOut, int32& BoundaryIndexOut);
|
|
bool DoesBoundaryContainPoint(const FGroupTopology& Topology,
|
|
const FGroupTopology::FGroupBoundary& Boundary, int32 PointTopologyID, bool bPointIsCorner);
|
|
|
|
USingleSelectionMeshEditingTool* UGroupEdgeInsertionToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
|
|
{
|
|
return NewObject<UGroupEdgeInsertionTool>(SceneState.ToolManager);
|
|
}
|
|
|
|
TUniquePtr<FDynamicMeshOperator> UGroupEdgeInsertionOperatorFactory::MakeNewOperator()
|
|
{
|
|
TUniquePtr<FGroupEdgeInsertionOp> Op = MakeUnique<FGroupEdgeInsertionOp>();
|
|
|
|
Op->OriginalMesh = Tool->CurrentMesh;
|
|
Op->OriginalTopology = Tool->CurrentTopology;
|
|
Op->SetTransform(Cast<IPrimitiveComponentBackedTarget>(Tool->Target)->GetWorldTransform());
|
|
|
|
if (Tool->bShowingBaseMesh)
|
|
{
|
|
Op->bShowingBaseMesh = true;
|
|
return Op; // No inputs necessary- just showing the base mesh.
|
|
}
|
|
|
|
if (Tool->Settings->InsertionMode == EGroupEdgeInsertionMode::PlaneCut)
|
|
{
|
|
Op->Mode = FGroupEdgeInserter::EInsertionMode::PlaneCut;
|
|
}
|
|
else
|
|
{
|
|
Op->Mode = FGroupEdgeInserter::EInsertionMode::Retriangulate;
|
|
}
|
|
|
|
Op->VertexTolerance = Tool->Settings->VertexTolerance;
|
|
|
|
Op->StartPoint = Tool->StartPoint;
|
|
Op->EndPoint = Tool->EndPoint;
|
|
Op->CommonGroupID = Tool->CommonGroupID;
|
|
Op->CommonBoundaryIndex = Tool->CommonBoundaryIndex;
|
|
|
|
return Op;
|
|
}
|
|
|
|
void UGroupEdgeInsertionTool::Setup()
|
|
{
|
|
USingleSelectionTool::Setup();
|
|
|
|
if (!Target)
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetToolDisplayName(LOCTEXT("ToolName", "Insert PolyEdge"));
|
|
GetToolManager()->DisplayMessage(
|
|
LOCTEXT("GroupEdgeInsertionToolDescription", "Click two points on the boundary of a face to insert a new edge between the points and split the face."),
|
|
EToolMessageLevel::UserNotification);
|
|
|
|
// Initialize the mesh that we'll be operating on
|
|
CurrentMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
|
|
FMeshDescriptionToDynamicMesh Converter;
|
|
Converter.Convert(Cast<IMeshDescriptionProvider>(Target)->GetMeshDescription(), *CurrentMesh);
|
|
CurrentTopology = MakeShared<FGroupTopology, ESPMode::ThreadSafe>(CurrentMesh.Get(), true);
|
|
MeshSpatial.SetMesh(CurrentMesh.Get(), true);
|
|
|
|
// Set up properties
|
|
Settings = NewObject<UGroupEdgeInsertionProperties>(this);
|
|
Settings->RestoreProperties(this);
|
|
AddToolPropertySource(Settings);
|
|
|
|
// Register ourselves to receive clicks and hover
|
|
USingleClickInputBehavior* ClickBehavior = NewObject<USingleClickInputBehavior>();
|
|
ClickBehavior->Initialize(this);
|
|
AddInputBehavior(ClickBehavior);
|
|
UMouseHoverBehavior* HoverBehavior = NewObject<UMouseHoverBehavior>();
|
|
HoverBehavior->Initialize(this);
|
|
AddInputBehavior(HoverBehavior);
|
|
|
|
SetupPreview();
|
|
|
|
// These draw the group edges and the loops to be inserted
|
|
ExistingEdgesRenderer.LineColor = FLinearColor::Red;
|
|
ExistingEdgesRenderer.LineThickness = 2.0;
|
|
PreviewEdgeRenderer.LineColor = FLinearColor::Green;
|
|
PreviewEdgeRenderer.LineThickness = 4.0;
|
|
PreviewEdgeRenderer.PointColor = FLinearColor::Green;
|
|
PreviewEdgeRenderer.PointSize = 8.0;
|
|
PreviewEdgeRenderer.bDepthTested = false;
|
|
|
|
// Set up the topology selector, which we use to select the endpoints
|
|
TopologySelector.Initialize(CurrentMesh.Get(), CurrentTopology.Get());
|
|
TopologySelector.SetSpatialSource([this]() {return &MeshSpatial; });
|
|
TopologySelector.PointsWithinToleranceTest = [this](const FVector3d& Position1, const FVector3d& Position2, double TolScale) {
|
|
UE::Geometry::FTransform3d Transform(Cast<IPrimitiveComponentBackedTarget>(Target)->GetWorldTransform());
|
|
return ToolSceneQueriesUtil::PointSnapQuery(CameraState, Transform.TransformPosition(Position1), Transform.TransformPosition(Position2),
|
|
ToolSceneQueriesUtil::GetDefaultVisualAngleSnapThreshD() * TolScale);
|
|
};
|
|
TopologySelectorSettings.bEnableEdgeHits = true;
|
|
TopologySelectorSettings.bEnableCornerHits = true;
|
|
TopologySelectorSettings.bEnableFaceHits = false;
|
|
}
|
|
|
|
void UGroupEdgeInsertionTool::SetupPreview()
|
|
{
|
|
UGroupEdgeInsertionOperatorFactory* OpFactory = NewObject<UGroupEdgeInsertionOperatorFactory>();
|
|
OpFactory->Tool = this;
|
|
|
|
Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(OpFactory);
|
|
Preview->Setup(TargetWorld, OpFactory);
|
|
Preview->PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
|
|
|
|
FComponentMaterialSet MaterialSet;
|
|
Cast<IMaterialProvider>(Target)->GetMaterialSet(MaterialSet);
|
|
Preview->ConfigureMaterials(MaterialSet.Materials, ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager()));
|
|
|
|
// Whenever we get a new result from the op, we need to extract the preview edges so that
|
|
// we can draw them if we want to.
|
|
Preview->OnOpCompleted.AddLambda([this](const FDynamicMeshOperator* UncastOp) {
|
|
const FGroupEdgeInsertionOp* Op = static_cast<const FGroupEdgeInsertionOp*>(UncastOp);
|
|
|
|
bLastComputeSucceeded = Op->bSucceeded;
|
|
LatestOpTopologyResult.Reset();
|
|
LatestOpChangedTids.Reset();
|
|
|
|
PreviewEdges.Reset();
|
|
if (bLastComputeSucceeded)
|
|
{
|
|
Op->GetEdgeLocations(PreviewEdges);
|
|
LatestOpTopologyResult = Op->ResultTopology;
|
|
LatestOpChangedTids = Op->ChangedTids;
|
|
}
|
|
else
|
|
{
|
|
// Don't show the broken preview, since we wouldn't accept it on click.
|
|
Preview->PreviewMesh->UpdatePreview(CurrentMesh.Get());
|
|
}
|
|
});
|
|
|
|
Preview->OnOpCompleted.AddLambda([this](const FDynamicMeshOperator*) {
|
|
if (!bLastComputeSucceeded)
|
|
{
|
|
// Don't show the broken preview, since we wouldn't accept it on click.
|
|
Preview->PreviewMesh->UpdatePreview(CurrentMesh.Get());
|
|
}
|
|
});
|
|
|
|
// Set initial preview to unprocessed mesh, so that things don't disappear initially
|
|
IPrimitiveComponentBackedTarget* TargetComponent = Cast<IPrimitiveComponentBackedTarget>(Target);
|
|
Preview->PreviewMesh->UpdatePreview(CurrentMesh.Get());
|
|
Preview->PreviewMesh->SetTransform(TargetComponent->GetWorldTransform());
|
|
Preview->PreviewMesh->EnableWireframe(Settings->bWireframe);
|
|
Preview->SetVisibility(true);
|
|
ClearPreview();
|
|
|
|
TargetComponent->SetOwnerVisibility(false);
|
|
}
|
|
|
|
void UGroupEdgeInsertionTool::Shutdown(EToolShutdownType ShutdownType)
|
|
{
|
|
// Set visibility before committing so that it doesn't get saved as false.
|
|
Cast<IPrimitiveComponentBackedTarget>(Target)->SetOwnerVisibility(true);
|
|
|
|
if (ShutdownType == EToolShutdownType::Accept)
|
|
{
|
|
GetToolManager()->BeginUndoTransaction(LOCTEXT("GroupEdgeInsertionToolTransactionName", "Group Edge Insert Tool"));
|
|
Cast<IMeshDescriptionCommitter>(Target)->CommitMeshDescription([this](const IMeshDescriptionCommitter::FCommitterParams& CommitParams)
|
|
{
|
|
FDynamicMeshToMeshDescription Converter;
|
|
Converter.Convert(CurrentMesh.Get(), *CommitParams.MeshDescriptionOut);
|
|
});
|
|
GetToolManager()->EndUndoTransaction();
|
|
}
|
|
|
|
Settings->SaveProperties(this);
|
|
Preview->Shutdown();
|
|
CurrentMesh.Reset();
|
|
CurrentTopology.Reset();
|
|
ExpireChanges();
|
|
}
|
|
|
|
void UGroupEdgeInsertionTool::OnTick(float DeltaTime)
|
|
{
|
|
if (Preview)
|
|
{
|
|
Preview->Tick(DeltaTime);
|
|
|
|
if (ToolState == EToolState::WaitingForInsertComplete && Preview->HaveValidResult())
|
|
{
|
|
if (bLastComputeSucceeded)
|
|
{
|
|
FDynamicMeshChangeTracker ChangeTracker(CurrentMesh.Get());
|
|
ChangeTracker.BeginChange();
|
|
ChangeTracker.SaveTriangles(*LatestOpChangedTids, true /*bSaveVertices*/);
|
|
|
|
// Update current mesh and topology
|
|
CurrentMesh->Copy(*Preview->PreviewMesh->GetMesh(), true, true, true, true);
|
|
*CurrentTopology = *LatestOpTopologyResult;
|
|
CurrentTopology->RetargetOnClonedMesh(CurrentMesh.Get());
|
|
MeshSpatial.Build();
|
|
TopologySelector.Invalidate(true, true);
|
|
|
|
// Emit transaction
|
|
GetToolManager()->BeginUndoTransaction(LOCTEXT("GroupEdgeInsertionTransactionName", "Group Edge Insertion"));
|
|
GetToolManager()->EmitObjectChange(this, MakeUnique<FGroupEdgeInsertionChange>(ChangeTracker.EndChange(), CurrentChangeStamp),
|
|
LOCTEXT("GroupEdgeInsertion", "GroupEdge Insertion"));
|
|
GetToolManager()->EndUndoTransaction();
|
|
|
|
ToolState = EToolState::GettingStart;
|
|
}
|
|
else
|
|
{
|
|
ToolState = EToolState::GettingEnd;
|
|
}
|
|
|
|
PreviewEdges.Reset();
|
|
}
|
|
}
|
|
}
|
|
|
|
void UGroupEdgeInsertionTool::Render(IToolsContextRenderAPI* RenderAPI)
|
|
{
|
|
GetToolManager()->GetContextQueriesAPI()->GetCurrentViewState(CameraState);
|
|
|
|
// Draw the existing group edges
|
|
FViewCameraState RenderCameraState = RenderAPI->GetCameraState();
|
|
ExistingEdgesRenderer.BeginFrame(RenderAPI, RenderCameraState);
|
|
ExistingEdgesRenderer.SetTransform(Preview->PreviewMesh->GetTransform());
|
|
|
|
for (const FGroupTopology::FGroupEdge& Edge : CurrentTopology->Edges)
|
|
{
|
|
FVector3d A, B;
|
|
for (int32 eid : Edge.Span.Edges)
|
|
{
|
|
CurrentMesh->GetEdgeV(eid, A, B);
|
|
ExistingEdgesRenderer.DrawLine(A, B);
|
|
}
|
|
}
|
|
ExistingEdgesRenderer.EndFrame();
|
|
|
|
// Draw the preview edges and points
|
|
PreviewEdgeRenderer.BeginFrame(RenderAPI, RenderCameraState);
|
|
PreviewEdgeRenderer.SetTransform(Preview->PreviewMesh->GetTransform());
|
|
for (const TPair<FVector3d, FVector3d>& EdgeVerts : PreviewEdges)
|
|
{
|
|
PreviewEdgeRenderer.DrawLine(EdgeVerts.Key, EdgeVerts.Value);
|
|
}
|
|
for (const FVector3d& Point : PreviewPoints)
|
|
{
|
|
PreviewEdgeRenderer.DrawPoint(Point);
|
|
}
|
|
PreviewEdgeRenderer.EndFrame();
|
|
}
|
|
|
|
void UGroupEdgeInsertionTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
|
|
{
|
|
PreviewEdges.Reset();
|
|
Preview->PreviewMesh->EnableWireframe(Settings->bWireframe);
|
|
Preview->InvalidateResult();
|
|
}
|
|
|
|
void UGroupEdgeInsertionTool::ClearPreview(bool bClearDrawnElements, bool bForce)
|
|
{
|
|
// We don't seem to have a way to cancel the background op on a mesh without shutting down
|
|
// the entire preview, hence us clearing the preview this way. When we know that the op is
|
|
// not running, we can instead use UpdatePreview() to reset the mesh to the original mesh.
|
|
|
|
if (!bShowingBaseMesh || bForce)
|
|
{
|
|
bShowingBaseMesh = true;
|
|
Preview->InvalidateResult();
|
|
}
|
|
if (bClearDrawnElements)
|
|
{
|
|
PreviewEdges.Reset();
|
|
PreviewPoints.Reset();
|
|
}
|
|
}
|
|
|
|
void UGroupEdgeInsertionTool::ConditionallyUpdatePreview(
|
|
const FGroupEdgeInserter::FGroupEdgeSplitPoint& NewEndPoint, int32 NewEndTopologyID, bool bNewEndIsCorner,
|
|
int32 NewCommonGroupID, int32 NewBoundaryIndex)
|
|
{
|
|
if (bShowingBaseMesh
|
|
|| bEndIsCorner != bNewEndIsCorner || EndTopologyID != NewEndTopologyID
|
|
|| EndPoint.bIsVertex != NewEndPoint.bIsVertex || EndPoint.ElementID != NewEndPoint.ElementID
|
|
|| (!NewEndPoint.bIsVertex && NewEndPoint.EdgeTValue != EndPoint.EdgeTValue)
|
|
|| CommonGroupID != NewCommonGroupID || CommonBoundaryIndex != NewBoundaryIndex)
|
|
{
|
|
// Update the end variables, since they are apparently different
|
|
EndPoint = NewEndPoint;
|
|
EndTopologyID = NewEndTopologyID;
|
|
bEndIsCorner = bNewEndIsCorner;
|
|
CommonGroupID = NewCommonGroupID;
|
|
CommonBoundaryIndex = NewBoundaryIndex;
|
|
|
|
// If either endpoint is a corner, we need to calculate its tangent. This will differ based on which
|
|
// boundary it is a part of.
|
|
if (bStartIsCorner)
|
|
{
|
|
GetCornerTangent(StartTopologyID, CommonGroupID, CommonBoundaryIndex, StartPoint.Tangent);
|
|
}
|
|
if (bEndIsCorner)
|
|
{
|
|
GetCornerTangent(EndTopologyID, CommonGroupID, CommonBoundaryIndex, EndPoint.Tangent);
|
|
}
|
|
|
|
bShowingBaseMesh = false;
|
|
PreviewEdges.Reset();
|
|
Preview->InvalidateResult();
|
|
}
|
|
}
|
|
|
|
FInputRayHit UGroupEdgeInsertionTool::BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos)
|
|
{
|
|
FInputRayHit Hit;
|
|
switch (ToolState)
|
|
{
|
|
case EToolState::WaitingForInsertComplete:
|
|
break; // Keep hit invalid
|
|
|
|
case EToolState::GettingStart:
|
|
{
|
|
PreviewPoints.Reset();
|
|
FVector3d RayPoint;
|
|
if (TopologyHitTest(PressPos.WorldRay, RayPoint))
|
|
{
|
|
Hit = FInputRayHit(PressPos.WorldRay.GetParameter((FVector)RayPoint));
|
|
}
|
|
}
|
|
case EToolState::GettingEnd:
|
|
{
|
|
FVector3d RayPoint;
|
|
FRay3d LocalRay;
|
|
if (TopologyHitTest(PressPos.WorldRay, RayPoint, &LocalRay))
|
|
{
|
|
Hit = FInputRayHit(PressPos.WorldRay.GetParameter((FVector)RayPoint));
|
|
}
|
|
else
|
|
{
|
|
// If we don't hit a valid element, we still do a hover if we hit the mesh.
|
|
// We still do the topology check in the first place because it accepts missing
|
|
// rays that are close enough to snap.
|
|
double RayT = 0;
|
|
int32 Tid = FDynamicMesh3::InvalidID;
|
|
if (MeshSpatial.FindNearestHitTriangle(LocalRay, RayT, Tid))
|
|
{
|
|
Hit = FInputRayHit(RayT);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Hit;
|
|
}
|
|
|
|
bool UGroupEdgeInsertionTool::OnUpdateHover(const FInputDeviceRay& DevicePos)
|
|
{
|
|
switch (ToolState)
|
|
{
|
|
case EToolState::WaitingForInsertComplete:
|
|
return false; // Do nothing.
|
|
|
|
case EToolState::GettingStart:
|
|
{
|
|
// Update start variables and show a preview of a point if it's on an edge or corner
|
|
PreviewPoints.Reset();
|
|
FVector3d PreviewPoint;
|
|
if (GetHoveredItem(DevicePos.WorldRay, StartPoint, StartTopologyID, bStartIsCorner, PreviewPoint))
|
|
{
|
|
PreviewPoints.Add(PreviewPoint);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
case EToolState::GettingEnd:
|
|
{
|
|
check(PreviewPoints.Num() > 0);
|
|
PreviewPoints.SetNum(1); // Keep the first element, which is the start point
|
|
|
|
// Don't update the end variables right away so that we can check if they actually changed (they
|
|
// won't when we snap to the same corner as before).
|
|
FGroupEdgeInserter::FGroupEdgeSplitPoint SnappedPoint;
|
|
int32 PointTopologyID, GroupID, BoundaryIndex;
|
|
bool bPointIsCorner;
|
|
FVector3d PreviewPoint;
|
|
FRay3d LocalRay;
|
|
if (GetHoveredItem(DevicePos.WorldRay, SnappedPoint, PointTopologyID, bPointIsCorner, PreviewPoint, &LocalRay))
|
|
{
|
|
// See if the point is not on the same vertex/edge but is on the same boundary
|
|
if (!(SnappedPoint.bIsVertex == StartPoint.bIsVertex && SnappedPoint.ElementID == StartPoint.ElementID)
|
|
&& GetSharedBoundary(*CurrentTopology, StartPoint, StartTopologyID, bStartIsCorner,
|
|
SnappedPoint, PointTopologyID, bPointIsCorner, GroupID, BoundaryIndex))
|
|
{
|
|
ConditionallyUpdatePreview(SnappedPoint, PointTopologyID, bPointIsCorner, GroupID, BoundaryIndex);
|
|
}
|
|
else
|
|
{
|
|
PreviewEdges.Reset(); // TODO: Maybe we should show a different color edge on a fail, rather than hiding it?
|
|
}
|
|
PreviewPoints.Add(PreviewPoint);
|
|
|
|
return true;
|
|
}
|
|
|
|
// If we don't have a valid endpoint, draw a line to the current hit location.
|
|
if (!bShowingBaseMesh)
|
|
{
|
|
ClearPreview(false);
|
|
}
|
|
PreviewEdges.Reset();
|
|
double RayT = 0;
|
|
int32 Tid = FDynamicMesh3::InvalidID;
|
|
if (MeshSpatial.FindNearestHitTriangle(LocalRay, RayT, Tid))
|
|
{
|
|
PreviewEdges.Emplace(PreviewPoints[0], LocalRay.PointAt(RayT));
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
check(false); // Each case has its own return, so shouldn't get here
|
|
return false;
|
|
}
|
|
|
|
void UGroupEdgeInsertionTool::OnEndHover()
|
|
{
|
|
switch (ToolState)
|
|
{
|
|
case EToolState::WaitingForInsertComplete:
|
|
case EToolState::GettingStart:
|
|
ClearPreview(true);
|
|
break;
|
|
case EToolState::GettingEnd:
|
|
// Keep the first preview point.
|
|
ClearPreview(false);
|
|
PreviewPoints.SetNum(1);
|
|
PreviewEdges.Reset();
|
|
}
|
|
}
|
|
|
|
FInputRayHit UGroupEdgeInsertionTool::IsHitByClick(const FInputDeviceRay& ClickPos)
|
|
{
|
|
FInputRayHit Hit;
|
|
switch (ToolState)
|
|
{
|
|
case EToolState::WaitingForInsertComplete:
|
|
break; // Keep hit invalid
|
|
|
|
// Same requirement for the other two cases: the click should go on an edge
|
|
case EToolState::GettingStart:
|
|
case EToolState::GettingEnd:
|
|
{
|
|
FVector3d RayPoint;
|
|
if (TopologyHitTest(ClickPos.WorldRay, RayPoint))
|
|
{
|
|
Hit = FInputRayHit(ClickPos.WorldRay.GetParameter((FVector)RayPoint));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return Hit;
|
|
}
|
|
|
|
void UGroupEdgeInsertionTool::OnClicked(const FInputDeviceRay& ClickPos)
|
|
{
|
|
switch (ToolState)
|
|
{
|
|
case EToolState::WaitingForInsertComplete:
|
|
break; // Do nothing
|
|
|
|
case EToolState::GettingStart:
|
|
{
|
|
// Update start variables and switch state if successful
|
|
FVector3d PreviewPoint;
|
|
if (GetHoveredItem(ClickPos.WorldRay, StartPoint, StartTopologyID, bStartIsCorner, PreviewPoint))
|
|
{
|
|
PreviewPoints.Reset();
|
|
PreviewPoints.Add(PreviewPoint);
|
|
ToolState = EToolState::GettingEnd;
|
|
|
|
GetToolManager()->BeginUndoTransaction(LOCTEXT("GroupEdgeStartTransactionName", "Group Edge Start"));
|
|
GetToolManager()->EmitObjectChange(this, MakeUnique<FGroupEdgeInsertionFirstPointChange>(CurrentChangeStamp),
|
|
LOCTEXT("GroupEdgeStart", "Group Edge Start"));
|
|
GetToolManager()->EndUndoTransaction();
|
|
}
|
|
break;
|
|
}
|
|
case EToolState::GettingEnd:
|
|
{
|
|
// Don't update the end variables right away so that we can check if they actually changed (they
|
|
// won't when we snap to the same corner as before).
|
|
FVector3d PreviewPoint;
|
|
FGroupEdgeInserter::FGroupEdgeSplitPoint SnappedPoint;
|
|
int32 PointTopologyID, GroupID, BoundaryIndex;
|
|
bool bPointIsCorner;
|
|
if (GetHoveredItem(ClickPos.WorldRay, SnappedPoint, PointTopologyID, bPointIsCorner, PreviewPoint))
|
|
{
|
|
// See if the point is not on the same vertex/edge but is on the same boundary
|
|
if (!(SnappedPoint.bIsVertex == StartPoint.bIsVertex && SnappedPoint.ElementID == StartPoint.ElementID)
|
|
&& GetSharedBoundary(*CurrentTopology, StartPoint, StartTopologyID, bStartIsCorner,
|
|
SnappedPoint, PointTopologyID, bPointIsCorner, GroupID, BoundaryIndex))
|
|
{
|
|
ConditionallyUpdatePreview(SnappedPoint, PointTopologyID, bPointIsCorner, GroupID, BoundaryIndex);
|
|
ToolState = EToolState::WaitingForInsertComplete;
|
|
}
|
|
else
|
|
{
|
|
ClearPreview(false);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool UGroupEdgeInsertionTool::TopologyHitTest(const FRay& WorldRay,
|
|
FVector3d& RayPositionOut, FRay3d* LocalRayOut)
|
|
{
|
|
FTransform3d LocalToWorld(Cast<IPrimitiveComponentBackedTarget>(Target)->GetWorldTransform());
|
|
FRay3d LocalRay(LocalToWorld.InverseTransformPosition((FVector3d)WorldRay.Origin),
|
|
LocalToWorld.InverseTransformVector((FVector3d)WorldRay.Direction), false);
|
|
|
|
if (LocalRayOut)
|
|
{
|
|
*LocalRayOut = LocalRay;
|
|
}
|
|
|
|
FGroupTopologySelection Selection;
|
|
FVector3d Position, Normal;
|
|
if (TopologySelector.FindSelectedElement(TopologySelectorSettings,
|
|
LocalRay, Selection, Position, Normal))
|
|
{
|
|
RayPositionOut = LocalToWorld.TransformPosition(Position);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool UGroupEdgeInsertionTool::GetHoveredItem(const FRay& WorldRay,
|
|
FGroupEdgeInserter::FGroupEdgeSplitPoint& PointOut,
|
|
int32& TopologyElementIDOut, bool& bIsCornerOut, FVector3d& PositionOut,
|
|
FRay3d* LocalRayOut)
|
|
{
|
|
TopologyElementIDOut = FDynamicMesh3::InvalidID;
|
|
PointOut.ElementID = FDynamicMesh3::InvalidID;
|
|
|
|
// Cast the ray to see what we hit.
|
|
FTransform3d LocalToWorld(Cast<IPrimitiveComponentBackedTarget>(Target)->GetWorldTransform());
|
|
FRay3d LocalRay(LocalToWorld.InverseTransformPosition((FVector3d)WorldRay.Origin),
|
|
LocalToWorld.InverseTransformVector((FVector3d)WorldRay.Direction), false);
|
|
if (LocalRayOut)
|
|
{
|
|
*LocalRayOut = LocalRay;
|
|
}
|
|
FGroupTopologySelection Selection;
|
|
FVector3d Position, Normal;
|
|
int32 EdgeSegmentID;
|
|
if (!TopologySelector.FindSelectedElement(
|
|
TopologySelectorSettings, LocalRay, Selection, Position, Normal, &EdgeSegmentID))
|
|
{
|
|
return false; // Didn't hit anything
|
|
}
|
|
else if (Selection.SelectedCornerIDs.Num() > 0)
|
|
{
|
|
// Point is a corner
|
|
TopologyElementIDOut = Selection.GetASelectedCornerID();
|
|
bIsCornerOut = true;
|
|
PointOut.bIsVertex = true;
|
|
PointOut.ElementID = CurrentTopology->GetCornerVertexID(TopologyElementIDOut);
|
|
// We can't initialize the tangent yet because the tangent of a corner will
|
|
// depend on which boundary it is a part of.
|
|
|
|
PositionOut = CurrentMesh->GetVertex(PointOut.ElementID);
|
|
}
|
|
else
|
|
{
|
|
// Point is an edge. We'll need to calculate the t value and some other things.
|
|
check(Selection.SelectedEdgeIDs.Num() > 0);
|
|
|
|
TopologyElementIDOut = Selection.GetASelectedEdgeID();
|
|
bIsCornerOut = false;
|
|
|
|
const FGroupTopology::FGroupEdge& GroupEdge = CurrentTopology->Edges[TopologyElementIDOut];
|
|
|
|
int32 Eid = GroupEdge.Span.Edges[EdgeSegmentID];
|
|
int32 StartVid = GroupEdge.Span.Vertices[EdgeSegmentID];
|
|
int32 EndVid = GroupEdge.Span.Vertices[EdgeSegmentID + 1];
|
|
FVector3d StartVert = CurrentMesh->GetVertex(StartVid);
|
|
FVector3d EndVert = CurrentMesh->GetVertex(EndVid);
|
|
FVector3d EdgeVector = EndVert - StartVert;
|
|
double EdgeLength = EdgeVector.Length();
|
|
check(EdgeLength > 0);
|
|
|
|
PointOut.Tangent = EdgeVector / EdgeLength;
|
|
|
|
FRay EdgeRay((FVector)StartVert, (FVector)PointOut.Tangent, true);
|
|
float DistDownEdge = EdgeRay.GetParameter((FVector)Position);
|
|
|
|
PositionOut = (FVector3d)EdgeRay.PointAt(DistDownEdge);
|
|
|
|
// See if the point is at a vertex in the group edge span.
|
|
if (DistDownEdge <= Settings->VertexTolerance)
|
|
{
|
|
PointOut.bIsVertex = true;
|
|
PointOut.ElementID = StartVid;
|
|
if (EdgeSegmentID > 0)
|
|
{
|
|
// Average with previous normalized edge vector
|
|
PointOut.Tangent += UE::Geometry::Normalized(StartVert - CurrentMesh->GetVertex(GroupEdge.Span.Vertices[EdgeSegmentID - 1]));
|
|
UE::Geometry::Normalize(PointOut.Tangent);
|
|
}
|
|
}
|
|
else if (abs(DistDownEdge - EdgeLength) <= Settings->VertexTolerance)
|
|
{
|
|
PointOut.bIsVertex = true;
|
|
PointOut.ElementID = EndVid;
|
|
if (EdgeSegmentID + 2 < GroupEdge.Span.Vertices.Num())
|
|
{
|
|
PointOut.Tangent += UE::Geometry::Normalized(CurrentMesh->GetVertex(GroupEdge.Span.Vertices[EdgeSegmentID + 2]) - EndVert);
|
|
UE::Geometry::Normalize(PointOut.Tangent);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PointOut.bIsVertex = false;
|
|
PointOut.ElementID = Eid;
|
|
PointOut.EdgeTValue = DistDownEdge / EdgeLength;
|
|
if (CurrentMesh->GetEdgeV(Eid).A != StartVid)
|
|
{
|
|
PointOut.EdgeTValue = 1 - PointOut.EdgeTValue;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
void UGroupEdgeInsertionTool::GetCornerTangent(int32 CornerID, int32 GroupID, int32 BoundaryIndex, FVector3d& TangentOut)
|
|
{
|
|
TangentOut = FVector3d::Zero();
|
|
|
|
int32 CornerVid = CurrentTopology->GetCornerVertexID(CornerID);
|
|
check(CornerVid != FDynamicMesh3::InvalidID);
|
|
|
|
const FGroupTopology::FGroup* Group = CurrentTopology->FindGroupByID(GroupID);
|
|
check(Group && BoundaryIndex >= 0 && BoundaryIndex < Group->Boundaries.Num());
|
|
|
|
const FGroupTopology::FGroupBoundary& Boundary = Group->Boundaries[BoundaryIndex];
|
|
TArray<FVector3d> AdjacentPoints;
|
|
for (int32 GroupEdgeID : Boundary.GroupEdges)
|
|
{
|
|
TArray<int32> Vertices = CurrentTopology->Edges[GroupEdgeID].Span.Vertices;
|
|
if (Vertices[0] == CornerVid)
|
|
{
|
|
AdjacentPoints.Add(CurrentMesh->GetVertex(Vertices[1]));
|
|
}
|
|
else if (Vertices.Last() == CornerVid)
|
|
{
|
|
AdjacentPoints.Add(CurrentMesh->GetVertex(Vertices[Vertices.Num()-2]));
|
|
}
|
|
}
|
|
check(AdjacentPoints.Num() == 2);
|
|
|
|
FVector3d CornerPosition = CurrentMesh->GetVertex(CornerVid);
|
|
TangentOut = UE::Geometry::Normalized(CornerPosition - AdjacentPoints[0]);
|
|
TangentOut += UE::Geometry::Normalized(AdjacentPoints[1] - CornerPosition);
|
|
UE::Geometry::Normalize(TangentOut);
|
|
}
|
|
|
|
bool GetSharedBoundary(const FGroupTopology& Topology,
|
|
const FGroupEdgeInserter::FGroupEdgeSplitPoint& StartPoint, int32 StartTopologyID, bool bStartIsCorner,
|
|
const FGroupEdgeInserter::FGroupEdgeSplitPoint& EndPoint, int32 EndTopologyID, bool bEndIsCorner,
|
|
int32& GroupIDOut, int32& BoundaryIndexOut)
|
|
{
|
|
// The start and endpoints could be on the same boundary of multiple groups at
|
|
// the same time, and sometimes we won't be able to resolve the ambiguity
|
|
// (one example is a sphere split into two equal groups, but could even happen
|
|
// with more than two groups when endpoints are corners).
|
|
// Sometimes there are things we can do to eliminate some contenders- the best
|
|
// approach is probably trying to do a plane cut for all of the options and
|
|
// removing those that fail. However, it's worth noting that such issues won't
|
|
// arise in the standard application of this tool for low-poly modeling, where
|
|
// groups are planar, so it's not worth the bother.
|
|
// Instead, we'll just take one of the results arbitrarily, though we will try to
|
|
// take one that has a single boundary (this will prefer a cylinder cap over
|
|
// a cylinder side).
|
|
// TODO: The code would be simpler if we didn't even want to do that filtering- we'd
|
|
// just return the first result we found. Should we consider doing that?
|
|
|
|
GroupIDOut = FDynamicMesh3::InvalidID;
|
|
BoundaryIndexOut = FDynamicMesh3::InvalidID;
|
|
|
|
TArray<TPair<int32,int32>> CandidateGroupIDsAndBoundaryIndices;
|
|
if (bStartIsCorner)
|
|
{
|
|
// Go through all neighboring groups and their boundaries to find a shared one.
|
|
const FGroupTopology::FCorner& StartCorner = Topology.Corners[StartTopologyID];
|
|
for (int32 GroupID : StartCorner.NeighbourGroupIDs)
|
|
{
|
|
const FGroupTopology::FGroup* Group = Topology.FindGroupByID(GroupID);
|
|
for (int32 i = 0; i < Group->Boundaries.Num(); ++i)
|
|
{
|
|
const FGroupTopology::FGroupBoundary& Boundary = Group->Boundaries[i];
|
|
if (DoesBoundaryContainPoint(Topology, Boundary, EndTopologyID, bEndIsCorner)
|
|
&& DoesBoundaryContainPoint(Topology, Boundary, StartTopologyID, bStartIsCorner))
|
|
{
|
|
CandidateGroupIDsAndBoundaryIndices.Emplace(GroupID, i);
|
|
break; // Can't share more than one boundary in the same group
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Start is on an edge, so there are fewer boundaries to look through.
|
|
const FGroupTopology::FGroupEdge& GroupEdge = Topology.Edges[StartTopologyID];
|
|
const FGroupTopology::FGroup* Group = Topology.FindGroupByID(GroupEdge.Groups.A);
|
|
for (int32 i = 0; i < Group->Boundaries.Num(); ++i)
|
|
{
|
|
const FGroupTopology::FGroupBoundary& Boundary = Group->Boundaries[i];
|
|
|
|
if (DoesBoundaryContainPoint(Topology, Boundary, EndTopologyID, bEndIsCorner)
|
|
&& DoesBoundaryContainPoint(Topology, Boundary, StartTopologyID, bStartIsCorner))
|
|
{
|
|
CandidateGroupIDsAndBoundaryIndices.Emplace(GroupEdge.Groups.A, i);
|
|
break;
|
|
}
|
|
}
|
|
if (GroupEdge.Groups.B != FDynamicMesh3::InvalidID)
|
|
{
|
|
Group = Topology.FindGroupByID(GroupEdge.Groups.B);
|
|
for (int32 i = 0; i < Group->Boundaries.Num(); ++i)
|
|
{
|
|
const FGroupTopology::FGroupBoundary& Boundary = Group->Boundaries[i];
|
|
|
|
if (DoesBoundaryContainPoint(Topology, Boundary, EndTopologyID, bEndIsCorner)
|
|
&& DoesBoundaryContainPoint(Topology, Boundary, StartTopologyID, bStartIsCorner))
|
|
{
|
|
CandidateGroupIDsAndBoundaryIndices.Emplace(GroupEdge.Groups.B, i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CandidateGroupIDsAndBoundaryIndices.Num() == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Prefer a result that has a single boundary if there are multiple.
|
|
if (CandidateGroupIDsAndBoundaryIndices.Num() > 1)
|
|
{
|
|
for (const TPair<int32, int32>& GroupIDBoundaryIdxPair : CandidateGroupIDsAndBoundaryIndices)
|
|
{
|
|
if (Topology.FindGroupByID(GroupIDBoundaryIdxPair.Key)->Boundaries.Num() == 1)
|
|
{
|
|
GroupIDOut = GroupIDBoundaryIdxPair.Key;
|
|
BoundaryIndexOut = 0;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
GroupIDOut = CandidateGroupIDsAndBoundaryIndices[0].Key;
|
|
BoundaryIndexOut = CandidateGroupIDsAndBoundaryIndices[0].Value;
|
|
return true;
|
|
}
|
|
|
|
bool DoesBoundaryContainPoint(const FGroupTopology& Topology,
|
|
const FGroupTopology::FGroupBoundary& Boundary, int32 PointTopologyID, bool bPointIsCorner)
|
|
{
|
|
for (int32 GroupEdgeID : Boundary.GroupEdges)
|
|
{
|
|
if (!bPointIsCorner && GroupEdgeID == PointTopologyID)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
const FGroupTopology::FGroupEdge& GroupEdge = Topology.Edges[GroupEdgeID];
|
|
if (bPointIsCorner && (GroupEdge.EndpointCorners.A == PointTopologyID
|
|
|| GroupEdge.EndpointCorners.B == PointTopologyID))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
// Undo/redo support
|
|
|
|
void FGroupEdgeInsertionFirstPointChange::Revert(UObject* Object)
|
|
{
|
|
UGroupEdgeInsertionTool* Tool = Cast<UGroupEdgeInsertionTool>(Object);
|
|
|
|
check(Tool->ToolState == UGroupEdgeInsertionTool::EToolState::GettingEnd);
|
|
Tool->ToolState = UGroupEdgeInsertionTool::EToolState::GettingStart;
|
|
|
|
Tool->ClearPreview();
|
|
|
|
bHaveDoneUndo = true;
|
|
}
|
|
|
|
void FGroupEdgeInsertionChange::Apply(UObject* Object)
|
|
{
|
|
UGroupEdgeInsertionTool* Tool = Cast<UGroupEdgeInsertionTool>(Object);
|
|
MeshChange->Apply(Tool->CurrentMesh.Get(), false);
|
|
Tool->MeshSpatial.Build();
|
|
Tool->TopologySelector.Invalidate(true, true);
|
|
Tool->CurrentTopology->RebuildTopology();
|
|
Tool->ClearPreview(true, true);
|
|
}
|
|
|
|
void FGroupEdgeInsertionChange::Revert(UObject* Object)
|
|
{
|
|
UGroupEdgeInsertionTool* Tool = Cast<UGroupEdgeInsertionTool>(Object);
|
|
MeshChange->Apply(Tool->CurrentMesh.Get(), true);
|
|
Tool->MeshSpatial.Build();
|
|
Tool->TopologySelector.Invalidate(true, true);
|
|
Tool->CurrentTopology->RebuildTopology();
|
|
Tool->ClearPreview(true, true);
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE |