Files
UnrealEngineUWP/Engine/Source/Developer/MeshDescriptionOperations/Private/MeshDescriptionOperations.cpp
Alexis Matte 23bb6528fa Fix old faceted meshes, bump version to ensure static mesh are rebuild build
- Add some normals and tangents tests but they are disable until the new compute tangents return the same value then the original FRawMesh code.
#rb none
#jira UE-56965

[CL 3973085 by Alexis Matte in Dev-Geometry branch]
2018-03-29 16:39:17 -04:00

1078 lines
46 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "MeshDescriptionOperations.h"
#include "UObject/Package.h"
#include "MeshDescription.h"
#include "MeshAttributes.h"
#include "RawMesh.h"
#include "RenderUtils.h"
#include "mikktspace.h"
#include "LayoutUV.h"
DEFINE_LOG_CATEGORY(LogMeshDescriptionOperations);
#define LOCTEXT_NAMESPACE "MeshDescriptionOperations"
//////////////////////////////////////////////////////////////////////////
// Local structure
struct FVertexInfo
{
FVertexInfo()
{
PolygonID = FPolygonID::Invalid;
VertexInstanceID = FVertexInstanceID::Invalid;
UVs = FVector2D(0.0f, 0.0f);
EdgeIDs.Reserve(2);//Most of the time a edge has two triangles
}
FPolygonID PolygonID;
FVertexInstanceID VertexInstanceID;
FVector2D UVs;
TArray<FEdgeID> EdgeIDs;
};
/** Helper struct for building acceleration structures. */
struct FIndexAndZ
{
float Z;
int32 Index;
const FVector *OriginalVector;
/** Default constructor. */
FIndexAndZ() {}
/** Initialization constructor. */
FIndexAndZ(int32 InIndex, const FVector& V)
{
Z = 0.30f * V.X + 0.33f * V.Y + 0.37f * V.Z;
Index = InIndex;
OriginalVector = &V;
}
};
/** Sorting function for vertex Z/index pairs. */
struct FCompareIndexAndZ
{
FORCEINLINE bool operator()(FIndexAndZ const& A, FIndexAndZ const& B) const { return A.Z < B.Z; }
};
//////////////////////////////////////////////////////////////////////////
// Converters
void FMeshDescriptionOperations::ConvertHardEdgesToSmoothGroup(const UMeshDescription* SourceMeshDescription, struct FRawMesh &DestinationRawMesh)
{
TMap<FPolygonID, uint32> PolygonSmoothGroup;
PolygonSmoothGroup.Reserve(SourceMeshDescription->Polygons().Num());
TArray<bool> ConsumedPolygons;
ConsumedPolygons.AddZeroed(SourceMeshDescription->Polygons().Num());
TMap < FPolygonID, uint32> PolygonAvoidances;
const TEdgeAttributeArray<bool>& EdgeHardnesses = SourceMeshDescription->EdgeAttributes().GetAttributes<bool>(MeshAttribute::Edge::IsHard);
for (const FPolygonID PolygonID : SourceMeshDescription->Polygons().GetElementIDs())
{
if (ConsumedPolygons[PolygonID.GetValue()])
{
continue;
}
TArray<FPolygonID> ConnectedPolygons;
TArray<FPolygonID> LastConnectedPolygons;
ConnectedPolygons.Add(PolygonID);
LastConnectedPolygons.Add(FPolygonID::Invalid);
while (ConnectedPolygons.Num() > 0)
{
check(LastConnectedPolygons.Num() == ConnectedPolygons.Num());
FPolygonID LastPolygonID = LastConnectedPolygons.Pop(true);
FPolygonID CurrentPolygonID = ConnectedPolygons.Pop(true);
if (ConsumedPolygons[CurrentPolygonID.GetValue()])
{
continue;
}
TArray<FPolygonID> SoftEdgeNeigbors;
uint32& SmoothGroup = PolygonSmoothGroup.FindOrAdd(CurrentPolygonID);
uint32 AvoidSmoothGroup = 0;
uint32 NeighborSmoothGroup = 0;
const uint32 LastSmoothGroupValue = (LastPolygonID == FPolygonID::Invalid) ? 0 : PolygonSmoothGroup[LastPolygonID];
TArray<FEdgeID> PolygonEdges;
SourceMeshDescription->GetPolygonEdges(CurrentPolygonID, PolygonEdges);
for (const FEdgeID& EdgeID : PolygonEdges)
{
bool bIsHardEdge = EdgeHardnesses[EdgeID];
const TArray<FPolygonID>& EdgeConnectedPolygons = SourceMeshDescription->GetEdgeConnectedPolygons(EdgeID);
for (const FPolygonID& EdgePolygonID : EdgeConnectedPolygons)
{
if (EdgePolygonID == CurrentPolygonID)
{
continue;
}
uint32 SmoothValue = 0;
if (PolygonSmoothGroup.Contains(EdgePolygonID))
{
SmoothValue = PolygonSmoothGroup[EdgePolygonID];
}
if (bIsHardEdge) //Hard Edge
{
AvoidSmoothGroup |= SmoothValue;
}
else
{
NeighborSmoothGroup |= SmoothValue;
//Put all none hard edge polygon in the next iteration
if (!ConsumedPolygons[EdgePolygonID.GetValue()])
{
ConnectedPolygons.Add(EdgePolygonID);
LastConnectedPolygons.Add(CurrentPolygonID);
}
else
{
SoftEdgeNeigbors.Add(EdgePolygonID);
}
}
}
}
if (AvoidSmoothGroup != 0)
{
PolygonAvoidances.FindOrAdd(CurrentPolygonID) = AvoidSmoothGroup;
//find neighbor avoidance
for (FPolygonID& NeighborID : SoftEdgeNeigbors)
{
if (!PolygonAvoidances.Contains(NeighborID))
{
continue;
}
AvoidSmoothGroup |= PolygonAvoidances[NeighborID];
}
uint32 NewSmoothGroup = 1;
while ((NewSmoothGroup & AvoidSmoothGroup) != 0 && NewSmoothGroup < MAX_uint32)
{
//Shift the smooth group
NewSmoothGroup = NewSmoothGroup << 1;
}
SmoothGroup = NewSmoothGroup;
//Apply to all neighboard
for (FPolygonID& NeighborID : SoftEdgeNeigbors)
{
PolygonSmoothGroup[NeighborID] |= NewSmoothGroup;
}
}
else if (NeighborSmoothGroup != 0)
{
SmoothGroup |= LastSmoothGroupValue | NeighborSmoothGroup;
}
else
{
SmoothGroup = 1;
}
ConsumedPolygons[CurrentPolygonID.GetValue()] = true;
}
}
//Now we have to put the data into the RawMesh
int32 TriangleIndex = 0;
for (const FPolygonID PolygonID : SourceMeshDescription->Polygons().GetElementIDs())
{
uint32 PolygonSmoothValue = PolygonSmoothGroup[PolygonID];
const TArray<FMeshTriangle>& Triangles = SourceMeshDescription->GetPolygonTriangles(PolygonID);
for (const FMeshTriangle& MeshTriangle : Triangles)
{
DestinationRawMesh.FaceSmoothingMasks[TriangleIndex++] = PolygonSmoothValue;
}
}
}
void FMeshDescriptionOperations::ConvertSmoothGroupToHardEdges(const struct FRawMesh &SourceRawMesh, UMeshDescription* DestinationMeshDescription)
{
TEdgeAttributeArray<bool>& EdgeHardnesses = DestinationMeshDescription->EdgeAttributes().GetAttributes<bool>(MeshAttribute::Edge::IsHard);
TArray<bool> ConsumedPolygons;
ConsumedPolygons.AddZeroed(DestinationMeshDescription->Polygons().Num());
for (const FPolygonID PolygonID : DestinationMeshDescription->Polygons().GetElementIDs())
{
if (ConsumedPolygons[PolygonID.GetValue()])
{
continue;
}
TArray<FPolygonID> ConnectedPolygons;
ConnectedPolygons.Add(PolygonID);
while (ConnectedPolygons.Num() > 0)
{
FPolygonID CurrentPolygonID = ConnectedPolygons.Pop(true);
int32 CurrentPolygonIDValue = CurrentPolygonID.GetValue();
check(SourceRawMesh.FaceSmoothingMasks.IsValidIndex(CurrentPolygonIDValue));
const uint32 ReferenceSmoothGroup = SourceRawMesh.FaceSmoothingMasks[CurrentPolygonIDValue];
TArray<FEdgeID> PolygonEdges;
DestinationMeshDescription->GetPolygonEdges(CurrentPolygonID, PolygonEdges);
for (const FEdgeID& EdgeID : PolygonEdges)
{
const bool bIsHardEdge = EdgeHardnesses[EdgeID];
if (bIsHardEdge)
{
continue;
}
const TArray<FPolygonID>& EdgeConnectedPolygons = DestinationMeshDescription->GetEdgeConnectedPolygons(EdgeID);
for (const FPolygonID& EdgePolygonID : EdgeConnectedPolygons)
{
int32 EdgePolygonIDValue = EdgePolygonID.GetValue();
if (EdgePolygonID == CurrentPolygonID || ConsumedPolygons[EdgePolygonIDValue])
{
continue;
}
check(SourceRawMesh.FaceSmoothingMasks.IsValidIndex(EdgePolygonIDValue));
const uint32 TestSmoothGroup = SourceRawMesh.FaceSmoothingMasks[EdgePolygonIDValue];
if ((TestSmoothGroup & ReferenceSmoothGroup) == 0)
{
EdgeHardnesses[EdgeID] = true;
break;
}
else
{
ConnectedPolygons.Add(EdgePolygonID);
}
}
}
ConsumedPolygons[CurrentPolygonID.GetValue()] = true;
}
}
}
void FMeshDescriptionOperations::ConverToRawMesh(const UMeshDescription* SourceMeshDescription, struct FRawMesh &DestinationRawMesh, const TMap<FName, int32>& MaterialMap)
{
DestinationRawMesh.Empty();
//Gather all array data
const TVertexAttributeArray<FVector>& VertexPositions = SourceMeshDescription->VertexAttributes().GetAttributes<FVector>(MeshAttribute::Vertex::Position);
const TVertexInstanceAttributeArray<FVector>& VertexInstanceNormals = SourceMeshDescription->VertexInstanceAttributes().GetAttributes<FVector>(MeshAttribute::VertexInstance::Normal);
const TVertexInstanceAttributeArray<FVector>& VertexInstanceTangents = SourceMeshDescription->VertexInstanceAttributes().GetAttributes<FVector>(MeshAttribute::VertexInstance::Tangent);
const TVertexInstanceAttributeArray<float>& VertexInstanceBinormalSigns = SourceMeshDescription->VertexInstanceAttributes().GetAttributes<float>(MeshAttribute::VertexInstance::BinormalSign);
const TVertexInstanceAttributeArray<FVector4>& VertexInstanceColors = SourceMeshDescription->VertexInstanceAttributes().GetAttributes<FVector4>(MeshAttribute::VertexInstance::Color);
const TVertexInstanceAttributeIndicesArray<FVector2D>& VertexInstanceUVs = SourceMeshDescription->VertexInstanceAttributes().GetAttributesSet<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate);
const TPolygonGroupAttributeArray<FName>& PolygonGroupMaterialSlotName = SourceMeshDescription->PolygonGroupAttributes().GetAttributes<FName>(MeshAttribute::PolygonGroup::ImportedMaterialSlotName);
DestinationRawMesh.VertexPositions.AddZeroed(SourceMeshDescription->Vertices().Num());
for (const FVertexID& VertexID : SourceMeshDescription->Vertices().GetElementIDs())
{
int32 VertexIDValue = VertexID.GetValue();
DestinationRawMesh.VertexPositions[VertexIDValue] = VertexPositions[VertexID];
}
int32 VertexInstanceNumber = SourceMeshDescription->VertexInstances().Num();
DestinationRawMesh.WedgeColors.AddZeroed(VertexInstanceNumber);
DestinationRawMesh.WedgeIndices.AddZeroed(VertexInstanceNumber);
DestinationRawMesh.WedgeTangentX.AddZeroed(VertexInstanceNumber);
DestinationRawMesh.WedgeTangentY.AddZeroed(VertexInstanceNumber);
DestinationRawMesh.WedgeTangentZ.AddZeroed(VertexInstanceNumber);
int32 ExistingUVCount = VertexInstanceUVs.GetNumIndices();
for (int32 UVIndex = 0; UVIndex < ExistingUVCount; ++UVIndex)
{
DestinationRawMesh.WedgeTexCoords[UVIndex].AddZeroed(VertexInstanceNumber);
}
int32 TriangleNumber = 0;
for (const FPolygonID& PolygonID : SourceMeshDescription->Polygons().GetElementIDs())
{
TriangleNumber += SourceMeshDescription->GetPolygonTriangles(PolygonID).Num();
}
DestinationRawMesh.FaceMaterialIndices.AddZeroed(TriangleNumber);
DestinationRawMesh.FaceSmoothingMasks.AddZeroed(TriangleNumber);
int32 TriangleIndex = 0;
for (const FPolygonID& PolygonID : SourceMeshDescription->Polygons().GetElementIDs())
{
const FPolygonGroupID& PolygonGroupID = SourceMeshDescription->GetPolygonPolygonGroup(PolygonID);
int32 PolygonIDValue = PolygonID.GetValue();
const TArray<FMeshTriangle>& Triangles = SourceMeshDescription->GetPolygonTriangles(PolygonID);
for (const FMeshTriangle& MeshTriangle : Triangles)
{
if (MaterialMap.Num() > 0 && MaterialMap.Contains(PolygonGroupMaterialSlotName[PolygonGroupID]))
{
DestinationRawMesh.FaceMaterialIndices[TriangleIndex] = MaterialMap[PolygonGroupMaterialSlotName[PolygonGroupID]];
}
else
{
DestinationRawMesh.FaceMaterialIndices[TriangleIndex] = 0;
}
DestinationRawMesh.FaceSmoothingMasks[TriangleIndex] = 0; //Conversion of soft/hard to smooth mask is done after the geometry is converted
for (int32 Corner = 0; Corner < 3; ++Corner)
{
const FVertexInstanceID VertexInstanceID = MeshTriangle.GetVertexInstanceID(Corner);
const int32 VertexInstanceIDValue = VertexInstanceID.GetValue();
DestinationRawMesh.WedgeColors[VertexInstanceIDValue] = FLinearColor(VertexInstanceColors[VertexInstanceID]).ToFColor(true);
DestinationRawMesh.WedgeIndices[VertexInstanceIDValue] = SourceMeshDescription->GetVertexInstanceVertex(VertexInstanceID).GetValue();
DestinationRawMesh.WedgeTangentX[VertexInstanceIDValue] = VertexInstanceTangents[VertexInstanceID];
DestinationRawMesh.WedgeTangentY[VertexInstanceIDValue] = FVector::CrossProduct(VertexInstanceNormals[VertexInstanceID], VertexInstanceTangents[VertexInstanceID]).GetSafeNormal() * VertexInstanceBinormalSigns[VertexInstanceID];
DestinationRawMesh.WedgeTangentZ[VertexInstanceIDValue] = VertexInstanceNormals[VertexInstanceID];
for (int32 UVIndex = 0; UVIndex < ExistingUVCount; ++UVIndex)
{
DestinationRawMesh.WedgeTexCoords[UVIndex][VertexInstanceIDValue] = VertexInstanceUVs.GetArrayForIndex(UVIndex)[VertexInstanceID];
}
}
++TriangleIndex;
}
}
//Convert the smoothgroup
ConvertHardEdgesToSmoothGroup(SourceMeshDescription, DestinationRawMesh);
}
//We want to fill the UMeshDescription vertex position mesh attribute with the FRawMesh vertex position
//We will also weld the vertex position (old FRawMesh is not always welded) and construct a mapping array to match the FVertexID
void FillMeshDescriptionVertexPositionNoDuplicate(const TArray<FVector> &RawMeshVertexPositions, UMeshDescription* DestinationMeshDescription, TArray<FVertexID>& RemapVertexPosition)
{
TVertexAttributeArray<FVector>& VertexPositions = DestinationMeshDescription->VertexAttributes().GetAttributes<FVector>(MeshAttribute::Vertex::Position);
const int32 NumVertex = RawMeshVertexPositions.Num();
TMap<int32, int32> TempRemapVertexPosition;
TempRemapVertexPosition.Reserve(NumVertex);
// Create a list of vertex Z/index pairs
TArray<FIndexAndZ> VertIndexAndZ;
VertIndexAndZ.Reserve(NumVertex);
for (int32 VertexIndex = 0; VertexIndex < NumVertex; ++VertexIndex)
{
new(VertIndexAndZ)FIndexAndZ(VertexIndex, RawMeshVertexPositions[VertexIndex]);
}
// Sort the vertices by z value
VertIndexAndZ.Sort(FCompareIndexAndZ());
int32 VertexCount = 0;
// Search for duplicates, quickly!
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
{
int32 Index_i = VertIndexAndZ[i].Index;
if (TempRemapVertexPosition.Contains(Index_i))
{
continue;
}
TempRemapVertexPosition.FindOrAdd(Index_i) = VertexCount;
// only need to search forward, since we add pairs both ways
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
{
if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > SMALL_NUMBER)
break; // can't be any more dups
const FVector& PositionA = *(VertIndexAndZ[i].OriginalVector);
const FVector& PositionB = *(VertIndexAndZ[j].OriginalVector);
if (PositionA.Equals(PositionB, SMALL_NUMBER))
{
TempRemapVertexPosition.FindOrAdd(VertIndexAndZ[j].Index) = VertexCount;
}
}
VertexCount++;
}
//Make sure the vertex are added in the same order to be lossless when converting the FRawMesh
//In case there is a duplicate even reordering it will not be lossless, but MeshDescription do not support
//bad data like duplicated vertex position.
RemapVertexPosition.AddUninitialized(NumVertex);
DestinationMeshDescription->ReserveNewVertices(VertexCount);
TArray<FVertexID> UniqueVertexDone;
UniqueVertexDone.AddUninitialized(VertexCount);
for (int32 VertexIndex = 0; VertexIndex < VertexCount; ++VertexIndex)
{
UniqueVertexDone[VertexIndex] = FVertexID::Invalid;
}
for (int32 VertexIndex = 0; VertexIndex < NumVertex; ++VertexIndex)
{
int32 RealIndex = TempRemapVertexPosition[VertexIndex];
if (UniqueVertexDone[RealIndex] != FVertexID::Invalid)
{
RemapVertexPosition[VertexIndex] = UniqueVertexDone[RealIndex];
continue;
}
FVertexID VertexID = DestinationMeshDescription->CreateVertex();
UniqueVertexDone[RealIndex] = VertexID;
VertexPositions[VertexID] = RawMeshVertexPositions[VertexIndex];
RemapVertexPosition[VertexIndex] = VertexID;
}
}
//Discover degenerated triangle
bool IsTriangleDegenerated(const FRawMesh &SourceRawMesh, const TArray<FVertexID>& RemapVertexPosition, const int32 VerticeIndexBase)
{
FVertexID VertexIDs[3];
for (int32 Corner = 0; Corner < 3; ++Corner)
{
int32 VerticeIndex = VerticeIndexBase + Corner;
VertexIDs[Corner] = RemapVertexPosition[SourceRawMesh.WedgeIndices[VerticeIndex]];
}
return (VertexIDs[0] == VertexIDs[1] || VertexIDs[0] == VertexIDs[2] || VertexIDs[1] == VertexIDs[2]);
}
void FMeshDescriptionOperations::ConverFromRawMesh(const FRawMesh &SourceRawMesh, UMeshDescription* DestinationMeshDescription, const TMap<int32, FName>& MaterialMap)
{
check(DestinationMeshDescription != nullptr);
DestinationMeshDescription->Empty();
DestinationMeshDescription->ReserveNewVertexInstances(SourceRawMesh.WedgeIndices.Num());
DestinationMeshDescription->ReserveNewPolygons(SourceRawMesh.WedgeIndices.Num() / 3);
//Approximately 2.5 edges per polygons
DestinationMeshDescription->ReserveNewEdges(SourceRawMesh.WedgeIndices.Num() * 2.5f / 3);
//Gather all array data
TVertexInstanceAttributeArray<FVector>& VertexInstanceNormals = DestinationMeshDescription->VertexInstanceAttributes().GetAttributes<FVector>(MeshAttribute::VertexInstance::Normal);
TVertexInstanceAttributeArray<FVector>& VertexInstanceTangents = DestinationMeshDescription->VertexInstanceAttributes().GetAttributes<FVector>(MeshAttribute::VertexInstance::Tangent);
TVertexInstanceAttributeArray<float>& VertexInstanceBinormalSigns = DestinationMeshDescription->VertexInstanceAttributes().GetAttributes<float>(MeshAttribute::VertexInstance::BinormalSign);
TVertexInstanceAttributeArray<FVector4>& VertexInstanceColors = DestinationMeshDescription->VertexInstanceAttributes().GetAttributes<FVector4>(MeshAttribute::VertexInstance::Color);
TVertexInstanceAttributeIndicesArray<FVector2D>& VertexInstanceUVs = DestinationMeshDescription->VertexInstanceAttributes().GetAttributesSet<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate);
TPolygonGroupAttributeArray<FName>& PolygonGroupImportedMaterialSlotNames = DestinationMeshDescription->PolygonGroupAttributes().GetAttributes<FName>(MeshAttribute::PolygonGroup::ImportedMaterialSlotName);
int32 NumTexCoords = 0;
int32 MaxTexCoords = MAX_MESH_TEXTURE_COORDS;
TArray<int32> TextureCoordinnateRemapIndex;
TextureCoordinnateRemapIndex.AddZeroed(MaxTexCoords);
for (int32 TextureCoordinnateIndex = 0; TextureCoordinnateIndex < MaxTexCoords; ++TextureCoordinnateIndex)
{
TextureCoordinnateRemapIndex[TextureCoordinnateIndex] = INDEX_NONE;
if (SourceRawMesh.WedgeTexCoords[TextureCoordinnateIndex].Num() == SourceRawMesh.WedgeIndices.Num())
{
TextureCoordinnateRemapIndex[TextureCoordinnateIndex] = NumTexCoords;
NumTexCoords++;
}
}
VertexInstanceUVs.SetNumIndices(NumTexCoords);
//Ensure we do not have any duplicate, We found all duplicated vertex and compact them and build a remap indice array to remap the wedgeindices
TArray<FVertexID> RemapVertexPosition;
FillMeshDescriptionVertexPositionNoDuplicate(SourceRawMesh.VertexPositions, DestinationMeshDescription, RemapVertexPosition);
bool bHasColors = SourceRawMesh.WedgeColors.Num() > 0;
bool bHasTangents = SourceRawMesh.WedgeTangentX.Num() > 0 && SourceRawMesh.WedgeTangentY.Num() > 0;
bool bHasNormals = SourceRawMesh.WedgeTangentZ.Num() > 0;
TArray<FPolygonGroupID> PolygonGroups;
//Triangles
int32 TriangleCount = SourceRawMesh.WedgeIndices.Num() / 3;
for (int32 TriangleIndex = 0; TriangleIndex < TriangleCount; ++TriangleIndex)
{
int32 VerticeIndexBase = TriangleIndex * 3;
//Check if the triangle is degenerated and skip the data if its the case
if (IsTriangleDegenerated(SourceRawMesh, RemapVertexPosition, VerticeIndexBase))
{
continue;
}
//PolygonGroup
FPolygonGroupID PolygonGroupID = FPolygonGroupID::Invalid;
FName PolygonGroupImportedMaterialSlotName = NAME_None;
int32 MaterialIndex = SourceRawMesh.FaceMaterialIndices[TriangleIndex];
if (MaterialMap.Num() > 0 && MaterialMap.Contains(SourceRawMesh.FaceMaterialIndices[TriangleIndex]))
{
PolygonGroupImportedMaterialSlotName = MaterialMap[SourceRawMesh.FaceMaterialIndices[TriangleIndex]];
for (const FPolygonGroupID& SearchPolygonGroupID : DestinationMeshDescription->PolygonGroups().GetElementIDs())
{
if (PolygonGroupImportedMaterialSlotNames[SearchPolygonGroupID] == PolygonGroupImportedMaterialSlotName)
{
PolygonGroupID = SearchPolygonGroupID;
}
}
}
if (PolygonGroupID == FPolygonGroupID::Invalid)
{
PolygonGroupID = DestinationMeshDescription->CreatePolygonGroup();
PolygonGroupImportedMaterialSlotNames[PolygonGroupID] = PolygonGroupImportedMaterialSlotName == NAME_None ? FName(*FString::Printf(TEXT("MaterialSlot_%d"), MaterialIndex)) : PolygonGroupImportedMaterialSlotName;
PolygonGroups.Add(PolygonGroupID);
}
FVertexInstanceID TriangleVertexInstanceIDs[3];
for (int32 Corner = 0; Corner < 3; ++Corner)
{
int32 VerticeIndex = VerticeIndexBase + Corner;
FVertexID VertexID = RemapVertexPosition[SourceRawMesh.WedgeIndices[VerticeIndex]];
FVertexInstanceID VertexInstanceID = DestinationMeshDescription->CreateVertexInstance(VertexID);
TriangleVertexInstanceIDs[Corner] = VertexInstanceID;
VertexInstanceColors[VertexInstanceID] = bHasColors ? FLinearColor::FromSRGBColor(SourceRawMesh.WedgeColors[VerticeIndex]) : FLinearColor::White;
VertexInstanceTangents[VertexInstanceID] = bHasTangents ? SourceRawMesh.WedgeTangentX[VerticeIndex] : FVector(ForceInitToZero);
VertexInstanceBinormalSigns[VertexInstanceID] = bHasTangents ? GetBasisDeterminantSign(SourceRawMesh.WedgeTangentX[VerticeIndex].GetSafeNormal(), SourceRawMesh.WedgeTangentY[VerticeIndex].GetSafeNormal(), SourceRawMesh.WedgeTangentZ[VerticeIndex].GetSafeNormal()) : 0.0f;
VertexInstanceNormals[VertexInstanceID] = bHasNormals ? SourceRawMesh.WedgeTangentZ[VerticeIndex] : FVector(ForceInitToZero);
for (int32 TextureCoordinnateIndex = 0; TextureCoordinnateIndex < NumTexCoords; ++TextureCoordinnateIndex)
{
int32 TextureCoordIndex = TextureCoordinnateRemapIndex[TextureCoordinnateIndex];
if (TextureCoordIndex == INDEX_NONE)
{
continue;
}
TMeshAttributeArray<FVector2D, FVertexInstanceID>& Uvs = VertexInstanceUVs.GetArrayForIndex(TextureCoordIndex);
Uvs[VertexInstanceID] = SourceRawMesh.WedgeTexCoords[TextureCoordinnateIndex][VerticeIndex];
}
}
//Create the polygon edges
TArray<UMeshDescription::FContourPoint> Contours;
for (uint32 Corner = 0; Corner < 3; ++Corner)
{
int32 ContourPointIndex = Contours.AddDefaulted();
UMeshDescription::FContourPoint& ContourPoint = Contours[ContourPointIndex];
//Find the matching edge ID
int32 CornerIndices[2];
CornerIndices[0] = (Corner + 0) % 3;
CornerIndices[1] = (Corner + 1) % 3;
FVertexID EdgeVertexIDs[2];
EdgeVertexIDs[0] = DestinationMeshDescription->GetVertexInstanceVertex(FVertexInstanceID(TriangleVertexInstanceIDs[CornerIndices[0]]));
EdgeVertexIDs[1] = DestinationMeshDescription->GetVertexInstanceVertex(FVertexInstanceID(TriangleVertexInstanceIDs[CornerIndices[1]]));
FEdgeID MatchEdgeId = DestinationMeshDescription->GetVertexPairEdge(EdgeVertexIDs[0], EdgeVertexIDs[1]);
if (MatchEdgeId == FEdgeID::Invalid)
{
MatchEdgeId = DestinationMeshDescription->CreateEdge(EdgeVertexIDs[0], EdgeVertexIDs[1]);
}
ContourPoint.EdgeID = MatchEdgeId;
ContourPoint.VertexInstanceID = FVertexInstanceID(TriangleVertexInstanceIDs[CornerIndices[0]]);
}
const FPolygonID NewPolygonID = DestinationMeshDescription->CreatePolygon(PolygonGroupID, Contours);
int32 NewTriangleIndex = DestinationMeshDescription->GetPolygonTriangles(NewPolygonID).AddDefaulted();
FMeshTriangle& NewTriangle = DestinationMeshDescription->GetPolygonTriangles(NewPolygonID)[NewTriangleIndex];
for (int32 Corner = 0; Corner < 3; ++Corner)
{
FVertexInstanceID VertexInstanceID = TriangleVertexInstanceIDs[Corner];
NewTriangle.SetVertexInstanceID(Corner, VertexInstanceID);
}
}
//DestinationMeshDescription->ComputePolygonTangentsAndNormals(0.0f);
FMeshDescriptionOperations::CreatePolygonNTB(DestinationMeshDescription, 0.0f);
ConvertSmoothGroupToHardEdges(SourceRawMesh, DestinationMeshDescription);
//Create the missing normals and tangents, should we use Mikkt space for tangent???
if (!bHasNormals || !bHasTangents)
{
//EComputeNTBsOptions ComputeNTBsOptions = (bHasNormals ? EComputeNTBsOptions::None : EComputeNTBsOptions::Normals) | (bHasTangents ? EComputeNTBsOptions::None : EComputeNTBsOptions::Tangents);
//DestinationMeshDescription->ComputeTangentsAndNormals(ComputeNTBsOptions);
//Create the missing normals and tangents
if (!bHasNormals)
{
CreateNormals(DestinationMeshDescription, ETangentOptions::BlendOverlappingNormals, false);
}
CreateMikktTangents(DestinationMeshDescription, ETangentOptions::BlendOverlappingNormals);
}
}
//////////////////////////////////////////////////////////////////////////
// Normals tangents and Bi-normals
void FMeshDescriptionOperations::CreatePolygonNTB(UMeshDescription* MeshDescription, float ComparisonThreshold)
{
const TVertexAttributeArray<FVector>& VertexPositions = MeshDescription->VertexAttributes().GetAttributes<FVector>(MeshAttribute::Vertex::Position);
TVertexInstanceAttributeArray<FVector2D>& VertexUVs = MeshDescription->VertexInstanceAttributes().GetAttributes<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate, 0);
TPolygonAttributeArray<FVector>& PolygonNormals = MeshDescription->PolygonAttributes().GetAttributes<FVector>(MeshAttribute::Polygon::Normal);
TPolygonAttributeArray<FVector>& PolygonTangents = MeshDescription->PolygonAttributes().GetAttributes<FVector>(MeshAttribute::Polygon::Tangent);
TPolygonAttributeArray<FVector>& PolygonBinormals = MeshDescription->PolygonAttributes().GetAttributes<FVector>(MeshAttribute::Polygon::Binormal);
TArray<FPolygonID> DegeneratePolygons;
FVertexInstanceArray& VertexInstanceArray = MeshDescription->VertexInstances();
FVertexArray& VertexArray = MeshDescription->Vertices();
FPolygonArray& PolygonArray = MeshDescription->Polygons();
for (const FPolygonID PolygonID : MeshDescription->Polygons().GetElementIDs())
{
if (!PolygonNormals[PolygonID].IsNearlyZero())
{
//By pass normal calculation if its already done
continue;
}
const TArray<FMeshTriangle>& MeshTriangles = MeshDescription->GetPolygonTriangles(PolygonID);
FVector TangentX(0.0f);
FVector TangentY(0.0f);
FVector TangentZ(0.0f);
for (const FMeshTriangle& MeshTriangle : MeshTriangles)
{
int32 UVIndex = 0;
FVector P[3];
FVector2D UVs[3];
for (int32 i = 0; i < 3; ++i)
{
const FVertexInstanceID VertexInstanceID = MeshTriangle.GetVertexInstanceID(i);
UVs[i] = VertexUVs[VertexInstanceID];
P[i] = VertexPositions[MeshDescription->GetVertexInstanceVertex(VertexInstanceID)];
}
const FVector Normal = ((P[1] - P[2]) ^ (P[0] - P[2])).GetSafeNormal(ComparisonThreshold);
//Check for degenerated polygons, avoid NAN
if (!Normal.IsNearlyZero(ComparisonThreshold))
{
FMatrix ParameterToLocal(
FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0),
FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0),
FPlane(P[0].X, P[0].Y, P[0].Z, 0),
FPlane(0, 0, 0, 1)
);
FMatrix ParameterToTexture(
FPlane(UVs[1].X - UVs[0].X, UVs[1].Y - UVs[0].Y, 0, 0),
FPlane(UVs[2].X - UVs[0].X, UVs[2].Y - UVs[0].Y, 0, 0),
FPlane(UVs[0].X, UVs[0].Y, 1, 0),
FPlane(0, 0, 0, 1)
);
// Use InverseSlow to catch singular matrices. Inverse can miss this sometimes.
const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
FVector TmpTangentX(0.0f);
FVector TmpTangentY(0.0f);
FVector TmpTangentZ(0.0f);
TmpTangentX = TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal();
TmpTangentY = TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal();
TmpTangentZ = Normal;
FVector::CreateOrthonormalBasis(TmpTangentX, TmpTangentY, TmpTangentZ);
TangentX += TmpTangentX;
TangentY += TmpTangentY;
TangentZ += TmpTangentZ;
}
else
{
DegeneratePolygons.AddUnique(PolygonID);
}
}
TangentX.Normalize();
TangentY.Normalize();
TangentZ.Normalize();
PolygonTangents[PolygonID] = TangentX;
PolygonBinormals[PolygonID] = TangentY;
PolygonNormals[PolygonID] = TangentZ;
}
//Delete the degenerated polygons. The array is fill only if the remove degenerated option is turn on.
if (DegeneratePolygons.Num() > 0)
{
TArray<FEdgeID> OrphanedEdges;
TArray<FVertexInstanceID> OrphanedVertexInstances;
TArray<FPolygonGroupID> OrphanedPolygonGroups;
TArray<FVertexID> OrphanedVertices;
for (FPolygonID& PolygonID : DegeneratePolygons)
{
MeshDescription->DeletePolygon(PolygonID, &OrphanedEdges, &OrphanedVertexInstances, &OrphanedPolygonGroups);
}
for (FPolygonGroupID& PolygonGroupID : OrphanedPolygonGroups)
{
MeshDescription->DeletePolygonGroup(PolygonGroupID);
}
for (FVertexInstanceID& VertexInstanceID : OrphanedVertexInstances)
{
MeshDescription->DeleteVertexInstance(VertexInstanceID, &OrphanedVertices);
}
for (FEdgeID& EdgeID : OrphanedEdges)
{
MeshDescription->DeleteEdge(EdgeID, &OrphanedVertices);
}
for (FVertexID& VertexID : OrphanedVertices)
{
MeshDescription->DeleteVertex(VertexID);
}
//Compact and Remap IDs so we have clean ID from 0 to n since we just erase some polygons
//The render build need to have compact ID
FElementIDRemappings RemappingInfos;
MeshDescription->Compact(RemappingInfos);
}
}
void FMeshDescriptionOperations::CreateNormals(UMeshDescription* MeshDescription, FMeshDescriptionOperations::ETangentOptions TangentOptions, bool bComputeTangent)
{
//For each vertex compute the normals for every connected edges that are smooth betwween hard edges
// H A B
// \ || /
// G -- ** -- C
// // | \
// F E D
//
// The double ** are the vertex, the double line are hard edges, the single line are soft edge.
// A and F are hard, all other edges are soft. The goal is to compute two average normals one from
// A to F and a second from F to A. Then we can set the vertex instance normals accordingly.
// First normal(A to F) = Normalize(A+B+C+D+E+F)
// Second normal(F to A) = Normalize(F+G+H+A)
// We found the connected edge using the triangle that share edges
// @todo: provide an option to weight each contributing polygon normal according to the size of
// the angle it makes with the vertex being calculated. This means that triangulated faces whose
// internal edge meets the vertex doesn't get undue extra weight.
const TVertexInstanceAttributeArray<FVector2D>& VertexUVs = MeshDescription->VertexInstanceAttributes().GetAttributes<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate, 0);
TVertexInstanceAttributeArray<FVector>& VertexNormals = MeshDescription->VertexInstanceAttributes().GetAttributes<FVector>(MeshAttribute::VertexInstance::Normal, 0);
TVertexInstanceAttributeArray<FVector>& VertexTangents = MeshDescription->VertexInstanceAttributes().GetAttributes<FVector>(MeshAttribute::VertexInstance::Tangent, 0);
TVertexInstanceAttributeArray<float>& VertexBinormalSigns = MeshDescription->VertexInstanceAttributes().GetAttributes<float>(MeshAttribute::VertexInstance::BinormalSign, 0);
TPolygonAttributeArray<FVector>& PolygonNormals = MeshDescription->PolygonAttributes().GetAttributes<FVector>(MeshAttribute::Polygon::Normal);
TPolygonAttributeArray<FVector>& PolygonTangents = MeshDescription->PolygonAttributes().GetAttributes<FVector>(MeshAttribute::Polygon::Tangent);
TPolygonAttributeArray<FVector>& PolygonBinormals = MeshDescription->PolygonAttributes().GetAttributes<FVector>(MeshAttribute::Polygon::Binormal);
TMap<FPolygonID, FVertexInfo> VertexInfoMap;
VertexInfoMap.Reserve(20);
//Iterate all vertex to compute normals for all vertex instance
for (const FVertexID VertexID : MeshDescription->Vertices().GetElementIDs())
{
VertexInfoMap.Reset();
bool bPointHasAllTangents = true;
//Fill the VertexInfoMap
for (const FEdgeID EdgeID : MeshDescription->GetVertexConnectedEdges(VertexID))
{
for (const FPolygonID PolygonID : MeshDescription->GetEdgeConnectedPolygons(EdgeID))
{
FVertexInfo& VertexInfo = VertexInfoMap.FindOrAdd(PolygonID);
int32 EdgeIndex = VertexInfo.EdgeIDs.AddUnique(EdgeID);
if (VertexInfo.PolygonID == FPolygonID::Invalid)
{
VertexInfo.PolygonID = PolygonID;
for (const FVertexInstanceID VertexInstanceID : MeshDescription->GetPolygonPerimeterVertexInstances(PolygonID))
{
if (MeshDescription->GetVertexInstanceVertex(VertexInstanceID) == VertexID)
{
VertexInfo.VertexInstanceID = VertexInstanceID;
VertexInfo.UVs = VertexUVs[VertexInstanceID];
bPointHasAllTangents &= !VertexNormals[VertexInstanceID].IsNearlyZero() && !VertexTangents[VertexInstanceID].IsNearlyZero();
break;
}
}
}
}
}
if (bPointHasAllTangents)
{
continue;
}
//Make sure we consume all our vertex instance
check(VertexInfoMap.Num() == MeshDescription->GetVertexVertexInstances(VertexID).Num());
//Build all group by recursively traverse all polygon connected to the vertex
TArray<TArray<FPolygonID>> Groups;
TArray<FPolygonID> ConsumedPolygon;
for (auto Kvp : VertexInfoMap)
{
if (ConsumedPolygon.Contains(Kvp.Key))
{
continue;
}
int32 CurrentGroupIndex = Groups.AddZeroed();
TArray<FPolygonID>& CurrentGroup = Groups[CurrentGroupIndex];
TArray<FPolygonID> PolygonQueue;
PolygonQueue.Add(Kvp.Key); //Use a queue to avoid recursive function
while (PolygonQueue.Num() > 0)
{
FPolygonID CurrentPolygonID = PolygonQueue.Pop(true);
FVertexInfo& CurrentVertexInfo = VertexInfoMap.FindOrAdd(CurrentPolygonID);
CurrentGroup.AddUnique(CurrentVertexInfo.PolygonID);
ConsumedPolygon.AddUnique(CurrentVertexInfo.PolygonID);
const TEdgeAttributeArray<bool>& EdgeHardnesses = MeshDescription->EdgeAttributes().GetAttributes<bool>(MeshAttribute::Edge::IsHard);
for (const FEdgeID EdgeID : CurrentVertexInfo.EdgeIDs)
{
if (EdgeHardnesses[EdgeID])
{
//End of the group
continue;
}
for (const FPolygonID PolygonID : MeshDescription->GetEdgeConnectedPolygons(EdgeID))
{
if (PolygonID == CurrentVertexInfo.PolygonID)
{
continue;
}
//Add this polygon to the group
FVertexInfo& OtherVertexInfo = VertexInfoMap.FindOrAdd(PolygonID);
//Do not repeat polygons
if (!ConsumedPolygon.Contains(OtherVertexInfo.PolygonID))
{
PolygonQueue.Add(PolygonID);
}
}
}
}
}
//Smooth every connected group
ConsumedPolygon.Reset();
for (const TArray<FPolygonID>& Group : Groups)
{
//Compute tangents data
TMap<FVector2D, FVector> GroupTangent;
TMap<FVector2D, FVector> GroupBiNormal;
TArray<FVertexInstanceID> VertexInstanceInGroup;
FVector GroupNormal(0.0f);
for (const FPolygonID PolygonID : Group)
{
ConsumedPolygon.Add(PolygonID);
VertexInstanceInGroup.Add(VertexInfoMap[PolygonID].VertexInstanceID);
GroupNormal += PolygonNormals[PolygonID];
if (bComputeTangent)
{
const FVector2D UVs = VertexInfoMap[PolygonID].UVs;
bool CreateGroup = (!GroupTangent.Contains(UVs));
FVector& GroupTangentValue = GroupTangent.FindOrAdd(UVs);
FVector& GroupBiNormalValue = GroupBiNormal.FindOrAdd(UVs);
GroupTangentValue = CreateGroup ? PolygonTangents[PolygonID] : GroupTangentValue + PolygonTangents[PolygonID];
GroupBiNormalValue = CreateGroup ? PolygonBinormals[PolygonID] : GroupBiNormalValue + PolygonBinormals[PolygonID];
}
}
//////////////////////////////////////////////////////////////////////////
//Apply the group to the Mesh
GroupNormal.Normalize();
if (bComputeTangent)
{
for (auto Kvp : GroupTangent)
{
FVector& GroupTangentValue = GroupTangent.FindOrAdd(Kvp.Key);
GroupTangentValue.Normalize();
}
for (auto Kvp : GroupBiNormal)
{
FVector& GroupBiNormalValue = GroupBiNormal.FindOrAdd(Kvp.Key);
GroupBiNormalValue.Normalize();
}
}
//Apply the average NTB on all Vertex instance
for (const FVertexInstanceID VertexInstanceID : VertexInstanceInGroup)
{
const FVector2D VertexUV = VertexUVs[VertexInstanceID];
if (VertexNormals[VertexInstanceID].IsNearlyZero(SMALL_NUMBER))
{
VertexNormals[VertexInstanceID] = GroupNormal;
}
if (bComputeTangent)
{
//Avoid changing the original group value
FVector GroupTangentValue = GroupTangent[VertexUV];
FVector GroupBiNormalValue = GroupBiNormal[VertexUV];
if (!VertexTangents[VertexInstanceID].IsNearlyZero(SMALL_NUMBER))
{
GroupTangentValue = VertexTangents[VertexInstanceID];
}
FVector BiNormal(0.0f);
if (!VertexNormals[VertexInstanceID].IsNearlyZero(SMALL_NUMBER) && !VertexTangents[VertexInstanceID].IsNearlyZero(SMALL_NUMBER))
{
BiNormal = FVector::CrossProduct(VertexNormals[VertexInstanceID], VertexTangents[VertexInstanceID]).GetSafeNormal() * VertexBinormalSigns[VertexInstanceID];
}
if (!BiNormal.IsNearlyZero(SMALL_NUMBER))
{
GroupBiNormalValue = BiNormal;
}
// Gram-Schmidt orthogonalization
GroupBiNormalValue -= GroupTangentValue * (GroupTangentValue | GroupBiNormalValue);
GroupBiNormalValue.Normalize();
GroupTangentValue -= VertexNormals[VertexInstanceID] * (VertexNormals[VertexInstanceID] | GroupTangentValue);
GroupTangentValue.Normalize();
GroupBiNormalValue -= VertexNormals[VertexInstanceID] * (VertexNormals[VertexInstanceID] | GroupBiNormalValue);
GroupBiNormalValue.Normalize();
//Set the value
VertexTangents[VertexInstanceID] = GroupTangentValue;
//If the BiNormal is zero set the sign to 1.0f
VertexBinormalSigns[VertexInstanceID] = GetBasisDeterminantSign(GroupTangentValue, GroupBiNormalValue, VertexNormals[VertexInstanceID]);
}
}
}
}
}
namespace MeshDescriptionMikktSpaceInterface
{
//Mikk t spce static function
int MikkGetNumFaces(const SMikkTSpaceContext* Context);
int MikkGetNumVertsOfFace(const SMikkTSpaceContext* Context, const int FaceIdx);
void MikkGetPosition(const SMikkTSpaceContext* Context, float Position[3], const int FaceIdx, const int VertIdx);
void MikkGetNormal(const SMikkTSpaceContext* Context, float Normal[3], const int FaceIdx, const int VertIdx);
void MikkSetTSpaceBasic(const SMikkTSpaceContext* Context, const float Tangent[3], const float BitangentSign, const int FaceIdx, const int VertIdx);
void MikkGetTexCoord(const SMikkTSpaceContext* Context, float UV[2], const int FaceIdx, const int VertIdx);
}
void FMeshDescriptionOperations::CreateMikktTangents(UMeshDescription* MeshDescription, FMeshDescriptionOperations::ETangentOptions TangentOptions)
{
bool bIgnoreDegenerateTriangles = (TangentOptions & FMeshDescriptionOperations::ETangentOptions::IgnoreDegenerateTriangles) != 0;
// we can use mikktspace to calculate the tangents
SMikkTSpaceInterface MikkTInterface;
MikkTInterface.m_getNormal = MeshDescriptionMikktSpaceInterface::MikkGetNormal;
MikkTInterface.m_getNumFaces = MeshDescriptionMikktSpaceInterface::MikkGetNumFaces;
MikkTInterface.m_getNumVerticesOfFace = MeshDescriptionMikktSpaceInterface::MikkGetNumVertsOfFace;
MikkTInterface.m_getPosition = MeshDescriptionMikktSpaceInterface::MikkGetPosition;
MikkTInterface.m_getTexCoord = MeshDescriptionMikktSpaceInterface::MikkGetTexCoord;
MikkTInterface.m_setTSpaceBasic = MeshDescriptionMikktSpaceInterface::MikkSetTSpaceBasic;
MikkTInterface.m_setTSpace = nullptr;
SMikkTSpaceContext MikkTContext;
MikkTContext.m_pInterface = &MikkTInterface;
MikkTContext.m_pUserData = (void*)(MeshDescription);
MikkTContext.m_bIgnoreDegenerates = bIgnoreDegenerateTriangles;
genTangSpaceDefault(&MikkTContext);
}
namespace MeshDescriptionMikktSpaceInterface
{
int MikkGetNumFaces(const SMikkTSpaceContext* Context)
{
UMeshDescription *MeshDescription = (UMeshDescription*)(Context->m_pUserData);
return MeshDescription->Polygons().Num();
}
int MikkGetNumVertsOfFace(const SMikkTSpaceContext* Context, const int FaceIdx)
{
// All of our meshes are triangles.
UMeshDescription *MeshDescription = (UMeshDescription*)(Context->m_pUserData);
const FMeshPolygon& Polygon = MeshDescription->GetPolygon(FPolygonID(FaceIdx));
return Polygon.PerimeterContour.VertexInstanceIDs.Num();
}
void MikkGetPosition(const SMikkTSpaceContext* Context, float Position[3], const int FaceIdx, const int VertIdx)
{
UMeshDescription *MeshDescription = (UMeshDescription*)(Context->m_pUserData);
const FMeshPolygon& Polygon = MeshDescription->GetPolygon(FPolygonID(FaceIdx));
const FVertexInstanceID VertexInstanceID = Polygon.PerimeterContour.VertexInstanceIDs[VertIdx];
const FVertexID VertexID = MeshDescription->GetVertexInstanceVertex(VertexInstanceID);
const FVector& VertexPosition = MeshDescription->VertexAttributes().GetAttribute<FVector>(VertexID, MeshAttribute::Vertex::Position);
Position[0] = VertexPosition.X;
Position[1] = VertexPosition.Y;
Position[2] = VertexPosition.Z;
}
void MikkGetNormal(const SMikkTSpaceContext* Context, float Normal[3], const int FaceIdx, const int VertIdx)
{
UMeshDescription *MeshDescription = (UMeshDescription*)(Context->m_pUserData);
const FMeshPolygon& Polygon = MeshDescription->GetPolygon(FPolygonID(FaceIdx));
const FVertexInstanceID VertexInstanceID = Polygon.PerimeterContour.VertexInstanceIDs[VertIdx];
const FVector& VertexNormal = MeshDescription->VertexInstanceAttributes().GetAttribute<FVector>(VertexInstanceID, MeshAttribute::VertexInstance::Normal);
Normal[0] = VertexNormal.X;
Normal[1] = VertexNormal.Y;
Normal[2] = VertexNormal.Z;
}
void MikkSetTSpaceBasic(const SMikkTSpaceContext* Context, const float Tangent[3], const float BitangentSign, const int FaceIdx, const int VertIdx)
{
UMeshDescription *MeshDescription = (UMeshDescription*)(Context->m_pUserData);
const FMeshPolygon& Polygon = MeshDescription->GetPolygon(FPolygonID(FaceIdx));
const FVertexInstanceID VertexInstanceID = Polygon.PerimeterContour.VertexInstanceIDs[VertIdx];
const FVector VertexTangent(Tangent[0], Tangent[1], Tangent[2]);
MeshDescription->VertexInstanceAttributes().SetAttribute<FVector>(VertexInstanceID, MeshAttribute::VertexInstance::Tangent, 0, VertexTangent);
MeshDescription->VertexInstanceAttributes().SetAttribute<float>(VertexInstanceID, MeshAttribute::VertexInstance::BinormalSign, 0, -BitangentSign);
}
void MikkGetTexCoord(const SMikkTSpaceContext* Context, float UV[2], const int FaceIdx, const int VertIdx)
{
UMeshDescription *MeshDescription = (UMeshDescription*)(Context->m_pUserData);
const FMeshPolygon& Polygon = MeshDescription->GetPolygon(FPolygonID(FaceIdx));
const FVertexInstanceID VertexInstanceID = Polygon.PerimeterContour.VertexInstanceIDs[VertIdx];
const FVector2D& TexCoord = MeshDescription->VertexInstanceAttributes().GetAttribute<FVector2D>(VertexInstanceID, MeshAttribute::VertexInstance::TextureCoordinate, 0);
UV[0] = TexCoord.X;
UV[1] = TexCoord.Y;
}
}
void FMeshDescriptionOperations::FindOverlappingCorners(TMultiMap<int32, int32>& OverlappingCorners, const UMeshDescription* MeshDescription, float ComparisonThreshold)
{
//Empty the old data
OverlappingCorners.Reset();
const FVertexInstanceArray& VertexInstanceArray = MeshDescription->VertexInstances();
const FVertexArray& VertexArray = MeshDescription->Vertices();
const int32 NumWedges = VertexInstanceArray.Num();
// Create a list of vertex Z/index pairs
TArray<FIndexAndZ> VertIndexAndZ;
VertIndexAndZ.Reserve(NumWedges);
const TVertexAttributeArray<FVector>& VertexPositions = MeshDescription->VertexAttributes().GetAttributes<FVector>(MeshAttribute::Vertex::Position);
for (const FVertexInstanceID VertexInstanceID : VertexInstanceArray.GetElementIDs())
{
new(VertIndexAndZ)FIndexAndZ(VertexInstanceID.GetValue(), VertexPositions[MeshDescription->GetVertexInstanceVertex(VertexInstanceID)]);
}
// Sort the vertices by z value
VertIndexAndZ.Sort(FCompareIndexAndZ());
// Search for duplicates, quickly!
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
{
// only need to search forward, since we add pairs both ways
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
{
if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > ComparisonThreshold)
break; // can't be any more dups
const FVector& PositionA = *(VertIndexAndZ[i].OriginalVector);
const FVector& PositionB = *(VertIndexAndZ[j].OriginalVector);
if (PositionA.Equals(PositionB, ComparisonThreshold))
{
OverlappingCorners.Add(VertIndexAndZ[i].Index, VertIndexAndZ[j].Index);
OverlappingCorners.Add(VertIndexAndZ[j].Index, VertIndexAndZ[i].Index);
}
}
}
}
void FMeshDescriptionOperations::CreateLightMapUVLayout(UMeshDescription* MeshDescription,
int32 SrcLightmapIndex,
int32 DstLightmapIndex,
int32 MinLightmapResolution,
ELightmapUVVersion LightmapUVVersion,
const TMultiMap<int32, int32>& OverlappingCorners)
{
FLayoutUV Packer(MeshDescription, SrcLightmapIndex, DstLightmapIndex, MinLightmapResolution);
Packer.SetVersion(LightmapUVVersion);
Packer.FindCharts(OverlappingCorners);
bool bPackSuccess = Packer.FindBestPacking();
if (bPackSuccess)
{
Packer.CommitPackedUVs();
}
}
bool FMeshDescriptionOperations::GenerateUniqueUVsForStaticMesh(const UMeshDescription* MeshDescription, int32 TextureResolution, TArray<FVector2D>& OutTexCoords)
{
// Create a copy of original mesh (only copy necessary data)
UMeshDescription* DuplicateMeshDescription = Cast<UMeshDescription>(StaticDuplicateObject(MeshDescription, GetTransientPackage(), NAME_None, RF_NoFlags));
// Find overlapping corners for UV generator. Allow some threshold - this should not produce any error in a case if resulting
// mesh will not merge these vertices.
TMultiMap<int32, int32> OverlappingCorners;
FindOverlappingCorners(OverlappingCorners, DuplicateMeshDescription, THRESH_POINTS_ARE_SAME);
// Generate new UVs
FLayoutUV Packer(DuplicateMeshDescription, 0, 1, FMath::Clamp(TextureResolution / 4, 32, 512));
Packer.FindCharts(OverlappingCorners);
bool bPackSuccess = Packer.FindBestPacking();
if (bPackSuccess)
{
Packer.CommitPackedUVs();
TVertexInstanceAttributeIndicesArray<FVector2D>& VertexInstanceUVs = DuplicateMeshDescription->VertexInstanceAttributes().GetAttributesSet<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate);
// Save generated UVs
check(VertexInstanceUVs.GetNumIndices() > 1);
auto& UniqueUVsArray = VertexInstanceUVs.GetArrayForIndex(1);
OutTexCoords.AddZeroed(UniqueUVsArray.Num());
int32 TextureCoordIndex = 0;
for (const FVertexInstanceID& VertexInstanceID : DuplicateMeshDescription->VertexInstances().GetElementIDs())
{
OutTexCoords[TextureCoordIndex++] = UniqueUVsArray[VertexInstanceID];
}
}
//Make sure the transient duplicate will be GC
DuplicateMeshDescription->MarkPendingKill();
return bPackSuccess;
}
#undef LOCTEXT_NAMESPACE