Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingTools/Public/Physics/SetCollisionGeometryTool.h
Ryan Schmidt 52ab1f5537 ModelingTools: Clean up AutoUV Tools and add support for Polygroup Layers.
- Refactor recompute-UVs-for-groups/islands out of ParameterizeMeshOp/Tool into RecomputeUVsOp/Tool. RecomputeUVsTool supports selection of active PolygroupLayer when applicable. Add support for auto-repacking.
- Clean up ParameterizeMeshOp/Tool, remove functionality related to recomputation that was moved to Recompute tool, add separate property sets for UVAtlas and XAtlas
- Add FDynamicMeshUVEditor::QuickPack() function to compute UV layout
- Add support for Polygroup Layer selection in SetCollisionGeometryTool, if only one source object is in use

#rb none
#rnx
#jira none
#preflight 60ced4b0be81e800012cc135

[CL 16724375 by Ryan Schmidt in ue5-main branch]
2021-06-20 16:57:02 -04:00

239 lines
6.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "MultiSelectionTool.h"
#include "InteractiveToolBuilder.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "SphereTypes.h"
#include "OrientedBoxTypes.h"
#include "CapsuleTypes.h"
#include "Physics/CollisionPropertySets.h"
#include "PropertySets/PolygroupLayersProperties.h"
#include "Polygroups/PolygroupSet.h"
#include "SetCollisionGeometryTool.generated.h"
class UPreviewGeometry;
PREDECLARE_GEOMETRY(class FMeshSimpleShapeApproximation)
PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
UCLASS()
class MESHMODELINGTOOLS_API USetCollisionGeometryToolBuilder : public UInteractiveToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
protected:
virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
};
UENUM()
enum class ESetCollisionGeometryInputMode
{
CombineAll = 0,
PerInputObject = 1,
PerMeshComponent = 2,
PerMeshGroup = 3
};
UENUM()
enum class ECollisionGeometryType
{
KeepExisting = 0,
AlignedBoxes = 1,
OrientedBoxes = 2,
MinimalSpheres = 3,
Capsules = 4,
ConvexHulls = 5,
SweptHulls = 6,
MinVolume = 10,
None = 11
};
UENUM()
enum class EProjectedHullAxis
{
X = 0,
Y = 1,
Z = 2,
SmallestBoxDimension = 3,
SmallestVolume = 4
};
UCLASS()
class MESHMODELINGTOOLS_API USetCollisionGeometryToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = Options)
ECollisionGeometryType GeometryType = ECollisionGeometryType::AlignedBoxes;
UPROPERTY(EditAnywhere, Category = Options)
ESetCollisionGeometryInputMode InputMode = ESetCollisionGeometryInputMode::PerInputObject;
UPROPERTY(EditAnywhere, Category = Options)
bool bUseWorldSpace = false;
UPROPERTY(EditAnywhere, Category = Options)
bool bRemoveContained = true;
UPROPERTY(EditAnywhere, Category = Options)
bool bEnableMaxCount = true;
UPROPERTY(EditAnywhere, Category = Options, meta = (UIMin = "1", UIMax = "100", ClampMin = "1", ClampMax = "9999999", EditCondition = "bEnableMaxCount"))
int32 MaxCount = 50;
UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay)
float MinThickness = 0.01;
UPROPERTY(EditAnywhere, Category = AutoDetect)
bool bDetectBoxes = true;
UPROPERTY(EditAnywhere, Category = AutoDetect)
bool bDetectSpheres = true;
UPROPERTY(EditAnywhere, Category = AutoDetect)
bool bDetectCapsules = true;
UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls"))
bool bSimplifyHulls = true;
UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (UIMin = "4", UIMax = "100", ClampMin = "4", ClampMax = "9999999",
EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls"))
int32 HullTargetFaceCount = 20;
UPROPERTY(EditAnywhere, Category = SweptHulls, meta = (EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::SweptHulls"))
bool bSimplifyPolygons = true;
UPROPERTY(EditAnywhere, Category = SweptHulls, meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "100000",
EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::SweptHulls"))
float HullTolerance = 0.1;
UPROPERTY(EditAnywhere, Category = SweptHulls, meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "100000",
EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::SweptHulls"))
EProjectedHullAxis SweepAxis = EProjectedHullAxis::SmallestVolume;
UPROPERTY(EditAnywhere, Category = OutputOptions)
bool bAppendToExisting = false;
UPROPERTY(EditAnywhere, Category = OutputOptions)
ECollisionGeometryMode SetCollisionType = ECollisionGeometryMode::SimpleAndComplex;
};
/**
* Mesh Inspector Tool for visualizing mesh information
*/
UCLASS()
class MESHMODELINGTOOLS_API USetCollisionGeometryTool : public UMultiSelectionTool
{
GENERATED_BODY()
public:
virtual void Setup() override;
virtual void Shutdown(EToolShutdownType ShutdownType) override;
virtual void OnTick(float DeltaTime) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
protected:
UPROPERTY()
USetCollisionGeometryToolProperties* Settings = nullptr;
UPROPERTY()
UPolygroupLayersProperties* PolygroupLayerProperties = nullptr;
UPROPERTY()
UCollisionGeometryVisualizationProperties* VizSettings = nullptr;
UPROPERTY()
UPhysicsObjectToolPropertySet* CollisionProps;
UPROPERTY()
UMaterialInterface* LineMaterial = nullptr;
protected:
UPROPERTY()
UPreviewGeometry* PreviewGeom;
TArray<int32> SourceObjectIndices;
bool bSourcesHidden = false;
TArray<FDynamicMesh3> InitialSourceMeshes;
void OnInputModeChanged();
enum class EDetectedCollisionGeometry
{
None,
Sphere = 2,
Box = 4,
Capsule = 8,
Convex = 16
};
struct FSourceMesh
{
FDynamicMesh3 Mesh;
EDetectedCollisionGeometry DetectedType = EDetectedCollisionGeometry::None;
UE::Geometry::FSphere3d DetectedSphere;
UE::Geometry::FOrientedBox3d DetectedBox;
UE::Geometry::FCapsule3d DetectedCapsule;
};
bool bInputMeshesValid = false;
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> InputMeshes;
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> CombinedInputMeshes;
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> SeparatedInputMeshes;
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> PerGroupInputMeshes;
TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> InputMeshesApproximator;
TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> CombinedInputMeshesApproximator;
TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> SeparatedMeshesApproximator;
TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> PerGroupMeshesApproximator;
void PrecomputeInputMeshes();
void InitializeDerivedMeshSet(
const TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>& FromInputMeshes,
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>& ToMeshes,
TFunctionRef<bool(const FDynamicMesh3*, int32, int32)> TrisConnectedPredicate);
TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe>& GetApproximator(ESetCollisionGeometryInputMode MeshSetMode);
TUniquePtr<UE::Geometry::FPolygroupSet> ActiveGroupSet;
void OnSelectedGroupLayerChanged();
void UpdateActiveGroupLayer();
FTransform OrigTargetTransform;
FVector TargetScale3D;
bool bResultValid = false;
TSharedPtr<FPhysicsDataCollection, ESPMode::ThreadSafe> InitialCollision;
TSharedPtr<FPhysicsDataCollection, ESPMode::ThreadSafe> GeneratedCollision;
void UpdateGeneratedCollision();
// TSharedPtr<FPhysicsDataCollection> GenerateCollision_MinVolume();
bool bVisualizationDirty = false;
void UpdateVisualization();
};