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- Move ToolTarget implementations, DynamicMeshToVolume to ModelingComponentsEditorOnly module - move VolumeToDynamicMesh, DynamicMeshProvider/Commiter interfaces to ModelingComponents module - Add UCreateMeshObjectTypeProperties property set to expose mesh/volume options - Add FCreateMeshObjectParams::TypeHintClass to allow AVolume type (or other UClass hints) to be passed to creation APIs - Add UE::ToolTarget::ConfigureCreateMeshObjectParams() util function in ModelingToolTargetUtil, tries to determine output type in a FCreateMeshObjectParams based on input ToolTarget - Add UEditorModelingObjectsCreationAPI::CreateVolume() implementation - Add UEditorModelingObjectsCreationAPI::FilterMaterials() that strips out any internal materials and replaces with WorldGridMaterial. This occurs when (eg) subtracting a Volume from a StaticMesh, because the temporary volume mesh gets assigned internal materials, but the Tools don't know this. Use in EditorModelingObjectsCreationAPI when creating new objects. UStaticMeshComponentToolTarget also does this filtering in ::CommitMaterialSetUpdate(). - Add ::ComponentTypeSupportsCollision() function to ComponentCollisionUtil, use to avoid checks/ensures for Volume targets - Add support for automatic mesh simplification in DynamicMeshToVolume. Add CVar to VolumeDynamicMeshToolTarget.h to control max triangle count (default 500). Apply auto-simplify when creating or updating an AVolume. This prevents the Editor from blocking for long periods on meshes that are too high-res for volumes (even 500 is quite high). - DynamicMeshToVolume now emits polygroup-faces that contain holes (ie multiple boundary loops) as a set of triangles, rather than emitting separate overlapping faces for each boundary loop #rb none #rnx #jira none #preflight 60ba50632c42ea0001cb54c5 [CL 16561742 by Ryan Schmidt in ue5-main branch]
109 lines
4.1 KiB
C++
109 lines
4.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AssetUtils/MeshDescriptionUtil.h"
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#include "Engine/StaticMesh.h"
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#include "Engine/Classes/Components/StaticMeshComponent.h"
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#include "StaticMeshAttributes.h"
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#include "StaticMeshOperations.h"
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void UE::MeshDescription::InitializeAutoGeneratedAttributes(FMeshDescription& Mesh, const FMeshBuildSettings* BuildSettings)
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{
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check(BuildSettings);
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// if the build settings don't indicate calculated normals/tangents, we will assume they are good
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if (BuildSettings->bRecomputeNormals || BuildSettings->bRecomputeTangents)
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{
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// check if any are invalid
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bool bHasInvalidNormals, bHasInvalidTangents;
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FStaticMeshOperations::AreNormalsAndTangentsValid(Mesh, bHasInvalidNormals, bHasInvalidTangents);
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// if neither are invalid we are not going to recompute
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if (bHasInvalidNormals || bHasInvalidTangents)
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{
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FStaticMeshAttributes Attributes(Mesh);
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if (!Attributes.GetTriangleNormals().IsValid() || !Attributes.GetTriangleTangents().IsValid())
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{
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// If these attributes don't exist, create them and compute their values for each triangle
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FStaticMeshOperations::ComputeTriangleTangentsAndNormals(Mesh);
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}
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EComputeNTBsFlags ComputeNTBsOptions = EComputeNTBsFlags::BlendOverlappingNormals;
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ComputeNTBsOptions |= BuildSettings->bRecomputeNormals ? EComputeNTBsFlags::Normals : EComputeNTBsFlags::None;
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ComputeNTBsOptions |= BuildSettings->bRecomputeTangents ? EComputeNTBsFlags::Tangents : EComputeNTBsFlags::None;
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ComputeNTBsOptions |= BuildSettings->bUseMikkTSpace ? EComputeNTBsFlags::UseMikkTSpace : EComputeNTBsFlags::None;
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ComputeNTBsOptions |= BuildSettings->bComputeWeightedNormals ? EComputeNTBsFlags::WeightedNTBs : EComputeNTBsFlags::None;
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ComputeNTBsOptions |= BuildSettings->bRemoveDegenerates ? EComputeNTBsFlags::IgnoreDegenerateTriangles : EComputeNTBsFlags::None;
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FStaticMeshOperations::ComputeTangentsAndNormals(Mesh, ComputeNTBsOptions);
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}
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}
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}
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void UE::MeshDescription::InitializeAutoGeneratedAttributes(FMeshDescription& Mesh, UStaticMesh* StaticMesh, int32 SourceLOD)
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{
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#if WITH_EDITOR
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if (ensureMsgf(SourceLOD < StaticMesh->GetNumSourceModels(), TEXT("InitializeMeshDescription requested LOD index greater than num available in UStaticMesh")))
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{
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const FStaticMeshSourceModel& SourceModel = StaticMesh->GetSourceModel(SourceLOD);
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InitializeAutoGeneratedAttributes(Mesh, &SourceModel.BuildSettings);
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}
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#else
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ensureMsgf(false, TEXT("InitializeMeshDescription requires Editor-only SourceModel field of UStaticMesh"));
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#endif
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}
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void UE::MeshDescription::InitializeAutoGeneratedAttributes(FMeshDescription& Mesh, UActorComponent* StaticMeshComponent, int32 SourceLOD)
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{
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#if WITH_EDITOR
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if (Cast<UStaticMeshComponent>(StaticMeshComponent) != nullptr)
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{
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UStaticMesh* StaticMesh = Cast<UStaticMeshComponent>(StaticMeshComponent)->GetStaticMesh();
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if (ensure(StaticMesh != nullptr))
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{
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InitializeAutoGeneratedAttributes(Mesh, StaticMesh, SourceLOD);
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}
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}
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#else
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//ensureMsgf(false, TEXT("InitializeMeshDescription requires Editor-only SourceModel field of UStaticMesh"));
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#endif
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}
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void UE::MeshDescription::ConfigureBuildSettings(UStaticMesh* StaticMesh, int32 SourceLOD, FStaticMeshBuildSettingChange NewSettings)
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{
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#if WITH_EDITOR
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if (ensureMsgf(SourceLOD < StaticMesh->GetNumSourceModels(), TEXT("ConfigureBuildSettings requested LOD index greater than num available in UStaticMesh")))
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{
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FStaticMeshSourceModel& SourceModel = StaticMesh->GetSourceModel(SourceLOD);
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if (NewSettings.AutoGeneratedNormals != EBuildSettingBoolChange::NoChange)
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{
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SourceModel.BuildSettings.bRecomputeNormals =
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(NewSettings.AutoGeneratedNormals == EBuildSettingBoolChange::Disable) ? false : true;
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}
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if (NewSettings.AutoGeneratedTangents != EBuildSettingBoolChange::NoChange)
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{
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SourceModel.BuildSettings.bRecomputeTangents =
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(NewSettings.AutoGeneratedTangents == EBuildSettingBoolChange::Disable) ? false : true;
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}
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if (NewSettings.UseMikkTSpaceTangents != EBuildSettingBoolChange::NoChange)
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{
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SourceModel.BuildSettings.bUseMikkTSpace =
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(NewSettings.UseMikkTSpaceTangents == EBuildSettingBoolChange::Disable) ? false : true;
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}
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}
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#else
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// just ignore?
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#endif
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} |