Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Public/Physics/SetCollisionGeometryTool.h
tyson brochu e78697a2c1 SetCollisionGeometryTool: add Mesh to Level Set / SDF conversion
#rb jimmy.andrews
#preflight 62952aa7e61254772f6b4b5e

[CL 20432875 by tyson brochu in ue5-main branch]
2022-05-30 16:48:48 -04:00

285 lines
9.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseTools/MultiSelectionMeshEditingTool.h"
#include "InteractiveToolBuilder.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "SphereTypes.h"
#include "OrientedBoxTypes.h"
#include "CapsuleTypes.h"
#include "Physics/CollisionPropertySets.h"
#include "Physics/PhysicsDataCollection.h"
#include "PropertySets/PolygroupLayersProperties.h"
#include "Polygroups/PolygroupSet.h"
#include "ModelingOperators.h"
#include "MeshOpPreviewHelpers.h"
#include "SetCollisionGeometryTool.generated.h"
class UPreviewGeometry;
PREDECLARE_GEOMETRY(class FMeshSimpleShapeApproximation)
PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
UCLASS()
class MESHMODELINGTOOLSEXP_API USetCollisionGeometryToolBuilder : public UMultiSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
protected:
virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
};
UENUM()
enum class ESetCollisionGeometryInputMode
{
CombineAll = 0,
PerInputObject = 1,
PerMeshComponent = 2,
PerMeshGroup = 3
};
UENUM()
enum class ECollisionGeometryType
{
KeepExisting = 0,
AlignedBoxes = 1,
OrientedBoxes = 2,
MinimalSpheres = 3,
Capsules = 4,
ConvexHulls = 5,
SweptHulls = 6,
LevelSets = 7,
MinVolume = 10,
None = 11
};
UENUM()
enum class EProjectedHullAxis
{
X = 0,
Y = 1,
Z = 2,
SmallestBoxDimension = 3,
SmallestVolume = 4
};
UCLASS()
class MESHMODELINGTOOLSEXP_API USetCollisionGeometryToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = Options)
ECollisionGeometryType GeometryType = ECollisionGeometryType::AlignedBoxes;
UPROPERTY(EditAnywhere, Category = Options)
ESetCollisionGeometryInputMode InputMode = ESetCollisionGeometryInputMode::PerInputObject;
UPROPERTY(EditAnywhere, Category = Options)
bool bUseWorldSpace = false;
UPROPERTY(EditAnywhere, Category = Options)
bool bRemoveContained = true;
UPROPERTY(EditAnywhere, Category = Options)
bool bEnableMaxCount = true;
UPROPERTY(EditAnywhere, Category = Options, meta = (UIMin = "1", UIMax = "100", ClampMin = "1", ClampMax = "9999999", EditCondition = "bEnableMaxCount"))
int32 MaxCount = 50;
UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay)
float MinThickness = 0.01;
UPROPERTY(EditAnywhere, Category = AutoDetect)
bool bDetectBoxes = true;
UPROPERTY(EditAnywhere, Category = AutoDetect)
bool bDetectSpheres = true;
UPROPERTY(EditAnywhere, Category = AutoDetect)
bool bDetectCapsules = true;
UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls"))
bool bSimplifyHulls = true;
UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (UIMin = "4", UIMax = "100", ClampMin = "4", ClampMax = "9999999",
EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls"))
int32 HullTargetFaceCount = 20;
/** How many convex hulls can be used to approximate each mesh */
UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (UIMin = "1", UIMax = "100", ClampMin = "1",
EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls"))
int32 MaxHullsPerMesh = 1;
/** How much to search the space of possible decompositions beyond MaxHullsPerMesh; for larger values, will do additional work to try to better approximate mesh features (but resulting hulls may overlap more) */
UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (UIMin = "0", UIMax = "2", ClampMin = "0",
EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls && MaxHullsPerMesh > 1"))
float ConvexDecompositionSearchFactor = .5;
/** Error tolerance for adding more convex hulls, in cm. For volumetric errors, the value will be cubed (so a value of 10 indicates a 10x10x10 volume worth of error is acceptable). */
UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (UIMin = "0", UIMax = "1000", ClampMin = "0",
EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls && MaxHullsPerMesh > 1"))
float AddHullsErrorTolerance = 0;
/** Minimum part thickness for convex decomposition (in cm); hulls thinner than this will be merged into adjacent hulls, if possible. */
UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (UIMin = "0", UIMax = "1", ClampMin = "0",
EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls && MaxHullsPerMesh > 1"))
float MinPartThickness = 0.1;
UPROPERTY(EditAnywhere, Category = SweptHulls, meta = (EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::SweptHulls"))
bool bSimplifyPolygons = true;
UPROPERTY(EditAnywhere, Category = SweptHulls, meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "100000",
EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::SweptHulls"))
float HullTolerance = 0.1;
UPROPERTY(EditAnywhere, Category = SweptHulls, meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "100000",
EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::SweptHulls"))
EProjectedHullAxis SweepAxis = EProjectedHullAxis::SmallestVolume;
// Level Set settings
/** Level set grid resolution along longest grid axis */
UPROPERTY(EditAnywhere, Category = LevelSets, meta = (UIMin = "3", UIMax = "100", ClampMin = "3", ClampMax = "1000",
EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::LevelSets"))
int32 LevelSetResolution = 10;
UPROPERTY(EditAnywhere, Category = OutputOptions)
bool bAppendToExisting = false;
UPROPERTY(EditAnywhere, Category = OutputOptions)
ECollisionGeometryMode SetCollisionType = ECollisionGeometryMode::SimpleAndComplex;
};
/**
* Mesh Inspector Tool for visualizing mesh information
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API USetCollisionGeometryTool : public UMultiSelectionMeshEditingTool, public UE::Geometry::IGenericDataOperatorFactory<FPhysicsDataCollection>
{
GENERATED_BODY()
public:
virtual void Setup() override;
virtual void OnShutdown(EToolShutdownType ShutdownType) override;
virtual void OnTick(float DeltaTime) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
virtual bool CanAccept() const override
{
// allow accept when we're showing the current, valid result
return Super::CanAccept() && bInputMeshesValid && Compute && Compute->HaveValidResult() && !bVisualizationDirty;
}
// Begin IGenericDataOperatorFactory interface
virtual TUniquePtr<UE::Geometry::TGenericDataOperator<FPhysicsDataCollection>> MakeNewOperator() override;
// End IGenericDataOperatorFactory interface
protected:
UPROPERTY()
TObjectPtr<USetCollisionGeometryToolProperties> Settings = nullptr;
UPROPERTY()
TObjectPtr<UPolygroupLayersProperties> PolygroupLayerProperties = nullptr;
UPROPERTY()
TObjectPtr<UCollisionGeometryVisualizationProperties> VizSettings = nullptr;
UPROPERTY()
TObjectPtr<UPhysicsObjectToolPropertySet> CollisionProps;
UPROPERTY()
TObjectPtr<UMaterialInterface> LineMaterial = nullptr;
//
// Background compute
//
TUniquePtr<TGenericDataBackgroundCompute<FPhysicsDataCollection>> Compute = nullptr;
protected:
UPROPERTY()
TObjectPtr<UPreviewGeometry> PreviewGeom;
TArray<int32> SourceObjectIndices;
bool bSourcesHidden = false;
TArray<FDynamicMesh3> InitialSourceMeshes;
void OnInputModeChanged();
/**
* Invalidates the background compute operator.
*/
void InvalidateCompute();
enum class EDetectedCollisionGeometry
{
None,
Sphere = 2,
Box = 4,
Capsule = 8,
Convex = 16
};
struct FSourceMesh
{
FDynamicMesh3 Mesh;
EDetectedCollisionGeometry DetectedType = EDetectedCollisionGeometry::None;
UE::Geometry::FSphere3d DetectedSphere;
UE::Geometry::FOrientedBox3d DetectedBox;
UE::Geometry::FCapsule3d DetectedCapsule;
};
bool bInputMeshesValid = false;
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> InputMeshes;
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> CombinedInputMeshes;
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> SeparatedInputMeshes;
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> PerGroupInputMeshes;
TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> InputMeshesApproximator;
TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> CombinedInputMeshesApproximator;
TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> SeparatedMeshesApproximator;
TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> PerGroupMeshesApproximator;
void PrecomputeInputMeshes();
void InitializeDerivedMeshSet(
const TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>& FromInputMeshes,
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>& ToMeshes,
TFunctionRef<bool(const FDynamicMesh3*, int32, int32)> TrisConnectedPredicate);
TUniquePtr<UE::Geometry::FPolygroupSet> ActiveGroupSet;
void OnSelectedGroupLayerChanged();
void UpdateActiveGroupLayer();
FTransform OrigTargetTransform;
FVector TargetScale3D;
TSharedPtr<FPhysicsDataCollection, ESPMode::ThreadSafe> InitialCollision;
TSharedPtr<FPhysicsDataCollection, ESPMode::ThreadSafe> GeneratedCollision;
bool bVisualizationDirty = false;
void UpdateVisualization();
};