You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Since CL 19253774, conversion from FVector3f to FVector is explicit. #jira UE-144798 #rb benoit.deschenes, jeanmichel.dignard #preflight 62224e97c33b6ba25d12481f #lockdown simon.tourangeau #ROBOMERGE-AUTHOR: jeanluc.corenthin #ROBOMERGE-SOURCE: CL 19285243 in //UE5/Release-5.0/... via CL 19285770 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v924-19243027) [CL 19291627 by jeanluc corenthin in ue5-main branch]
637 lines
23 KiB
C++
637 lines
23 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "DatasmithSketchUpMesh.h"
|
|
#include "DatasmithSketchUpUtils.h"
|
|
|
|
#include "DatasmithSketchUpExportContext.h"
|
|
|
|
// SketchUp to Datasmith exporter classes.
|
|
#include "DatasmithSketchUpMaterial.h"
|
|
#include "DatasmithSketchUpMetadata.h"
|
|
#include "DatasmithSketchUpString.h"
|
|
#include "DatasmithSketchUpSummary.h"
|
|
#include "DatasmithSketchUpComponent.h"
|
|
|
|
// SketchUp SDK.
|
|
#include "DatasmithSketchUpSDKBegins.h"
|
|
#include "SketchUpAPI/model/drawing_element.h"
|
|
#include "SketchUpAPI/model/edge.h"
|
|
#include "SketchUpAPI/model/face.h"
|
|
#include "SketchUpAPI/model/entities.h"
|
|
#include "SketchUpAPI/model/entity.h"
|
|
#include "SketchUpAPI/model/layer.h"
|
|
#include "SketchUpAPI/model/mesh_helper.h"
|
|
#include "SketchUpAPI/model/uv_helper.h"
|
|
#include "DatasmithSketchUpSDKCeases.h"
|
|
|
|
// Datasmith SDK.
|
|
#include "DatasmithMesh.h"
|
|
#include "DatasmithMeshExporter.h"
|
|
#include "DatasmithSceneExporter.h"
|
|
#include "DatasmithSceneFactory.h"
|
|
#include "DatasmithUtils.h"
|
|
#include "Misc/SecureHash.h"
|
|
|
|
#include "Async/Async.h"
|
|
#include "UObject/GarbageCollection.h"
|
|
|
|
class FDatasmithMesh;
|
|
|
|
using namespace DatasmithSketchUp;
|
|
|
|
|
|
namespace DatasmithSketchUp
|
|
{
|
|
// The vertex indices of a mesh triangle in a tessellated SketchUp face.
|
|
struct SMeshTriangleIndices
|
|
{
|
|
size_t IndexA; // index of the first triangle vertex
|
|
size_t IndexB; // index of the second triangle vertex
|
|
size_t IndexC; // index of the third triangle vertex
|
|
};
|
|
|
|
// The vertex normals of a mesh triangle in a tessellated SketchUp face.
|
|
struct SMeshTriangleNormals
|
|
{
|
|
SUVector3D NormalA; // normal of the first triangle vertex
|
|
SUVector3D NormalB; // normal of the second triangle vertex
|
|
SUVector3D NormalC; // normal of the third triangle vertex
|
|
};
|
|
|
|
// Used to extract geometry before filling DatasmithMesh
|
|
class FDatasmithSketchUpMesh : FNoncopyable
|
|
{
|
|
public:
|
|
|
|
// Convert the combined mesh into a Datasmith mesh.
|
|
void ConvertMeshToDatasmith(FDatasmithMesh& OutDMesh) const;
|
|
|
|
// Tessellate a SketchUp face into a triangle mesh merged into the combined mesh.
|
|
void AddFace(
|
|
SUFaceRef InSFaceRef // valid source SketchUp face to tessellate and combine
|
|
);
|
|
|
|
int32 GetOrCreateSlotForMaterial(FMaterialIDType MaterialID)
|
|
{
|
|
if (int32* SlotIdPtr = SlotIdForMaterialId.Find(MaterialID))
|
|
{
|
|
return *SlotIdPtr;
|
|
}
|
|
else
|
|
{
|
|
int32 SlotId = MaterialIDForSlotId.Num();
|
|
MaterialIDForSlotId.Add(MaterialID);// Assign material to slot
|
|
SlotIdForMaterialId.Add(MaterialID, SlotId); // store back reference from material to slot
|
|
return SlotId;
|
|
}
|
|
}
|
|
|
|
// Return whether or not the combined mesh contains geometry.
|
|
bool ContainsGeometry() const;
|
|
|
|
// Combined mesh vertex points.
|
|
TArray<SUPoint3D> MeshVertexPoints;
|
|
|
|
// Combined mesh vertex normals.
|
|
TArray<SUVector3D> MeshVertexNormals;
|
|
|
|
// Combined mesh vertex UVQ texture coordinates.
|
|
TArray<SUUVQ> MeshVertexUVQs;
|
|
|
|
// Combined mesh triangle vertex indices.
|
|
TArray<SMeshTriangleIndices> MeshTriangleIndices;
|
|
|
|
// Combined mesh triangle material IDs.
|
|
TArray<int32> MeshTriangleSlotIds;
|
|
|
|
TArray<FEntityIDType> MaterialIDForSlotId;
|
|
TMap<FEntityIDType, int32> SlotIdForMaterialId;
|
|
bool bHasFacesWithDefaultMaterial = false;;
|
|
|
|
};
|
|
|
|
|
|
inline bool FDatasmithSketchUpMesh::ContainsGeometry() const
|
|
{
|
|
return (MeshVertexPoints.Num() > 0 && MeshTriangleIndices.Num() > 0);
|
|
}
|
|
|
|
void FDatasmithSketchUpMesh::AddFace(SUFaceRef InSFaceRef)
|
|
{
|
|
// Retrieve the SketchUp face front material.
|
|
SUMaterialRef FrontMaterialRef = SU_INVALID;
|
|
SUFaceGetFrontMaterial(InSFaceRef, &FrontMaterialRef); // we can ignore the returned SU_RESULT
|
|
|
|
// Retrieve the SketchUp face back material.
|
|
SUMaterialRef BackMaterialRef = SU_INVALID;
|
|
SUFaceGetBackMaterial(InSFaceRef, &BackMaterialRef); // we can ignore the returned SU_RESULT
|
|
|
|
// Fall back on the back material when there is no face front material, but there is a face back material.
|
|
bool bUseBackMaterial = SUIsInvalid(FrontMaterialRef) && SUIsValid(BackMaterialRef);
|
|
bool bUseFrontMaterial = !bUseBackMaterial;
|
|
|
|
// Create a UV helper for the SketchUp face.
|
|
SUTextureWriterRef TextureWriterRef = SU_INVALID;
|
|
SUUVHelperRef UVHelperRef = SU_INVALID;
|
|
SUFaceGetUVHelper(InSFaceRef, bUseFrontMaterial, bUseBackMaterial, TextureWriterRef, &UVHelperRef); // we can ignore the returned SU_RESULT
|
|
|
|
// Tessellate the SketchUp face into a SketchUp triangle mesh.
|
|
SUMeshHelperRef MeshRef = SU_INVALID;
|
|
SUMeshHelperCreateWithUVHelper(&MeshRef, InSFaceRef, UVHelperRef); // we can ignore the returned SU_RESULT
|
|
|
|
// Get the number of mesh vertices.
|
|
size_t VertexCount = 0;
|
|
SUMeshHelperGetNumVertices(MeshRef, &VertexCount); // we can ignore the returned SU_RESULT
|
|
|
|
// Get the number of mesh triangles.
|
|
size_t TriangleCount = 0;
|
|
SUMeshHelperGetNumTriangles(MeshRef, &TriangleCount); // we can ignore the returned SU_RESULT
|
|
|
|
if (VertexCount == 0 || TriangleCount == 0)
|
|
{
|
|
// Release the SketchUp triangle mesh.
|
|
SUMeshHelperRelease(&MeshRef); // we can ignore the returned SU_RESULT
|
|
|
|
// Release SketchUp face UV helper.
|
|
SUUVHelperRelease(&UVHelperRef); // we can ignore the returned SU_RESULT
|
|
|
|
return;
|
|
}
|
|
|
|
// Retrieve the mesh vertex points.
|
|
size_t VertexPointCount = VertexCount;
|
|
TArray<SUPoint3D> VertexPoints;
|
|
VertexPoints.SetNumUninitialized(VertexPointCount);
|
|
SUMeshHelperGetVertices(MeshRef, VertexPointCount, VertexPoints.GetData(), &VertexPointCount); // we can ignore the returned SU_RESULT
|
|
VertexPoints.SetNum(VertexPointCount);
|
|
|
|
// Retrieve the mesh vertex normals.
|
|
size_t VertexNormalCount = VertexCount;
|
|
TArray<SUVector3D> VertexNormals;
|
|
VertexNormals.SetNumUninitialized(VertexNormalCount);
|
|
SUMeshHelperGetNormals(MeshRef, VertexNormalCount, VertexNormals.GetData(), &VertexNormalCount); // we can ignore the returned SU_RESULT
|
|
VertexNormals.SetNum(VertexNormalCount);
|
|
|
|
// Retrieve the mesh triangle vertex indices, by strides of three indices per triangle.
|
|
size_t TriangleVertexIndexCount = TriangleCount * 3;
|
|
TArray<size_t> TriangleVertexIndices;
|
|
TriangleVertexIndices.SetNumUninitialized(TriangleVertexIndexCount);
|
|
SUMeshHelperGetVertexIndices(MeshRef, TriangleVertexIndexCount, TriangleVertexIndices.GetData(), &TriangleVertexIndexCount); // we can ignore the returned SU_RESULT
|
|
TriangleVertexIndices.SetNum(TriangleVertexIndexCount);
|
|
|
|
// Get the SketchUp triangle mesh vertex offset into the combined mesh vertex vector.
|
|
int32 MeshVertexIndexOffset = MeshVertexPoints.Num();
|
|
|
|
// Combine the mesh vertex points.
|
|
MeshVertexPoints.Append(VertexPoints);
|
|
|
|
MeshVertexNormals.Reserve(MeshVertexNormals.Num() + VertexNormalCount);
|
|
MeshVertexUVQs.Reserve(MeshVertexUVQs.Num() + VertexPointCount);
|
|
MeshTriangleIndices.Reserve(MeshTriangleIndices.Num() + TriangleVertexIndexCount);
|
|
|
|
if (bUseFrontMaterial)
|
|
{
|
|
// Combine the mesh vertex normals.
|
|
MeshVertexNormals.Append(VertexNormals);
|
|
|
|
// Combine the mesh vertex front UVQ texture coordinates.
|
|
for (size_t VertexPointIndex = 0; VertexPointIndex < VertexPointCount; VertexPointIndex++)
|
|
{
|
|
// Retrieve the front UVQ texture coordinate of the mesh vertex.
|
|
SUUVQ SUVQ;
|
|
SUUVHelperGetFrontUVQ(UVHelperRef, &VertexPoints[VertexPointIndex], &SUVQ); // we can ignore the returned SU_RESULT
|
|
|
|
MeshVertexUVQs.Add(SUVQ);
|
|
}
|
|
|
|
// Combine the mesh front-facing triangle vertex indices.
|
|
for (size_t Index = 0; Index < TriangleVertexIndexCount;)
|
|
{
|
|
size_t IndexA = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
|
|
size_t IndexB = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
|
|
size_t IndexC = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
|
|
|
|
SMeshTriangleIndices TriangleIndices = { IndexA, IndexB, IndexC };
|
|
|
|
MeshTriangleIndices.Add(TriangleIndices);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Combine the mesh vertex normals.
|
|
for (size_t VertexNormalIndex = 0; VertexNormalIndex < VertexNormalCount; VertexNormalIndex++)
|
|
{
|
|
// Reverse the mesh vertex normal.
|
|
SUVector3D VertexNormal = VertexNormals[VertexNormalIndex];
|
|
VertexNormal.x = -VertexNormal.x;
|
|
VertexNormal.y = -VertexNormal.y;
|
|
VertexNormal.z = -VertexNormal.z;
|
|
|
|
MeshVertexNormals.Add(VertexNormal);
|
|
}
|
|
|
|
// Combine the mesh vertex back UVQ texture coordinates.
|
|
for (size_t VertexPointIndex = 0; VertexPointIndex < VertexPointCount; VertexPointIndex++)
|
|
{
|
|
// Retrieve the back UVQ texture coordinate of the mesh vertex.
|
|
SUUVQ UVQ;
|
|
SUUVHelperGetBackUVQ(UVHelperRef, &VertexPoints[VertexPointIndex], &UVQ); // we can ignore the returned SU_RESULT
|
|
|
|
MeshVertexUVQs.Add(UVQ);
|
|
}
|
|
|
|
// Combine the mesh back-facing triangle vertex indices.
|
|
for (size_t Index = 0; Index < TriangleVertexIndexCount;)
|
|
{
|
|
size_t IndexA = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
|
|
size_t IndexB = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
|
|
size_t IndexC = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
|
|
|
|
SMeshTriangleIndices TriangleIndices = { IndexC, IndexB, IndexA };
|
|
|
|
MeshTriangleIndices.Add(TriangleIndices);
|
|
}
|
|
}
|
|
|
|
// Release the SketchUp triangle mesh.
|
|
SUMeshHelperRelease(&MeshRef); // we can ignore the returned SU_RESULT
|
|
|
|
// Release SketchUp face UV helper.
|
|
SUUVHelperRelease(&UVHelperRef); // we can ignore the returned SU_RESULT
|
|
|
|
|
|
int32 SlotId = 0; // Default material slot
|
|
|
|
// Get the SketckUp material ID.
|
|
if (bUseFrontMaterial)
|
|
{
|
|
if (SUIsValid(FrontMaterialRef))
|
|
{
|
|
// Get the front material ID of the SketckUp front material.
|
|
SlotId = GetOrCreateSlotForMaterial(DatasmithSketchUpUtils::GetMaterialID(FrontMaterialRef));
|
|
}
|
|
}
|
|
else // bUseBackMaterial
|
|
{
|
|
if (SUIsValid(BackMaterialRef))
|
|
{
|
|
// Get the back material ID of the SketckUp back material.
|
|
SlotId = GetOrCreateSlotForMaterial(DatasmithSketchUpUtils::GetMaterialID(BackMaterialRef));
|
|
}
|
|
}
|
|
|
|
|
|
if (SlotId == 0)
|
|
{
|
|
// todo: it's possible to skip adding slot=0 when there's no faces with 'default' material
|
|
// for this need to compute MeshTriangleSlotIds afterwards(when all materials are known)
|
|
bHasFacesWithDefaultMaterial = true;
|
|
}
|
|
|
|
MeshTriangleSlotIds.Reserve(MeshTriangleSlotIds.Num());
|
|
for(int32 TriangleIndex = 0; TriangleIndex < TriangleCount; ++TriangleIndex)
|
|
{
|
|
MeshTriangleSlotIds.Add(SlotId);
|
|
}
|
|
}
|
|
|
|
void FDatasmithSketchUpMesh::ConvertMeshToDatasmith(FDatasmithMesh& OutDMesh) const
|
|
{
|
|
// Get the number of mesh vertices (must be > 0).
|
|
int32 VertexCount = MeshVertexPoints.Num();
|
|
|
|
// Set the number of vertices of the exported Datasmith mesh.
|
|
OutDMesh.SetVerticesCount(VertexCount);
|
|
|
|
for (int32 VertexNo = 0; VertexNo < VertexCount; VertexNo++)
|
|
{
|
|
SUPoint3D const& VertexPoint = MeshVertexPoints[VertexNo];
|
|
FVector P = FVector(DatasmithSketchUpUtils::FromSketchUp::ConvertPosition(VertexPoint));
|
|
OutDMesh.SetVertex(VertexNo, P.X, P.Y, P.Z);
|
|
}
|
|
|
|
// Set the number of Datasmith mesh UV channels.
|
|
OutDMesh.SetUVChannelsCount(1);
|
|
|
|
OutDMesh.SetUVCount(0, VertexCount);
|
|
|
|
// Convert SketchUp UVQ texture coordinates to Datasmith UV texture coordinates.
|
|
for (int32 VertexNo = 0; VertexNo < VertexCount; VertexNo++)
|
|
{
|
|
// Set and flip vertically the UV texture coordinates in Datasmith mesh UV channel 0.
|
|
SUUVQ const& SUVQ = MeshVertexUVQs[VertexNo];
|
|
OutDMesh.SetUV(0, VertexNo, SUVQ.u / SUVQ.q, -SUVQ.v / SUVQ.q);
|
|
}
|
|
|
|
// Get the number of mesh triangles (must be > 0).
|
|
int32 TriangleCount = MeshTriangleIndices.Num();
|
|
|
|
// Set the number of triangles of the exported Datasmith mesh.
|
|
OutDMesh.SetFacesCount(TriangleCount);
|
|
|
|
// Convert triangle vertex indices and normals from SketchUp right-handed Z-up coordinates to Unreal left-handed Z-up coordinates.
|
|
// To avoid perturbating X, which is forward in Unreal, the handedness conversion is done by flipping the side vector Y.
|
|
for (int32 TriangleNo = 0, NormalNo = 0; TriangleNo < TriangleCount; TriangleNo++)
|
|
{
|
|
// Set the triangle smoothing mask in the exported Datasmith mesh.
|
|
uint32 SmoothingMask = 0; // no smoothing
|
|
OutDMesh.SetFaceSmoothingMask(TriangleNo, SmoothingMask);
|
|
|
|
// Set the triangle vertex indices in the exported Datasmith mesh.
|
|
SMeshTriangleIndices const& TriangleIndices = MeshTriangleIndices[TriangleNo];
|
|
OutDMesh.SetFace(TriangleNo, int32(TriangleIndices.IndexA), int32(TriangleIndices.IndexB), int32(TriangleIndices.IndexC), MeshTriangleSlotIds[TriangleNo]);
|
|
|
|
// Set the triangle vertex normals in the exported Datasmith mesh.
|
|
SMeshTriangleNormals TriangleNormals = { MeshVertexNormals[TriangleIndices.IndexA],
|
|
MeshVertexNormals[TriangleIndices.IndexB],
|
|
MeshVertexNormals[TriangleIndices.IndexC] };
|
|
OutDMesh.SetNormal(NormalNo++, float(TriangleNormals.NormalA.x), float(-TriangleNormals.NormalA.y), float(TriangleNormals.NormalA.z));
|
|
OutDMesh.SetNormal(NormalNo++, float(TriangleNormals.NormalB.x), float(-TriangleNormals.NormalB.y), float(TriangleNormals.NormalB.z));
|
|
OutDMesh.SetNormal(NormalNo++, float(TriangleNormals.NormalC.x), float(-TriangleNormals.NormalC.y), float(TriangleNormals.NormalC.z));
|
|
|
|
// Set the triangle UV coordinate indices in the exported Datasmith mesh.
|
|
OutDMesh.SetFaceUV(TriangleNo, 0, int32(TriangleIndices.IndexA), int32(TriangleIndices.IndexB), int32(TriangleIndices.IndexC));
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
bool FEntitiesGeometry::IsMeshUsingInheritedMaterial(int32 MeshIndex)
|
|
{
|
|
return Meshes[MeshIndex]->bIsUsingInheritedMaterial;
|
|
}
|
|
|
|
int32 FEntitiesGeometry::GetInheritedMaterialOverrideSlotId()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
|
|
const TCHAR* FEntitiesGeometry::GetMeshElementName(int32 MeshIndex)
|
|
{
|
|
return Meshes[MeshIndex]->DatasmithMesh->GetName();
|
|
}
|
|
|
|
void ScanSketchUpEntitiesFaces(SUEntitiesRef EntitiesRef, FEntitiesGeometry& Geometry, TFunctionRef<void(TSharedPtr<FDatasmithSketchUpMesh> ExtractedMesh)> OnNewExtractedMesh);
|
|
|
|
void FEntities::UpdateGeometry(FExportContext& Context)
|
|
{
|
|
if (EntitiesGeometry.IsValid())
|
|
{
|
|
Context.Materials.UnregisterGeometry(EntitiesGeometry.Get());
|
|
// Remove mesh elements from scene
|
|
RemoveMeshesFromDatasmithScene(Context);
|
|
|
|
Context.EntitiesObjects.UnregisterEntities(*this);
|
|
EntitiesGeometry->FaceIds.Reset();
|
|
EntitiesGeometry->Layers.Reset();
|
|
}
|
|
else
|
|
{
|
|
EntitiesGeometry = MakeShared<FEntitiesGeometry>();
|
|
}
|
|
|
|
int32 MeshCount = 0;
|
|
|
|
TFunction<void(TSharedPtr<FDatasmithSketchUpMesh> ExtractedMesh)> ProcessExtractedMesh = [&Context, this, &MeshCount](TSharedPtr<FDatasmithSketchUpMesh> ExtractedMeshPtr)
|
|
{
|
|
if (ExtractedMeshPtr->ContainsGeometry())
|
|
{
|
|
FString MeshElementName = FString::Printf(TEXT("M%ls_%d"), *FMD5::HashAnsiString(*Definition.GetSketchupSourceGUID()), MeshCount + 1); // Count meshes from 1
|
|
FString MeshLabel = FDatasmithUtils::SanitizeObjectName(Definition.GetSketchupSourceName());
|
|
|
|
TSharedPtr<FDatasmithInstantiatedMesh> Mesh;
|
|
// Create MeshElement or reuse existing
|
|
if (MeshCount < EntitiesGeometry->Meshes.Num())
|
|
{
|
|
Mesh = EntitiesGeometry->Meshes[MeshCount];
|
|
Mesh->SlotIdForMaterialID.Reset();
|
|
}
|
|
else
|
|
{
|
|
Mesh = MakeShared<FDatasmithInstantiatedMesh>();
|
|
EntitiesGeometry->Meshes.Add(Mesh);
|
|
}
|
|
// todo: reuse DatasmithMesh when it allows to reset material slots
|
|
Mesh->DatasmithMesh = FDatasmithSceneFactory::CreateMesh(TEXT(""));
|
|
|
|
MeshCount++;
|
|
|
|
Mesh->DatasmithMesh->SetName(*MeshElementName);
|
|
Mesh->DatasmithMesh->SetLabel(*MeshLabel);
|
|
Mesh->bIsUsingInheritedMaterial = ExtractedMeshPtr->bHasFacesWithDefaultMaterial;
|
|
|
|
// Add the non-inherited materials used by the combined mesh triangles.
|
|
for (int32 SlotId = 0;SlotId < ExtractedMeshPtr->MaterialIDForSlotId.Num(); ++SlotId)
|
|
{
|
|
if (SlotId == 0 && !ExtractedMeshPtr->bHasFacesWithDefaultMaterial)
|
|
{
|
|
continue; // Skip adding Default material slot if it's not used
|
|
}
|
|
|
|
FMaterialIDType MeshMaterialID = ExtractedMeshPtr->MaterialIDForSlotId[SlotId];
|
|
Mesh->SlotIdForMaterialID.FindOrAdd(MeshMaterialID, SlotId);
|
|
// Default or (somehow)missing materials are also assigned to mesh(as a default material)
|
|
if (FMaterialOccurrence* Material = Context.Materials.RegisterGeometry(MeshMaterialID, EntitiesGeometry.Get()))
|
|
{
|
|
Mesh->DatasmithMesh->SetMaterial(Material->GetName(), SlotId);
|
|
}
|
|
}
|
|
|
|
Context.MeshExportTasks.Emplace(Async(
|
|
EAsyncExecution::ThreadPool,
|
|
[Mesh, ExtractedMeshPtr, &Context]()
|
|
{
|
|
FDatasmithMeshExporter DatasmithMeshExporter;
|
|
FDatasmithMesh DatasmithMesh;
|
|
ExtractedMeshPtr->ConvertMeshToDatasmith(DatasmithMesh);
|
|
|
|
FGCScopeGuard GCGuard; // Prevent GC from running while UDatasmithMesh is created in ExportToUObject.
|
|
return DatasmithMeshExporter.ExportToUObject(Mesh->DatasmithMesh, Context.GetAssetsOutputPath(), DatasmithMesh, nullptr, FDatasmithExportOptions::LightmapUV);
|
|
}
|
|
));
|
|
}
|
|
};
|
|
|
|
ScanSketchUpEntitiesFaces(EntitiesRef, *EntitiesGeometry, ProcessExtractedMesh);
|
|
EntitiesGeometry->Meshes.SetNum(MeshCount);
|
|
|
|
Context.EntitiesObjects.RegisterEntities(*this);
|
|
}
|
|
|
|
void FEntities::AddMeshesToDatasmithScene(FExportContext& Context)
|
|
{
|
|
for (TSharedPtr<FDatasmithInstantiatedMesh> Mesh : EntitiesGeometry->Meshes)
|
|
{
|
|
Context.DatasmithScene->AddMesh(Mesh->DatasmithMesh);
|
|
}
|
|
}
|
|
|
|
void FEntities::RemoveMeshesFromDatasmithScene(FExportContext& Context)
|
|
{
|
|
for (TSharedPtr<FDatasmithInstantiatedMesh> Mesh : EntitiesGeometry->Meshes)
|
|
{
|
|
Context.DatasmithScene->RemoveMesh(Mesh->DatasmithMesh);
|
|
}
|
|
}
|
|
|
|
TSharedPtr<IDatasmithMeshElement> FEntities::CreateMeshElement(FExportContext& Context, FDatasmithMesh& DatasmithMesh)
|
|
{
|
|
FString MeshElementName = FString::Printf(TEXT("M%ls_%d"), *FMD5::HashAnsiString(*Definition.GetSketchupSourceGUID()), EntitiesGeometry->Meshes.Num() + 1); // Count meshes from 1
|
|
FString MeshLabel = FDatasmithUtils::SanitizeObjectName(Definition.GetSketchupSourceName());
|
|
|
|
FDatasmithMeshExporter DatasmithMeshExporter;
|
|
TSharedPtr<IDatasmithMeshElement> MeshElementPtr = DatasmithMeshExporter.ExportToUObject(Context.GetAssetsOutputPath(), *MeshElementName, DatasmithMesh, nullptr, FDatasmithExportOptions::LightmapUV);
|
|
|
|
// Set the mesh element label used in the Unreal UI.
|
|
MeshElementPtr->SetLabel(*MeshLabel);
|
|
|
|
Context.DatasmithScene->AddMesh(MeshElementPtr);
|
|
return MeshElementPtr;
|
|
}
|
|
|
|
TArray<SUGroupRef> FEntities::GetGroups()
|
|
{
|
|
// Get the number of groups in the SketchUp model entities.
|
|
size_t SourceGroupCount;
|
|
SUEntitiesGetNumGroups(EntitiesRef, &SourceGroupCount);
|
|
// Retrieve the groups in the source SketchUp entities.
|
|
TArray<SUGroupRef> SGroups;
|
|
SGroups.Init(SU_INVALID, SourceGroupCount);
|
|
SUEntitiesGetGroups(EntitiesRef, SourceGroupCount, SGroups.GetData(), &SourceGroupCount); // we can ignore the returned SU_RESULT
|
|
SGroups.SetNum(SourceGroupCount);
|
|
return MoveTemp(SGroups);
|
|
}
|
|
|
|
TArray<SUComponentInstanceRef> FEntities::GetComponentInstances()
|
|
{
|
|
// Get the number of component instances in the SketchUp model entities.
|
|
size_t SourceComponentInstanceCount;
|
|
SUEntitiesGetNumInstances(EntitiesRef, &SourceComponentInstanceCount);
|
|
|
|
// Retrieve the component instances in the source SketchUp entities.
|
|
TArray<SUComponentInstanceRef> SComponentInstances;
|
|
SComponentInstances.Init(SU_INVALID, SourceComponentInstanceCount);
|
|
SUEntitiesGetInstances(EntitiesRef, SourceComponentInstanceCount, SComponentInstances.GetData(), &SourceComponentInstanceCount); // we can ignore the returned SU_RESULT
|
|
SComponentInstances.SetNum(SourceComponentInstanceCount);
|
|
return MoveTemp(SComponentInstances);
|
|
}
|
|
|
|
|
|
void ScanSketchUpEntitiesFaces(SUEntitiesRef EntitiesRef, FEntitiesGeometry& Geometry, TFunctionRef<void(TSharedPtr<FDatasmithSketchUpMesh> ExtractedMesh)> OnNewExtractedMesh)
|
|
{
|
|
// Get the number of faces in the source SketchUp entities.
|
|
size_t SFaceCount = 0;
|
|
SUEntitiesGetNumFaces(EntitiesRef, &SFaceCount); // we can ignore the returned SU_RESULT
|
|
|
|
if (SFaceCount == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Retrieve the faces in the source SketchUp entities.
|
|
TArray<SUFaceRef> SFaces;
|
|
SFaces.Init(SU_INVALID, SFaceCount);
|
|
SUEntitiesGetFaces(EntitiesRef, SFaceCount, SFaces.GetData(), &SFaceCount); // we can ignore the returned SU_RESULT
|
|
SFaces.SetNum(SFaceCount);
|
|
|
|
TSet<int32> ScannedEdgeIDSet;
|
|
|
|
// Mesh index inside the SketchUp component definition.
|
|
int32 MeshIndex = 0;
|
|
|
|
for (SUFaceRef SSourceFaceRef : SFaces)
|
|
{
|
|
// Get the Source SketckUp face ID.
|
|
int32 SSourceFaceID = DatasmithSketchUpUtils::GetFaceID(SSourceFaceRef);
|
|
|
|
// Do not scan more than once a valid SketckUp face.
|
|
if (SUIsInvalid(SSourceFaceRef) || Geometry.FaceIds.Contains(SSourceFaceID))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Create a mesh combining the geometry of the SketchUp connected faces.
|
|
TSharedPtr<FDatasmithSketchUpMesh> ExtractedMeshPtr = MakeShared<FDatasmithSketchUpMesh>();
|
|
FDatasmithSketchUpMesh& ExtractedMesh = *ExtractedMeshPtr;
|
|
ExtractedMesh.GetOrCreateSlotForMaterial(FMaterial::INHERITED_MATERIAL_ID); // Add default material to Slot=0
|
|
|
|
|
|
// The source SketchUp face needs to be scanned once.
|
|
TArray<SUFaceRef> FacesToScan;
|
|
FacesToScan.Add(SSourceFaceRef);
|
|
Geometry.FaceIds.Add(SSourceFaceID);
|
|
|
|
// Collect all connected faces
|
|
while (FacesToScan.Num() > 0)
|
|
{
|
|
SUFaceRef SScannedFaceRef = FacesToScan.Pop(/*bAllowShrinking*/ false);
|
|
|
|
// int64 SFacePID = 0;
|
|
// SUEntityGetPersistentID(SUFaceToEntity(SScannedFaceRef), &SFacePID);
|
|
// ADD_TRACE_LINE(TEXT(" Face %lld"), SFacePID);
|
|
|
|
// Record every face's layer(even for invisible faces!). When face layer visibility changes
|
|
// this geometry needs to be rebuilt
|
|
SULayerRef LayerRef = SU_INVALID;
|
|
SUDrawingElementGetLayer(SUFaceToDrawingElement(SScannedFaceRef), &LayerRef);
|
|
Geometry.Layers.Add(DatasmithSketchUpUtils::GetEntityID(SULayerToEntity(LayerRef)));
|
|
|
|
|
|
// Get whether or not the SketckUp face is visible in the current SketchUp scene.
|
|
if (DatasmithSketchUpUtils::IsVisible(SScannedFaceRef))
|
|
{
|
|
ExtractedMesh.AddFace(SScannedFaceRef);
|
|
}
|
|
|
|
// Get the number of SketchUp face edges.
|
|
size_t SEdgeCount = 0;
|
|
SUFaceGetNumEdges(SScannedFaceRef, &SEdgeCount); // we can ignore the returned SU_RESULT
|
|
|
|
// Retrieve the SketchUp face edges.
|
|
TArray<SUEdgeRef> SEdges;
|
|
SEdges.Init(SU_INVALID, SEdgeCount);
|
|
SUFaceGetEdges(SScannedFaceRef, SEdgeCount, SEdges.GetData(), &SEdgeCount); // we can ignore the returned SU_RESULT
|
|
SEdges.SetNum(SEdgeCount);
|
|
|
|
for (SUEdgeRef SEdgeRef : SEdges)
|
|
{
|
|
// Get the SketckUp edge ID.
|
|
int32 SEdgeID = DatasmithSketchUpUtils::GetEdgeID(SEdgeRef);
|
|
|
|
// Avoid scanning more than once this SketckUp edge.
|
|
if (!ScannedEdgeIDSet.Contains(SEdgeID))
|
|
{
|
|
ScannedEdgeIDSet.Add(SEdgeID);
|
|
|
|
// Get the number of SketchUp faces associated with the edge.
|
|
size_t SEdgeFaceCount = 0;
|
|
SUEdgeGetNumFaces(SEdgeRef, &SEdgeFaceCount); // we can ignore the returned SU_RESULT
|
|
|
|
// Retrieve the SketchUp faces associated with the edge.
|
|
TArray<SUFaceRef> SEdgeFaces;
|
|
SEdgeFaces.Init(SU_INVALID, SEdgeFaceCount);
|
|
SUEdgeGetFaces(SEdgeRef, SEdgeFaceCount, SEdgeFaces.GetData(), &SEdgeFaceCount); // we can ignore the returned SU_RESULT
|
|
SEdgeFaces.SetNum(SEdgeFaceCount);
|
|
|
|
for (SUFaceRef SFaceRef : SEdgeFaces)
|
|
{
|
|
// Get the SketckUp face ID.
|
|
int32 SFaceID = DatasmithSketchUpUtils::GetFaceID(SFaceRef);
|
|
|
|
// Avoid scanning more than once this SketckUp face.
|
|
if (!Geometry.FaceIds.Contains(SFaceID))
|
|
{
|
|
Geometry.FaceIds.Add(SFaceID);
|
|
|
|
// This SketchUp face is connected and needs to be scanned further.
|
|
FacesToScan.Add(SFaceRef);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
OnNewExtractedMesh(ExtractedMeshPtr);
|
|
}
|
|
} |