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- 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]
177 lines
5.7 KiB
C++
177 lines
5.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ParameterizeMeshTool.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 "DynamicMesh/DynamicMesh3.h"
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#include "FaceGroupUtil.h"
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#include "ParameterizationOps/ParameterizeMeshOp.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 "UParameterizeMeshTool"
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/*
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* ToolBuilder
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*/
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USingleSelectionMeshEditingTool* UParameterizeMeshToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
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{
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UParameterizeMeshTool* NewTool = NewObject<UParameterizeMeshTool>(SceneState.ToolManager);
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return NewTool;
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}
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/*
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* Tool
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*/
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void UParameterizeMeshTool::Setup()
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{
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UInteractiveTool::Setup();
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InputMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
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*InputMesh = UE::ToolTarget::GetDynamicMeshCopy(Target);
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Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(this);
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Preview->Setup(this->TargetWorld, this);
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Preview->PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
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Preview->PreviewMesh->ReplaceMesh(*InputMesh);
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Preview->ConfigureMaterials(UE::ToolTarget::GetMaterialSet(Target).Materials,
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ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager()));
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Preview->PreviewMesh->SetTransform((FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target));
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Preview->OnMeshUpdated.AddLambda([this](UMeshOpPreviewWithBackgroundCompute* Op)
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{
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MaterialSettings->UpdateMaterials();
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});
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UE::ToolTarget::HideSourceObject(Target);
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// initialize our properties
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UVChannelProperties = NewObject<UMeshUVChannelProperties>(this);
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UVChannelProperties->RestoreProperties(this);
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UVChannelProperties->Initialize(InputMesh.Get(), false);
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UVChannelProperties->ValidateSelection(true);
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UVChannelProperties->WatchProperty(UVChannelProperties->UVChannel, [this](const FString& NewValue)
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{
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MaterialSettings->UVChannel = UVChannelProperties->GetSelectedChannelIndex(true);
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});
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AddToolPropertySource(UVChannelProperties);
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Settings = NewObject<UParameterizeMeshToolProperties>(this);
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Settings->RestoreProperties(this);
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AddToolPropertySource(Settings);
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Settings->WatchProperty(Settings->Method, [&](EParameterizeMeshUVMethod) { OnMethodTypeChanged(); });
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UVAtlasProperties = NewObject<UParameterizeMeshToolUVAtlasProperties>(this);
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UVAtlasProperties->RestoreProperties(this);
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AddToolPropertySource(UVAtlasProperties);
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SetToolPropertySourceEnabled(UVAtlasProperties, false);
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XAtlasProperties = NewObject<UParameterizeMeshToolXAtlasProperties>(this);
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XAtlasProperties->RestoreProperties(this);
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AddToolPropertySource(XAtlasProperties);
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SetToolPropertySourceEnabled(XAtlasProperties, false);
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MaterialSettings = NewObject<UExistingMeshMaterialProperties>(this);
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MaterialSettings->MaterialMode = ESetMeshMaterialMode::Checkerboard;
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MaterialSettings->RestoreProperties(this, TEXT("ModelingUVTools"));
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AddToolPropertySource(MaterialSettings);
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// force update
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MaterialSettings->UpdateMaterials();
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Preview->OverrideMaterial = MaterialSettings->GetActiveOverrideMaterial();
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Preview->InvalidateResult(); // start compute
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SetToolDisplayName(LOCTEXT("ToolNameGlobal", "AutoUV"));
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GetToolManager()->DisplayMessage(
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LOCTEXT("OnStartTool_Global", "Automatically partition the selected Mesh into UV islands, flatten, and pack into a single UV chart"),
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EToolMessageLevel::UserNotification);
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}
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void UParameterizeMeshTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
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{
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if (PropertySet != MaterialSettings)
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{
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Preview->InvalidateResult();
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}
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MaterialSettings->UpdateMaterials();
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Preview->OverrideMaterial = MaterialSettings->GetActiveOverrideMaterial();
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}
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void UParameterizeMeshTool::OnMethodTypeChanged()
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{
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SetToolPropertySourceEnabled(UVAtlasProperties, Settings->Method == EParameterizeMeshUVMethod::UVAtlas);
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SetToolPropertySourceEnabled(XAtlasProperties, Settings->Method == EParameterizeMeshUVMethod::XAtlas);
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Preview->InvalidateResult();
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}
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void UParameterizeMeshTool::Shutdown(EToolShutdownType ShutdownType)
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{
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UVChannelProperties->SaveProperties(this);
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Settings->SaveProperties(this);
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MaterialSettings->SaveProperties(this, TEXT("ModelingUVTools"));
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FDynamicMeshOpResult Result = Preview->Shutdown();
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// Restore (unhide) the source meshes
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UE::ToolTarget::ShowSourceObject(Target);
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if (ShutdownType == EToolShutdownType::Accept)
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{
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GetToolManager()->BeginUndoTransaction(LOCTEXT("ParameterizeMesh", "Auto UVs"));
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FDynamicMesh3* NewDynamicMesh = Result.Mesh.Get();
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if (ensure(NewDynamicMesh))
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{
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UE::ToolTarget::CommitDynamicMeshUVUpdate(Target, NewDynamicMesh);
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}
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GetToolManager()->EndUndoTransaction();
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}
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}
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void UParameterizeMeshTool::OnTick(float DeltaTime)
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{
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Preview->Tick(DeltaTime);
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}
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bool UParameterizeMeshTool::CanAccept() const
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{
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return Super::CanAccept() && Preview->HaveValidResult();
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}
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TUniquePtr<FDynamicMeshOperator> UParameterizeMeshTool::MakeNewOperator()
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{
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FAxisAlignedBox3d MeshBounds = Preview->PreviewMesh->GetMesh()->GetBounds();
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TUniquePtr<FParameterizeMeshOp> ParameterizeMeshOp = MakeUnique<FParameterizeMeshOp>();
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ParameterizeMeshOp->InputMesh = InputMesh;
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ParameterizeMeshOp->UVLayer = UVChannelProperties->GetSelectedChannelIndex(true);
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ParameterizeMeshOp->Method = (EParamOpBackend)(int)Settings->Method;
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// uvatlas options
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ParameterizeMeshOp->Stretch = UVAtlasProperties->ChartStretch;
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ParameterizeMeshOp->NumCharts = UVAtlasProperties->NumCharts;
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// xatlas options
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ParameterizeMeshOp->XAtlasMaxIterations = XAtlasProperties->MaxIterations;
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ParameterizeMeshOp->SetTransform(UE::ToolTarget::GetLocalToWorldTransform(Target));
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return ParameterizeMeshOp;
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}
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#undef LOCTEXT_NAMESPACE
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