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271 lines
8.4 KiB
C++
271 lines
8.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ParameterizeMeshTool.h"
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#include "InteractiveToolManager.h"
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#include "ToolBuilderUtil.h"
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#include "DynamicMesh3.h"
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#include "DynamicMeshToMeshDescription.h"
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#include "FaceGroupUtil.h"
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#include "SimpleDynamicMeshComponent.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "MeshDescription.h"
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#include "MeshDescriptionToDynamicMesh.h"
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#include "ParameterizationOps/ParameterizeMeshOp.h"
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#include "ToolSetupUtil.h"
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#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
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using namespace UE::Geometry;
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#define LOCTEXT_NAMESPACE "UParameterizeMeshTool"
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DEFINE_LOG_CATEGORY_STATIC(LogParameterizeMeshTool, Log, All);
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/*
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* ToolBuilder
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*/
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bool UParameterizeMeshToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
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{
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return ToolBuilderUtil::CountComponents(SceneState, CanMakeComponentTarget) == 1;
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}
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UInteractiveTool* UParameterizeMeshToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
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{
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UParameterizeMeshTool* NewTool = NewObject<UParameterizeMeshTool>(SceneState.ToolManager);
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UActorComponent* ActorComponent = ToolBuilderUtil::FindFirstComponent(SceneState, CanMakeComponentTarget);
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auto* MeshComponent = Cast<UPrimitiveComponent>(ActorComponent);
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check(MeshComponent != nullptr);
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NewTool->SetSelection(MakeComponentTarget(MeshComponent));
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NewTool->SetWorld(SceneState.World);
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NewTool->SetAssetAPI(AssetAPI);
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NewTool->SetUseAutoGlobalParameterizationMode(bDoAutomaticGlobalUnwrap);
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return NewTool;
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}
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/*
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* Tool
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*/
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UParameterizeMeshTool::UParameterizeMeshTool()
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{
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}
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void UParameterizeMeshTool::SetWorld(UWorld* World)
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{
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this->TargetWorld = World;
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}
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void UParameterizeMeshTool::SetAssetAPI(IAssetGenerationAPI* AssetAPIIn)
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{
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this->AssetAPI = AssetAPIIn;
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}
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void UParameterizeMeshTool::SetUseAutoGlobalParameterizationMode(bool bEnable)
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{
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bDoAutomaticGlobalUnwrap = bEnable;
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}
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void UParameterizeMeshTool::Setup()
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{
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UInteractiveTool::Setup();
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// Copy existing material if there is one
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DefaultMaterial = ComponentTarget->GetMaterial(0);
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if (DefaultMaterial == nullptr)
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{
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DefaultMaterial = LoadObject<UMaterial>(nullptr, TEXT("/Engine/EngineMaterials/DefaultMaterial"));
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}
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// hide input StaticMeshComponent
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ComponentTarget->SetOwnerVisibility(false);
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// Construct the preview object and set the material on it
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Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(this, "Preview");
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Preview->Setup(this->TargetWorld, this);
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Preview->PreviewMesh->SetTangentsMode(EDynamicMeshTangentCalcType::AutoCalculated);
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Preview->PreviewMesh->InitializeMesh(ComponentTarget->GetMesh());
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Preview->OnMeshUpdated.AddLambda([this](UMeshOpPreviewWithBackgroundCompute* Op)
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{
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MaterialSettings->UpdateMaterials();
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});
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// Initialize the preview mesh with a copy of the source mesh.
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bool bHasGroups = false;
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{
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InputMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>( * Preview->PreviewMesh->GetMesh() );
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FMeshDescriptionToDynamicMesh Converter;
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bHasGroups = FaceGroupUtil::HasMultipleGroups(*InputMesh);
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FComponentMaterialSet MaterialSet;
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ComponentTarget->GetMaterialSet(MaterialSet);
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Preview->ConfigureMaterials(MaterialSet.Materials,
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ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
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);
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Preview->PreviewMesh->SetTransform(ComponentTarget->GetWorldTransform());
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}
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if (bDoAutomaticGlobalUnwrap == false && bHasGroups == false)
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{
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GetToolManager()->DisplayMessage(
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LOCTEXT("NoGroupsWarning", "This mesh has no PolyGroups!"),
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EToolMessageLevel::UserWarning);
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//bDoAutomaticGlobalUnwrap = true;
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}
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// initialize our properties
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UVChannelProperties = NewObject<UMeshUVChannelProperties>(this);
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UVChannelProperties->RestoreProperties(this);
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UVChannelProperties->Initialize(ComponentTarget->GetMesh(), false);
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UVChannelProperties->ValidateSelection(true);
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UVChannelProperties->WatchProperty(UVChannelProperties->UVChannel, [this](const FString& NewValue)
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{
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MaterialSettings->UVChannel = UVChannelProperties->GetSelectedChannelIndex(true);
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});
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AddToolPropertySource(UVChannelProperties);
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Settings = NewObject<UParameterizeMeshToolProperties>(this);
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Settings->RestoreProperties(this);
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Settings->bIsGlobalMode = bDoAutomaticGlobalUnwrap;
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AddToolPropertySource(Settings);
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MaterialSettings = NewObject<UExistingMeshMaterialProperties>(this);
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MaterialSettings->RestoreProperties(this);
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AddToolPropertySource(MaterialSettings);
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// force update
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MaterialSettings->UpdateMaterials();
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Preview->OverrideMaterial = MaterialSettings->GetActiveOverrideMaterial();
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Preview->SetVisibility(true);
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Preview->InvalidateResult(); // start compute
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if (bDoAutomaticGlobalUnwrap)
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{
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SetToolDisplayName(LOCTEXT("ToolNameGlobal", "AutoUV"));
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GetToolManager()->DisplayMessage(
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LOCTEXT("OnStartTool_Global", "Automatically partition the selected Mesh into UV islands, flatten, and pack into a single UV chart"),
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EToolMessageLevel::UserNotification);
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}
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else
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{
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SetToolDisplayName(LOCTEXT("ToolNameLocal", "UV Unwrap"));
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GetToolManager()->DisplayMessage(
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LOCTEXT("OnStartTool_Regions", "Generate UVs for polygroups or existing UV charts of the Mesh using various strategies. Does not calculate layout/packing."),
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EToolMessageLevel::UserNotification);
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}
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}
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void UParameterizeMeshTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
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{
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bool bForceMaterialUpdate = false;
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if (PropertySet == Settings || PropertySet == UVChannelProperties)
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{
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// One of the UV generation properties must have changed. Dirty the result to force a recompute
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Preview->InvalidateResult();
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bForceMaterialUpdate = true;
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}
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if (PropertySet == MaterialSettings || bForceMaterialUpdate)
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{
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MaterialSettings->UpdateMaterials();
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Preview->OverrideMaterial = MaterialSettings->GetActiveOverrideMaterial();
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}
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}
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void UParameterizeMeshTool::Shutdown(EToolShutdownType ShutdownType)
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{
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UVChannelProperties->SaveProperties(this);
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Settings->SaveProperties(this);
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MaterialSettings->SaveProperties(this);
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FDynamicMeshOpResult Result = Preview->Shutdown();
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if (ShutdownType == EToolShutdownType::Accept)
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{
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FDynamicMesh3* DynamicMeshResult = Result.Mesh.Get();
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check(DynamicMeshResult != nullptr);
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GetToolManager()->BeginUndoTransaction(LOCTEXT("ParameterizeMesh", "Parameterize Mesh"));
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ComponentTarget->CommitMesh([DynamicMeshResult](const FPrimitiveComponentTarget::FCommitParams& CommitParams)
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{
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FDynamicMeshToMeshDescription Converter;
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Converter.UpdateAttributes(DynamicMeshResult, *CommitParams.MeshDescription, false, false, true/*update uvs*/);
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});
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GetToolManager()->EndUndoTransaction();
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}
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// Restore (unhide) the source meshes
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ComponentTarget->SetOwnerVisibility(true);
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}
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void UParameterizeMeshTool::OnTick(float DeltaTime)
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{
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Preview->Tick(DeltaTime);
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}
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bool UParameterizeMeshTool::CanAccept() const
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{
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return Super::CanAccept() && Preview->HaveValidResult();
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}
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TUniquePtr<FDynamicMeshOperator> UParameterizeMeshTool::MakeNewOperator()
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{
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FAxisAlignedBox3d MeshBounds = Preview->PreviewMesh->GetMesh()->GetBounds();
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TUniquePtr<FParameterizeMeshOp> ParameterizeMeshOp = MakeUnique<FParameterizeMeshOp>();
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ParameterizeMeshOp->Stretch = Settings->ChartStretch;
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ParameterizeMeshOp->NumCharts = 0;
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ParameterizeMeshOp->InputMesh = InputMesh;
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ParameterizeMeshOp->UVLayer = UVChannelProperties->GetSelectedChannelIndex(true);
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if (bDoAutomaticGlobalUnwrap)
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{
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ParameterizeMeshOp->IslandMode = EParamOpIslandMode::Auto;
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ParameterizeMeshOp->UnwrapType = EParamOpUnwrapType::MinStretch;
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}
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else
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{
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ParameterizeMeshOp->IslandMode = (EParamOpIslandMode)(int)Settings->IslandMode;
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ParameterizeMeshOp->UnwrapType = (EParamOpUnwrapType)(int)Settings->UnwrapType;
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}
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switch (Settings->UVScaleMode)
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{
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case EParameterizeMeshToolUVScaleMode::NoScaling:
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ParameterizeMeshOp->bNormalizeAreas = false;
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ParameterizeMeshOp->AreaScaling = 1.0;
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break;
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case EParameterizeMeshToolUVScaleMode::NormalizeToBounds:
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ParameterizeMeshOp->bNormalizeAreas = true;
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ParameterizeMeshOp->AreaScaling = Settings->UVScale / MeshBounds.MaxDim();
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break;
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case EParameterizeMeshToolUVScaleMode::NormalizeToWorld:
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ParameterizeMeshOp->bNormalizeAreas = true;
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ParameterizeMeshOp->AreaScaling = Settings->UVScale;
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break;
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}
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ParameterizeMeshOp->Method = (EParamOpBackend)(int)Settings->Method;
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const FTransform XForm = ComponentTarget->GetWorldTransform();
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FTransform3d XForm3d(XForm);
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ParameterizeMeshOp->SetTransform(XForm3d);
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return ParameterizeMeshOp;
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}
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#undef LOCTEXT_NAMESPACE
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