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#rb jimmy.andrews #preflight 62952aa7e61254772f6b4b5e [CL 20432875 by tyson brochu in ue5-main branch]
285 lines
9.5 KiB
C++
285 lines
9.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "BaseTools/MultiSelectionMeshEditingTool.h"
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#include "InteractiveToolBuilder.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "SphereTypes.h"
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#include "OrientedBoxTypes.h"
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#include "CapsuleTypes.h"
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#include "Physics/CollisionPropertySets.h"
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#include "Physics/PhysicsDataCollection.h"
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#include "PropertySets/PolygroupLayersProperties.h"
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#include "Polygroups/PolygroupSet.h"
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#include "ModelingOperators.h"
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#include "MeshOpPreviewHelpers.h"
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#include "SetCollisionGeometryTool.generated.h"
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class UPreviewGeometry;
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PREDECLARE_GEOMETRY(class FMeshSimpleShapeApproximation)
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PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
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UCLASS()
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class MESHMODELINGTOOLSEXP_API USetCollisionGeometryToolBuilder : public UMultiSelectionMeshEditingToolBuilder
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{
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GENERATED_BODY()
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public:
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virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
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virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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protected:
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virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
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};
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UENUM()
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enum class ESetCollisionGeometryInputMode
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{
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CombineAll = 0,
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PerInputObject = 1,
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PerMeshComponent = 2,
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PerMeshGroup = 3
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};
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UENUM()
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enum class ECollisionGeometryType
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{
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KeepExisting = 0,
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AlignedBoxes = 1,
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OrientedBoxes = 2,
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MinimalSpheres = 3,
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Capsules = 4,
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ConvexHulls = 5,
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SweptHulls = 6,
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LevelSets = 7,
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MinVolume = 10,
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None = 11
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};
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UENUM()
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enum class EProjectedHullAxis
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{
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X = 0,
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Y = 1,
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Z = 2,
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SmallestBoxDimension = 3,
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SmallestVolume = 4
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};
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UCLASS()
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class MESHMODELINGTOOLSEXP_API USetCollisionGeometryToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = Options)
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ECollisionGeometryType GeometryType = ECollisionGeometryType::AlignedBoxes;
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UPROPERTY(EditAnywhere, Category = Options)
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ESetCollisionGeometryInputMode InputMode = ESetCollisionGeometryInputMode::PerInputObject;
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UPROPERTY(EditAnywhere, Category = Options)
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bool bUseWorldSpace = false;
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UPROPERTY(EditAnywhere, Category = Options)
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bool bRemoveContained = true;
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UPROPERTY(EditAnywhere, Category = Options)
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bool bEnableMaxCount = true;
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UPROPERTY(EditAnywhere, Category = Options, meta = (UIMin = "1", UIMax = "100", ClampMin = "1", ClampMax = "9999999", EditCondition = "bEnableMaxCount"))
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int32 MaxCount = 50;
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UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay)
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float MinThickness = 0.01;
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UPROPERTY(EditAnywhere, Category = AutoDetect)
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bool bDetectBoxes = true;
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UPROPERTY(EditAnywhere, Category = AutoDetect)
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bool bDetectSpheres = true;
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UPROPERTY(EditAnywhere, Category = AutoDetect)
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bool bDetectCapsules = true;
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UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls"))
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bool bSimplifyHulls = true;
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UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (UIMin = "4", UIMax = "100", ClampMin = "4", ClampMax = "9999999",
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EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls"))
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int32 HullTargetFaceCount = 20;
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/** How many convex hulls can be used to approximate each mesh */
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UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (UIMin = "1", UIMax = "100", ClampMin = "1",
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EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls"))
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int32 MaxHullsPerMesh = 1;
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/** 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) */
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UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (UIMin = "0", UIMax = "2", ClampMin = "0",
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EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls && MaxHullsPerMesh > 1"))
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float ConvexDecompositionSearchFactor = .5;
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/** 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). */
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UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (UIMin = "0", UIMax = "1000", ClampMin = "0",
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EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls && MaxHullsPerMesh > 1"))
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float AddHullsErrorTolerance = 0;
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/** Minimum part thickness for convex decomposition (in cm); hulls thinner than this will be merged into adjacent hulls, if possible. */
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UPROPERTY(EditAnywhere, Category = ConvexHulls, meta = (UIMin = "0", UIMax = "1", ClampMin = "0",
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EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::ConvexHulls && MaxHullsPerMesh > 1"))
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float MinPartThickness = 0.1;
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UPROPERTY(EditAnywhere, Category = SweptHulls, meta = (EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::SweptHulls"))
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bool bSimplifyPolygons = true;
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UPROPERTY(EditAnywhere, Category = SweptHulls, meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "100000",
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EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::SweptHulls"))
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float HullTolerance = 0.1;
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UPROPERTY(EditAnywhere, Category = SweptHulls, meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "100000",
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EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::SweptHulls"))
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EProjectedHullAxis SweepAxis = EProjectedHullAxis::SmallestVolume;
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// Level Set settings
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/** Level set grid resolution along longest grid axis */
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UPROPERTY(EditAnywhere, Category = LevelSets, meta = (UIMin = "3", UIMax = "100", ClampMin = "3", ClampMax = "1000",
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EditConditionHides, EditCondition = "GeometryType == ECollisionGeometryType::LevelSets"))
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int32 LevelSetResolution = 10;
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UPROPERTY(EditAnywhere, Category = OutputOptions)
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bool bAppendToExisting = false;
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UPROPERTY(EditAnywhere, Category = OutputOptions)
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ECollisionGeometryMode SetCollisionType = ECollisionGeometryMode::SimpleAndComplex;
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};
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/**
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* Mesh Inspector Tool for visualizing mesh information
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*/
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UCLASS()
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class MESHMODELINGTOOLSEXP_API USetCollisionGeometryTool : public UMultiSelectionMeshEditingTool, public UE::Geometry::IGenericDataOperatorFactory<FPhysicsDataCollection>
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{
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GENERATED_BODY()
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public:
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virtual void Setup() override;
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virtual void OnShutdown(EToolShutdownType ShutdownType) override;
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virtual void OnTick(float DeltaTime) override;
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virtual bool HasCancel() const override { return true; }
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virtual bool HasAccept() const override { return true; }
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virtual bool CanAccept() const override
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{
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// allow accept when we're showing the current, valid result
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return Super::CanAccept() && bInputMeshesValid && Compute && Compute->HaveValidResult() && !bVisualizationDirty;
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}
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// Begin IGenericDataOperatorFactory interface
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virtual TUniquePtr<UE::Geometry::TGenericDataOperator<FPhysicsDataCollection>> MakeNewOperator() override;
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// End IGenericDataOperatorFactory interface
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protected:
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UPROPERTY()
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TObjectPtr<USetCollisionGeometryToolProperties> Settings = nullptr;
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UPROPERTY()
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TObjectPtr<UPolygroupLayersProperties> PolygroupLayerProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UCollisionGeometryVisualizationProperties> VizSettings = nullptr;
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UPROPERTY()
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TObjectPtr<UPhysicsObjectToolPropertySet> CollisionProps;
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UPROPERTY()
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TObjectPtr<UMaterialInterface> LineMaterial = nullptr;
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//
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// Background compute
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//
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TUniquePtr<TGenericDataBackgroundCompute<FPhysicsDataCollection>> Compute = nullptr;
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protected:
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UPROPERTY()
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TObjectPtr<UPreviewGeometry> PreviewGeom;
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TArray<int32> SourceObjectIndices;
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bool bSourcesHidden = false;
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TArray<FDynamicMesh3> InitialSourceMeshes;
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void OnInputModeChanged();
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/**
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* Invalidates the background compute operator.
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*/
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void InvalidateCompute();
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enum class EDetectedCollisionGeometry
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{
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None,
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Sphere = 2,
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Box = 4,
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Capsule = 8,
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Convex = 16
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};
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struct FSourceMesh
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{
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FDynamicMesh3 Mesh;
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EDetectedCollisionGeometry DetectedType = EDetectedCollisionGeometry::None;
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UE::Geometry::FSphere3d DetectedSphere;
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UE::Geometry::FOrientedBox3d DetectedBox;
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UE::Geometry::FCapsule3d DetectedCapsule;
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};
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bool bInputMeshesValid = false;
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TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> InputMeshes;
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TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> CombinedInputMeshes;
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TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> SeparatedInputMeshes;
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TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> PerGroupInputMeshes;
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TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> InputMeshesApproximator;
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TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> CombinedInputMeshesApproximator;
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TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> SeparatedMeshesApproximator;
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TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe> PerGroupMeshesApproximator;
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void PrecomputeInputMeshes();
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void InitializeDerivedMeshSet(
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const TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>& FromInputMeshes,
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TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>& ToMeshes,
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TFunctionRef<bool(const FDynamicMesh3*, int32, int32)> TrisConnectedPredicate);
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TUniquePtr<UE::Geometry::FPolygroupSet> ActiveGroupSet;
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void OnSelectedGroupLayerChanged();
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void UpdateActiveGroupLayer();
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FTransform OrigTargetTransform;
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FVector TargetScale3D;
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TSharedPtr<FPhysicsDataCollection, ESPMode::ThreadSafe> InitialCollision;
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TSharedPtr<FPhysicsDataCollection, ESPMode::ThreadSafe> GeneratedCollision;
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bool bVisualizationDirty = false;
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void UpdateVisualization();
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};
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