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- 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]
1078 lines
46 KiB
C++
1078 lines
46 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "MeshDescriptionOperations.h"
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#include "UObject/Package.h"
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#include "MeshDescription.h"
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#include "MeshAttributes.h"
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#include "RawMesh.h"
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#include "RenderUtils.h"
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#include "mikktspace.h"
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#include "LayoutUV.h"
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DEFINE_LOG_CATEGORY(LogMeshDescriptionOperations);
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#define LOCTEXT_NAMESPACE "MeshDescriptionOperations"
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//////////////////////////////////////////////////////////////////////////
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// Local structure
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struct FVertexInfo
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{
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FVertexInfo()
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{
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PolygonID = FPolygonID::Invalid;
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VertexInstanceID = FVertexInstanceID::Invalid;
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UVs = FVector2D(0.0f, 0.0f);
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EdgeIDs.Reserve(2);//Most of the time a edge has two triangles
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}
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FPolygonID PolygonID;
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FVertexInstanceID VertexInstanceID;
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FVector2D UVs;
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TArray<FEdgeID> EdgeIDs;
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};
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/** Helper struct for building acceleration structures. */
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struct FIndexAndZ
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{
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float Z;
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int32 Index;
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const FVector *OriginalVector;
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/** Default constructor. */
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FIndexAndZ() {}
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/** Initialization constructor. */
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FIndexAndZ(int32 InIndex, const FVector& V)
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{
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Z = 0.30f * V.X + 0.33f * V.Y + 0.37f * V.Z;
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Index = InIndex;
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OriginalVector = &V;
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}
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};
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/** Sorting function for vertex Z/index pairs. */
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struct FCompareIndexAndZ
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{
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FORCEINLINE bool operator()(FIndexAndZ const& A, FIndexAndZ const& B) const { return A.Z < B.Z; }
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};
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//////////////////////////////////////////////////////////////////////////
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// Converters
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void FMeshDescriptionOperations::ConvertHardEdgesToSmoothGroup(const UMeshDescription* SourceMeshDescription, struct FRawMesh &DestinationRawMesh)
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{
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TMap<FPolygonID, uint32> PolygonSmoothGroup;
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PolygonSmoothGroup.Reserve(SourceMeshDescription->Polygons().Num());
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TArray<bool> ConsumedPolygons;
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ConsumedPolygons.AddZeroed(SourceMeshDescription->Polygons().Num());
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TMap < FPolygonID, uint32> PolygonAvoidances;
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const TEdgeAttributeArray<bool>& EdgeHardnesses = SourceMeshDescription->EdgeAttributes().GetAttributes<bool>(MeshAttribute::Edge::IsHard);
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for (const FPolygonID PolygonID : SourceMeshDescription->Polygons().GetElementIDs())
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{
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if (ConsumedPolygons[PolygonID.GetValue()])
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{
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continue;
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}
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TArray<FPolygonID> ConnectedPolygons;
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TArray<FPolygonID> LastConnectedPolygons;
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ConnectedPolygons.Add(PolygonID);
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LastConnectedPolygons.Add(FPolygonID::Invalid);
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while (ConnectedPolygons.Num() > 0)
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{
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check(LastConnectedPolygons.Num() == ConnectedPolygons.Num());
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FPolygonID LastPolygonID = LastConnectedPolygons.Pop(true);
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FPolygonID CurrentPolygonID = ConnectedPolygons.Pop(true);
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if (ConsumedPolygons[CurrentPolygonID.GetValue()])
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{
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continue;
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}
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TArray<FPolygonID> SoftEdgeNeigbors;
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uint32& SmoothGroup = PolygonSmoothGroup.FindOrAdd(CurrentPolygonID);
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uint32 AvoidSmoothGroup = 0;
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uint32 NeighborSmoothGroup = 0;
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const uint32 LastSmoothGroupValue = (LastPolygonID == FPolygonID::Invalid) ? 0 : PolygonSmoothGroup[LastPolygonID];
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TArray<FEdgeID> PolygonEdges;
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SourceMeshDescription->GetPolygonEdges(CurrentPolygonID, PolygonEdges);
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for (const FEdgeID& EdgeID : PolygonEdges)
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{
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bool bIsHardEdge = EdgeHardnesses[EdgeID];
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const TArray<FPolygonID>& EdgeConnectedPolygons = SourceMeshDescription->GetEdgeConnectedPolygons(EdgeID);
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for (const FPolygonID& EdgePolygonID : EdgeConnectedPolygons)
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{
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if (EdgePolygonID == CurrentPolygonID)
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{
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continue;
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}
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uint32 SmoothValue = 0;
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if (PolygonSmoothGroup.Contains(EdgePolygonID))
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{
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SmoothValue = PolygonSmoothGroup[EdgePolygonID];
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}
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if (bIsHardEdge) //Hard Edge
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{
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AvoidSmoothGroup |= SmoothValue;
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}
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else
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{
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NeighborSmoothGroup |= SmoothValue;
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//Put all none hard edge polygon in the next iteration
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if (!ConsumedPolygons[EdgePolygonID.GetValue()])
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{
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ConnectedPolygons.Add(EdgePolygonID);
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LastConnectedPolygons.Add(CurrentPolygonID);
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}
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else
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{
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SoftEdgeNeigbors.Add(EdgePolygonID);
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}
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}
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}
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}
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if (AvoidSmoothGroup != 0)
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{
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PolygonAvoidances.FindOrAdd(CurrentPolygonID) = AvoidSmoothGroup;
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//find neighbor avoidance
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for (FPolygonID& NeighborID : SoftEdgeNeigbors)
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{
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if (!PolygonAvoidances.Contains(NeighborID))
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{
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continue;
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}
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AvoidSmoothGroup |= PolygonAvoidances[NeighborID];
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}
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uint32 NewSmoothGroup = 1;
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while ((NewSmoothGroup & AvoidSmoothGroup) != 0 && NewSmoothGroup < MAX_uint32)
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{
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//Shift the smooth group
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NewSmoothGroup = NewSmoothGroup << 1;
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}
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SmoothGroup = NewSmoothGroup;
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//Apply to all neighboard
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for (FPolygonID& NeighborID : SoftEdgeNeigbors)
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{
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PolygonSmoothGroup[NeighborID] |= NewSmoothGroup;
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}
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}
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else if (NeighborSmoothGroup != 0)
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{
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SmoothGroup |= LastSmoothGroupValue | NeighborSmoothGroup;
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}
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else
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{
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SmoothGroup = 1;
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}
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ConsumedPolygons[CurrentPolygonID.GetValue()] = true;
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}
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}
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//Now we have to put the data into the RawMesh
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int32 TriangleIndex = 0;
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for (const FPolygonID PolygonID : SourceMeshDescription->Polygons().GetElementIDs())
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{
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uint32 PolygonSmoothValue = PolygonSmoothGroup[PolygonID];
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const TArray<FMeshTriangle>& Triangles = SourceMeshDescription->GetPolygonTriangles(PolygonID);
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for (const FMeshTriangle& MeshTriangle : Triangles)
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{
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DestinationRawMesh.FaceSmoothingMasks[TriangleIndex++] = PolygonSmoothValue;
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}
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}
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}
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void FMeshDescriptionOperations::ConvertSmoothGroupToHardEdges(const struct FRawMesh &SourceRawMesh, UMeshDescription* DestinationMeshDescription)
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{
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TEdgeAttributeArray<bool>& EdgeHardnesses = DestinationMeshDescription->EdgeAttributes().GetAttributes<bool>(MeshAttribute::Edge::IsHard);
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TArray<bool> ConsumedPolygons;
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ConsumedPolygons.AddZeroed(DestinationMeshDescription->Polygons().Num());
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for (const FPolygonID PolygonID : DestinationMeshDescription->Polygons().GetElementIDs())
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{
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if (ConsumedPolygons[PolygonID.GetValue()])
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{
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continue;
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}
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TArray<FPolygonID> ConnectedPolygons;
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ConnectedPolygons.Add(PolygonID);
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while (ConnectedPolygons.Num() > 0)
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{
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FPolygonID CurrentPolygonID = ConnectedPolygons.Pop(true);
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int32 CurrentPolygonIDValue = CurrentPolygonID.GetValue();
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check(SourceRawMesh.FaceSmoothingMasks.IsValidIndex(CurrentPolygonIDValue));
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const uint32 ReferenceSmoothGroup = SourceRawMesh.FaceSmoothingMasks[CurrentPolygonIDValue];
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TArray<FEdgeID> PolygonEdges;
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DestinationMeshDescription->GetPolygonEdges(CurrentPolygonID, PolygonEdges);
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for (const FEdgeID& EdgeID : PolygonEdges)
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{
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const bool bIsHardEdge = EdgeHardnesses[EdgeID];
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if (bIsHardEdge)
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{
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continue;
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}
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const TArray<FPolygonID>& EdgeConnectedPolygons = DestinationMeshDescription->GetEdgeConnectedPolygons(EdgeID);
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for (const FPolygonID& EdgePolygonID : EdgeConnectedPolygons)
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{
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int32 EdgePolygonIDValue = EdgePolygonID.GetValue();
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if (EdgePolygonID == CurrentPolygonID || ConsumedPolygons[EdgePolygonIDValue])
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{
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continue;
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}
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check(SourceRawMesh.FaceSmoothingMasks.IsValidIndex(EdgePolygonIDValue));
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const uint32 TestSmoothGroup = SourceRawMesh.FaceSmoothingMasks[EdgePolygonIDValue];
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if ((TestSmoothGroup & ReferenceSmoothGroup) == 0)
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{
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EdgeHardnesses[EdgeID] = true;
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break;
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}
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else
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{
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ConnectedPolygons.Add(EdgePolygonID);
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}
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}
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}
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ConsumedPolygons[CurrentPolygonID.GetValue()] = true;
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}
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}
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}
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void FMeshDescriptionOperations::ConverToRawMesh(const UMeshDescription* SourceMeshDescription, struct FRawMesh &DestinationRawMesh, const TMap<FName, int32>& MaterialMap)
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{
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DestinationRawMesh.Empty();
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//Gather all array data
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const TVertexAttributeArray<FVector>& VertexPositions = SourceMeshDescription->VertexAttributes().GetAttributes<FVector>(MeshAttribute::Vertex::Position);
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const TVertexInstanceAttributeArray<FVector>& VertexInstanceNormals = SourceMeshDescription->VertexInstanceAttributes().GetAttributes<FVector>(MeshAttribute::VertexInstance::Normal);
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const TVertexInstanceAttributeArray<FVector>& VertexInstanceTangents = SourceMeshDescription->VertexInstanceAttributes().GetAttributes<FVector>(MeshAttribute::VertexInstance::Tangent);
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const TVertexInstanceAttributeArray<float>& VertexInstanceBinormalSigns = SourceMeshDescription->VertexInstanceAttributes().GetAttributes<float>(MeshAttribute::VertexInstance::BinormalSign);
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const TVertexInstanceAttributeArray<FVector4>& VertexInstanceColors = SourceMeshDescription->VertexInstanceAttributes().GetAttributes<FVector4>(MeshAttribute::VertexInstance::Color);
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const TVertexInstanceAttributeIndicesArray<FVector2D>& VertexInstanceUVs = SourceMeshDescription->VertexInstanceAttributes().GetAttributesSet<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate);
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const TPolygonGroupAttributeArray<FName>& PolygonGroupMaterialSlotName = SourceMeshDescription->PolygonGroupAttributes().GetAttributes<FName>(MeshAttribute::PolygonGroup::ImportedMaterialSlotName);
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DestinationRawMesh.VertexPositions.AddZeroed(SourceMeshDescription->Vertices().Num());
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for (const FVertexID& VertexID : SourceMeshDescription->Vertices().GetElementIDs())
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{
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int32 VertexIDValue = VertexID.GetValue();
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DestinationRawMesh.VertexPositions[VertexIDValue] = VertexPositions[VertexID];
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}
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int32 VertexInstanceNumber = SourceMeshDescription->VertexInstances().Num();
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DestinationRawMesh.WedgeColors.AddZeroed(VertexInstanceNumber);
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DestinationRawMesh.WedgeIndices.AddZeroed(VertexInstanceNumber);
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DestinationRawMesh.WedgeTangentX.AddZeroed(VertexInstanceNumber);
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DestinationRawMesh.WedgeTangentY.AddZeroed(VertexInstanceNumber);
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DestinationRawMesh.WedgeTangentZ.AddZeroed(VertexInstanceNumber);
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int32 ExistingUVCount = VertexInstanceUVs.GetNumIndices();
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for (int32 UVIndex = 0; UVIndex < ExistingUVCount; ++UVIndex)
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{
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DestinationRawMesh.WedgeTexCoords[UVIndex].AddZeroed(VertexInstanceNumber);
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}
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int32 TriangleNumber = 0;
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for (const FPolygonID& PolygonID : SourceMeshDescription->Polygons().GetElementIDs())
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{
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TriangleNumber += SourceMeshDescription->GetPolygonTriangles(PolygonID).Num();
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}
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DestinationRawMesh.FaceMaterialIndices.AddZeroed(TriangleNumber);
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DestinationRawMesh.FaceSmoothingMasks.AddZeroed(TriangleNumber);
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int32 TriangleIndex = 0;
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for (const FPolygonID& PolygonID : SourceMeshDescription->Polygons().GetElementIDs())
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{
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const FPolygonGroupID& PolygonGroupID = SourceMeshDescription->GetPolygonPolygonGroup(PolygonID);
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int32 PolygonIDValue = PolygonID.GetValue();
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const TArray<FMeshTriangle>& Triangles = SourceMeshDescription->GetPolygonTriangles(PolygonID);
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for (const FMeshTriangle& MeshTriangle : Triangles)
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{
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if (MaterialMap.Num() > 0 && MaterialMap.Contains(PolygonGroupMaterialSlotName[PolygonGroupID]))
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{
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DestinationRawMesh.FaceMaterialIndices[TriangleIndex] = MaterialMap[PolygonGroupMaterialSlotName[PolygonGroupID]];
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}
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else
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{
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DestinationRawMesh.FaceMaterialIndices[TriangleIndex] = 0;
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}
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DestinationRawMesh.FaceSmoothingMasks[TriangleIndex] = 0; //Conversion of soft/hard to smooth mask is done after the geometry is converted
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for (int32 Corner = 0; Corner < 3; ++Corner)
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{
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const FVertexInstanceID VertexInstanceID = MeshTriangle.GetVertexInstanceID(Corner);
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const int32 VertexInstanceIDValue = VertexInstanceID.GetValue();
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DestinationRawMesh.WedgeColors[VertexInstanceIDValue] = FLinearColor(VertexInstanceColors[VertexInstanceID]).ToFColor(true);
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DestinationRawMesh.WedgeIndices[VertexInstanceIDValue] = SourceMeshDescription->GetVertexInstanceVertex(VertexInstanceID).GetValue();
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DestinationRawMesh.WedgeTangentX[VertexInstanceIDValue] = VertexInstanceTangents[VertexInstanceID];
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DestinationRawMesh.WedgeTangentY[VertexInstanceIDValue] = FVector::CrossProduct(VertexInstanceNormals[VertexInstanceID], VertexInstanceTangents[VertexInstanceID]).GetSafeNormal() * VertexInstanceBinormalSigns[VertexInstanceID];
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DestinationRawMesh.WedgeTangentZ[VertexInstanceIDValue] = VertexInstanceNormals[VertexInstanceID];
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for (int32 UVIndex = 0; UVIndex < ExistingUVCount; ++UVIndex)
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{
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DestinationRawMesh.WedgeTexCoords[UVIndex][VertexInstanceIDValue] = VertexInstanceUVs.GetArrayForIndex(UVIndex)[VertexInstanceID];
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}
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}
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++TriangleIndex;
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}
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}
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//Convert the smoothgroup
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ConvertHardEdgesToSmoothGroup(SourceMeshDescription, DestinationRawMesh);
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}
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//We want to fill the UMeshDescription vertex position mesh attribute with the FRawMesh vertex position
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//We will also weld the vertex position (old FRawMesh is not always welded) and construct a mapping array to match the FVertexID
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void FillMeshDescriptionVertexPositionNoDuplicate(const TArray<FVector> &RawMeshVertexPositions, UMeshDescription* DestinationMeshDescription, TArray<FVertexID>& RemapVertexPosition)
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{
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TVertexAttributeArray<FVector>& VertexPositions = DestinationMeshDescription->VertexAttributes().GetAttributes<FVector>(MeshAttribute::Vertex::Position);
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const int32 NumVertex = RawMeshVertexPositions.Num();
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TMap<int32, int32> TempRemapVertexPosition;
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TempRemapVertexPosition.Reserve(NumVertex);
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// Create a list of vertex Z/index pairs
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TArray<FIndexAndZ> VertIndexAndZ;
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VertIndexAndZ.Reserve(NumVertex);
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for (int32 VertexIndex = 0; VertexIndex < NumVertex; ++VertexIndex)
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{
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new(VertIndexAndZ)FIndexAndZ(VertexIndex, RawMeshVertexPositions[VertexIndex]);
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}
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// Sort the vertices by z value
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VertIndexAndZ.Sort(FCompareIndexAndZ());
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int32 VertexCount = 0;
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// Search for duplicates, quickly!
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for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
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{
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int32 Index_i = VertIndexAndZ[i].Index;
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if (TempRemapVertexPosition.Contains(Index_i))
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{
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continue;
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}
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TempRemapVertexPosition.FindOrAdd(Index_i) = VertexCount;
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// only need to search forward, since we add pairs both ways
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for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
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{
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if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > SMALL_NUMBER)
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break; // can't be any more dups
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const FVector& PositionA = *(VertIndexAndZ[i].OriginalVector);
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const FVector& PositionB = *(VertIndexAndZ[j].OriginalVector);
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if (PositionA.Equals(PositionB, SMALL_NUMBER))
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{
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TempRemapVertexPosition.FindOrAdd(VertIndexAndZ[j].Index) = VertexCount;
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}
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}
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VertexCount++;
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}
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//Make sure the vertex are added in the same order to be lossless when converting the FRawMesh
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//In case there is a duplicate even reordering it will not be lossless, but MeshDescription do not support
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//bad data like duplicated vertex position.
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RemapVertexPosition.AddUninitialized(NumVertex);
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DestinationMeshDescription->ReserveNewVertices(VertexCount);
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TArray<FVertexID> UniqueVertexDone;
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UniqueVertexDone.AddUninitialized(VertexCount);
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for (int32 VertexIndex = 0; VertexIndex < VertexCount; ++VertexIndex)
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{
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UniqueVertexDone[VertexIndex] = FVertexID::Invalid;
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}
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for (int32 VertexIndex = 0; VertexIndex < NumVertex; ++VertexIndex)
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{
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int32 RealIndex = TempRemapVertexPosition[VertexIndex];
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if (UniqueVertexDone[RealIndex] != FVertexID::Invalid)
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{
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RemapVertexPosition[VertexIndex] = UniqueVertexDone[RealIndex];
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continue;
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}
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FVertexID VertexID = DestinationMeshDescription->CreateVertex();
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UniqueVertexDone[RealIndex] = VertexID;
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VertexPositions[VertexID] = RawMeshVertexPositions[VertexIndex];
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RemapVertexPosition[VertexIndex] = VertexID;
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}
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}
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//Discover degenerated triangle
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bool IsTriangleDegenerated(const FRawMesh &SourceRawMesh, const TArray<FVertexID>& RemapVertexPosition, const int32 VerticeIndexBase)
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{
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FVertexID VertexIDs[3];
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for (int32 Corner = 0; Corner < 3; ++Corner)
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{
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int32 VerticeIndex = VerticeIndexBase + Corner;
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VertexIDs[Corner] = RemapVertexPosition[SourceRawMesh.WedgeIndices[VerticeIndex]];
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}
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return (VertexIDs[0] == VertexIDs[1] || VertexIDs[0] == VertexIDs[2] || VertexIDs[1] == VertexIDs[2]);
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}
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void FMeshDescriptionOperations::ConverFromRawMesh(const FRawMesh &SourceRawMesh, UMeshDescription* DestinationMeshDescription, const TMap<int32, FName>& MaterialMap)
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{
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check(DestinationMeshDescription != nullptr);
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DestinationMeshDescription->Empty();
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DestinationMeshDescription->ReserveNewVertexInstances(SourceRawMesh.WedgeIndices.Num());
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DestinationMeshDescription->ReserveNewPolygons(SourceRawMesh.WedgeIndices.Num() / 3);
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//Approximately 2.5 edges per polygons
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DestinationMeshDescription->ReserveNewEdges(SourceRawMesh.WedgeIndices.Num() * 2.5f / 3);
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//Gather all array data
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TVertexInstanceAttributeArray<FVector>& VertexInstanceNormals = DestinationMeshDescription->VertexInstanceAttributes().GetAttributes<FVector>(MeshAttribute::VertexInstance::Normal);
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TVertexInstanceAttributeArray<FVector>& VertexInstanceTangents = DestinationMeshDescription->VertexInstanceAttributes().GetAttributes<FVector>(MeshAttribute::VertexInstance::Tangent);
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TVertexInstanceAttributeArray<float>& VertexInstanceBinormalSigns = DestinationMeshDescription->VertexInstanceAttributes().GetAttributes<float>(MeshAttribute::VertexInstance::BinormalSign);
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TVertexInstanceAttributeArray<FVector4>& VertexInstanceColors = DestinationMeshDescription->VertexInstanceAttributes().GetAttributes<FVector4>(MeshAttribute::VertexInstance::Color);
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TVertexInstanceAttributeIndicesArray<FVector2D>& VertexInstanceUVs = DestinationMeshDescription->VertexInstanceAttributes().GetAttributesSet<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate);
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TPolygonGroupAttributeArray<FName>& PolygonGroupImportedMaterialSlotNames = DestinationMeshDescription->PolygonGroupAttributes().GetAttributes<FName>(MeshAttribute::PolygonGroup::ImportedMaterialSlotName);
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int32 NumTexCoords = 0;
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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
|