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#rb none #jira UE-140139 #preflight 624af57b637925b5d3fb9fef [CL 19609424 by Steve Robb in ue5-main branch]
173 lines
9.0 KiB
C++
173 lines
9.0 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 "MeshTypes.h"
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struct FMeshDescription;
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struct FOverlappingCorners;
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struct FPolygonGroupID;
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struct FRawMesh;
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struct FUVMapParameters;
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enum class ELightmapUVVersion : int32;
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typedef TMap<FPolygonGroupID, FPolygonGroupID> PolygonGroupMap;
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DECLARE_LOG_CATEGORY_EXTERN(LogStaticMeshOperations, Log, All);
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DECLARE_DELEGATE_ThreeParams(FAppendPolygonGroupsDelegate, const FMeshDescription& /*SourceMesh*/, FMeshDescription& /*TargetMesh*/, PolygonGroupMap& /*RemapPolygonGroup*/)
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enum class EComputeNTBsFlags : uint32
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{
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None = 0x00000000, // No flags
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Normals = 0x00000001, //Force-recompute the normals and implicitly force the recomputing of tangents.
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Tangents = 0x00000002, //Force-recompute the tangents.
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UseMikkTSpace = 0x00000004, //Used when force-recomputing the tangents, use MikkTSpace.
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WeightedNTBs = 0x00000008, //Use weight surface area and angle when computing NTBs to proportionally distribute the vertex instance contribution to the normal/tangent/binormal in a smooth group. i.e. Weight solve the cylinder problem
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BlendOverlappingNormals = 0x00000010,
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IgnoreDegenerateTriangles = 0x00000020,
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};
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ENUM_CLASS_FLAGS(EComputeNTBsFlags);
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class STATICMESHDESCRIPTION_API FStaticMeshOperations
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{
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public:
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struct FAppendSettings
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{
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FAppendSettings()
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: bMergeVertexColor(true)
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, bMergeUVChannels{ true }
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, MergedAssetPivot(0.0f, 0.0f, 0.0f)
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{}
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enum
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{
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MAX_NUM_UV_CHANNELS = 8,
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};
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FAppendPolygonGroupsDelegate PolygonGroupsDelegate;
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bool bMergeVertexColor;
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bool bMergeUVChannels[MAX_NUM_UV_CHANNELS];
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FVector MergedAssetPivot;
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TOptional<FTransform> MeshTransform; // Apply a transformation on source mesh (see MeshTransform)
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};
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/** Set the polygon tangent, normal, binormal and polygonCenter for all polygons in the mesh description. */
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UE_DEPRECATED(4.26, "Please use ComputeTriangleTangentsAndNormals() instead.")
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static void ComputePolygonTangentsAndNormals(FMeshDescription& MeshDescription, float ComparisonThreshold = 0.0f);
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/** Set the triangle tangent, normal, binormal and triangleCenter for all triangles in the mesh description. */
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static void ComputeTriangleTangentsAndNormals(FMeshDescription& MeshDescription, float ComparisonThreshold = 0.0f);
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/**
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* Recompute any invalid normal, tangent or Bi-Normal for every vertex in the mesh description with the given options.
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* If the EComputeNTBsFlags Normals or Tangents are set, the corresponding data will be force-recomputed.
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*/
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static void ComputeTangentsAndNormals(FMeshDescription& MeshDescription, EComputeNTBsFlags ComputeNTBsOptions);
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/*
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* Make sure all normals and tangents are valid. If not, recompute them.
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*/
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static void RecomputeNormalsAndTangentsIfNeeded(FMeshDescription& MeshDescription, EComputeNTBsFlags ComputeNTBsOptions);
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/** Compute tangent and Bi-Normal using mikkt space for every vertex in the mesh description. */
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static void ComputeMikktTangents(FMeshDescription& MeshDescription, bool bIgnoreDegenerateTriangles);
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/** Determine the edge hardnesses from existing normals */
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static void DetermineEdgeHardnessesFromVertexInstanceNormals(FMeshDescription& MeshDescription, float Tolerance = UE_KINDA_SMALL_NUMBER);
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/** Convert this mesh description into the old FRawMesh format. */
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static void ConvertToRawMesh(const FMeshDescription& SourceMeshDescription, FRawMesh& DestinationRawMesh, const TMap<FName, int32>& MaterialMap);
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/** Convert old FRawMesh format to MeshDescription. */
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static void ConvertFromRawMesh(const FRawMesh& SourceRawMesh, FMeshDescription& DestinationMeshDescription, const TMap<int32, FName>& MaterialMap, bool bSkipNormalsAndTangents = false);
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static void AppendMeshDescription(const FMeshDescription& SourceMesh, FMeshDescription& TargetMesh, FAppendSettings& AppendSettings);
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static void AppendMeshDescriptions(const TArray<const FMeshDescription*>& SourceMeshes, FMeshDescription& TargetMesh, FAppendSettings& AppendSettings);
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static void AreNormalsAndTangentsValid(const FMeshDescription& MeshDescription, bool& bHasInvalidNormals, bool& bHasInvalidTangents);
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/** Find all overlapping vertex using the threshold in the mesh description. */
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static void FindOverlappingCorners(FOverlappingCorners& OverlappingCorners, const FMeshDescription& MeshDescription, float ComparisonThreshold);
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/** Find all charts in the mesh description. */
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static int32 GetUVChartCount(FMeshDescription& MeshDescription, int32 SrcLightmapIndex, ELightmapUVVersion LightmapUVVersion, const FOverlappingCorners& OverlappingCorners);
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/**
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* Find and pack UV charts for lightmap.
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* The packing algorithm uses a rasterization method, hence the resolution parameter.
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*
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* If the given minimum resolution is not enough to handle all the charts, generation will fail.
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*
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* @param MeshDescription Edited mesh
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* @param SrcLightmapIndex index of the source UV channel
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* @param DstLightmapIndex index of the destination UV channel
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* @param MinLightmapResolution Minimum resolution used for the packing
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* @param LightmapUVVersion Algorithm version
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* @param OverlappingCorners Overlapping corners of the given mesh
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* @return UV layout correctly generated
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*/
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static bool CreateLightMapUVLayout(FMeshDescription& MeshDescription,
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int32 SrcLightmapIndex,
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int32 DstLightmapIndex,
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int32 MinLightmapResolution,
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ELightmapUVVersion LightmapUVVersion,
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const FOverlappingCorners& OverlappingCorners);
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/** Create some UVs from the specified mesh description data. */
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static bool GenerateUniqueUVsForStaticMesh(const FMeshDescription& MeshDescription, int32 TextureResolution, bool bMergeIdenticalMaterials, TArray<FVector2D>& OutTexCoords);
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/** Add a UV channel to the MeshDescription. */
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static bool AddUVChannel(FMeshDescription& MeshDescription);
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/** Insert a UV channel at the given index to the MeshDescription. */
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static bool InsertUVChannel(FMeshDescription& MeshDescription, int32 UVChannelIndex);
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/** Remove the UV channel at the given index from the MeshDescription. */
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static bool RemoveUVChannel(FMeshDescription& MeshDescription, int32 UVChannelIndex);
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/** Generate planar UV mapping for the MeshDescription */
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static void GeneratePlanarUV(const FMeshDescription& MeshDescription, const FUVMapParameters& Params, TMap<FVertexInstanceID, FVector2D>& OutTexCoords);
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/** Generate cylindrical UV mapping for the MeshDescription */
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static void GenerateCylindricalUV(FMeshDescription& MeshDescription, const FUVMapParameters& Params, TMap<FVertexInstanceID, FVector2D>& OutTexCoords);
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/** Generate box UV mapping for the MeshDescription */
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static void GenerateBoxUV(const FMeshDescription& MeshDescription, const FUVMapParameters& Params, TMap<FVertexInstanceID, FVector2D>& OutTexCoords);
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//static void RemapPolygonGroups(FMeshDescription& MeshDescription, TMap<FPolygonGroupID, FPolygonGroupID>& Remap);
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/*
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* Move some polygon to a new PolygonGroup(section)
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* SectionIndex: The target section we want to assign the polygon. See bRemoveEmptyPolygonGroup to know how its used
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* TriangleIndexStart: The triangle index is compute as follow: foreach polygon {TriangleIndex += Polygon->NumberTriangles}
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* TriangleIndexEnd: The triangle index is compute as follow: foreach polygon {TriangleIndex += Polygon->NumberTriangles}
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* bRemoveEmptyPolygonGroup: If true, any polygonGroup that is empty after moving a polygon will be delete.
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* This parameter impact how SectionIndex is use
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* If param is true : PolygonGroupTargetID.GetValue() do not necessary equal SectionIndex in case there is less sections then SectionIndex
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* If param is false : PolygonGroupTargetID.GetValue() equal SectionIndex, we will add all necessary missing PolygonGroupID (this can generate empty PolygonGroupID)
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*/
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static void SwapPolygonPolygonGroup(FMeshDescription& MeshDescription, int32 SectionIndex, int32 TriangleIndexStart, int32 TriangleIndexEnd, bool bRemoveEmptyPolygonGroup);
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static void ConvertHardEdgesToSmoothGroup(const FMeshDescription& SourceMeshDescription, TArray<uint32>& FaceSmoothingMasks);
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static void ConvertSmoothGroupToHardEdges(const TArray<uint32>& FaceSmoothingMasks, FMeshDescription& DestinationMeshDescription);
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static bool HasVertexColor(const FMeshDescription& MeshDescription);
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static void BuildWeldedVertexIDRemap(const FMeshDescription& MeshDescription, const float WeldingThreshold, TMap<FVertexID, FVertexID>& OutVertexIDRemap);
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/** Computes the SHA hash of all the attributes values in the MeshDescription.
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* @param bSkipTransientAttributes If param is true, do not include transient attributes in the hash computation.
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*/
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static FSHAHash ComputeSHAHash(const FMeshDescription& MeshDescription, bool bSkipTransientAttributes = false);
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/** Flip the facing for a set of input polygons. */
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static void FlipPolygons(FMeshDescription& MeshDescription);
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/** Transforms the MeshDescription data using the provided transform. */
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static void ApplyTransform(FMeshDescription& MeshDescription, const FTransform& Transform);
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};
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