Files
UnrealEngineUWP/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp
Marc Audy 43eedbeffe Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3108929 on 2016/08/31 by Jon.Nabozny

	PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)

	#jira UE-35260

Change 3108930 on 2016/08/31 by Jon.Nabozny

	Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.

	#jira UE-33880

Change 3108934 on 2016/08/31 by Jon.Nabozny

	Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.

	#jira UE-33051

Change 3108971 on 2016/08/31 by Jon.Nabozny

	Add missing URadialForceComponent.h changes from CR 3108930

Change 3109557 on 2016/09/01 by Thomas.Sarkanen

	Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Persona Upgrade

	Summary of changes:

	- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
	- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
	- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
	- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
	- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
	- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
	- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
	- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
	- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
	- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
	- Added asset family shortcut bar (and IAssetFamily to support this).
	- Const corrected some engine functions.
	- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
	- Padding, layouts and appearance of all editors have been polished.
	- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
	- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
	- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
	- Removed sequence recorder from non-level editor windows.

Change 3109628 on 2016/09/01 by Thomas.Sarkanen

	Fix non-unity build

Change 3109639 on 2016/09/01 by Thomas.Sarkanen

	CIS fix: Monolithic non-editor builds

Change 3109648 on 2016/09/01 by Thomas.Sarkanen

	Properly fix monolithic CIS this time

Change 3109683 on 2016/09/01 by Thomas.Sarkanen

	Fix Mac editor CIS

Change 3109689 on 2016/09/01 by Benn.Gallagher

	Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
	#jira UE-35353

Change 3109699 on 2016/09/01 by Thomas.Sarkanen

	More Mac Editor CIS fixes.

Change 3109727 on 2016/09/01 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.

Change 3109758 on 2016/09/01 by Thomas.Sarkanen

	More Mac editor CIS fixes

	Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.

Change 3109829 on 2016/09/01 by Thomas.Sarkanen

	Fix crash when attaching slave components with differing bone counts

Change 3111672 on 2016/09/02 by Thomas.Sarkanen

	Populated UV channels correctly

	Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.

Change 3111924 on 2016/09/02 by Martin.Wilson

	Clean up references to GetBoneTree and deprecate

	#jira UE-35525

Change 3112086 on 2016/09/02 by Martin.Wilson

	Fix pose flickering on LOD change when using Layered Blend by Bone node

	#Jira UE-35471

Change 3112097 on 2016/09/02 by Aaron.McLeran

	UE-35533 StopQuietest concurrency not resulting in sounds returning to play

	- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
	- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.

Change 3112467 on 2016/09/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269

Change 3112604 on 2016/09/02 by Lina.Halper

	Fixed merge compile error

Change 3113524 on 2016/09/05 by Thomas.Sarkanen

	Prevent invalid assets from causing crashes with asset families

	Store asset references as weak object ptrs as assets can go away underneath us.
	Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.

	#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset

Change 3114118 on 2016/09/06 by Marc.Audy

	Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
	#jira UE-32852

Change 3114201 on 2016/09/06 by Lina.Halper

	#ANMI: Moving animation curves from asset to skeleton

	- Backward compatibility
	- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
	- Morphtarget curves are automatically set on loading
	- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game

	- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
	- TODO: Linking curve to joint
	- TODO: Allow Layer blending to use this data to blend curves

	#Code review:Martin.Wilson, James.Golding
	#jira: UEFW-179

Change 3114391 on 2016/09/06 by Lina.Halper

	Build warning fix

Change 3114399 on 2016/09/06 by Lina.Halper

	Fix build error.

Change 3114403 on 2016/09/06 by Lina.Halper

	Attempt to fix build error

Change 3114591 on 2016/09/06 by Lina.Halper

	Fix compile error

Change 3114963 on 2016/09/06 by Lina.Halper

	Fixed crash on deleting skeleton when placed in the level

	#jira: UE-35601

Change 3114985 on 2016/09/06 by Lina.Halper

	Fix crash with copy pose mesh node not checking registered or not.

	#jira: UE-35602

Change 3115933 on 2016/09/07 by James.Golding

	UE-33251 - add 'restart required' to bSupportUVFromHitResults option

Change 3116021 on 2016/09/07 by Marc.Audy

	Fix spelling
	de-auto
	NULL to nullptr
	minor optimization

Change 3116046 on 2016/09/07 by James.Golding

	Move AnimNode_LegIK.h to Public and .cpp for Private

Change 3116048 on 2016/09/07 by James.Golding

	UE-34640 Fix bogus tooltips for collision channels

Change 3116050 on 2016/09/07 by James.Golding

	PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)

Change 3116060 on 2016/09/07 by Lina.Halper

	#ANIM:

	- Fix crash of setting multiple times in the same menu
	- Make sure you can set to original animation, and not break

	#jira: UE-35580

Change 3116064 on 2016/09/07 by James.Golding

	Fix missing change for LegIK file move

Change 3116291 on 2016/09/07 by Marc.Audy

	FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed

Change 3116590 on 2016/09/07 by Dan.Reynolds

	Audio Test Map Content WIP

Change 3116649 on 2016/09/07 by mason.seay

	Updated map to test flying

Change 3116712 on 2016/09/07 by dan.reynolds

	Test Content Update EQTest Map WIP

Change 3117257 on 2016/09/08 by Benn.Gallagher

	Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).

Change 3117348 on 2016/09/08 by Benn.Gallagher

	Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
	#jira UEFW-180

Change 3117393 on 2016/09/08 by Benn.Gallagher

	Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
	#jira UE-34508

Change 3117507 on 2016/09/08 by Jurre.deBaare

	Streamline Persona Asset Browser
	#added ability to set whether or not a column should generate widgets in STableViews
	#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
	#added an ini path for saving the column filter state in SAnimationSequenceBrowser
	#jira UEFW-148

Change 3118003 on 2016/09/08 by mason.seay

	Updating meshes to use complex collision

Change 3118020 on 2016/09/08 by Zak.Middleton

	#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.

Change 3118437 on 2016/09/08 by Lina.Halper

	Fix grammar error

	#jira: UE-35729, UE-35730, UE-35729

Change 3118456 on 2016/09/08 by Lina.Halper

	Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.

Change 3118492 on 2016/09/08 by Aaron.McLeran

	Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3118517 on 2016/09/08 by Lina.Halper

	Went back to original without spaces

Change 3118711 on 2016/09/08 by Aaron.McLeran

	Fixing build errors with CL 3118492

Change 3118712 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

Change 3118745 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

	- Fixed init order in FSoundSource

Change 3119201 on 2016/09/09 by Benn.Gallagher

	Fix static analysis warnings (Accessing nullptr), added check on the pointer
	#jira UE-35755

Change 3119338 on 2016/09/09 by Benn.Gallagher

	Fixed destructible import throwing out meshes where 1 or more submeshes are empty

Change 3119371 on 2016/09/09 by Lina.Halper

	fix texts

Change 3119453 on 2016/09/09 by Lina.Halper

	Change text style of the child montage instruction.

	#jira: UE-35144

Change 3119454 on 2016/09/09 by Lina.Halper

	Add option to open asset from context menu of the segment

	#jira: UE-35632

Change 3119457 on 2016/09/09 by mason.seay

	Updated maps and rebuilt lighting

Change 3119584 on 2016/09/09 by Marc.Audy

	Support for new metadata ShowInnerProperties (written by Matt K)

Change 3119667 on 2016/09/09 by Aaron.McLeran

	Fixing compile errors on Mac.

	- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there

Change 3119732 on 2016/09/09 by Aaron.McLeran

	Fixing clang compile error

	- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.

Change 3119734 on 2016/09/09 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702

Change 3119787 on 2016/09/09 by Lina.Halper

	Move cached UID to required bone

	- removed skeleton cached UID list
	- removed skeletalmeshcomponent cached UID list
	- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
	- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent

	#code review:Benn.Gallagher, Martin.Wilson

Change 3119800 on 2016/09/09 by Aaron.McLeran

	Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.

Change 3120260 on 2016/09/09 by Marc.Audy

	Fix if statement

Change 3120790 on 2016/09/12 by Thomas.Sarkanen

	Reordered skeletal mesh and animations in asset shortcut bar

	#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP

Change 3120793 on 2016/09/12 by Thomas.Sarkanen

	Improved fix for missing mesh details customization

	Improves on CL 3117257.
	Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
	Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
	Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.

Change 3120867 on 2016/09/12 by Marc.Audy

	Fix incorrect condition in for causing static analysis warning

Change 3120900 on 2016/09/12 by mason.seay

	Actually build lighting this time

Change 3120904 on 2016/09/12 by Thomas.Sarkanen

	Skeletons can now be deleted once opened (once more)

	Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
	Added logic to compact if weak ptrs are invalid.

	#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor

Change 3120927 on 2016/09/12 by Thomas.Sarkanen

	Details panel now shows selected items when re-opened

	Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.

	#jira UE-35445 - Details tab in persona dosn't populate with information when first opened

Change 3120979 on 2016/09/12 by Thomas.Sarkanen

	Re-added the ability to create pose assets

	This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.

	#jira UE-35740 - Create Pose asset missing from create animation dropdown

Change 3121208 on 2016/09/12 by Benn.Gallagher

	Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
	#jira UE-33216

Change 3121274 on 2016/09/12 by James.Golding

	PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
	#jira UE-29346

Change 3121276 on 2016/09/12 by James.Golding

	UE-33242 : Add option to copy morph target names to clipboard

Change 3121278 on 2016/09/12 by James.Golding

	UE-33004 : Add proper commands for Curve Viewer

Change 3121472 on 2016/09/12 by Zak.Middleton

	#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().

	#jira UE-34482

Change 3121829 on 2016/09/12 by dan.reynolds

	Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.

Change 3122218 on 2016/09/12 by Aaron.McLeran

	Minor cleanup in XAudio2Source.cpp

Change 3122823 on 2016/09/13 by Thomas.Sarkanen

	Fix incorrect camera offset when opening some skeletal meshes

	Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.

	#jira UE-35550 - Persona camera is far away from some skeletal meshes

Change 3122857 on 2016/09/13 by Lina.Halper

	Importing frame count issue with blendshapes
	- with this change when calculating sample rate, it checks blendshape curves.

	#jira: UE-27706

Change 3122992 on 2016/09/13 by Marc.Audy

	Child Actor Component now have an editable template
	* Template is stored as a child inside the child actor template
	* When gathering components for an actor, need to stop searching beyond any nested AActor
	#jira UEFW-125, UE-16474

Change 3123087 on 2016/09/13 by Marc.Audy

	Fix Child Actor Template being nulled out on template

Change 3123170 on 2016/09/13 by mason.seay

	Updated test map to test SpawnEmitterAttached SnapToTarget settings

	UEENGQA-9268

Change 3123203 on 2016/09/13 by Marc.Audy

	Multi-select of child actor components allows editing of template properties

Change 3123205 on 2016/09/13 by Marc.Audy

	Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
	#author Matt.Kuhlenschmidt

Change 3123422 on 2016/09/13 by Aaron.McLeran

	UE-35950 Fixing XboxOne spatialization

	- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.

Change 3123484 on 2016/09/13 by Lina.Halper

	Fix animation frame UI issue
	- This now displays from [0, numframes -1]

	#jira: UE-33437

Change 3123500 on 2016/09/13 by Marc.Audy

	Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
	#jira UE-35885

Change 3123549 on 2016/09/13 by Marc.Audy

	Fix warning message

Change 3123581 on 2016/09/13 by Marc.Audy

	PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
	#jira UE-35424

Change 3123688 on 2016/09/13 by Ben.Zeigler

	Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly

Change 3123768 on 2016/09/13 by Marc.Audy

	Go away auto
	NULL to nullptr
	Use ranged for instead of iterators

Change 3123906 on 2016/09/13 by Aaron.McLeran

	UE-34615 Supporting Pausing Sounds on Audio Components

Change 3123949 on 2016/09/13 by Aaron.McLeran

	UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0

Change 3124109 on 2016/09/13 by Aaron.McLeran

	UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite

Change 3124137 on 2016/09/13 by Aaron.McLeran

	PR #2601: made looping sound waves searchable by the asset registry

Change 3124396 on 2016/09/14 by James.Golding

	Allow anim node edit modes to work on all nodes, not just skel controls

Change 3124498 on 2016/09/14 by Benn.Gallagher

	Added method to get swing and twist quaternions from FQuat
	#jira UE-34054

Change 3124504 on 2016/09/14 by James.Golding

	Missed a few references to SkeletalControlEditMode

Change 3124508 on 2016/09/14 by James.Golding

	Fix function groupings in animnode editmode headers

Change 3124625 on 2016/09/14 by james.cobbett

	Rebuilding lighting.

Change 3124632 on 2016/09/14 by James.Golding

	UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
	- Converted PoseDriver from SkelControl to AnimNode
	- Added PoseDriverEditMode
	- Added debug drawing to show target poses and current ref position
	- Aded support for PoseDriver using translation instead of rotation
	- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler

Change 3124636 on 2016/09/14 by James.Golding

	Missed file

Change 3124652 on 2016/09/14 by Marc.Audy

	Fix initialization order warning
	#jira UE-35980

Change 3124658 on 2016/09/14 by Marc.Audy

	Fix if statement
	#jira UE-35976

Change 3124685 on 2016/09/14 by James.Golding

	Move PoseDriver files from BoneControllers to AnimNodes folder
	Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
	Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private

Change 3124690 on 2016/09/14 by James.Golding

	Missing header edit after file move

Change 3124707 on 2016/09/14 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
	Somehow this was undone.

Change 3124954 on 2016/09/14 by Jurre.deBaare

	Import Alembic file gets editor crash
	#fix double check if Alembic isn't lying and there are no actual normals
	#misc fixed type in function signature
	#jira UE-35702

Change 3124980 on 2016/09/14 by Lina.Halper

	Tweak UI of child anim montage
	- removed padding, changed font size

Change 3124981 on 2016/09/14 by Lina.Halper

	Changed text of keys to Frames

Change 3124998 on 2016/09/14 by Lina.Halper

	Fix curve issue when evaluting with # of frames.

	#jira: UE-35782

Change 3125034 on 2016/09/14 by Aaron.McLeran

	Changes to 3123906 based on feedback from Marc Audy

Change 3125109 on 2016/09/14 by Aaron.McLeran

	PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)

Change 3125184 on 2016/09/14 by Lukasz.Furman

	vehicle RVO fixes
	#ue4

Change 3125191 on 2016/09/14 by Lukasz.Furman

	added blueprint interface for component's navigation influence control
	#ue4

Change 3125348 on 2016/09/14 by Mason.Seay

	Added GamepadFaceButtonRight as an input mapping for Crouch

Change 3125352 on 2016/09/14 by Lina.Halper

	#ANIM: Pose Asset - Insert pose support

	- made sure pose asset editor updates if the new pose is inserted.

	#jira: UE-32608

Change 3125413 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
	Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
	World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
	World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
	GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
	Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
	The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee

Change 3125414 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Convert all internal templates to use GameModeBase
	Convert most sample games, ShooterGame and several legacy projects are still using GameMode

Change 3125415 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Internal game compile fixes needed to support GameMode refactor
	Fixed a few places that overrode StartNewPlayer to override new functions instead

Change 3125438 on 2016/09/14 by Ben.Zeigler

	Log compile fix

Change 3125460 on 2016/09/14 by Ben.Zeigler

	Another try at log compile issues

Change 3125685 on 2016/09/14 by Aaron.McLeran

	Attempt to fix compile error

Change 3125700 on 2016/09/14 by Aaron.McLeran

	UE-35958 Undo in sound cue editor does not undo looping changes.

	Issue was sound cues were not being flagged as transactional and ignoring undo transactions

Change 3125857 on 2016/09/14 by Aaron.McLeran

	-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
	-Changed to setting flag directly in NewObject line instead of calling SetFlags

Change 3125888 on 2016/09/14 by Aaron.McLeran

	Adding call to super post load in USoundNode::PostLoad()

Change 3125964 on 2016/09/14 by Aaron.McLeran

	Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).

Change 3125974 on 2016/09/14 by Aaron.McLeran

	UE-35892 Not loading audio data when in -nosound mode

Change 3125983 on 2016/09/14 by Ben.Zeigler

	Better Nogore fix for lens effect

Change 3125985 on 2016/09/14 by Ben.Zeigler

	Fix fortnite compile failure on mac, it was inside non instantiated template

Change 3126409 on 2016/09/15 by Benn.Gallagher

	Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
	#jira UE-35657

Change 3126507 on 2016/09/15 by Thomas.Sarkanen

	Prevent crash when calling SetAnimationMode on a component with no skeletal mesh

	Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.

	#jira UE-36003 - Crash playing Ocean

Change 3126539 on 2016/09/15 by Marc.Audy

	Fix Win32 compilation error
	#jira UE-36018

Change 3126575 on 2016/09/15 by Marc.Audy

	Properly fix compile

Change 3126635 on 2016/09/15 by Benn.Gallagher

	Fix for crash when setting collision responses on destructible components after they have been fractured.
	#jira UE-35604

Change 3126649 on 2016/09/15 by Lina.Halper

	- Fixed issue with updating cache UID List, so certain curves did not work.
	- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.

Change 3126816 on 2016/09/15 by Lukasz.Furman

	Back out changelist 3125191

Change 3126903 on 2016/09/15 by Marc.Audy

	Fix !WITH_APEX compile errors from CL# 3126635

Change 3126908 on 2016/09/15 by Mieszko.Zielinski

	Added initialization of FBlackboardEntry properties #UE4

Change 3127081 on 2016/09/15 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
	Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
	GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
	Fixed internal game ini files and added example to BaseEngine.ini
	Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL

Change 3127102 on 2016/09/15 by Ben.Zeigler

	Crash fix if there is no deprecated config section

Change 3127103 on 2016/09/15 by Aaron.McLeran

	UE-34100 audio playback of an individual source

Change 3127109 on 2016/09/15 by Marc.Audy

	Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead

Change 3127143 on 2016/09/15 by Aaron.McLeran

	Missing file in CL 3127103

Change 3127218 on 2016/09/15 by Ori.Cohen

	PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)

	#JIRA UE-35564

Change 3127264 on 2016/09/15 by Aaron.McLeran

	Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent

Change 3127285 on 2016/09/15 by Marc.Audy

	Make it easier to create an audio component that will exist across level transitions
	Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
	UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
	#jira UE-16451

Change 3127360 on 2016/09/15 by Marc.Audy

	Consolidate a few GetWorld()s

Change 3127931 on 2016/09/16 by Benn.Gallagher

	Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
	#jira UE-36054

Change 3128001 on 2016/09/16 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918

Change 3128005 on 2016/09/16 by James.Cobbett

	#jira UE-29618 Submitting test assets

Change 3128022 on 2016/09/16 by Lina.Halper

	Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch

	#jira: UE-27256

Change 3128044 on 2016/09/16 by James.Cobbett

	Submitting gamemode test asset

Change 3128169 on 2016/09/16 by Mieszko.Zielinski

	Fixed couple of static analysis warnings in AI code #UE4

Change 3128430 on 2016/09/16 by Marc.Audy

	Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
	#jira UE-36096

Change 3128558 on 2016/09/16 by Mieszko.Zielinski

	Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4

	#jira UE-33036

Change 3128678 on 2016/09/16 by Jon.Nabozny

	#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
	#rn This can be used to prevent the game from being exited.

	#jira UE-34123

Change 3128693 on 2016/09/16 by Marc.Audy

	Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused

Change 3128753 on 2016/09/16 by Mieszko.Zielinski

	Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4

	#jira UE-35852

Change 3128791 on 2016/09/16 by Marc.Audy

	PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
	Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
	#jira UE-35719

Change 3128974 on 2016/09/16 by Mieszko.Zielinski

	Fixes to BB key synchronization #UE4

	syncing between two BBs associated by a common parent now works

Change 3128984 on 2016/09/16 by Jon.Nabozny

	Fix FConstraintBaseParams ContactDistance clamping.
	The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.

Change 3129010 on 2016/09/16 by Dan.Reynolds

	Updating developer folder content for external referencing

Change 3129093 on 2016/09/16 by Ben.Zeigler

	#jira UE-35424
	Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
	Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones

Change 3129103 on 2016/09/16 by Marc.Audy

	Fix initialization order CIS warning

Change 3129361 on 2016/09/16 by Dan.Reynolds

	Fixes to QASoundWaveProcedural.h

Change 3129994 on 2016/09/19 by Thomas.Sarkanen

	Skeletal mesh to Static mesh conversion

	Added feature to convert selected actors' meshes into static meshes.
	Supports static and skeletal meshes.
	Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
	Added IHasPersonaToolkit interface that all of these editors implement.
	Added toolbar button to each Persona-based editor.
	Added level editor right-click menu option.

	Added CPU skinning path for cloth sections (non-SIMD for now).
	Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
	Moved a few structures around so CPU skinned renderdata is more readily exposed.

	#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh

Change 3130008 on 2016/09/19 by Benn.Gallagher

	Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
	#jira UE-3687

Change 3130009 on 2016/09/19 by Thomas.Sarkanen

	Fixed static analysis warnings in Persona and AnimationBlueprintEditor

	Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).

Change 3130012 on 2016/09/19 by Thomas.Sarkanen

	CIS fix (implcit use of copy constructor)

Change 3130016 on 2016/09/19 by Thomas.Sarkanen

	Mac CIS fix - forward declare some classes.

Change 3130027 on 2016/09/19 by Thomas.Sarkanen

	Fix shadow variables found with Clang

Change 3130044 on 2016/09/19 by Jurre.deBaare

	Improved Texture Merging using the Merge Actors Tool
	#feature added simple binning algorithm to be used with texture importance values
	#misc small array indexing copy-paste error
	#jira UE-33823

Change 3130068 on 2016/09/19 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803

Change 3130181 on 2016/09/19 by Jurre.deBaare

	G++ compile errors
	#fix array enum size requires cast to be valid

Change 3130182 on 2016/09/19 by Jurre.deBaare

	Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently

Change 3130250 on 2016/09/19 by Marc.Audy

	Fix flag check indicated by static analysis

Change 3130256 on 2016/09/19 by Benn.Gallagher

	Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
	#jira UE-34796

Change 3130267 on 2016/09/19 by Marc.Audy

	Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes

Change 3130551 on 2016/09/19 by Ben.Zeigler

	Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier

Change 3130564 on 2016/09/19 by Jurre.deBaare

	More CIS fixes

Change 3130572 on 2016/09/19 by Ben.Zeigler

	#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes

Change 3130586 on 2016/09/19 by Ben.Zeigler

	#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different

Change 3130587 on 2016/09/19 by Martin.Wilson

	Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage

	#jira UE-34798

Change 3130694 on 2016/09/19 by Ben.Zeigler

	#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components

Change 3130700 on 2016/09/19 by Ben.Zeigler

	#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally

Change 3130778 on 2016/09/19 by Dan.Reynolds

	WIP Content update for external referencing

Change 3130812 on 2016/09/19 by Marc.Audy

	No longer use inconsistently applied bWantsBeginPlay
	#jira UE-21048

Change 3130876 on 2016/09/19 by Richard.Hinckley

	Fixing comments for documentation purposes.

Change 3131076 on 2016/09/19 by Marc.Audy

	PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
	#jira UE-35625

Change 3131102 on 2016/09/19 by Richard.Hinckley

	Fixing typo that slipped through.

Change 3131254 on 2016/09/19 by Ben.Zeigler

	#jira UE-36162 Remove bad game mode reference

Change 3131396 on 2016/09/19 by Marc.Audy

	Undo CL# 3125974 to fix Fortnite crash until investigation can be done
	#jira -UE-36164

Change 3131846 on 2016/09/20 by Thomas.Sarkanen

	Recording now functional again in blendspace editor

	Blendspaces now use the anim editor base.
	Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
	Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
	Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.

	#jira UE-35843 - Missing record option for Blendspaces

Change 3131921 on 2016/09/20 by Thomas.Sarkanen

	Re-added anim slot manager tab

	Anim slot manager was not added back into the standalone editors when they were split up.

	#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab

Change 3131922 on 2016/09/20 by Thomas.Sarkanen

	Added 'dirty' indicator to asset shortcut bar

	#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar

Change 3131950 on 2016/09/20 by Thomas.Sarkanen

	Animation stepping now functions as it did previously

	Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.

	#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently

Change 3131953 on 2016/09/20 by james.cobbett

	Updating test assets.

Change 3132241 on 2016/09/20 by Martin.Wilson

	Fix crash when importing a pose to pose asset.

	#jira UE-36122

Change 3132417 on 2016/09/20 by Thomas.Sarkanen

	Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)

	A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.

	#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()

Change 3132790 on 2016/09/20 by Ori.Cohen

	Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component

	#JIRA UE-35257

Change 3132795 on 2016/09/20 by Ori.Cohen

	Fix typo where enable swing drive was used for both swing and twist.

	#JIRA UE-35634

Change 3132838 on 2016/09/20 by Ori.Cohen

	Move flush deferred actor to EndPhysics

	#JIRA UE-35899

Change 3133088 on 2016/09/20 by Ori.Cohen

	Back out defer flush change. This requires more thought.

Change 3133185 on 2016/09/20 by Wes.Hunt

	QoS Analytics providers now use the real final Data Router URL #jira UE-30655

Change 3133262 on 2016/09/20 by Wes.Hunt

	HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.

Change 3133266 on 2016/09/20 by Wes.Hunt

	Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.

Change 3133277 on 2016/09/20 by Chris.Evans

	!N Pose asset test

Change 3133504 on 2016/09/20 by dan.reynolds

	Updating WIP Test Content

Change 3133761 on 2016/09/21 by Thomas.Sarkanen

	Fixed 100% crash when killing a husk

	Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.

	#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards

Change 3133766 on 2016/09/21 by Thomas.Sarkanen

	Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected

	The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.

	#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint

Change 3133774 on 2016/09/21 by Danny.Bouimad

	Translation Pose  Driver test assets content/animation/posedrivertests

Change 3133796 on 2016/09/21 by Thomas.Sarkanen

	Added metadata to remove "reset to default" button for certain properties

	Allows removal of the reset button without a cumbersome details customization.
	Fixes crash where a parent struct of an editfixedsize array was reset.

	#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT

Change 3133831 on 2016/09/21 by Jurre.deBaare

	Vert Color Background not contained to Asset's Viewport
	#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
	#jira UE-35052

Change 3133832 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
	#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
	#jira UE-34629

Change 3133833 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
	#fix do not wrap around for non-looping negative sampling times :)
	#jira UE-34630

Change 3133834 on 2016/09/21 by Jurre.deBaare

	Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
	#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
	#jira UE-34303

	Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
	#fix recursively add child actor components to include all static meshes
	#jira UE-25187

Change 3133835 on 2016/09/21 by Jurre.deBaare

	Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
	#fix new mesh with removed bottom quad, allowing for see-through from below
	#jira UE-35022

Change 3133836 on 2016/09/21 by Jurre.deBaare

	It isn't clear when a profile is added to the Preview Scene Settings
	#fix selected profile now changes to newly added one
	#jira UE-33848

	Change preview scene profile naming to validate name input in UI instead of PostEditChange
	#fix added ui feedback for duplicate naming
	#misc extra checks for having a correct profile name when adding a new profile
	#jira UE-34078

	Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
	#fix determine correct name by checking existing ones
	#jira UE-33898

Change 3133838 on 2016/09/21 by Jurre.deBaare

	Prevent preview scene assets being loaded in game (proper fix)
	#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
	#jira UE-36082

Change 3133839 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35254 from 4.13.1

Change 3133840 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35639 from 4.13.1

Change 3133844 on 2016/09/21 by Jurre.deBaare

	Alembic import causing a crash

	#jira UE-35551
	#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix

	#jira UE-35451
	#fix handle case where we imported an empty object in the Geometry cache path

	#misc alembic importer signature change
	#misc typo in function signature

Change 3133951 on 2016/09/21 by Mieszko.Zielinski

	Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4

Change 3134014 on 2016/09/21 by Jon.Nabozny

	#rn Ensure the runaway loop counter gets reset when processing parallel animation.

	#jira UE-33946

Change 3134032 on 2016/09/21 by Jurre.deBaare

	Remove comments

Change 3134100 on 2016/09/21 by James.Golding

	UE-35300 Support UV traces for UV on BSP

Change 3134103 on 2016/09/21 by Lukasz.Furman

	fixed NavLinkProxy not working correctly in PIE
	#jira UE-36194

Change 3134104 on 2016/09/21 by James.Golding

	UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts

Change 3134106 on 2016/09/21 by James.Golding

	UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts

Change 3134109 on 2016/09/21 by James.Golding

	UE-35813 Don't do srgb conversion for proc mesh vertex colors
	UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting

Change 3134145 on 2016/09/21 by Mieszko.Zielinski

	Fixed persistent BB key changes not getting propagated to child BB assets #UE4

Change 3134296 on 2016/09/21 by Lukasz.Furman

	fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
	copy of CL# 3133219

Change 3134390 on 2016/09/21 by mason.seay

	Blueprint for collision bug repro

Change 3134517 on 2016/09/21 by Mieszko.Zielinski

	CIS fix #UE4

Change 3134746 on 2016/09/21 by Ben.Zeigler

	Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
	Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe

Change 3134850 on 2016/09/21 by Ben.Zeigler

	Fix PlatformShowcase warnings

Change 3134852 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107

Change 3134853 on 2016/09/21 by Marc.Audy

	Resolve of reimport portions

Change 3134857 on 2016/09/21 by Marc.Audy

	Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework

Change 3135002 on 2016/09/21 by Ori.Cohen

	Fix compiler errors

Change 3135147 on 2016/09/21 by dan.reynolds

	AEOverview Test WIP Update

Change 3135168 on 2016/09/21 by Wes.Hunt

	Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
	#jira UE-36211

Change 3135216 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156

Change 3135238 on 2016/09/21 by Aaron.McLeran

	UE-36288 Fixing concurrency resolution stop quietest

Change 3135257 on 2016/09/21 by Ben.Zeigler

	Fix Orion version of OnlineGameFramework plugin

Change 3135258 on 2016/09/21 by Ben.Zeigler

	Other Orion GameMode fixes

Change 3135290 on 2016/09/21 by dan.reynolds

	AEOverview test map skeleton complete with comments per Nick BB request

Change 3135323 on 2016/09/21 by dan.reynolds

	Update to AEOverview test maps

Change 3135385 on 2016/09/21 by Marc.Audy

	Fix static analysis warnings in automation tests

Change 3135634 on 2016/09/22 by Thomas.Sarkanen

	Remove duplicated details customization

	Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.

Change 3135660 on 2016/09/22 by Thomas.Sarkanen

	CIS fix: Fixed deleted file still being included.

Change 3135949 on 2016/09/22 by Thomas.Sarkanen

	Fixed (another) crash with invalid curve data when an anim instance is GCed

	Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.

	#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()

[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00

8520 lines
290 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "MeshUtilitiesPrivate.h"
#include "StaticMeshResources.h"
#include "SkeletalMeshTypes.h"
#include "MeshBuild.h"
#include "TessellationRendering.h"
#include "NvTriStrip.h"
#include "forsythtriangleorderoptimizer.h"
#include "nvtess.h"
#include "SkeletalMeshTools.h"
#include "ImageUtils.h"
#include "Textures/TextureAtlas.h"
#include "LayoutUV.h"
#include "mikktspace.h"
#include "DistanceFieldAtlas.h"
#include "FbxErrors.h"
#include "Components/SplineMeshComponent.h"
#include "PhysicsEngine/BodySetup.h"
#include "MaterialUtilities.h"
#include "HierarchicalLODUtilities.h"
#include "HierarchicalLODUtilitiesModule.h"
#include "MeshBoneReduction.h"
#include "MeshMergeData.h"
#include "Editor/EditorPerProjectUserSettings.h"
#include "GPUSkinVertexFactory.h"
#include "Landscape.h"
#include "LandscapeProxy.h"
#include "LandscapeHeightfieldCollisionComponent.h"
#include "Engine/HLODMeshCullingVolume.h"
#include "ProxyMaterialUtilities.h"
#include "LevelEditor.h"
#include "IAnimationBlueprintEditorModule.h"
#include "IAnimationEditorModule.h"
#include "ISkeletalMeshEditorModule.h"
#include "ISkeletonEditorModule.h"
#include "IPersonaToolkit.h"
#include "Dialogs/DlgPickAssetPath.h"
#include "SkeletalRenderPublic.h"
#include "AssetRegistryModule.h"
#include "SNotificationList.h"
#include "NotificationManager.h"
#include "Toolkits/AssetEditorManager.h"
#include "StaticMeshResources.h"
//@todo - implement required vector intrinsics for other implementations
#if PLATFORM_ENABLE_VECTORINTRINSICS
#include "kDOP.h"
#endif
#if WITH_EDITOR
#include "Editor.h"
#endif
/*------------------------------------------------------------------------------
MeshUtilities module.
------------------------------------------------------------------------------*/
// The version string is a GUID. If you make a change to mesh utilities that
// causes meshes to be rebuilt you MUST generate a new GUID and replace this
// string with it.
#define MESH_UTILITIES_VER TEXT("8C68575CEF434CA8A9E1DA4AED8A47BB")
DEFINE_LOG_CATEGORY_STATIC(LogMeshUtilities, Verbose, All);
#define LOCTEXT_NAMESPACE "MeshUtils"
// CVars
static TAutoConsoleVariable<int32> CVarTriangleOrderOptimization(
TEXT("r.TriangleOrderOptimization"),
1,
TEXT("Controls the algorithm to use when optimizing the triangle order for the post-transform cache.\n")
TEXT("0: Use NVTriStrip (slower)\n")
TEXT("1: Use Forsyth algorithm (fastest)(default)")
TEXT("2: No triangle order optimization. (least efficient, debugging purposes only)"),
ECVF_Default);
static TAutoConsoleVariable<int32> CVarUseSimplygon(
TEXT("r.UseSimplygon"),
1,
TEXT("Whether to use Simplygon.\n")
TEXT("0: Don't use Simplygon for anything\n")
TEXT("1: Use Simplygon where necessary (not for static mesh reduction)")
TEXT("2: Use Simplygon for everything (including static mesh reduction)"),
ECVF_Default);
class FMeshUtilities : public IMeshUtilities
{
public:
/** Default constructor. */
FMeshUtilities()
: MeshReduction(NULL)
, MeshMerging(NULL)
, DistributedMeshMerging(NULL)
, Processor(NULL)
{
}
private:
/** Cached pointer to the mesh reduction interface. */
IMeshReduction* MeshReduction;
/** Cached pointer to the mesh merging interface. */
IMeshMerging* MeshMerging;
/** Cached pointer to the distributed mesh merging interface. */
IMeshMerging* DistributedMeshMerging;
/** Cached version string. */
FString VersionString;
/** True if Simplygon is being used for mesh reduction. */
bool bUsingSimplygon;
/** True if NvTriStrip is being used for tri order optimization. */
bool bUsingNvTriStrip;
/** True if we disable triangle order optimization. For debugging purposes only */
bool bDisableTriangleOrderOptimization;
class FProxyGenerationProcessor* Processor;
// IMeshUtilities interface.
virtual const FString& GetVersionString() const override
{
return VersionString;
}
virtual bool BuildStaticMesh(
FStaticMeshRenderData& OutRenderData,
TArray<FStaticMeshSourceModel>& SourceModels,
const FStaticMeshLODGroup& LODGroup
) override;
virtual void BuildStaticMeshVertexAndIndexBuffers(
TArray<FStaticMeshBuildVertex>& OutVertices,
TArray<TArray<uint32> >& OutPerSectionIndices,
TArray<int32>& OutWedgeMap,
const FRawMesh& RawMesh,
const TMultiMap<int32, int32>& OverlappingCorners,
float ComparisonThreshold,
FVector BuildScale
) override;
virtual bool GenerateStaticMeshLODs(TArray<FStaticMeshSourceModel>& Models, const FStaticMeshLODGroup& LODGroup) override;
virtual void GenerateSignedDistanceFieldVolumeData(
const FStaticMeshLODResources& LODModel,
class FQueuedThreadPool& ThreadPool,
const TArray<EBlendMode>& MaterialBlendModes,
const FBoxSphereBounds& Bounds,
float DistanceFieldResolutionScale,
float DistanceFieldBias,
bool bGenerateAsIfTwoSided,
FDistanceFieldVolumeData& OutData) override;
virtual bool BuildSkeletalMesh(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray<FVertInfluence>& Influences, const TArray<FMeshWedge>& Wedges, const TArray<FMeshFace>& Faces, const TArray<FVector>& Points, const TArray<int32>& PointToOriginalMap, const MeshBuildOptions& BuildOptions = MeshBuildOptions(), TArray<FText> * OutWarningMessages = NULL, TArray<FName> * OutWarningNames = NULL) override;
bool BuildSkeletalMesh_Legacy(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray<FVertInfluence>& Influences, const TArray<FMeshWedge>& Wedges, const TArray<FMeshFace>& Faces, const TArray<FVector>& Points, const TArray<int32>& PointToOriginalMap, bool bKeepOverlappingVertices = false, bool bComputeNormals = true, bool bComputeTangents = true, TArray<FText> * OutWarningMessages = NULL, TArray<FName> * OutWarningNames = NULL);
virtual IMeshReduction* GetMeshReductionInterface() override;
virtual IMeshMerging* GetMeshMergingInterface() override;
virtual void CacheOptimizeIndexBuffer(TArray<uint16>& Indices) override;
virtual void CacheOptimizeIndexBuffer(TArray<uint32>& Indices) override;
void CacheOptimizeVertexAndIndexBuffer(TArray<FStaticMeshBuildVertex>& Vertices, TArray<TArray<uint32> >& PerSectionIndices, TArray<int32>& WedgeMap);
virtual void BuildSkeletalAdjacencyIndexBuffer(
const TArray<FSoftSkinVertex>& VertexBuffer,
const uint32 TexCoordCount,
const TArray<uint32>& Indices,
TArray<uint32>& OutPnAenIndices
) override;
virtual void RechunkSkeletalMeshModels(USkeletalMesh* SrcMesh, int32 MaxBonesPerChunk) override;
virtual void CalcBoneVertInfos(USkeletalMesh* SkeletalMesh, TArray<FBoneVertInfo>& Infos, bool bOnlyDominant) override;
/**
* Convert a set of mesh components in their current pose to a static mesh.
* @param InMeshComponents The mesh components we want to convert
* @param InRootTransform The transform of the root of the mesh we want to output
* @param InPackageName The package name to create the static mesh in. If this is empty then a dialog will be displayed to pick the mesh.
* @return a new static mesh (specified by the user)
*/
virtual UStaticMesh* ConvertMeshesToStaticMesh(const TArray<UMeshComponent*>& InMeshComponents, const FTransform& InRootTransform = FTransform::Identity, const FString& InPackageName = FString()) override;
/**
* Builds a renderable skeletal mesh LOD model. Note that the array of chunks
* will be destroyed during this process!
* @param LODModel Upon return contains a renderable skeletal mesh LOD model.
* @param RefSkeleton The reference skeleton associated with the model.
* @param Chunks Skinned mesh chunks from which to build the renderable model.
* @param PointToOriginalMap Maps a vertex's RawPointIdx to its index at import time.
*/
void BuildSkeletalModelFromChunks(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, TArray<FSkinnedMeshChunk*>& Chunks, const TArray<int32>& PointToOriginalMap);
// IModuleInterface interface.
virtual void StartupModule() override;
virtual void ShutdownModule() override;
DEPRECATED(4.12, "Please use MergeActor with new signature instead")
virtual void MergeActors(
const TArray<AActor*>& SourceActors,
const FMeshMergingSettings& InSettings,
UPackage* InOuter,
const FString& InBasePackageName,
int32 UseLOD, // does not build all LODs but only use this LOD to create base mesh
TArray<UObject*>& OutAssetsToSync,
FVector& OutMergedActorLocation,
bool bSilent = false) const override;
virtual void MergeActors(
const TArray<AActor*>& SourceActors,
const FMeshMergingSettings& InSettings,
UPackage* InOuter,
const FString& InBasePackageName,
TArray<UObject*>& OutAssetsToSync,
FVector& OutMergedActorLocation,
bool bSilent = false) const override;
DEPRECATED(4.12, "Please use MergeStaticMeshComponents with new signature instead")
virtual void MergeStaticMeshComponents(
const TArray<UStaticMeshComponent*>& ComponentsToMerge,
UWorld* World,
const FMeshMergingSettings& InSettings,
UPackage* InOuter,
const FString& InBasePackageName,
int32 UseLOD, // does not build all LODs but only use this LOD to create base mesh
TArray<UObject*>& OutAssetsToSync,
FVector& OutMergedActorLocation,
const float ScreenAreaSize,
bool bSilent = false) const override;
virtual void MergeStaticMeshComponents(
const TArray<UStaticMeshComponent*>& ComponentsToMerge,
UWorld* World,
const FMeshMergingSettings& InSettings,
UPackage* InOuter,
const FString& InBasePackageName,
TArray<UObject*>& OutAssetsToSync,
FVector& OutMergedActorLocation,
const float ScreenAreaSize,
bool bSilent = false) const override;
virtual void CreateProxyMesh(const TArray<AActor*>& InActors, const struct FMeshProxySettings& InMeshProxySettings, UPackage* InOuter, const FString& InProxyBasePackageName, const FGuid InGuid, FCreateProxyDelegate InProxyCreatedDelegate, const bool bAllowAsync,
const float ScreenAreaSize = 1.0f) override;
DEPRECATED(4.11, "Please use CreateProxyMesh with new signature")
virtual void CreateProxyMesh(
const TArray<AActor*>& Actors,
const struct FMeshProxySettings& InProxySettings,
UPackage* InOuter,
const FString& ProxyBasePackageName,
TArray<UObject*>& OutAssetsToSync,
FVector& OutProxyLocation
) override;
virtual void CreateProxyMesh(
const TArray<AActor*>& Actors,
const struct FMeshProxySettings& InProxySettings,
UPackage* InOuter,
const FString& ProxyBasePackageName,
TArray<UObject*>& OutAssetsToSync,
const float ScreenAreaSize = 1.0f) override;
virtual void FlattenMaterialsWithMeshData(TArray<UMaterialInterface*>& InMaterials, TArray<FRawMeshExt>& InSourceMeshes, TMap<FMeshIdAndLOD, TArray<int32>>& InMaterialIndexMap, TArray<bool>& InMeshShouldBakeVertexData, const FMaterialProxySettings &InMaterialProxySettings, TArray<FFlattenMaterial> &OutFlattenedMaterials) const override;
bool ConstructRawMesh(
const UStaticMeshComponent* InMeshComponent,
int32 InLODIndex,
const bool bPropagateVertexColours,
FRawMesh& OutRawMesh,
TArray<UMaterialInterface*>& OutUniqueMaterials,
TArray<int32>& OutGlobalMaterialIndices
) const;
virtual void ExtractMeshDataForGeometryCache(FRawMesh& RawMesh, const FMeshBuildSettings& BuildSettings, TArray<FStaticMeshBuildVertex>& OutVertices, TArray<TArray<uint32> >& OutPerSectionIndices);
virtual bool PropagatePaintedColorsToRawMesh(const UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, FRawMesh& RawMesh) const override;
virtual void CalculateTextureCoordinateBoundsForRawMesh(const FRawMesh& InRawMesh, TArray<FBox2D>& OutBounds) const override;
virtual void CalculateTextureCoordinateBoundsForSkeletalMesh(const FStaticLODModel& LODModel, TArray<FBox2D>& OutBounds) const override;
virtual bool GenerateUniqueUVsForStaticMesh(const FRawMesh& RawMesh, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const override;
virtual bool GenerateUniqueUVsForSkeletalMesh(const FStaticLODModel& LODModel, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const override;
virtual bool RemoveBonesFromMesh(USkeletalMesh* SkeletalMesh, int32 LODIndex, const TArray<FName>* BoneNamesToRemove) const override;
virtual void CalculateTangents(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, const TArray<FVector2D>& InUVs, const TArray<uint32>& InSmoothingGroupIndices, const uint32 InTangentOptions, TArray<FVector>& OutTangentX, TArray<FVector>& OutTangentY, TArray<FVector>& OutNormals) const override;
// Need to call some members from this class, (which is internal to this module)
friend class FStaticMeshUtilityBuilder;
protected:
void AddAnimationBlueprintEditorToolbarExtender();
void RemoveAnimationBlueprintEditorToolbarExtender();
TSharedRef<FExtender> GetAnimationBlueprintEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationBlueprintEditor> InAnimationBlueprintEditor);
void AddAnimationEditorToolbarExtender();
void RemoveAnimationEditorToolbarExtender();
TSharedRef<FExtender> GetAnimationEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationEditor> InAnimationEditor);
void AddSkeletalMeshEditorToolbarExtender();
void RemoveSkeletalMeshEditorToolbarExtender();
TSharedRef<FExtender> GetSkeletalMeshEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletalMeshEditor> InSkeletalMeshEditor);
void AddSkeletonEditorToolbarExtender();
void RemoveSkeletonEditorToolbarExtender();
TSharedRef<FExtender> GetSkeletonEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletonEditor> InSkeletonEditor);
void HandleAddConvertComponentToStaticMeshToToolbar(FToolBarBuilder& ParentToolbarBuilder, UMeshComponent* MeshComponent);
void AddLevelViewportMenuExtender();
void RemoveLevelViewportMenuExtender();
TSharedRef<FExtender> GetLevelViewportContextMenuExtender(const TSharedRef<FUICommandList> CommandList, const TArray<AActor*> InActors);
void ConvertActorMeshesToStaticMesh(const TArray<AActor*> InActors);
FDelegateHandle ModuleLoadedDelegateHandle;
FDelegateHandle LevelViewportExtenderHandle;
FDelegateHandle AnimationBlueprintEditorExtenderHandle;
FDelegateHandle AnimationEditorExtenderHandle;
FDelegateHandle SkeletalMeshEditorExtenderHandle;
FDelegateHandle SkeletonEditorExtenderHandle;
};
IMPLEMENT_MODULE(FMeshUtilities, MeshUtilities);
class FProxyGenerationProcessor : FTickerObjectBase
{
public:
FProxyGenerationProcessor()
{
#if WITH_EDITOR
FEditorDelegates::MapChange.AddRaw(this, &FProxyGenerationProcessor::OnMapChange);
FEditorDelegates::NewCurrentLevel.AddRaw(this, &FProxyGenerationProcessor::OnNewCurrentLevel);
#endif // WITH_EDITOR
}
~FProxyGenerationProcessor()
{
#if WITH_EDITOR
FEditorDelegates::MapChange.RemoveAll(this);
FEditorDelegates::NewCurrentLevel.RemoveAll(this);
#endif // WITH_EDITOR
}
void AddProxyJob(FGuid InJobGuid, FMergeCompleteData* InCompleteData)
{
FScopeLock Lock(&StateLock);
ProxyMeshJobs.Add(InJobGuid, InCompleteData);
}
virtual bool Tick(float DeltaTime) override
{
FScopeLock Lock(&StateLock);
for (const auto& Entry : ToProcessJobDataMap)
{
FGuid JobGuid = Entry.Key;
FProxyGenerationData* Data = Entry.Value;
// Process the job
ProcessJob(JobGuid, Data);
// Data retrieved so can now remove the job from the map
ProxyMeshJobs.Remove(JobGuid);
delete Data->MergeData;
delete Data;
}
ToProcessJobDataMap.Reset();
return true;
}
void ProxyGenerationComplete(FRawMesh& OutProxyMesh, struct FFlattenMaterial& OutMaterial, const FGuid OutJobGUID)
{
FScopeLock Lock(&StateLock);
FMergeCompleteData** FindData = ProxyMeshJobs.Find(OutJobGUID);
if (FindData && *FindData)
{
FMergeCompleteData* Data = *FindData;
FProxyGenerationData* GenerationData = new FProxyGenerationData();
GenerationData->Material = OutMaterial;
GenerationData->RawMesh = OutProxyMesh;
GenerationData->MergeData = Data;
ToProcessJobDataMap.Add(OutJobGUID, GenerationData);
}
}
void ProxyGenerationFailed(const FGuid OutJobGUID, const FString& ErrorMessage )
{
FScopeLock Lock(&StateLock);
FMergeCompleteData** FindData = ProxyMeshJobs.Find(OutJobGUID);
if (FindData)
{
ProxyMeshJobs.Remove(OutJobGUID);
if (*FindData)
{
UE_LOG(LogMeshUtilities, Log, TEXT("Failed to generate proxy mesh for cluster %s, %s"), *(*FindData)->ProxyBasePackageName, *ErrorMessage);
}
}
}
protected:
/** Called when the map has changed*/
void OnMapChange(uint32 MapFlags)
{
ClearProcessingData();
}
/** Called when the current level has changed */
void OnNewCurrentLevel()
{
ClearProcessingData();
}
/** Clears the processing data array/map */
void ClearProcessingData()
{
FScopeLock Lock(&StateLock);
ProxyMeshJobs.Empty();
ToProcessJobDataMap.Empty();
}
protected:
/** Structure storing the data required during processing */
struct FProxyGenerationData
{
FRawMesh RawMesh;
FFlattenMaterial Material;
FMergeCompleteData* MergeData;
};
void ProcessJob(const FGuid& JobGuid, FProxyGenerationData* Data)
{
TArray<UObject*> OutAssetsToSync;
const FString AssetBaseName = FPackageName::GetShortName(Data->MergeData->ProxyBasePackageName);
const FString AssetBasePath = Data->MergeData->InOuter ? TEXT("") : FPackageName::GetLongPackagePath(Data->MergeData->ProxyBasePackageName) + TEXT("/");
// Retrieve flattened material data
FFlattenMaterial& FlattenMaterial = Data->Material;
// Resize flattened material
FMaterialUtilities::ResizeFlattenMaterial(FlattenMaterial, Data->MergeData->InProxySettings);
// Optimize flattened material
FMaterialUtilities::OptimizeFlattenMaterial(FlattenMaterial);
// Create a new proxy material instance
UMaterialInstanceConstant* ProxyMaterial = ProxyMaterialUtilities::CreateProxyMaterialInstance(Data->MergeData->InOuter, Data->MergeData->InProxySettings.MaterialSettings, FlattenMaterial, AssetBasePath, AssetBaseName);
// Set material static lighting usage flag if project has static lighting enabled
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnGameThread() != 0);
if (bAllowStaticLighting)
{
ProxyMaterial->CheckMaterialUsage(MATUSAGE_StaticLighting);
}
// Construct proxy static mesh
UPackage* MeshPackage = Data->MergeData->InOuter;
FString MeshAssetName = TEXT("SM_") + AssetBaseName;
if (MeshPackage == nullptr)
{
MeshPackage = CreatePackage(NULL, *(AssetBasePath + MeshAssetName));
MeshPackage->FullyLoad();
MeshPackage->Modify();
}
UStaticMesh* StaticMesh = NewObject<UStaticMesh>(MeshPackage, FName(*MeshAssetName), RF_Public | RF_Standalone);
StaticMesh->InitResources();
FString OutputPath = StaticMesh->GetPathName();
// make sure it has a new lighting guid
StaticMesh->LightingGuid = FGuid::NewGuid();
// Set it to use textured lightmaps. Note that Build Lighting will do the error-checking (texcoordindex exists for all LODs, etc).
StaticMesh->LightMapResolution = Data->MergeData->InProxySettings.LightMapResolution;
StaticMesh->LightMapCoordinateIndex = 1;
FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel();
/*Don't allow the engine to recalculate normals*/
SrcModel->BuildSettings.bRecomputeNormals = false;
SrcModel->BuildSettings.bRecomputeTangents = false;
SrcModel->BuildSettings.bRemoveDegenerates = false;
SrcModel->BuildSettings.bUseHighPrecisionTangentBasis = false;
SrcModel->BuildSettings.bUseFullPrecisionUVs = false;
SrcModel->RawMeshBulkData->SaveRawMesh(Data->RawMesh);
//Assign the proxy material to the static mesh
StaticMesh->StaticMaterials.Add(FStaticMaterial(ProxyMaterial));
StaticMesh->Build();
StaticMesh->PostEditChange();
OutAssetsToSync.Add(StaticMesh);
// Execute the delegate received from the user
Data->MergeData->CallbackDelegate.ExecuteIfBound(JobGuid, OutAssetsToSync);
}
protected:
/** Holds Proxy mesh job data together with the job Guid */
TMap<FGuid, FMergeCompleteData*> ProxyMeshJobs;
/** Holds Proxy generation data together with the job Guid */
TMap<FGuid, FProxyGenerationData*> ToProcessJobDataMap;
/** Critical section to keep ProxyMeshJobs/ToProcessJobDataMap access thread-safe */
FCriticalSection StateLock;
};
//@todo - implement required vector intrinsics for other implementations
#if PLATFORM_ENABLE_VECTORINTRINSICS
class FMeshBuildDataProvider
{
public:
/** Initialization constructor. */
FMeshBuildDataProvider(
const TkDOPTree<const FMeshBuildDataProvider, uint32>& InkDopTree) :
kDopTree(InkDopTree)
{}
// kDOP data provider interface.
FORCEINLINE const TkDOPTree<const FMeshBuildDataProvider, uint32>& GetkDOPTree(void) const
{
return kDopTree;
}
FORCEINLINE const FMatrix& GetLocalToWorld(void) const
{
return FMatrix::Identity;
}
FORCEINLINE const FMatrix& GetWorldToLocal(void) const
{
return FMatrix::Identity;
}
FORCEINLINE FMatrix GetLocalToWorldTransposeAdjoint(void) const
{
return FMatrix::Identity;
}
FORCEINLINE float GetDeterminant(void) const
{
return 1.0f;
}
private:
const TkDOPTree<const FMeshBuildDataProvider, uint32>& kDopTree;
};
/** Generates unit length, stratified and uniformly distributed direction samples in a hemisphere. */
void GenerateStratifiedUniformHemisphereSamples(int32 NumThetaSteps, int32 NumPhiSteps, FRandomStream& RandomStream, TArray<FVector4>& Samples)
{
Samples.Empty(NumThetaSteps * NumPhiSteps);
for (int32 ThetaIndex = 0; ThetaIndex < NumThetaSteps; ThetaIndex++)
{
for (int32 PhiIndex = 0; PhiIndex < NumPhiSteps; PhiIndex++)
{
const float U1 = RandomStream.GetFraction();
const float U2 = RandomStream.GetFraction();
const float Fraction1 = (ThetaIndex + U1) / (float)NumThetaSteps;
const float Fraction2 = (PhiIndex + U2) / (float)NumPhiSteps;
const float R = FMath::Sqrt(1.0f - Fraction1 * Fraction1);
const float Phi = 2.0f * (float)PI * Fraction2;
// Convert to Cartesian
Samples.Add(FVector4(FMath::Cos(Phi) * R, FMath::Sin(Phi) * R, Fraction1));
}
}
}
class FMeshDistanceFieldAsyncTask : public FNonAbandonableTask
{
public:
FMeshDistanceFieldAsyncTask(TkDOPTree<const FMeshBuildDataProvider, uint32>* InkDopTree,
const TArray<FVector4>* InSampleDirections,
FBox InVolumeBounds,
FIntVector InVolumeDimensions,
float InVolumeMaxDistance,
float InDistanceFieldBias,
int32 InZIndex,
TArray<FFloat16>* DistanceFieldVolume)
:
kDopTree(InkDopTree),
SampleDirections(InSampleDirections),
VolumeBounds(InVolumeBounds),
VolumeDimensions(InVolumeDimensions),
VolumeMaxDistance(InVolumeMaxDistance),
DistanceFieldBias(InDistanceFieldBias),
ZIndex(InZIndex),
OutDistanceFieldVolume(DistanceFieldVolume),
bNegativeAtBorder(false)
{}
void DoWork();
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FMeshDistanceFieldAsyncTask, STATGROUP_ThreadPoolAsyncTasks);
}
bool WasNegativeAtBorder() const
{
return bNegativeAtBorder;
}
private:
// Readonly inputs
TkDOPTree<const FMeshBuildDataProvider, uint32>* kDopTree;
const TArray<FVector4>* SampleDirections;
FBox VolumeBounds;
FIntVector VolumeDimensions;
float VolumeMaxDistance;
float DistanceFieldBias;
int32 ZIndex;
// Output
TArray<FFloat16>* OutDistanceFieldVolume;
bool bNegativeAtBorder;
};
void FMeshDistanceFieldAsyncTask::DoWork()
{
FMeshBuildDataProvider kDOPDataProvider(*kDopTree);
const FVector DistanceFieldVoxelSize(VolumeBounds.GetSize() / FVector(VolumeDimensions.X, VolumeDimensions.Y, VolumeDimensions.Z));
const float VoxelDiameterSqr = DistanceFieldVoxelSize.SizeSquared();
for (int32 YIndex = 0; YIndex < VolumeDimensions.Y; YIndex++)
{
for (int32 XIndex = 0; XIndex < VolumeDimensions.X; XIndex++)
{
const FVector VoxelPosition = FVector(XIndex + .5f, YIndex + .5f, ZIndex + .5f) * DistanceFieldVoxelSize + VolumeBounds.Min;
const int32 Index = (ZIndex * VolumeDimensions.Y * VolumeDimensions.X + YIndex * VolumeDimensions.X + XIndex);
float MinDistance = VolumeMaxDistance;
int32 Hit = 0;
int32 HitBack = 0;
for (int32 SampleIndex = 0; SampleIndex < SampleDirections->Num(); SampleIndex++)
{
const FVector RayDirection = (*SampleDirections)[SampleIndex];
if (FMath::LineBoxIntersection(VolumeBounds, VoxelPosition, VoxelPosition + RayDirection * VolumeMaxDistance, RayDirection))
{
FkHitResult Result;
TkDOPLineCollisionCheck<const FMeshBuildDataProvider, uint32> kDOPCheck(
VoxelPosition,
VoxelPosition + RayDirection * VolumeMaxDistance,
true,
kDOPDataProvider,
&Result);
bool bHit = kDopTree->LineCheck(kDOPCheck);
if (bHit)
{
Hit++;
const FVector HitNormal = kDOPCheck.GetHitNormal();
if (FVector::DotProduct(RayDirection, HitNormal) > 0
// MaterialIndex on the build triangles was set to 1 if two-sided, or 0 if one-sided
&& kDOPCheck.Result->Item == 0)
{
HitBack++;
}
const float CurrentDistance = VolumeMaxDistance * Result.Time;
if (CurrentDistance < MinDistance)
{
MinDistance = CurrentDistance;
}
}
}
}
const float UnsignedDistance = MinDistance;
// Consider this voxel 'inside' an object if more than 50% of the rays hit back faces
MinDistance *= (Hit == 0 || HitBack < SampleDirections->Num() * .5f) ? 1 : -1;
// If we are very close to a surface and nearly all of our rays hit backfaces, treat as inside
// This is important for one sided planes
if (FMath::Square(UnsignedDistance) < VoxelDiameterSqr && HitBack > .95f * Hit)
{
MinDistance = -UnsignedDistance;
}
MinDistance = FMath::Min(MinDistance + DistanceFieldBias, VolumeMaxDistance);
const float VolumeSpaceDistance = MinDistance / VolumeBounds.GetExtent().GetMax();
if (MinDistance < 0 &&
(XIndex == 0 || XIndex == VolumeDimensions.X - 1 ||
YIndex == 0 || YIndex == VolumeDimensions.Y - 1 ||
ZIndex == 0 || ZIndex == VolumeDimensions.Z - 1))
{
bNegativeAtBorder = true;
}
(*OutDistanceFieldVolume)[Index] = FFloat16(VolumeSpaceDistance);
}
}
}
void FMeshUtilities::GenerateSignedDistanceFieldVolumeData(
const FStaticMeshLODResources& LODModel,
class FQueuedThreadPool& ThreadPool,
const TArray<EBlendMode>& MaterialBlendModes,
const FBoxSphereBounds& Bounds,
float DistanceFieldResolutionScale,
float DistanceFieldBias,
bool bGenerateAsIfTwoSided,
FDistanceFieldVolumeData& OutData)
{
if (DistanceFieldResolutionScale > 0)
{
const double StartTime = FPlatformTime::Seconds();
const FPositionVertexBuffer& PositionVertexBuffer = LODModel.PositionVertexBuffer;
FIndexArrayView Indices = LODModel.IndexBuffer.GetArrayView();
TArray<FkDOPBuildCollisionTriangle<uint32> > BuildTriangles;
FVector BoundsSize = Bounds.GetBox().GetExtent() * 2;
float MaxDimension = FMath::Max(FMath::Max(BoundsSize.X, BoundsSize.Y), BoundsSize.Z);
// Consider the mesh a plane if it is very flat
const bool bMeshWasPlane = BoundsSize.Z * 100 < MaxDimension
// And it lies mostly on the origin
&& Bounds.Origin.Z - Bounds.BoxExtent.Z < KINDA_SMALL_NUMBER
&& Bounds.Origin.Z + Bounds.BoxExtent.Z > -KINDA_SMALL_NUMBER;
for (int32 i = 0; i < Indices.Num(); i += 3)
{
FVector V0 = PositionVertexBuffer.VertexPosition(Indices[i + 0]);
FVector V1 = PositionVertexBuffer.VertexPosition(Indices[i + 1]);
FVector V2 = PositionVertexBuffer.VertexPosition(Indices[i + 2]);
if (bMeshWasPlane)
{
// Flatten out the mesh into an actual plane, this will allow us to manipulate the component's Z scale at runtime without artifacts
V0.Z = 0;
V1.Z = 0;
V2.Z = 0;
}
const FVector LocalNormal = ((V1 - V2) ^ (V0 - V2)).GetSafeNormal();
// No degenerates
if (LocalNormal.IsUnit())
{
bool bTriangleIsOpaqueOrMasked = false;
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
const FStaticMeshSection& Section = LODModel.Sections[SectionIndex];
if ((uint32)i >= Section.FirstIndex && (uint32)i < Section.FirstIndex + Section.NumTriangles * 3)
{
if (MaterialBlendModes.IsValidIndex(Section.MaterialIndex))
{
bTriangleIsOpaqueOrMasked = !IsTranslucentBlendMode(MaterialBlendModes[Section.MaterialIndex]);
}
break;
}
}
if (bTriangleIsOpaqueOrMasked)
{
BuildTriangles.Add(FkDOPBuildCollisionTriangle<uint32>(
bGenerateAsIfTwoSided,
V0,
V1,
V2));
}
}
}
TkDOPTree<const FMeshBuildDataProvider, uint32> kDopTree;
kDopTree.Build(BuildTriangles);
//@todo - project setting
const int32 NumVoxelDistanceSamples = 1200;
TArray<FVector4> SampleDirections;
const int32 NumThetaSteps = FMath::TruncToInt(FMath::Sqrt(NumVoxelDistanceSamples / (2.0f * (float)PI)));
const int32 NumPhiSteps = FMath::TruncToInt(NumThetaSteps * (float)PI);
FRandomStream RandomStream(0);
GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, SampleDirections);
TArray<FVector4> OtherHemisphereSamples;
GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, OtherHemisphereSamples);
for (int32 i = 0; i < OtherHemisphereSamples.Num(); i++)
{
FVector4 Sample = OtherHemisphereSamples[i];
Sample.Z *= -1;
SampleDirections.Add(Sample);
}
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DistanceFields.MaxPerMeshResolution"));
const int32 PerMeshMax = CVar->GetValueOnAnyThread();
// Meshes with explicit artist-specified scale can go higher
const int32 MaxNumVoxelsOneDim = DistanceFieldResolutionScale <= 1 ? PerMeshMax / 2 : PerMeshMax;
const int32 MinNumVoxelsOneDim = 8;
static const auto CVarDensity = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.DistanceFields.DefaultVoxelDensity"));
const float VoxelDensity = CVarDensity->GetValueOnAnyThread();
const float NumVoxelsPerLocalSpaceUnit = VoxelDensity * DistanceFieldResolutionScale;
FBox MeshBounds(Bounds.GetBox());
{
const float MaxOriginalExtent = MeshBounds.GetExtent().GetMax();
// Expand so that the edges of the volume are guaranteed to be outside of the mesh
// Any samples outside the bounds will be clamped to the border, so they must be outside
const FVector NewExtent(MeshBounds.GetExtent() + FVector(.2f * MaxOriginalExtent).ComponentMax(4 * MeshBounds.GetExtent() / MinNumVoxelsOneDim));
FBox DistanceFieldVolumeBounds = FBox(MeshBounds.GetCenter() - NewExtent, MeshBounds.GetCenter() + NewExtent);
const float DistanceFieldVolumeMaxDistance = DistanceFieldVolumeBounds.GetExtent().Size();
const FVector DesiredDimensions(DistanceFieldVolumeBounds.GetSize() * FVector(NumVoxelsPerLocalSpaceUnit));
const FIntVector VolumeDimensions(
FMath::Clamp(FMath::TruncToInt(DesiredDimensions.X), MinNumVoxelsOneDim, MaxNumVoxelsOneDim),
FMath::Clamp(FMath::TruncToInt(DesiredDimensions.Y), MinNumVoxelsOneDim, MaxNumVoxelsOneDim),
FMath::Clamp(FMath::TruncToInt(DesiredDimensions.Z), MinNumVoxelsOneDim, MaxNumVoxelsOneDim));
OutData.Size = VolumeDimensions;
OutData.LocalBoundingBox = DistanceFieldVolumeBounds;
OutData.DistanceFieldVolume.AddZeroed(VolumeDimensions.X * VolumeDimensions.Y * VolumeDimensions.Z);
TIndirectArray<FAsyncTask<FMeshDistanceFieldAsyncTask>> AsyncTasks;
for (int32 ZIndex = 0; ZIndex < VolumeDimensions.Z; ZIndex++)
{
FAsyncTask<FMeshDistanceFieldAsyncTask>* Task = new FAsyncTask<class FMeshDistanceFieldAsyncTask>(
&kDopTree,
&SampleDirections,
DistanceFieldVolumeBounds,
VolumeDimensions,
DistanceFieldVolumeMaxDistance,
DistanceFieldBias,
ZIndex,
&OutData.DistanceFieldVolume);
Task->StartBackgroundTask(&ThreadPool);
AsyncTasks.Add(Task);
}
bool bNegativeAtBorder = false;
for (int32 TaskIndex = 0; TaskIndex < AsyncTasks.Num(); TaskIndex++)
{
FAsyncTask<FMeshDistanceFieldAsyncTask>& Task = AsyncTasks[TaskIndex];
Task.EnsureCompletion(false);
bNegativeAtBorder = bNegativeAtBorder || Task.GetTask().WasNegativeAtBorder();
}
OutData.bMeshWasClosed = !bNegativeAtBorder;
OutData.bBuiltAsIfTwoSided = bGenerateAsIfTwoSided;
OutData.bMeshWasPlane = bMeshWasPlane;
UE_LOG(LogMeshUtilities, Log, TEXT("Finished distance field build in %.1fs - %ux%ux%u distance field, %u triangles"),
(float)(FPlatformTime::Seconds() - StartTime),
VolumeDimensions.X,
VolumeDimensions.Y,
VolumeDimensions.Z,
Indices.Num() / 3);
// Toss distance field if mesh was not closed
if (bNegativeAtBorder)
{
OutData.Size = FIntVector(0, 0, 0);
OutData.DistanceFieldVolume.Empty();
UE_LOG(LogMeshUtilities, Log, TEXT("Discarded distance field as mesh was not closed! Assign a two-sided material to fix."));
}
}
}
}
#else
void FMeshUtilities::GenerateSignedDistanceFieldVolumeData(
const FStaticMeshLODResources& LODModel,
class FQueuedThreadPool& ThreadPool,
const TArray<EBlendMode>& MaterialBlendModes,
const FBoxSphereBounds& Bounds,
float DistanceFieldResolutionScale,
float DistanceFieldBias,
bool bGenerateAsIfTwoSided,
FDistanceFieldVolumeData& OutData)
{
if (DistanceFieldResolutionScale > 0)
{
UE_LOG(LogMeshUtilities, Error, TEXT("Couldn't generate distance field for mesh, platform is missing required Vector intrinsics."));
}
}
#endif
/*------------------------------------------------------------------------------
NVTriStrip for cache optimizing index buffers.
------------------------------------------------------------------------------*/
namespace NvTriStrip
{
/**
* Converts 16 bit indices to 32 bit prior to passing them into the real GenerateStrips util method
*/
void GenerateStrips(
const uint8* Indices,
bool Is32Bit,
const uint32 NumIndices,
PrimitiveGroup** PrimGroups,
uint32* NumGroups
)
{
if (Is32Bit)
{
GenerateStrips((uint32*)Indices, NumIndices, PrimGroups, NumGroups);
}
else
{
// convert to 32 bit
uint32 Idx;
TArray<uint32> NewIndices;
NewIndices.AddUninitialized(NumIndices);
for (Idx = 0; Idx < NumIndices; ++Idx)
{
NewIndices[Idx] = ((uint16*)Indices)[Idx];
}
GenerateStrips(NewIndices.GetData(), NumIndices, PrimGroups, NumGroups);
}
}
/**
* Orders a triangle list for better vertex cache coherency.
*
* *** WARNING: This is safe to call for multiple threads IF AND ONLY IF all
* threads call SetListsOnly(true) and SetCacheSize(CACHESIZE_GEFORCE3). If
* NvTriStrip is ever used with different settings the library will need
* some modifications to be thread-safe. ***
*/
template<typename IndexDataType, typename Allocator>
void CacheOptimizeIndexBuffer(TArray<IndexDataType, Allocator>& Indices)
{
static_assert(sizeof(IndexDataType) == 2 || sizeof(IndexDataType) == 4, "Indices must be short or int.");
PrimitiveGroup* PrimitiveGroups = NULL;
uint32 NumPrimitiveGroups = 0;
bool Is32Bit = sizeof(IndexDataType) == 4;
SetListsOnly(true);
SetCacheSize(CACHESIZE_GEFORCE3);
GenerateStrips((uint8*)Indices.GetData(), Is32Bit, Indices.Num(), &PrimitiveGroups, &NumPrimitiveGroups);
Indices.Empty();
Indices.AddUninitialized(PrimitiveGroups->numIndices);
if (Is32Bit)
{
FMemory::Memcpy(Indices.GetData(), PrimitiveGroups->indices, Indices.Num() * sizeof(IndexDataType));
}
else
{
for (uint32 I = 0; I < PrimitiveGroups->numIndices; ++I)
{
Indices[I] = (uint16)PrimitiveGroups->indices[I];
}
}
delete[] PrimitiveGroups;
}
}
/*------------------------------------------------------------------------------
Forsyth algorithm for cache optimizing index buffers.
------------------------------------------------------------------------------*/
namespace Forsyth
{
/**
* Converts 16 bit indices to 32 bit prior to passing them into the real OptimizeFaces util method
*/
void OptimizeFaces(
const uint8* Indices,
bool Is32Bit,
const uint32 NumIndices,
uint32 NumVertices,
uint32* OutIndices,
uint16 CacheSize
)
{
if (Is32Bit)
{
OptimizeFaces((uint32*)Indices, NumIndices, NumVertices, OutIndices, CacheSize);
}
else
{
// convert to 32 bit
uint32 Idx;
TArray<uint32> NewIndices;
NewIndices.AddUninitialized(NumIndices);
for (Idx = 0; Idx < NumIndices; ++Idx)
{
NewIndices[Idx] = ((uint16*)Indices)[Idx];
}
OptimizeFaces(NewIndices.GetData(), NumIndices, NumVertices, OutIndices, CacheSize);
}
}
/**
* Orders a triangle list for better vertex cache coherency.
*/
template<typename IndexDataType, typename Allocator>
void CacheOptimizeIndexBuffer(TArray<IndexDataType, Allocator>& Indices)
{
static_assert(sizeof(IndexDataType) == 2 || sizeof(IndexDataType) == 4, "Indices must be short or int.");
bool Is32Bit = sizeof(IndexDataType) == 4;
// Count the number of vertices
uint32 NumVertices = 0;
for (int32 Index = 0; Index < Indices.Num(); ++Index)
{
if (Indices[Index] > NumVertices)
{
NumVertices = Indices[Index];
}
}
NumVertices += 1;
TArray<uint32> OptimizedIndices;
OptimizedIndices.AddUninitialized(Indices.Num());
uint16 CacheSize = 32;
OptimizeFaces((uint8*)Indices.GetData(), Is32Bit, Indices.Num(), NumVertices, OptimizedIndices.GetData(), CacheSize);
if (Is32Bit)
{
FMemory::Memcpy(Indices.GetData(), OptimizedIndices.GetData(), Indices.Num() * sizeof(IndexDataType));
}
else
{
for (int32 I = 0; I < OptimizedIndices.Num(); ++I)
{
Indices[I] = (uint16)OptimizedIndices[I];
}
}
}
}
void FMeshUtilities::CacheOptimizeIndexBuffer(TArray<uint16>& Indices)
{
if (bUsingNvTriStrip)
{
NvTriStrip::CacheOptimizeIndexBuffer(Indices);
}
else if (!bDisableTriangleOrderOptimization)
{
Forsyth::CacheOptimizeIndexBuffer(Indices);
}
}
void FMeshUtilities::CacheOptimizeIndexBuffer(TArray<uint32>& Indices)
{
if (bUsingNvTriStrip)
{
NvTriStrip::CacheOptimizeIndexBuffer(Indices);
}
else if (!bDisableTriangleOrderOptimization)
{
Forsyth::CacheOptimizeIndexBuffer(Indices);
}
}
/*------------------------------------------------------------------------------
NVTessLib for computing adjacency used for tessellation.
------------------------------------------------------------------------------*/
/**
* Provides static mesh render data to the NVIDIA tessellation library.
*/
class FStaticMeshNvRenderBuffer : public nv::RenderBuffer
{
public:
/** Construct from static mesh render buffers. */
FStaticMeshNvRenderBuffer(
const FPositionVertexBuffer& InPositionVertexBuffer,
const FStaticMeshVertexBuffer& InVertexBuffer,
const TArray<uint32>& Indices)
: PositionVertexBuffer(InPositionVertexBuffer)
, VertexBuffer(InVertexBuffer)
{
check(PositionVertexBuffer.GetNumVertices() == VertexBuffer.GetNumVertices());
mIb = new nv::IndexBuffer((void*)Indices.GetData(), nv::IBT_U32, Indices.Num(), false);
}
/** Retrieve the position and first texture coordinate of the specified index. */
virtual nv::Vertex getVertex(unsigned int Index) const
{
nv::Vertex Vertex;
check(Index < PositionVertexBuffer.GetNumVertices());
const FVector& Position = PositionVertexBuffer.VertexPosition(Index);
Vertex.pos.x = Position.X;
Vertex.pos.y = Position.Y;
Vertex.pos.z = Position.Z;
if (VertexBuffer.GetNumTexCoords())
{
const FVector2D UV = VertexBuffer.GetVertexUV(Index, 0);
Vertex.uv.x = UV.X;
Vertex.uv.y = UV.Y;
}
else
{
Vertex.uv.x = 0.0f;
Vertex.uv.y = 0.0f;
}
return Vertex;
}
private:
/** The position vertex buffer for the static mesh. */
const FPositionVertexBuffer& PositionVertexBuffer;
/** The vertex buffer for the static mesh. */
const FStaticMeshVertexBuffer& VertexBuffer;
/** Copying is forbidden. */
FStaticMeshNvRenderBuffer(const FStaticMeshNvRenderBuffer&);
FStaticMeshNvRenderBuffer& operator=(const FStaticMeshNvRenderBuffer&);
};
/**
* Provides skeletal mesh render data to the NVIDIA tessellation library.
*/
class FSkeletalMeshNvRenderBuffer : public nv::RenderBuffer
{
public:
/** Construct from static mesh render buffers. */
FSkeletalMeshNvRenderBuffer(
const TArray<FSoftSkinVertex>& InVertexBuffer,
const uint32 InTexCoordCount,
const TArray<uint32>& Indices)
: VertexBuffer(InVertexBuffer)
, TexCoordCount(InTexCoordCount)
{
mIb = new nv::IndexBuffer((void*)Indices.GetData(), nv::IBT_U32, Indices.Num(), false);
}
/** Retrieve the position and first texture coordinate of the specified index. */
virtual nv::Vertex getVertex(unsigned int Index) const
{
nv::Vertex Vertex;
check(Index < (unsigned int)VertexBuffer.Num());
const FSoftSkinVertex& SrcVertex = VertexBuffer[Index];
Vertex.pos.x = SrcVertex.Position.X;
Vertex.pos.y = SrcVertex.Position.Y;
Vertex.pos.z = SrcVertex.Position.Z;
if (TexCoordCount > 0)
{
Vertex.uv.x = SrcVertex.UVs[0].X;
Vertex.uv.y = SrcVertex.UVs[0].Y;
}
else
{
Vertex.uv.x = 0.0f;
Vertex.uv.y = 0.0f;
}
return Vertex;
}
private:
/** The vertex buffer for the skeletal mesh. */
const TArray<FSoftSkinVertex>& VertexBuffer;
const uint32 TexCoordCount;
/** Copying is forbidden. */
FSkeletalMeshNvRenderBuffer(const FSkeletalMeshNvRenderBuffer&);
FSkeletalMeshNvRenderBuffer& operator=(const FSkeletalMeshNvRenderBuffer&);
};
static void BuildStaticAdjacencyIndexBuffer(
const FPositionVertexBuffer& PositionVertexBuffer,
const FStaticMeshVertexBuffer& VertexBuffer,
const TArray<uint32>& Indices,
TArray<uint32>& OutPnAenIndices
)
{
if (Indices.Num())
{
FStaticMeshNvRenderBuffer StaticMeshRenderBuffer(PositionVertexBuffer, VertexBuffer, Indices);
nv::IndexBuffer* PnAENIndexBuffer = nv::tess::buildTessellationBuffer(&StaticMeshRenderBuffer, nv::DBM_PnAenDominantCorner, true);
check(PnAENIndexBuffer);
const int32 IndexCount = (int32)PnAENIndexBuffer->getLength();
OutPnAenIndices.Empty(IndexCount);
OutPnAenIndices.AddUninitialized(IndexCount);
for (int32 Index = 0; Index < IndexCount; ++Index)
{
OutPnAenIndices[Index] = (*PnAENIndexBuffer)[Index];
}
delete PnAENIndexBuffer;
}
else
{
OutPnAenIndices.Empty();
}
}
void FMeshUtilities::BuildSkeletalAdjacencyIndexBuffer(
const TArray<FSoftSkinVertex>& VertexBuffer,
const uint32 TexCoordCount,
const TArray<uint32>& Indices,
TArray<uint32>& OutPnAenIndices
)
{
if (Indices.Num())
{
FSkeletalMeshNvRenderBuffer SkeletalMeshRenderBuffer(VertexBuffer, TexCoordCount, Indices);
nv::IndexBuffer* PnAENIndexBuffer = nv::tess::buildTessellationBuffer(&SkeletalMeshRenderBuffer, nv::DBM_PnAenDominantCorner, true);
check(PnAENIndexBuffer);
const int32 IndexCount = (int32)PnAENIndexBuffer->getLength();
OutPnAenIndices.Empty(IndexCount);
OutPnAenIndices.AddUninitialized(IndexCount);
for (int32 Index = 0; Index < IndexCount; ++Index)
{
OutPnAenIndices[Index] = (*PnAENIndexBuffer)[Index];
}
delete PnAENIndexBuffer;
}
else
{
OutPnAenIndices.Empty();
}
}
void FMeshUtilities::RechunkSkeletalMeshModels(USkeletalMesh* SrcMesh, int32 MaxBonesPerChunk)
{
#if WITH_EDITORONLY_DATA
TIndirectArray<FStaticLODModel> DestModels;
TIndirectArray<FSkinnedModelData> ModelData;
FReferenceSkeleton RefSkeleton = SrcMesh->RefSkeleton;
uint32 VertexBufferBuildFlags = SrcMesh->GetVertexBufferFlags();
FSkeletalMeshResource* SrcMeshResource = SrcMesh->GetImportedResource();
FVector TriangleSortCenter;
bool bHaveTriangleSortCenter = SrcMesh->GetSortCenterPoint(TriangleSortCenter);
for (int32 ModelIndex = 0; ModelIndex < SrcMeshResource->LODModels.Num(); ++ModelIndex)
{
FSkinnedModelData& TmpModelData = *new(ModelData)FSkinnedModelData();
SkeletalMeshTools::CopySkinnedModelData(TmpModelData, SrcMeshResource->LODModels[ModelIndex]);
}
for (int32 ModelIndex = 0; ModelIndex < ModelData.Num(); ++ModelIndex)
{
TArray<FSkinnedMeshChunk*> Chunks;
TArray<int32> PointToOriginalMap;
TArray<ETriangleSortOption> SectionSortOptions;
const FSkinnedModelData& SrcModel = ModelData[ModelIndex];
FStaticLODModel& DestModel = *new(DestModels)FStaticLODModel();
SkeletalMeshTools::UnchunkSkeletalModel(Chunks, PointToOriginalMap, SrcModel);
SkeletalMeshTools::ChunkSkinnedVertices(Chunks, MaxBonesPerChunk);
for (int32 ChunkIndex = 0; ChunkIndex < Chunks.Num(); ++ChunkIndex)
{
int32 SectionIndex = Chunks[ChunkIndex]->OriginalSectionIndex;
SectionSortOptions.Add(SrcModel.Sections[SectionIndex].TriangleSorting);
}
check(SectionSortOptions.Num() == Chunks.Num());
BuildSkeletalModelFromChunks(DestModel, RefSkeleton, Chunks, PointToOriginalMap);
check(DestModel.Sections.Num() == SectionSortOptions.Num());
DestModel.NumTexCoords = SrcModel.NumTexCoords;
DestModel.BuildVertexBuffers(VertexBufferBuildFlags);
for (int32 SectionIndex = 0; SectionIndex < DestModel.Sections.Num(); ++SectionIndex)
{
DestModel.SortTriangles(TriangleSortCenter, bHaveTriangleSortCenter, SectionIndex, SectionSortOptions[SectionIndex]);
}
}
//@todo-rco: Swap() doesn't seem to work
Exchange(SrcMeshResource->LODModels, DestModels);
// TODO: Also need to patch bEnableShadowCasting in the LODInfo struct.
#endif // #if WITH_EDITORONLY_DATA
}
void FMeshUtilities::CalcBoneVertInfos(USkeletalMesh* SkeletalMesh, TArray<FBoneVertInfo>& Infos, bool bOnlyDominant)
{
SkeletalMeshTools::CalcBoneVertInfos(SkeletalMesh, Infos, bOnlyDominant);
}
// Helper function for ConvertMeshesToStaticMesh
static void AddOrDuplicateMaterial(UMaterialInterface* InMaterialInterface, const FString& InPackageName, TArray<UMaterialInterface*>& OutMaterials)
{
if (InMaterialInterface && !InMaterialInterface->GetOuter()->IsA<UPackage>())
{
// Convert runtime material instances to new concrete material instances
// Create new package
FString OriginalMaterialName = InMaterialInterface->GetName();
FString MaterialPath = FPackageName::GetLongPackagePath(InPackageName) / OriginalMaterialName;
FString MaterialName;
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
AssetToolsModule.Get().CreateUniqueAssetName(MaterialPath, TEXT(""), MaterialPath, MaterialName);
UPackage* MaterialPackage = CreatePackage(NULL, *MaterialPath);
// Duplicate the object into the new package
UMaterialInterface* NewMaterialInterface = DuplicateObject<UMaterialInterface>(InMaterialInterface, MaterialPackage, *MaterialName);
NewMaterialInterface->SetFlags(RF_Public | RF_Standalone);
if (UMaterialInstanceDynamic* MaterialInstanceDynamic = Cast<UMaterialInstanceDynamic>(NewMaterialInterface))
{
UMaterialInstanceDynamic* OldMaterialInstanceDynamic = CastChecked<UMaterialInstanceDynamic>(InMaterialInterface);
MaterialInstanceDynamic->K2_CopyMaterialInstanceParameters(OldMaterialInstanceDynamic);
}
NewMaterialInterface->MarkPackageDirty();
FAssetRegistryModule::AssetCreated(NewMaterialInterface);
InMaterialInterface = NewMaterialInterface;
}
OutMaterials.Add(InMaterialInterface);
}
// Helper function for ConvertMeshesToStaticMesh
template <typename ComponentType>
static void ProcessMaterials(ComponentType* InComponent, const FString& InPackageName, TArray<UMaterialInterface*>& OutMaterials)
{
const int32 NumMaterials = InComponent->GetNumMaterials();
for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; MaterialIndex++)
{
UMaterialInterface* MaterialInterface = InComponent->GetMaterial(MaterialIndex);
AddOrDuplicateMaterial(MaterialInterface, InPackageName, OutMaterials);
}
}
// Helper function for ConvertMeshesToStaticMesh
static bool IsValidSkinnedMeshComponent(USkinnedMeshComponent* InComponent)
{
return InComponent && InComponent->MeshObject && InComponent->IsVisible();
}
/** Helper struct for tracking validity of optional buffers */
struct FRawMeshTracker
{
FRawMeshTracker()
: bValidColors(false)
{
FMemory::Memset(bValidTexCoords, 0);
}
bool bValidTexCoords[MAX_MESH_TEXTURE_COORDS];
bool bValidColors;
};
// Helper function for ConvertMeshesToStaticMesh
static void SkinnedMeshToRawMeshes(USkinnedMeshComponent* InSkinnedMeshComponent, int32 InOverallMaxLODs, const FMatrix& InComponentToWorld, const FString& InPackageName, TArray<FRawMeshTracker>& OutRawMeshTrackers, TArray<FRawMesh>& OutRawMeshes, TArray<UMaterialInterface*>& OutMaterials)
{
const int32 BaseMaterialIndex = OutMaterials.Num();
// Export all LODs to raw meshes
const int32 NumLODs = InSkinnedMeshComponent->MeshObject->GetSkeletalMeshResource().LODModels.Num();
for (int32 OverallLODIndex = 0; OverallLODIndex < InOverallMaxLODs; OverallLODIndex++)
{
int32 LODIndexRead = FMath::Min(OverallLODIndex, NumLODs - 1);
FRawMesh& RawMesh = OutRawMeshes[OverallLODIndex];
FRawMeshTracker& RawMeshTracker = OutRawMeshTrackers[OverallLODIndex];
const int32 BaseVertexIndex = RawMesh.VertexPositions.Num();
// Get the CPU skinned verts for this LOD
TArray<FFinalSkinVertex> FinalVertices;
InSkinnedMeshComponent->GetCPUSkinnedVertices(FinalVertices, LODIndexRead);
FSkeletalMeshResource& SkeletalMeshResource = InSkinnedMeshComponent->MeshObject->GetSkeletalMeshResource();
FStaticLODModel& StaticLODModel = SkeletalMeshResource.LODModels[LODIndexRead];
// Copy skinned vertex positions
for (int32 VertIndex = 0; VertIndex < FinalVertices.Num(); ++VertIndex)
{
RawMesh.VertexPositions.Add(InComponentToWorld.TransformPosition(FinalVertices[VertIndex].Position));
}
const uint32 NumTexCoords = FMath::Min(StaticLODModel.VertexBufferGPUSkin.GetNumTexCoords(), (uint32)MAX_MESH_TEXTURE_COORDS);
const int32 NumSections = StaticLODModel.Sections.Num();
FRawStaticIndexBuffer16or32Interface& IndexBuffer = *StaticLODModel.MultiSizeIndexContainer.GetIndexBuffer();
for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
{
const FSkelMeshSection& SkelMeshSection = StaticLODModel.Sections[SectionIndex];
if (!SkelMeshSection.bDisabled)
{
// Build 'wedge' info
const int32 NumIndices = SkelMeshSection.NumTriangles * 3;
for (int32 IndexIndex = 0; IndexIndex < NumIndices; IndexIndex++)
{
int32 Index = IndexBuffer.Get(SkelMeshSection.BaseIndex + IndexIndex);
RawMesh.WedgeIndices.Add(BaseVertexIndex + Index);
const FFinalSkinVertex& SkinnedVertex = FinalVertices[Index];
const FVector TangentX = InComponentToWorld.TransformVector(SkinnedVertex.TangentX);
const FVector4 TangentZ = InComponentToWorld.TransformVector(SkinnedVertex.TangentZ);
const FVector TangentY = (TangentX ^ TangentZ).GetSafeNormal() * TangentZ.W;
RawMesh.WedgeTangentX.Add(TangentX);
RawMesh.WedgeTangentY.Add(TangentY);
RawMesh.WedgeTangentZ.Add(TangentZ);
for (uint32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
{
if (TexCoordIndex >= NumTexCoords)
{
RawMesh.WedgeTexCoords[TexCoordIndex].AddDefaulted();
}
else
{
RawMesh.WedgeTexCoords[TexCoordIndex].Add(StaticLODModel.VertexBufferGPUSkin.GetVertexUV(Index, TexCoordIndex));
RawMeshTracker.bValidTexCoords[TexCoordIndex] = true;
}
}
if (StaticLODModel.ColorVertexBuffer.IsInitialized())
{
RawMesh.WedgeColors.Add(StaticLODModel.ColorVertexBuffer.VertexColor(Index));
RawMeshTracker.bValidColors = true;
}
else
{
RawMesh.WedgeColors.Add(FColor::White);
}
}
// copy face info
for (uint32 TriIndex = 0; TriIndex < SkelMeshSection.NumTriangles; TriIndex++)
{
RawMesh.FaceMaterialIndices.Add(BaseMaterialIndex + SkelMeshSection.MaterialIndex);
RawMesh.FaceSmoothingMasks.Add(0); // Assume this is ignored as bRecomputeNormals is false
}
}
}
}
ProcessMaterials<USkinnedMeshComponent>(InSkinnedMeshComponent, InPackageName, OutMaterials);
}
// Helper function for ConvertMeshesToStaticMesh
static bool IsValidStaticMeshComponent(UStaticMeshComponent* InComponent)
{
return InComponent && InComponent->StaticMesh && InComponent->StaticMesh->RenderData && InComponent->IsVisible();
}
// Helper function for ConvertMeshesToStaticMesh
static void StaticMeshToRawMeshes(UStaticMeshComponent* InStaticMeshComponent, int32 InOverallMaxLODs, const FMatrix& InComponentToWorld, const FString& InPackageName, TArray<FRawMeshTracker>& OutRawMeshTrackers, TArray<FRawMesh>& OutRawMeshes, TArray<UMaterialInterface*>& OutMaterials)
{
const int32 BaseMaterialIndex = OutMaterials.Num();
const int32 NumLODs = InStaticMeshComponent->StaticMesh->RenderData->LODResources.Num();
for (int32 OverallLODIndex = 0; OverallLODIndex < InOverallMaxLODs; OverallLODIndex++)
{
int32 LODIndexRead = FMath::Min(OverallLODIndex, NumLODs - 1);
FRawMesh& RawMesh = OutRawMeshes[OverallLODIndex];
FRawMeshTracker& RawMeshTracker = OutRawMeshTrackers[OverallLODIndex];
const FStaticMeshLODResources& LODResource = InStaticMeshComponent->StaticMesh->RenderData->LODResources[LODIndexRead];
const int32 BaseVertexIndex = RawMesh.VertexPositions.Num();
for (int32 VertIndex = 0; VertIndex < LODResource.GetNumVertices(); ++VertIndex)
{
RawMesh.VertexPositions.Add(InComponentToWorld.TransformPosition(LODResource.PositionVertexBuffer.VertexPosition((uint32)VertIndex)));
}
const FIndexArrayView IndexArrayView = LODResource.IndexBuffer.GetArrayView();
const FStaticMeshVertexBuffer& StaticMeshVertexBuffer = LODResource.VertexBuffer;
const int32 NumTexCoords = FMath::Min(StaticMeshVertexBuffer.GetNumTexCoords(), (uint32)MAX_MESH_TEXTURE_COORDS);
const int32 NumSections = LODResource.Sections.Num();
for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
{
const FStaticMeshSection& StaticMeshSection = LODResource.Sections[SectionIndex];
const int32 NumIndices = StaticMeshSection.NumTriangles * 3;
for (int32 IndexIndex = 0; IndexIndex < NumIndices; IndexIndex++)
{
int32 Index = IndexArrayView[StaticMeshSection.FirstIndex + IndexIndex];
RawMesh.WedgeIndices.Add(BaseVertexIndex + Index);
RawMesh.WedgeTangentX.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentX(Index)));
RawMesh.WedgeTangentY.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentY(Index)));
RawMesh.WedgeTangentZ.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentZ(Index)));
for (int32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
{
if (TexCoordIndex >= NumTexCoords)
{
RawMesh.WedgeTexCoords[TexCoordIndex].AddDefaulted();
}
else
{
RawMesh.WedgeTexCoords[TexCoordIndex].Add(StaticMeshVertexBuffer.GetVertexUV(Index, TexCoordIndex));
RawMeshTracker.bValidTexCoords[TexCoordIndex] = true;
}
}
if (LODResource.ColorVertexBuffer.IsInitialized())
{
RawMesh.WedgeColors.Add(LODResource.ColorVertexBuffer.VertexColor(Index));
RawMeshTracker.bValidColors = true;
}
else
{
RawMesh.WedgeColors.Add(FColor::White);
}
}
// copy face info
for (uint32 TriIndex = 0; TriIndex < StaticMeshSection.NumTriangles; TriIndex++)
{
RawMesh.FaceMaterialIndices.Add(BaseMaterialIndex + StaticMeshSection.MaterialIndex);
RawMesh.FaceSmoothingMasks.Add(0); // Assume this is ignored as bRecomputeNormals is false
}
}
}
ProcessMaterials<UStaticMeshComponent>(InStaticMeshComponent, InPackageName, OutMaterials);
}
UStaticMesh* FMeshUtilities::ConvertMeshesToStaticMesh(const TArray<UMeshComponent*>& InMeshComponents, const FTransform& InRootTransform, const FString& InPackageName)
{
// Build a package name to use
FString MeshName;
FString PackageName;
if (InPackageName.IsEmpty())
{
FString NewNameSuggestion = FString(TEXT("StaticMesh"));
FString PackageNameSuggestion = FString(TEXT("/Game/Meshes/")) + NewNameSuggestion;
FString Name;
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
AssetToolsModule.Get().CreateUniqueAssetName(PackageNameSuggestion, TEXT(""), PackageNameSuggestion, Name);
TSharedPtr<SDlgPickAssetPath> PickAssetPathWidget =
SNew(SDlgPickAssetPath)
.Title(LOCTEXT("ConvertToStaticMeshPickName", "Choose New StaticMesh Location"))
.DefaultAssetPath(FText::FromString(PackageNameSuggestion));
if (PickAssetPathWidget->ShowModal() == EAppReturnType::Ok)
{
// Get the full name of where we want to create the mesh asset.
PackageName = PickAssetPathWidget->GetFullAssetPath().ToString();
MeshName = FPackageName::GetLongPackageAssetName(PackageName);
// Check if the user inputed a valid asset name, if they did not, give it the generated default name
if (MeshName.IsEmpty())
{
// Use the defaults that were already generated.
PackageName = PackageNameSuggestion;
MeshName = *Name;
}
}
}
else
{
PackageName = InPackageName;
MeshName = *FPackageName::GetLongPackageAssetName(PackageName);
}
if(!PackageName.IsEmpty() && !MeshName.IsEmpty())
{
TArray<FRawMesh> RawMeshes;
TArray<UMaterialInterface*> Materials;
TArray<FRawMeshTracker> RawMeshTrackers;
FMatrix WorldToRoot = InRootTransform.ToMatrixWithScale().Inverse();
FScopedSlowTask ScopedSlowTask((float)InMeshComponents.Num() + 1.0f, LOCTEXT("MeshConversionProgress", "Converting Meshes"));
ScopedSlowTask.MakeDialog(false, true);
// first do a pass to determine the max LOD level we will be combining meshes into
int32 OverallMaxLODs = 0;
for (UMeshComponent* MeshComponent : InMeshComponents)
{
USkinnedMeshComponent* SkinnedMeshComponent = Cast<USkinnedMeshComponent>(MeshComponent);
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(MeshComponent);
if (IsValidSkinnedMeshComponent(SkinnedMeshComponent))
{
OverallMaxLODs = FMath::Max(SkinnedMeshComponent->MeshObject->GetSkeletalMeshResource().LODModels.Num(), OverallMaxLODs);
}
else if(IsValidStaticMeshComponent(StaticMeshComponent))
{
OverallMaxLODs = FMath::Max(StaticMeshComponent->StaticMesh->RenderData->LODResources.Num(), OverallMaxLODs);
}
}
// Resize raw meshes to accommodate the number of LODs we will need
RawMeshes.SetNum(OverallMaxLODs);
RawMeshTrackers.SetNum(OverallMaxLODs);
// Export all visible components
for (UMeshComponent* MeshComponent : InMeshComponents)
{
ScopedSlowTask.EnterProgressFrame(1.0f);
FMatrix ComponentToWorld = MeshComponent->GetComponentTransform().ToMatrixWithScale() * WorldToRoot;
USkinnedMeshComponent* SkinnedMeshComponent = Cast<USkinnedMeshComponent>(MeshComponent);
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(MeshComponent);
if (IsValidSkinnedMeshComponent(SkinnedMeshComponent))
{
SkinnedMeshToRawMeshes(SkinnedMeshComponent, OverallMaxLODs, ComponentToWorld, PackageName, RawMeshTrackers, RawMeshes, Materials);
}
else if (IsValidStaticMeshComponent(StaticMeshComponent))
{
StaticMeshToRawMeshes(StaticMeshComponent, OverallMaxLODs, ComponentToWorld, PackageName, RawMeshTrackers, RawMeshes, Materials);
}
}
// scrub invalid vert color & tex coord data
check(RawMeshes.Num() == RawMeshTrackers.Num());
for (int32 RawMeshIndex = 0; RawMeshIndex < RawMeshes.Num(); RawMeshIndex++)
{
if (!RawMeshTrackers[RawMeshIndex].bValidColors)
{
RawMeshes[RawMeshIndex].WedgeColors.Empty();
}
for (uint32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
{
if (!RawMeshTrackers[RawMeshIndex].bValidTexCoords[TexCoordIndex])
{
RawMeshes[RawMeshIndex].WedgeTexCoords[TexCoordIndex].Empty();
}
}
}
// Check if we got some valid data.
bool bValidData = false;
for (FRawMesh& RawMesh : RawMeshes)
{
if (RawMesh.IsValidOrFixable())
{
bValidData = true;
break;
}
}
if (bValidData)
{
ScopedSlowTask.EnterProgressFrame(1.0f, LOCTEXT("FinalizingMesh", "Finalizing Mesh"));
// Then find/create it.
UPackage* Package = CreatePackage(NULL, *PackageName);
check(Package);
// Create StaticMesh object
UStaticMesh* StaticMesh = NewObject<UStaticMesh>(Package, *MeshName, RF_Public | RF_Standalone);
StaticMesh->InitResources();
StaticMesh->LightingGuid = FGuid::NewGuid();
// Add source to new StaticMesh
for (FRawMesh& RawMesh : RawMeshes)
{
if (RawMesh.IsValidOrFixable())
{
FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel();
SrcModel->BuildSettings.bRecomputeNormals = false;
SrcModel->BuildSettings.bRecomputeTangents = false;
SrcModel->BuildSettings.bRemoveDegenerates = false;
SrcModel->BuildSettings.bUseHighPrecisionTangentBasis = false;
SrcModel->BuildSettings.bUseFullPrecisionUVs = false;
SrcModel->BuildSettings.bGenerateLightmapUVs = true;
SrcModel->BuildSettings.SrcLightmapIndex = 0;
SrcModel->BuildSettings.DstLightmapIndex = 1;
SrcModel->RawMeshBulkData->SaveRawMesh(RawMesh);
}
}
// Copy materials to new mesh
for(UMaterialInterface* Material : Materials)
{
StaticMesh->StaticMaterials.Add(FStaticMaterial(Material));
}
// Build mesh from source
StaticMesh->Build(false);
StaticMesh->PostEditChange();
StaticMesh->MarkPackageDirty();
// Notify asset registry of new asset
FAssetRegistryModule::AssetCreated(StaticMesh);
// Display notification so users can quickly access the mesh
if (GIsEditor)
{
FNotificationInfo Info(FText::Format(LOCTEXT("SkeletalMeshConverted", "Successfully Converted Mesh"), FText::FromString(StaticMesh->GetName())));
Info.ExpireDuration = 8.0f;
Info.bUseLargeFont = false;
Info.Hyperlink = FSimpleDelegate::CreateLambda([=]() { FAssetEditorManager::Get().OpenEditorForAssets(TArray<UObject*>({ StaticMesh })); });
Info.HyperlinkText = FText::Format(LOCTEXT("OpenNewAnimationHyperlink", "Open {0}"), FText::FromString(StaticMesh->GetName()));
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
if ( Notification.IsValid() )
{
Notification->SetCompletionState( SNotificationItem::CS_Success );
}
}
}
}
return nullptr;
}
/**
* Builds a renderable skeletal mesh LOD model. Note that the array of chunks
* will be destroyed during this process!
* @param LODModel Upon return contains a renderable skeletal mesh LOD model.
* @param RefSkeleton The reference skeleton associated with the model.
* @param Chunks Skinned mesh chunks from which to build the renderable model.
* @param PointToOriginalMap Maps a vertex's RawPointIdx to its index at import time.
*/
void FMeshUtilities::BuildSkeletalModelFromChunks(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, TArray<FSkinnedMeshChunk*>& Chunks, const TArray<int32>& PointToOriginalMap)
{
#if WITH_EDITORONLY_DATA
// Clear out any data currently held in the LOD model.
LODModel.Sections.Empty();
LODModel.NumVertices = 0;
if (LODModel.MultiSizeIndexContainer.IsIndexBufferValid())
{
LODModel.MultiSizeIndexContainer.GetIndexBuffer()->Empty();
}
// Setup the section and chunk arrays on the model.
for (int32 ChunkIndex = 0; ChunkIndex < Chunks.Num(); ++ChunkIndex)
{
FSkinnedMeshChunk* SrcChunk = Chunks[ChunkIndex];
FSkelMeshSection& Section = *new(LODModel.Sections) FSkelMeshSection();
Section.MaterialIndex = SrcChunk->MaterialIndex;
Exchange(Section.BoneMap, SrcChunk->BoneMap);
// Update the active bone indices on the LOD model.
for (int32 BoneIndex = 0; BoneIndex < Section.BoneMap.Num(); ++BoneIndex)
{
LODModel.ActiveBoneIndices.AddUnique(Section.BoneMap[BoneIndex]);
}
}
LODModel.ActiveBoneIndices.Sort();
// Reset 'final vertex to import vertex' map info
LODModel.MeshToImportVertexMap.Empty();
LODModel.MaxImportVertex = 0;
// Keep track of index mapping to chunk vertex offsets
TArray< TArray<uint32> > VertexIndexRemap;
VertexIndexRemap.Empty(LODModel.Sections.Num());
// Pack the chunk vertices into a single vertex buffer.
TArray<uint32> RawPointIndices;
LODModel.NumVertices = 0;
int32 PrevMaterialIndex = -1;
int32 CurrentChunkBaseVertexIndex = -1; // base vertex index for all chunks of the same material
int32 CurrentChunkVertexCount = -1; // total vertex count for all chunks of the same material
int32 CurrentVertexIndex = 0; // current vertex index added to the index buffer for all chunks of the same material
// rearrange the vert order to minimize the data fetched by the GPU
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
if (IsInGameThread())
{
GWarn->StatusUpdate(SectionIndex, LODModel.Sections.Num(), NSLOCTEXT("UnrealEd", "ProcessingSections", "Processing Sections"));
}
FSkinnedMeshChunk* SrcChunk = Chunks[SectionIndex];
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
TArray<FSoftSkinBuildVertex>& ChunkVertices = SrcChunk->Vertices;
TArray<uint32>& ChunkIndices = SrcChunk->Indices;
// Reorder the section index buffer for better vertex cache efficiency.
CacheOptimizeIndexBuffer(ChunkIndices);
// Calculate the number of triangles in the section. Note that CacheOptimize may change the number of triangles in the index buffer!
Section.NumTriangles = ChunkIndices.Num() / 3;
TArray<FSoftSkinBuildVertex> OriginalVertices;
Exchange(ChunkVertices, OriginalVertices);
ChunkVertices.AddUninitialized(OriginalVertices.Num());
TArray<int32> IndexCache;
IndexCache.AddUninitialized(ChunkVertices.Num());
FMemory::Memset(IndexCache.GetData(), INDEX_NONE, IndexCache.Num() * IndexCache.GetTypeSize());
int32 NextAvailableIndex = 0;
// Go through the indices and assign them new values that are coherent where possible
for (int32 Index = 0; Index < ChunkIndices.Num(); Index++)
{
const int32 OriginalIndex = ChunkIndices[Index];
const int32 CachedIndex = IndexCache[OriginalIndex];
if (CachedIndex == INDEX_NONE)
{
// No new index has been allocated for this existing index, assign a new one
ChunkIndices[Index] = NextAvailableIndex;
// Mark what this index has been assigned to
IndexCache[OriginalIndex] = NextAvailableIndex;
NextAvailableIndex++;
}
else
{
// Reuse an existing index assignment
ChunkIndices[Index] = CachedIndex;
}
// Reorder the vertices based on the new index assignment
ChunkVertices[ChunkIndices[Index]] = OriginalVertices[OriginalIndex];
}
}
// Build the arrays of rigid and soft vertices on the model's chunks.
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
TArray<FSoftSkinBuildVertex>& ChunkVertices = Chunks[SectionIndex]->Vertices;
if (IsInGameThread())
{
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
GWarn->StatusUpdate(SectionIndex, LODModel.Sections.Num(), NSLOCTEXT("UnrealEd", "ProcessingChunks", "Processing Chunks"));
}
CurrentVertexIndex = 0;
CurrentChunkVertexCount = 0;
PrevMaterialIndex = Section.MaterialIndex;
// Calculate the offset to this chunk's vertices in the vertex buffer.
Section.BaseVertexIndex = CurrentChunkBaseVertexIndex = LODModel.NumVertices;
// Update the size of the vertex buffer.
LODModel.NumVertices += ChunkVertices.Num();
// Separate the section's vertices into rigid and soft vertices.
TArray<uint32>& ChunkVertexIndexRemap = *new(VertexIndexRemap)TArray<uint32>();
ChunkVertexIndexRemap.AddUninitialized(ChunkVertices.Num());
for (int32 VertexIndex = 0; VertexIndex < ChunkVertices.Num(); VertexIndex++)
{
const FSoftSkinBuildVertex& SoftVertex = ChunkVertices[VertexIndex];
FSoftSkinVertex NewVertex;
NewVertex.Position = SoftVertex.Position;
NewVertex.TangentX = SoftVertex.TangentX;
NewVertex.TangentY = SoftVertex.TangentY;
NewVertex.TangentZ = SoftVertex.TangentZ;
FMemory::Memcpy(NewVertex.UVs, SoftVertex.UVs, sizeof(FVector2D)*MAX_TEXCOORDS);
NewVertex.Color = SoftVertex.Color;
for (int32 i = 0; i < MAX_TOTAL_INFLUENCES; ++i)
{
// it only adds to the bone map if it has weight on it
// BoneMap contains only the bones that has influence with weight of >0.f
// so here, just make sure it is included before setting the data
if (Section.BoneMap.IsValidIndex(SoftVertex.InfluenceBones[i]))
{
NewVertex.InfluenceBones[i] = SoftVertex.InfluenceBones[i];
NewVertex.InfluenceWeights[i] = SoftVertex.InfluenceWeights[i];
}
}
Section.SoftVertices.Add(NewVertex);
ChunkVertexIndexRemap[VertexIndex] = (uint32)(Section.BaseVertexIndex + CurrentVertexIndex);
CurrentVertexIndex++;
// add the index to the original wedge point source of this vertex
RawPointIndices.Add(SoftVertex.PointWedgeIdx);
// Also remember import index
const int32 RawVertIndex = PointToOriginalMap[SoftVertex.PointWedgeIdx];
LODModel.MeshToImportVertexMap.Add(RawVertIndex);
LODModel.MaxImportVertex = FMath::Max<float>(LODModel.MaxImportVertex, RawVertIndex);
}
// update NumVertices
Section.NumVertices = Section.SoftVertices.Num();
// update max bone influences
Section.CalcMaxBoneInfluences();
// Log info about the chunk.
UE_LOG(LogSkeletalMesh, Log, TEXT("Section %u: %u vertices, %u active bones"),
SectionIndex,
Section.GetNumVertices(),
Section.BoneMap.Num()
);
}
// Copy raw point indices to LOD model.
LODModel.RawPointIndices.RemoveBulkData();
if (RawPointIndices.Num())
{
LODModel.RawPointIndices.Lock(LOCK_READ_WRITE);
void* Dest = LODModel.RawPointIndices.Realloc(RawPointIndices.Num());
FMemory::Memcpy(Dest, RawPointIndices.GetData(), LODModel.RawPointIndices.GetBulkDataSize());
LODModel.RawPointIndices.Unlock();
}
#if DISALLOW_32BIT_INDICES
LODModel.MultiSizeIndexContainer.CreateIndexBuffer(sizeof(uint16));
#else
LODModel.MultiSizeIndexContainer.CreateIndexBuffer((LODModel.NumVertices < MAX_uint16) ? sizeof(uint16) : sizeof(uint32));
#endif
// Finish building the sections.
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
const TArray<uint32>& SectionIndices = Chunks[SectionIndex]->Indices;
FRawStaticIndexBuffer16or32Interface* IndexBuffer = LODModel.MultiSizeIndexContainer.GetIndexBuffer();
Section.BaseIndex = IndexBuffer->Num();
const int32 NumIndices = SectionIndices.Num();
const TArray<uint32>& SectionVertexIndexRemap = VertexIndexRemap[SectionIndex];
for (int32 Index = 0; Index < NumIndices; Index++)
{
uint32 VertexIndex = SectionVertexIndexRemap[SectionIndices[Index]];
IndexBuffer->AddItem(VertexIndex);
}
}
// Free the skinned mesh chunks which are no longer needed.
for (int32 i = 0; i < Chunks.Num(); ++i)
{
delete Chunks[i];
Chunks[i] = NULL;
}
Chunks.Empty();
// Build the adjacency index buffer used for tessellation.
{
TArray<FSoftSkinVertex> Vertices;
LODModel.GetVertices(Vertices);
FMultiSizeIndexContainerData IndexData;
LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
FMultiSizeIndexContainerData AdjacencyIndexData;
AdjacencyIndexData.DataTypeSize = IndexData.DataTypeSize;
BuildSkeletalAdjacencyIndexBuffer(Vertices, LODModel.NumTexCoords, IndexData.Indices, AdjacencyIndexData.Indices);
LODModel.AdjacencyMultiSizeIndexContainer.RebuildIndexBuffer(AdjacencyIndexData);
}
// Compute the required bones for this model.
USkeletalMesh::CalculateRequiredBones(LODModel, RefSkeleton, NULL);
#endif // #if WITH_EDITORONLY_DATA
}
/*------------------------------------------------------------------------------
Common functionality.
------------------------------------------------------------------------------*/
/** Helper struct for building acceleration structures. */
struct FIndexAndZ
{
float Z;
int32 Index;
/** Default constructor. */
FIndexAndZ() {}
/** Initialization constructor. */
FIndexAndZ(int32 InIndex, FVector V)
{
Z = 0.30f * V.X + 0.33f * V.Y + 0.37f * V.Z;
Index = InIndex;
}
};
/** Sorting function for vertex Z/index pairs. */
struct FCompareIndexAndZ
{
FORCEINLINE bool operator()(FIndexAndZ const& A, FIndexAndZ const& B) const { return A.Z < B.Z; }
};
static int32 ComputeNumTexCoords(FRawMesh const& RawMesh, int32 MaxSupportedTexCoords)
{
int32 NumWedges = RawMesh.WedgeIndices.Num();
int32 NumTexCoords = 0;
for (int32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; ++TexCoordIndex)
{
if (RawMesh.WedgeTexCoords[TexCoordIndex].Num() != NumWedges)
{
break;
}
NumTexCoords++;
}
return FMath::Min(NumTexCoords, MaxSupportedTexCoords);
}
/**
* Returns true if the specified points are about equal
*/
inline bool PointsEqual(const FVector& V1, const FVector& V2, float ComparisonThreshold)
{
if (FMath::Abs(V1.X - V2.X) > ComparisonThreshold
|| FMath::Abs(V1.Y - V2.Y) > ComparisonThreshold
|| FMath::Abs(V1.Z - V2.Z) > ComparisonThreshold)
{
return false;
}
return true;
}
static inline FVector GetPositionForWedge(FRawMesh const& Mesh, int32 WedgeIndex)
{
int32 VertexIndex = Mesh.WedgeIndices[WedgeIndex];
return Mesh.VertexPositions[VertexIndex];
}
struct FMeshEdge
{
int32 Vertices[2];
int32 Faces[2];
};
/**
* This helper class builds the edge list for a mesh. It uses a hash of vertex
* positions to edges sharing that vertex to remove the n^2 searching of all
* previously added edges. This class is templatized so it can be used with
* either static mesh or skeletal mesh vertices
*/
template <class VertexClass> class TEdgeBuilder
{
protected:
/**
* The list of indices to build the edge data from
*/
const TArray<uint32>& Indices;
/**
* The array of verts for vertex position comparison
*/
const TArray<VertexClass>& Vertices;
/**
* The array of edges to create
*/
TArray<FMeshEdge>& Edges;
/**
* List of edges that start with a given vertex
*/
TMultiMap<FVector, FMeshEdge*> VertexToEdgeList;
/**
* This function determines whether a given edge matches or not. It must be
* provided by derived classes since they have the specific information that
* this class doesn't know about (vertex info, influences, etc)
*
* @param Index1 The first index of the edge being checked
* @param Index2 The second index of the edge
* @param OtherEdge The edge to compare. Was found via the map
*
* @return true if the edge is a match, false otherwise
*/
virtual bool DoesEdgeMatch(int32 Index1, int32 Index2, FMeshEdge* OtherEdge) = 0;
/**
* Searches the list of edges to see if this one matches an existing and
* returns a pointer to it if it does
*
* @param Index1 the first index to check for
* @param Index2 the second index to check for
*
* @return NULL if no edge was found, otherwise the edge that was found
*/
inline FMeshEdge* FindOppositeEdge(int32 Index1, int32 Index2)
{
FMeshEdge* Edge = NULL;
TArray<FMeshEdge*> EdgeList;
// Search the hash for a corresponding vertex
VertexToEdgeList.MultiFind(Vertices[Index2].Position, EdgeList);
// Now search through the array for a match or not
for (int32 EdgeIndex = 0; EdgeIndex < EdgeList.Num() && Edge == NULL;
EdgeIndex++)
{
FMeshEdge* OtherEdge = EdgeList[EdgeIndex];
// See if this edge matches the passed in edge
if (OtherEdge != NULL && DoesEdgeMatch(Index1, Index2, OtherEdge))
{
// We have a match
Edge = OtherEdge;
}
}
return Edge;
}
/**
* Updates an existing edge if found or adds the new edge to the list
*
* @param Index1 the first index in the edge
* @param Index2 the second index in the edge
* @param Triangle the triangle that this edge was found in
*/
inline void AddEdge(int32 Index1, int32 Index2, int32 Triangle)
{
// If this edge matches another then just fill the other triangle
// otherwise add it
FMeshEdge* OtherEdge = FindOppositeEdge(Index1, Index2);
if (OtherEdge == NULL)
{
// Add a new edge to the array
int32 EdgeIndex = Edges.AddZeroed();
Edges[EdgeIndex].Vertices[0] = Index1;
Edges[EdgeIndex].Vertices[1] = Index2;
Edges[EdgeIndex].Faces[0] = Triangle;
Edges[EdgeIndex].Faces[1] = -1;
// Also add this edge to the hash for faster searches
// NOTE: This relies on the array never being realloced!
VertexToEdgeList.Add(Vertices[Index1].Position, &Edges[EdgeIndex]);
}
else
{
OtherEdge->Faces[1] = Triangle;
}
}
public:
/**
* Initializes the values for the code that will build the mesh edge list
*/
TEdgeBuilder(const TArray<uint32>& InIndices,
const TArray<VertexClass>& InVertices,
TArray<FMeshEdge>& OutEdges) :
Indices(InIndices), Vertices(InVertices), Edges(OutEdges)
{
// Presize the array so that there are no extra copies being done
// when adding edges to it
Edges.Empty(Indices.Num());
}
/**
* Virtual dtor
*/
virtual ~TEdgeBuilder(){}
/**
* Uses a hash of indices to edge lists so that it can avoid the n^2 search
* through the full edge list
*/
void FindEdges(void)
{
// @todo Handle something other than trilists when building edges
int32 TriangleCount = Indices.Num() / 3;
int32 EdgeCount = 0;
// Work through all triangles building the edges
for (int32 Triangle = 0; Triangle < TriangleCount; Triangle++)
{
// Determine the starting index
int32 TriangleIndex = Triangle * 3;
// Get the indices for the triangle
int32 Index1 = Indices[TriangleIndex];
int32 Index2 = Indices[TriangleIndex + 1];
int32 Index3 = Indices[TriangleIndex + 2];
// Add the first to second edge
AddEdge(Index1, Index2, Triangle);
// Now add the second to third
AddEdge(Index2, Index3, Triangle);
// Add the third to first edge
AddEdge(Index3, Index1, Triangle);
}
}
};
/**
* This is the static mesh specific version for finding edges
*/
class FStaticMeshEdgeBuilder : public TEdgeBuilder<FStaticMeshBuildVertex>
{
public:
/**
* Constructor that passes all work to the parent class
*/
FStaticMeshEdgeBuilder(const TArray<uint32>& InIndices,
const TArray<FStaticMeshBuildVertex>& InVertices,
TArray<FMeshEdge>& OutEdges) :
TEdgeBuilder<FStaticMeshBuildVertex>(InIndices, InVertices, OutEdges)
{
}
/**
* This function determines whether a given edge matches or not for a static mesh
*
* @param Index1 The first index of the edge being checked
* @param Index2 The second index of the edge
* @param OtherEdge The edge to compare. Was found via the map
*
* @return true if the edge is a match, false otherwise
*/
bool DoesEdgeMatch(int32 Index1, int32 Index2, FMeshEdge* OtherEdge)
{
return Vertices[OtherEdge->Vertices[1]].Position == Vertices[Index1].Position &&
OtherEdge->Faces[1] == -1;
}
};
static void ComputeTriangleTangents(
const TArray<FVector>& InVertices,
const TArray<uint32>& InIndices,
const TArray<FVector2D>& InUVs,
TArray<FVector>& OutTangentX,
TArray<FVector>& OutTangentY,
TArray<FVector>& OutTangentZ,
float ComparisonThreshold
)
{
const int32 NumTriangles = InIndices.Num() / 3;
OutTangentX.Empty(NumTriangles);
OutTangentY.Empty(NumTriangles);
OutTangentZ.Empty(NumTriangles);
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
{
int32 UVIndex = 0;
FVector P[3];
for (int32 i = 0; i < 3; ++i)
{
P[i] = InVertices[InIndices[TriangleIndex * 3 + i]];
}
const FVector Normal = ((P[1] - P[2]) ^ (P[0] - P[2])).GetSafeNormal(ComparisonThreshold);
FMatrix ParameterToLocal(
FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0),
FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0),
FPlane(P[0].X, P[0].Y, P[0].Z, 0),
FPlane(0, 0, 0, 1)
);
const FVector2D T1 = InUVs[TriangleIndex * 3 + 0];
const FVector2D T2 = InUVs[TriangleIndex * 3 + 1];
const FVector2D T3 = InUVs[TriangleIndex * 3 + 2];
FMatrix ParameterToTexture(
FPlane(T2.X - T1.X, T2.Y - T1.Y, 0, 0),
FPlane(T3.X - T1.X, T3.Y - T1.Y, 0, 0),
FPlane(T1.X, T1.Y, 1, 0),
FPlane(0, 0, 0, 1)
);
// Use InverseSlow to catch singular matrices. Inverse can miss this sometimes.
const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
OutTangentX.Add(TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal());
OutTangentY.Add(TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal());
OutTangentZ.Add(Normal);
FVector::CreateOrthonormalBasis(
OutTangentX[TriangleIndex],
OutTangentY[TriangleIndex],
OutTangentZ[TriangleIndex]
);
}
check(OutTangentX.Num() == NumTriangles);
check(OutTangentY.Num() == NumTriangles);
check(OutTangentZ.Num() == NumTriangles);
}
static void ComputeTriangleTangents(
TArray<FVector>& OutTangentX,
TArray<FVector>& OutTangentY,
TArray<FVector>& OutTangentZ,
FRawMesh const& RawMesh,
float ComparisonThreshold
)
{
ComputeTriangleTangents(RawMesh.VertexPositions, RawMesh.WedgeIndices, RawMesh.WedgeTexCoords[0], OutTangentX, OutTangentY, OutTangentZ, ComparisonThreshold);
/*int32 NumTriangles = RawMesh.WedgeIndices.Num() / 3;
TriangleTangentX.Empty(NumTriangles);
TriangleTangentY.Empty(NumTriangles);
TriangleTangentZ.Empty(NumTriangles);
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
{
int32 UVIndex = 0;
FVector P[3];
for (int32 i = 0; i < 3; ++i)
{
P[i] = GetPositionForWedge(RawMesh, TriangleIndex * 3 + i);
}
const FVector Normal = ((P[1] - P[2]) ^ (P[0] - P[2])).GetSafeNormal(ComparisonThreshold);
FMatrix ParameterToLocal(
FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0),
FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0),
FPlane(P[0].X, P[0].Y, P[0].Z, 0),
FPlane(0, 0, 0, 1)
);
FVector2D T1 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 0];
FVector2D T2 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 1];
FVector2D T3 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 2];
FMatrix ParameterToTexture(
FPlane(T2.X - T1.X, T2.Y - T1.Y, 0, 0),
FPlane(T3.X - T1.X, T3.Y - T1.Y, 0, 0),
FPlane(T1.X, T1.Y, 1, 0),
FPlane(0, 0, 0, 1)
);
// Use InverseSlow to catch singular matrices. Inverse can miss this sometimes.
const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
TriangleTangentX.Add(TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal());
TriangleTangentY.Add(TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal());
TriangleTangentZ.Add(Normal);
FVector::CreateOrthonormalBasis(
TriangleTangentX[TriangleIndex],
TriangleTangentY[TriangleIndex],
TriangleTangentZ[TriangleIndex]
);
}
check(TriangleTangentX.Num() == NumTriangles);
check(TriangleTangentY.Num() == NumTriangles);
check(TriangleTangentZ.Num() == NumTriangles);*/
}
/**
* Create a table that maps the corner of each face to its overlapping corners.
* @param OutOverlappingCorners - Maps a corner index to the indices of all overlapping corners.
* @param RawMesh - The mesh for which to compute overlapping corners.
*/
static void FindOverlappingCorners(
TMultiMap<int32, int32>& OutOverlappingCorners,
const TArray<FVector>& InVertices,
const TArray<uint32>& InIndices,
float ComparisonThreshold
)
{
const int32 NumWedges = InIndices.Num();
// Create a list of vertex Z/index pairs
TArray<FIndexAndZ> VertIndexAndZ;
VertIndexAndZ.Reserve(NumWedges);
for (int32 WedgeIndex = 0; WedgeIndex < NumWedges; WedgeIndex++)
{
new(VertIndexAndZ)FIndexAndZ(WedgeIndex, InVertices[InIndices[WedgeIndex]]);
}
// Sort the vertices by z value
VertIndexAndZ.Sort(FCompareIndexAndZ());
// Search for duplicates, quickly!
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
{
// only need to search forward, since we add pairs both ways
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
{
if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > ComparisonThreshold)
break; // can't be any more dups
const FVector& PositionA = InVertices[InIndices[VertIndexAndZ[i].Index]];
const FVector& PositionB = InVertices[InIndices[VertIndexAndZ[j].Index]];
if (PointsEqual(PositionA, PositionB, ComparisonThreshold))
{
OutOverlappingCorners.Add(VertIndexAndZ[i].Index, VertIndexAndZ[j].Index);
OutOverlappingCorners.Add(VertIndexAndZ[j].Index, VertIndexAndZ[i].Index);
}
}
}
}
/**
* Create a table that maps the corner of each face to its overlapping corners.
* @param OutOverlappingCorners - Maps a corner index to the indices of all overlapping corners.
* @param RawMesh - The mesh for which to compute overlapping corners.
*/
static void FindOverlappingCorners(
TMultiMap<int32, int32>& OutOverlappingCorners,
FRawMesh const& RawMesh,
float ComparisonThreshold
)
{
FindOverlappingCorners(OutOverlappingCorners, RawMesh.VertexPositions, RawMesh.WedgeIndices, ComparisonThreshold);
}
/**
* Smoothing group interpretation helper structure.
*/
struct FFanFace
{
int32 FaceIndex;
int32 LinkedVertexIndex;
bool bFilled;
bool bBlendTangents;
bool bBlendNormals;
};
static void ComputeTangents(
const TArray<FVector>& InVertices,
const TArray<uint32>& InIndices,
const TArray<FVector2D>& InUVs,
const TArray<uint32>& SmoothingGroupIndices,
TMultiMap<int32, int32> const& OverlappingCorners,
TArray<FVector>& OutTangentX,
TArray<FVector>& OutTangentY,
TArray<FVector>& OutTangentZ,
const uint32 TangentOptions
)
{
bool bBlendOverlappingNormals = (TangentOptions & ETangentOptions::BlendOverlappingNormals) != 0;
bool bIgnoreDegenerateTriangles = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) != 0;
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
// Compute per-triangle tangents.
TArray<FVector> TriangleTangentX;
TArray<FVector> TriangleTangentY;
TArray<FVector> TriangleTangentZ;
ComputeTriangleTangents(
InVertices,
InIndices,
InUVs,
TriangleTangentX,
TriangleTangentY,
TriangleTangentZ,
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
);
// Declare these out here to avoid reallocations.
TArray<FFanFace> RelevantFacesForCorner[3];
TArray<int32> AdjacentFaces;
TArray<int32> DupVerts;
int32 NumWedges = InIndices.Num();
int32 NumFaces = NumWedges / 3;
// Allocate storage for tangents if none were provided.
if (OutTangentX.Num() != NumWedges)
{
OutTangentX.Empty(NumWedges);
OutTangentX.AddZeroed(NumWedges);
}
if (OutTangentY.Num() != NumWedges)
{
OutTangentY.Empty(NumWedges);
OutTangentY.AddZeroed(NumWedges);
}
if (OutTangentZ.Num() != NumWedges)
{
OutTangentZ.Empty(NumWedges);
OutTangentZ.AddZeroed(NumWedges);
}
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
int32 WedgeOffset = FaceIndex * 3;
FVector CornerPositions[3];
FVector CornerTangentX[3];
FVector CornerTangentY[3];
FVector CornerTangentZ[3];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerTangentX[CornerIndex] = FVector::ZeroVector;
CornerTangentY[CornerIndex] = FVector::ZeroVector;
CornerTangentZ[CornerIndex] = FVector::ZeroVector;
CornerPositions[CornerIndex] = InVertices[InIndices[WedgeOffset + CornerIndex]];
RelevantFacesForCorner[CornerIndex].Reset();
}
// Don't process degenerate triangles.
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
{
continue;
}
// No need to process triangles if tangents already exist.
bool bCornerHasTangents[3] = { 0 };
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
bCornerHasTangents[CornerIndex] = !OutTangentX[WedgeOffset + CornerIndex].IsZero()
&& !OutTangentY[WedgeOffset + CornerIndex].IsZero()
&& !OutTangentZ[WedgeOffset + CornerIndex].IsZero();
}
if (bCornerHasTangents[0] && bCornerHasTangents[1] && bCornerHasTangents[2])
{
continue;
}
// Calculate smooth vertex normals.
float Determinant = FVector::Triple(
TriangleTangentX[FaceIndex],
TriangleTangentY[FaceIndex],
TriangleTangentZ[FaceIndex]
);
// Start building a list of faces adjacent to this face.
AdjacentFaces.Reset();
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
DupVerts.Reset();
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
for (int32 k = 0; k < DupVerts.Num(); k++)
{
AdjacentFaces.AddUnique(DupVerts[k] / 3);
}
}
// We need to sort these here because the criteria for point equality is
// exact, so we must ensure the exact same order for all dups.
AdjacentFaces.Sort();
// Process adjacent faces
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
{
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
{
if (bCornerHasTangents[OurCornerIndex])
continue;
FFanFace NewFanFace;
int32 CommonIndexCount = 0;
// Check for vertices in common.
if (FaceIndex == OtherFaceIndex)
{
CommonIndexCount = 3;
NewFanFace.LinkedVertexIndex = OurCornerIndex;
}
else
{
// Check matching vertices against main vertex .
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
if (PointsEqual(
CornerPositions[OurCornerIndex],
InVertices[InIndices[OtherFaceIndex * 3 + OtherCornerIndex]],
ComparisonThreshold
))
{
CommonIndexCount++;
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
}
}
}
// Add if connected by at least one point. Smoothing matches are considered later.
if (CommonIndexCount > 0)
{
NewFanFace.FaceIndex = OtherFaceIndex;
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
NewFanFace.bBlendTangents = NewFanFace.bFilled;
NewFanFace.bBlendNormals = NewFanFace.bFilled;
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
}
}
}
// Find true relevance of faces for a vertex normal by traversing
// smoothing-group-compatible connected triangle fans around common vertices.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasTangents[CornerIndex])
continue;
int32 NewConnections;
do
{
NewConnections = 0;
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
{
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
// The vertex' own face is initially the only face with bFilled == true.
if (OtherFace.bFilled)
{
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
{
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
{
if ((NextFaceIndex != OtherFaceIdx)
&& (SmoothingGroupIndices[NextFace.FaceIndex] & SmoothingGroupIndices[OtherFace.FaceIndex]))
{
int32 CommonVertices = 0;
int32 CommonTangentVertices = 0;
int32 CommonNormalVertices = 0;
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
{
int32 NextVertexIndex = InIndices[NextFace.FaceIndex * 3 + NextCornerIndex];
int32 OtherVertexIndex = InIndices[OtherFace.FaceIndex * 3 + OtherCornerIndex];
if (PointsEqual(
InVertices[NextVertexIndex],
InVertices[OtherVertexIndex],
ComparisonThreshold))
{
CommonVertices++;
const FVector2D& UVOne = InUVs[NextFace.FaceIndex * 3 + NextCornerIndex];
const FVector2D& UVTwo = InUVs[OtherFace.FaceIndex * 3 + OtherCornerIndex];
if (UVsEqual(UVOne, UVTwo))
{
CommonTangentVertices++;
}
if (bBlendOverlappingNormals
|| NextVertexIndex == OtherVertexIndex)
{
CommonNormalVertices++;
}
}
}
}
// Flood fill faces with more than one common vertices which must be touching edges.
if (CommonVertices > 1)
{
NextFace.bFilled = true;
NextFace.bBlendNormals = (CommonNormalVertices > 1);
NewConnections++;
// Only blend tangents if there is no UV seam along the edge with this face.
if (OtherFace.bBlendTangents && CommonTangentVertices > 1)
{
float OtherDeterminant = FVector::Triple(
TriangleTangentX[NextFace.FaceIndex],
TriangleTangentY[NextFace.FaceIndex],
TriangleTangentZ[NextFace.FaceIndex]
);
if ((Determinant * OtherDeterminant) > 0.0f)
{
NextFace.bBlendTangents = true;
}
}
}
}
}
}
}
}
} while (NewConnections > 0);
}
// Vertex normal construction.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasTangents[CornerIndex])
{
CornerTangentX[CornerIndex] = OutTangentX[WedgeOffset + CornerIndex];
CornerTangentY[CornerIndex] = OutTangentY[WedgeOffset + CornerIndex];
CornerTangentZ[CornerIndex] = OutTangentZ[WedgeOffset + CornerIndex];
}
else
{
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
{
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
if (RelevantFace.bFilled)
{
int32 OtherFaceIndex = RelevantFace.FaceIndex;
if (RelevantFace.bBlendTangents)
{
CornerTangentX[CornerIndex] += TriangleTangentX[OtherFaceIndex];
CornerTangentY[CornerIndex] += TriangleTangentY[OtherFaceIndex];
}
if (RelevantFace.bBlendNormals)
{
CornerTangentZ[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
}
}
}
if (!OutTangentX[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentX[CornerIndex] = OutTangentX[WedgeOffset + CornerIndex];
}
if (!OutTangentY[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentY[CornerIndex] = OutTangentY[WedgeOffset + CornerIndex];
}
if (!OutTangentZ[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentZ[CornerIndex] = OutTangentZ[WedgeOffset + CornerIndex];
}
}
}
// Normalization.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerTangentX[CornerIndex].Normalize();
CornerTangentY[CornerIndex].Normalize();
CornerTangentZ[CornerIndex].Normalize();
// Gram-Schmidt orthogonalization
CornerTangentY[CornerIndex] -= CornerTangentX[CornerIndex] * (CornerTangentX[CornerIndex] | CornerTangentY[CornerIndex]);
CornerTangentY[CornerIndex].Normalize();
CornerTangentX[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentX[CornerIndex]);
CornerTangentX[CornerIndex].Normalize();
CornerTangentY[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentY[CornerIndex]);
CornerTangentY[CornerIndex].Normalize();
}
// Copy back to the mesh.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
OutTangentX[WedgeOffset + CornerIndex] = CornerTangentX[CornerIndex];
OutTangentY[WedgeOffset + CornerIndex] = CornerTangentY[CornerIndex];
OutTangentZ[WedgeOffset + CornerIndex] = CornerTangentZ[CornerIndex];
}
}
check(OutTangentX.Num() == NumWedges);
check(OutTangentY.Num() == NumWedges);
check(OutTangentZ.Num() == NumWedges);
}
static void ComputeTangents(
FRawMesh& RawMesh,
TMultiMap<int32, int32> const& OverlappingCorners,
uint32 TangentOptions
)
{
const float ComparisonThreshold = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) ? THRESH_POINTS_ARE_SAME : 0.0f;
ComputeTangents(RawMesh.VertexPositions, RawMesh.WedgeIndices, RawMesh.WedgeTexCoords[0], RawMesh.FaceSmoothingMasks, OverlappingCorners, RawMesh.WedgeTangentX, RawMesh.WedgeTangentY, RawMesh.WedgeTangentZ, TangentOptions);
}
/*------------------------------------------------------------------------------
MikkTSpace for computing tangents.
------------------------------------------------------------------------------*/
static int MikkGetNumFaces(const SMikkTSpaceContext* Context)
{
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
return UserData->WedgeIndices.Num() / 3;
}
static int MikkGetNumVertsOfFace(const SMikkTSpaceContext* Context, const int FaceIdx)
{
// All of our meshes are triangles.
return 3;
}
static void MikkGetPosition(const SMikkTSpaceContext* Context, float Position[3], const int FaceIdx, const int VertIdx)
{
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
FVector VertexPosition = UserData->GetWedgePosition(FaceIdx * 3 + VertIdx);
Position[0] = VertexPosition.X;
Position[1] = VertexPosition.Y;
Position[2] = VertexPosition.Z;
}
static void MikkGetNormal(const SMikkTSpaceContext* Context, float Normal[3], const int FaceIdx, const int VertIdx)
{
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
FVector &VertexNormal = UserData->WedgeTangentZ[FaceIdx * 3 + VertIdx];
for (int32 i = 0; i < 3; ++i)
{
Normal[i] = VertexNormal[i];
}
}
static void MikkSetTSpaceBasic(const SMikkTSpaceContext* Context, const float Tangent[3], const float BitangentSign, const int FaceIdx, const int VertIdx)
{
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
FVector &VertexTangent = UserData->WedgeTangentX[FaceIdx * 3 + VertIdx];
for (int32 i = 0; i < 3; ++i)
{
VertexTangent[i] = Tangent[i];
}
FVector Bitangent = BitangentSign * FVector::CrossProduct(UserData->WedgeTangentZ[FaceIdx * 3 + VertIdx], VertexTangent);
FVector &VertexBitangent = UserData->WedgeTangentY[FaceIdx * 3 + VertIdx];
for (int32 i = 0; i < 3; ++i)
{
VertexBitangent[i] = -Bitangent[i];
}
}
static void MikkGetTexCoord(const SMikkTSpaceContext* Context, float UV[2], const int FaceIdx, const int VertIdx)
{
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
FVector2D &TexCoord = UserData->WedgeTexCoords[0][FaceIdx * 3 + VertIdx];
UV[0] = TexCoord.X;
UV[1] = TexCoord.Y;
}
// MikkTSpace implementations for skeletal meshes, where tangents/bitangents are ultimately derived from lists of attributes.
// Holder for skeletal data to be passed to MikkTSpace.
// Holds references to the wedge, face and points vectors that BuildSkeletalMesh is given.
// Holds reference to the calculated normals array, which will be fleshed out if they've been calculated.
// Holds reference to the newly created tangent and bitangent arrays, which MikkTSpace will fleshed out if required.
class MikkTSpace_Skeletal_Mesh
{
public:
const TArray<FMeshWedge> &wedges; //Reference to wedge list.
const TArray<FMeshFace> &faces; //Reference to face list. Also contains normal/tangent/bitanget/UV coords for each vertex of the face.
const TArray<FVector> &points; //Reference to position list.
bool bComputeNormals; //Copy of bComputeNormals.
TArray<FVector> &TangentsX; //Reference to newly created tangents list.
TArray<FVector> &TangentsY; //Reference to newly created bitangents list.
TArray<FVector> &TangentsZ; //Reference to computed normals, will be empty otherwise.
MikkTSpace_Skeletal_Mesh(
const TArray<FMeshWedge> &Wedges,
const TArray<FMeshFace> &Faces,
const TArray<FVector> &Points,
bool bInComputeNormals,
TArray<FVector> &VertexTangentsX,
TArray<FVector> &VertexTangentsY,
TArray<FVector> &VertexTangentsZ
)
:
wedges(Wedges),
faces(Faces),
points(Points),
bComputeNormals(bInComputeNormals),
TangentsX(VertexTangentsX),
TangentsY(VertexTangentsY),
TangentsZ(VertexTangentsZ)
{
}
};
static int MikkGetNumFaces_Skeletal(const SMikkTSpaceContext* Context)
{
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
return UserData->faces.Num();
}
static int MikkGetNumVertsOfFace_Skeletal(const SMikkTSpaceContext* Context, const int FaceIdx)
{
// Confirmed?
return 3;
}
static void MikkGetPosition_Skeletal(const SMikkTSpaceContext* Context, float Position[3], const int FaceIdx, const int VertIdx)
{
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
const FVector &VertexPosition = UserData->points[UserData->wedges[UserData->faces[FaceIdx].iWedge[VertIdx]].iVertex];
Position[0] = VertexPosition.X;
Position[1] = VertexPosition.Y;
Position[2] = VertexPosition.Z;
}
static void MikkGetNormal_Skeletal(const SMikkTSpaceContext* Context, float Normal[3], const int FaceIdx, const int VertIdx)
{
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
// Get different normals depending on whether they've been calculated or not.
if (UserData->bComputeNormals) {
FVector &VertexNormal = UserData->TangentsZ[FaceIdx * 3 + VertIdx];
Normal[0] = VertexNormal.X;
Normal[1] = VertexNormal.Y;
Normal[2] = VertexNormal.Z;
}
else
{
const FVector &VertexNormal = UserData->faces[FaceIdx].TangentZ[VertIdx];
Normal[0] = VertexNormal.X;
Normal[1] = VertexNormal.Y;
Normal[2] = VertexNormal.Z;
}
}
static void MikkSetTSpaceBasic_Skeletal(const SMikkTSpaceContext* Context, const float Tangent[3], const float BitangentSign, const int FaceIdx, const int VertIdx)
{
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
FVector &VertexTangent = UserData->TangentsX[FaceIdx * 3 + VertIdx];
VertexTangent.X = Tangent[0];
VertexTangent.Y = Tangent[1];
VertexTangent.Z = Tangent[2];
FVector Bitangent;
// Get different normals depending on whether they've been calculated or not.
if (UserData->bComputeNormals) {
Bitangent = BitangentSign * FVector::CrossProduct(UserData->TangentsZ[FaceIdx * 3 + VertIdx], VertexTangent);
}
else
{
Bitangent = BitangentSign * FVector::CrossProduct(UserData->faces[FaceIdx].TangentZ[VertIdx], VertexTangent);
}
FVector &VertexBitangent = UserData->TangentsY[FaceIdx * 3 + VertIdx];
// Switch the tangent space swizzle to X+Y-Z+ for legacy reasons.
VertexBitangent.X = -Bitangent[0];
VertexBitangent.Y = -Bitangent[1];
VertexBitangent.Z = -Bitangent[2];
}
static void MikkGetTexCoord_Skeletal(const SMikkTSpaceContext* Context, float UV[2], const int FaceIdx, const int VertIdx)
{
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
const FVector2D &TexCoord = UserData->wedges[UserData->faces[FaceIdx].iWedge[VertIdx]].UVs[0];
UV[0] = TexCoord.X;
UV[1] = TexCoord.Y;
}
static void ComputeTangents_MikkTSpace(
FRawMesh& RawMesh,
TMultiMap<int32, int32> const& OverlappingCorners,
uint32 TangentOptions
)
{
bool bBlendOverlappingNormals = (TangentOptions & ETangentOptions::BlendOverlappingNormals) != 0;
bool bIgnoreDegenerateTriangles = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) != 0;
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
// Compute per-triangle tangents.
TArray<FVector> TriangleTangentX;
TArray<FVector> TriangleTangentY;
TArray<FVector> TriangleTangentZ;
ComputeTriangleTangents(
TriangleTangentX,
TriangleTangentY,
TriangleTangentZ,
RawMesh,
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
);
// Declare these out here to avoid reallocations.
TArray<FFanFace> RelevantFacesForCorner[3];
TArray<int32> AdjacentFaces;
TArray<int32> DupVerts;
int32 NumWedges = RawMesh.WedgeIndices.Num();
int32 NumFaces = NumWedges / 3;
bool bWedgeNormals = true;
bool bWedgeTSpace = false;
for (int32 WedgeIdx = 0; WedgeIdx < RawMesh.WedgeTangentZ.Num(); ++WedgeIdx)
{
bWedgeNormals = bWedgeNormals && (!RawMesh.WedgeTangentZ[WedgeIdx].IsNearlyZero());
}
if (RawMesh.WedgeTangentX.Num() > 0 && RawMesh.WedgeTangentY.Num() > 0)
{
bWedgeTSpace = true;
for (int32 WedgeIdx = 0; WedgeIdx < RawMesh.WedgeTangentX.Num()
&& WedgeIdx < RawMesh.WedgeTangentY.Num(); ++WedgeIdx)
{
bWedgeTSpace = bWedgeTSpace && (!RawMesh.WedgeTangentX[WedgeIdx].IsNearlyZero()) && (!RawMesh.WedgeTangentY[WedgeIdx].IsNearlyZero());
}
}
// Allocate storage for tangents if none were provided, and calculate normals for MikkTSpace.
if (RawMesh.WedgeTangentZ.Num() != NumWedges || !bWedgeNormals)
{
// normals are not included, so we should calculate them
RawMesh.WedgeTangentZ.Empty(NumWedges);
RawMesh.WedgeTangentZ.AddZeroed(NumWedges);
// we need to calculate normals for MikkTSpace
UE_LOG(LogMeshUtilities, Log, TEXT("Invalid vertex normals found for mesh. Forcing recomputation of vertex normals for MikkTSpace. Fix mesh or disable \"Use MikkTSpace Tangent Space\" to avoid forced recomputation of normals."));
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
int32 WedgeOffset = FaceIndex * 3;
FVector CornerPositions[3];
FVector CornerNormal[3];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerNormal[CornerIndex] = FVector::ZeroVector;
CornerPositions[CornerIndex] = GetPositionForWedge(RawMesh, WedgeOffset + CornerIndex);
RelevantFacesForCorner[CornerIndex].Reset();
}
// Don't process degenerate triangles.
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
{
continue;
}
// No need to process triangles if tangents already exist.
bool bCornerHasNormal[3] = { 0 };
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
bCornerHasNormal[CornerIndex] = !RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex].IsZero();
}
if (bCornerHasNormal[0] && bCornerHasNormal[1] && bCornerHasNormal[2])
{
continue;
}
// Start building a list of faces adjacent to this face.
AdjacentFaces.Reset();
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
DupVerts.Reset();
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
for (int32 k = 0; k < DupVerts.Num(); k++)
{
AdjacentFaces.AddUnique(DupVerts[k] / 3);
}
}
// We need to sort these here because the criteria for point equality is
// exact, so we must ensure the exact same order for all dups.
AdjacentFaces.Sort();
// Process adjacent faces
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
{
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
{
if (bCornerHasNormal[OurCornerIndex])
continue;
FFanFace NewFanFace;
int32 CommonIndexCount = 0;
// Check for vertices in common.
if (FaceIndex == OtherFaceIndex)
{
CommonIndexCount = 3;
NewFanFace.LinkedVertexIndex = OurCornerIndex;
}
else
{
// Check matching vertices against main vertex .
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
if (PointsEqual(
CornerPositions[OurCornerIndex],
GetPositionForWedge(RawMesh, OtherFaceIndex * 3 + OtherCornerIndex),
ComparisonThreshold
))
{
CommonIndexCount++;
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
}
}
}
// Add if connected by at least one point. Smoothing matches are considered later.
if (CommonIndexCount > 0)
{
NewFanFace.FaceIndex = OtherFaceIndex;
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
NewFanFace.bBlendTangents = NewFanFace.bFilled;
NewFanFace.bBlendNormals = NewFanFace.bFilled;
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
}
}
}
// Find true relevance of faces for a vertex normal by traversing
// smoothing-group-compatible connected triangle fans around common vertices.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasNormal[CornerIndex])
continue;
int32 NewConnections;
do
{
NewConnections = 0;
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
{
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
// The vertex' own face is initially the only face with bFilled == true.
if (OtherFace.bFilled)
{
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
{
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
{
if ((NextFaceIndex != OtherFaceIdx)
&& (RawMesh.FaceSmoothingMasks[NextFace.FaceIndex] & RawMesh.FaceSmoothingMasks[OtherFace.FaceIndex]))
{
int32 CommonVertices = 0;
int32 CommonNormalVertices = 0;
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
{
int32 NextVertexIndex = RawMesh.WedgeIndices[NextFace.FaceIndex * 3 + NextCornerIndex];
int32 OtherVertexIndex = RawMesh.WedgeIndices[OtherFace.FaceIndex * 3 + OtherCornerIndex];
if (PointsEqual(
RawMesh.VertexPositions[NextVertexIndex],
RawMesh.VertexPositions[OtherVertexIndex],
ComparisonThreshold))
{
CommonVertices++;
if (bBlendOverlappingNormals
|| NextVertexIndex == OtherVertexIndex)
{
CommonNormalVertices++;
}
}
}
}
// Flood fill faces with more than one common vertices which must be touching edges.
if (CommonVertices > 1)
{
NextFace.bFilled = true;
NextFace.bBlendNormals = (CommonNormalVertices > 1);
NewConnections++;
}
}
}
}
}
}
}
while (NewConnections > 0);
}
// Vertex normal construction.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasNormal[CornerIndex])
{
CornerNormal[CornerIndex] = RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex];
}
else
{
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
{
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
if (RelevantFace.bFilled)
{
int32 OtherFaceIndex = RelevantFace.FaceIndex;
if (RelevantFace.bBlendNormals)
{
CornerNormal[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
}
}
}
if (!RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex].IsZero())
{
CornerNormal[CornerIndex] = RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex];
}
}
}
// Normalization.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerNormal[CornerIndex].Normalize();
}
// Copy back to the mesh.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex] = CornerNormal[CornerIndex];
}
}
}
if (RawMesh.WedgeTangentX.Num() != NumWedges)
{
RawMesh.WedgeTangentX.Empty(NumWedges);
RawMesh.WedgeTangentX.AddZeroed(NumWedges);
}
if (RawMesh.WedgeTangentY.Num() != NumWedges)
{
RawMesh.WedgeTangentY.Empty(NumWedges);
RawMesh.WedgeTangentY.AddZeroed(NumWedges);
}
if (!bWedgeTSpace)
{
// we can use mikktspace to calculate the tangents
SMikkTSpaceInterface MikkTInterface;
MikkTInterface.m_getNormal = MikkGetNormal;
MikkTInterface.m_getNumFaces = MikkGetNumFaces;
MikkTInterface.m_getNumVerticesOfFace = MikkGetNumVertsOfFace;
MikkTInterface.m_getPosition = MikkGetPosition;
MikkTInterface.m_getTexCoord = MikkGetTexCoord;
MikkTInterface.m_setTSpaceBasic = MikkSetTSpaceBasic;
MikkTInterface.m_setTSpace = nullptr;
SMikkTSpaceContext MikkTContext;
MikkTContext.m_pInterface = &MikkTInterface;
MikkTContext.m_pUserData = (void*)(&RawMesh);
MikkTContext.m_bIgnoreDegenerates = bIgnoreDegenerateTriangles;
genTangSpaceDefault(&MikkTContext);
}
check(RawMesh.WedgeTangentX.Num() == NumWedges);
check(RawMesh.WedgeTangentY.Num() == NumWedges);
check(RawMesh.WedgeTangentZ.Num() == NumWedges);
}
static void ComputeStreamingTextureFactors(
float* OutStreamingTextureFactors,
float* OutMaxStreamingTextureFactor,
const FRawMesh& Mesh,
const FVector& BuildScale
)
{
int32 NumTexCoords = ComputeNumTexCoords(Mesh, MAX_STATIC_TEXCOORDS);
int32 NumFaces = Mesh.WedgeIndices.Num() / 3;
TArray<float> TexelRatios[MAX_STATIC_TEXCOORDS];
float MaxStreamingTextureFactor = 0.0f;
for (int32 FaceIndex = 0; FaceIndex < NumFaces; ++FaceIndex)
{
int32 Wedge0 = FaceIndex * 3 + 0;
int32 Wedge1 = FaceIndex * 3 + 1;
int32 Wedge2 = FaceIndex * 3 + 2;
const FVector& Pos0 = Mesh.GetWedgePosition(Wedge0) * BuildScale;
const FVector& Pos1 = Mesh.GetWedgePosition(Wedge1) * BuildScale;
const FVector& Pos2 = Mesh.GetWedgePosition(Wedge2) * BuildScale;
float L1 = (Pos0 - Pos1).Size(),
L2 = (Pos0 - Pos2).Size();
for (int32 UVIndex = 0; UVIndex < NumTexCoords; UVIndex++)
{
FVector2D UV0 = Mesh.WedgeTexCoords[UVIndex][Wedge0];
FVector2D UV1 = Mesh.WedgeTexCoords[UVIndex][Wedge1];
FVector2D UV2 = Mesh.WedgeTexCoords[UVIndex][Wedge2];
float T1 = (UV0 - UV1).Size(),
T2 = (UV0 - UV2).Size();
if (FMath::Abs(T1 * T2) > FMath::Square(SMALL_NUMBER))
{
const float TexelRatio = FMath::Max(L1 / T1, L2 / T2);
TexelRatios[UVIndex].Add(TexelRatio);
// Update max texel ratio
if (TexelRatio > MaxStreamingTextureFactor)
{
MaxStreamingTextureFactor = TexelRatio;
}
}
}
}
for (int32 UVIndex = 0; UVIndex < MAX_STATIC_TEXCOORDS; UVIndex++)
{
OutStreamingTextureFactors[UVIndex] = 0.0f;
if (TexelRatios[UVIndex].Num())
{
// Disregard upper 75% of texel ratios.
// This is to ignore backfacing surfaces or other non-visible surfaces that tend to map a small number of texels to a large surface.
TexelRatios[UVIndex].Sort(TGreater<float>());
float TexelRatio = TexelRatios[UVIndex][FMath::TruncToInt(TexelRatios[UVIndex].Num() * 0.75f)];
OutStreamingTextureFactors[UVIndex] = TexelRatio;
}
}
*OutMaxStreamingTextureFactor = MaxStreamingTextureFactor;
}
static void BuildDepthOnlyIndexBuffer(
TArray<uint32>& OutDepthIndices,
const TArray<FStaticMeshBuildVertex>& InVertices,
const TArray<uint32>& InIndices,
const TArray<FStaticMeshSection>& InSections
)
{
int32 NumVertices = InVertices.Num();
if (InIndices.Num() <= 0 || NumVertices <= 0)
{
OutDepthIndices.Empty();
return;
}
// Create a mapping of index -> first overlapping index to accelerate the construction of the shadow index buffer.
TArray<FIndexAndZ> VertIndexAndZ;
VertIndexAndZ.Empty(NumVertices);
for (int32 VertIndex = 0; VertIndex < NumVertices; VertIndex++)
{
new(VertIndexAndZ)FIndexAndZ(VertIndex, InVertices[VertIndex].Position);
}
VertIndexAndZ.Sort(FCompareIndexAndZ());
// Setup the index map. 0xFFFFFFFF == not set.
TArray<uint32> IndexMap;
IndexMap.AddUninitialized(NumVertices);
FMemory::Memset(IndexMap.GetData(), 0xFF, NumVertices * sizeof(uint32));
// Search for duplicates, quickly!
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
{
uint32 SrcIndex = VertIndexAndZ[i].Index;
float Z = VertIndexAndZ[i].Z;
IndexMap[SrcIndex] = FMath::Min(IndexMap[SrcIndex], SrcIndex);
// Search forward since we add pairs both ways.
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
{
if (FMath::Abs(VertIndexAndZ[j].Z - Z) > THRESH_POINTS_ARE_SAME * 4.01f)
break; // can't be any more dups
uint32 OtherIndex = VertIndexAndZ[j].Index;
if (PointsEqual(InVertices[SrcIndex].Position, InVertices[OtherIndex].Position,/*bUseEpsilonCompare=*/ true))
{
IndexMap[SrcIndex] = FMath::Min(IndexMap[SrcIndex], OtherIndex);
IndexMap[OtherIndex] = FMath::Min(IndexMap[OtherIndex], SrcIndex);
}
}
}
// Build the depth-only index buffer by remapping all indices to the first overlapping
// vertex in the vertex buffer.
OutDepthIndices.Empty();
for (int32 SectionIndex = 0; SectionIndex < InSections.Num(); ++SectionIndex)
{
const FStaticMeshSection& Section = InSections[SectionIndex];
int32 FirstIndex = Section.FirstIndex;
int32 LastIndex = FirstIndex + Section.NumTriangles * 3;
for (int32 SrcIndex = FirstIndex; SrcIndex < LastIndex; ++SrcIndex)
{
uint32 VertIndex = InIndices[SrcIndex];
OutDepthIndices.Add(IndexMap[VertIndex]);
}
}
}
static float GetComparisonThreshold(FMeshBuildSettings const& BuildSettings)
{
return BuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f;
}
/*------------------------------------------------------------------------------
Static mesh building.
------------------------------------------------------------------------------*/
static FStaticMeshBuildVertex BuildStaticMeshVertex(FRawMesh const& RawMesh, int32 WedgeIndex, FVector BuildScale)
{
FStaticMeshBuildVertex Vertex;
Vertex.Position = GetPositionForWedge(RawMesh, WedgeIndex) * BuildScale;
const FMatrix ScaleMatrix = FScaleMatrix(BuildScale).Inverse().GetTransposed();
Vertex.TangentX = ScaleMatrix.TransformVector(RawMesh.WedgeTangentX[WedgeIndex]).GetSafeNormal();
Vertex.TangentY = ScaleMatrix.TransformVector(RawMesh.WedgeTangentY[WedgeIndex]).GetSafeNormal();
Vertex.TangentZ = ScaleMatrix.TransformVector(RawMesh.WedgeTangentZ[WedgeIndex]).GetSafeNormal();
if (RawMesh.WedgeColors.IsValidIndex(WedgeIndex))
{
Vertex.Color = RawMesh.WedgeColors[WedgeIndex];
}
else
{
Vertex.Color = FColor::White;
}
int32 NumTexCoords = FMath::Min<int32>(MAX_MESH_TEXTURE_COORDS, MAX_STATIC_TEXCOORDS);
for (int32 i = 0; i < NumTexCoords; ++i)
{
if (RawMesh.WedgeTexCoords[i].IsValidIndex(WedgeIndex))
{
Vertex.UVs[i] = RawMesh.WedgeTexCoords[i][WedgeIndex];
}
else
{
Vertex.UVs[i] = FVector2D(0.0f, 0.0f);
}
}
return Vertex;
}
static bool AreVerticesEqual(
FStaticMeshBuildVertex const& A,
FStaticMeshBuildVertex const& B,
float ComparisonThreshold
)
{
if (!PointsEqual(A.Position, B.Position, ComparisonThreshold)
|| !NormalsEqual(A.TangentX, B.TangentX)
|| !NormalsEqual(A.TangentY, B.TangentY)
|| !NormalsEqual(A.TangentZ, B.TangentZ)
|| A.Color != B.Color)
{
return false;
}
// UVs
for (int32 UVIndex = 0; UVIndex < MAX_STATIC_TEXCOORDS; UVIndex++)
{
if (!UVsEqual(A.UVs[UVIndex], B.UVs[UVIndex]))
{
return false;
}
}
return true;
}
void FMeshUtilities::BuildStaticMeshVertexAndIndexBuffers(
TArray<FStaticMeshBuildVertex>& OutVertices,
TArray<TArray<uint32> >& OutPerSectionIndices,
TArray<int32>& OutWedgeMap,
const FRawMesh& RawMesh,
const TMultiMap<int32, int32>& OverlappingCorners,
float ComparisonThreshold,
FVector BuildScale
)
{
TMap<int32, int32> FinalVerts;
TArray<int32> DupVerts;
int32 NumFaces = RawMesh.WedgeIndices.Num() / 3;
// Process each face, build vertex buffer and per-section index buffers.
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
int32 VertexIndices[3];
FVector CornerPositions[3];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerPositions[CornerIndex] = GetPositionForWedge(RawMesh, FaceIndex * 3 + CornerIndex);
}
// Don't process degenerate triangles.
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
{
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
OutWedgeMap.Add(INDEX_NONE);
}
continue;
}
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
int32 WedgeIndex = FaceIndex * 3 + CornerIndex;
FStaticMeshBuildVertex ThisVertex = BuildStaticMeshVertex(RawMesh, WedgeIndex, BuildScale);
DupVerts.Reset();
OverlappingCorners.MultiFind(WedgeIndex, DupVerts);
DupVerts.Sort();
int32 Index = INDEX_NONE;
for (int32 k = 0; k < DupVerts.Num(); k++)
{
if (DupVerts[k] >= WedgeIndex)
{
// the verts beyond me haven't been placed yet, so these duplicates are not relevant
break;
}
int32 *Location = FinalVerts.Find(DupVerts[k]);
if (Location != NULL
&& AreVerticesEqual(ThisVertex, OutVertices[*Location], ComparisonThreshold))
{
Index = *Location;
break;
}
}
if (Index == INDEX_NONE)
{
Index = OutVertices.Add(ThisVertex);
FinalVerts.Add(WedgeIndex, Index);
}
VertexIndices[CornerIndex] = Index;
}
// Reject degenerate triangles.
if (VertexIndices[0] == VertexIndices[1]
|| VertexIndices[1] == VertexIndices[2]
|| VertexIndices[0] == VertexIndices[2])
{
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
OutWedgeMap.Add(INDEX_NONE);
}
continue;
}
// Put the indices in the material index buffer.
int32 SectionIndex = FMath::Clamp(RawMesh.FaceMaterialIndices[FaceIndex], 0, OutPerSectionIndices.Num() - 1);
TArray<uint32>& SectionIndices = OutPerSectionIndices[SectionIndex];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
SectionIndices.Add(VertexIndices[CornerIndex]);
OutWedgeMap.Add(VertexIndices[CornerIndex]);
}
}
}
void FMeshUtilities::CacheOptimizeVertexAndIndexBuffer(
TArray<FStaticMeshBuildVertex>& Vertices,
TArray<TArray<uint32> >& PerSectionIndices,
TArray<int32>& WedgeMap
)
{
// Copy the vertices since we will be reordering them
TArray<FStaticMeshBuildVertex> OriginalVertices = Vertices;
// Initialize a cache that stores which indices have been assigned
TArray<int32> IndexCache;
IndexCache.AddUninitialized(Vertices.Num());
FMemory::Memset(IndexCache.GetData(), INDEX_NONE, IndexCache.Num() * IndexCache.GetTypeSize());
int32 NextAvailableIndex = 0;
// Iterate through the section index buffers,
// Optimizing index order for the post transform cache (minimizes the number of vertices transformed),
// And vertex order for the pre transform cache (minimizes the amount of vertex data fetched by the GPU).
for (int32 SectionIndex = 0; SectionIndex < PerSectionIndices.Num(); SectionIndex++)
{
TArray<uint32>& Indices = PerSectionIndices[SectionIndex];
if (Indices.Num())
{
// Optimize the index buffer for the post transform cache with.
CacheOptimizeIndexBuffer(Indices);
// Copy the index buffer since we will be reordering it
TArray<uint32> OriginalIndices = Indices;
// Go through the indices and assign them new values that are coherent where possible
for (int32 Index = 0; Index < Indices.Num(); Index++)
{
const int32 CachedIndex = IndexCache[OriginalIndices[Index]];
if (CachedIndex == INDEX_NONE)
{
// No new index has been allocated for this existing index, assign a new one
Indices[Index] = NextAvailableIndex;
// Mark what this index has been assigned to
IndexCache[OriginalIndices[Index]] = NextAvailableIndex;
NextAvailableIndex++;
}
else
{
// Reuse an existing index assignment
Indices[Index] = CachedIndex;
}
// Reorder the vertices based on the new index assignment
Vertices[Indices[Index]] = OriginalVertices[OriginalIndices[Index]];
}
}
}
for (int32 i = 0; i < WedgeMap.Num(); i++)
{
int32 MappedIndex = WedgeMap[i];
if (MappedIndex != INDEX_NONE)
{
WedgeMap[i] = IndexCache[MappedIndex];
}
}
}
class FStaticMeshUtilityBuilder
{
public:
FStaticMeshUtilityBuilder() : Stage(EStage::Uninit), NumValidLODs(0) {}
bool GatherSourceMeshesPerLOD(TArray<FStaticMeshSourceModel>& SourceModels, IMeshReduction* MeshReduction)
{
check(Stage == EStage::Uninit);
// Gather source meshes for each LOD.
for (int32 LODIndex = 0; LODIndex < SourceModels.Num(); ++LODIndex)
{
FStaticMeshSourceModel& SrcModel = SourceModels[LODIndex];
FRawMesh& RawMesh = *new(LODMeshes)FRawMesh;
TMultiMap<int32, int32>& OverlappingCorners = *new(LODOverlappingCorners)TMultiMap<int32, int32>;
if (!SrcModel.RawMeshBulkData->IsEmpty())
{
SrcModel.RawMeshBulkData->LoadRawMesh(RawMesh);
// Make sure the raw mesh is not irreparably malformed.
if (!RawMesh.IsValidOrFixable())
{
UE_LOG(LogMeshUtilities, Error, TEXT("Raw mesh is corrupt for LOD%d."), LODIndex);
return false;
}
LODBuildSettings[LODIndex] = SrcModel.BuildSettings;
float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[LODIndex]);
int32 NumWedges = RawMesh.WedgeIndices.Num();
// Find overlapping corners to accelerate adjacency.
FindOverlappingCorners(OverlappingCorners, RawMesh, ComparisonThreshold);
// Figure out if we should recompute normals and tangents.
bool bRecomputeNormals = SrcModel.BuildSettings.bRecomputeNormals || RawMesh.WedgeTangentZ.Num() != NumWedges;
bool bRecomputeTangents = SrcModel.BuildSettings.bRecomputeTangents || RawMesh.WedgeTangentX.Num() != NumWedges || RawMesh.WedgeTangentY.Num() != NumWedges;
// Dump normals and tangents if we are recomputing them.
if (bRecomputeTangents)
{
RawMesh.WedgeTangentX.Empty(NumWedges);
RawMesh.WedgeTangentX.AddZeroed(NumWedges);
RawMesh.WedgeTangentY.Empty(NumWedges);
RawMesh.WedgeTangentY.AddZeroed(NumWedges);
}
if (bRecomputeNormals)
{
RawMesh.WedgeTangentZ.Empty(NumWedges);
RawMesh.WedgeTangentZ.AddZeroed(NumWedges);
}
// Compute any missing tangents.
{
// Static meshes always blend normals of overlapping corners.
uint32 TangentOptions = ETangentOptions::BlendOverlappingNormals;
if (SrcModel.BuildSettings.bRemoveDegenerates)
{
// If removing degenerate triangles, ignore them when computing tangents.
TangentOptions |= ETangentOptions::IgnoreDegenerateTriangles;
}
//MikkTSpace should be use only when the user want to recompute the normals or tangents otherwise should always fallback on builtin
if (SrcModel.BuildSettings.bUseMikkTSpace && (SrcModel.BuildSettings.bRecomputeNormals || SrcModel.BuildSettings.bRecomputeTangents))
{
ComputeTangents_MikkTSpace(RawMesh, OverlappingCorners, TangentOptions);
}
else
{
ComputeTangents(RawMesh, OverlappingCorners, TangentOptions);
}
}
// At this point the mesh will have valid tangents.
check(RawMesh.WedgeTangentX.Num() == NumWedges);
check(RawMesh.WedgeTangentY.Num() == NumWedges);
check(RawMesh.WedgeTangentZ.Num() == NumWedges);
// Generate lightmap UVs
if (SrcModel.BuildSettings.bGenerateLightmapUVs)
{
if (RawMesh.WedgeTexCoords[SrcModel.BuildSettings.SrcLightmapIndex].Num() == 0)
{
SrcModel.BuildSettings.SrcLightmapIndex = 0;
}
FLayoutUV Packer(&RawMesh, SrcModel.BuildSettings.SrcLightmapIndex, SrcModel.BuildSettings.DstLightmapIndex, SrcModel.BuildSettings.MinLightmapResolution);
Packer.FindCharts(OverlappingCorners);
bool bPackSuccess = Packer.FindBestPacking();
if (bPackSuccess)
{
Packer.CommitPackedUVs();
}
}
HasRawMesh[LODIndex] = true;
}
else if (LODIndex > 0 && MeshReduction)
{
// If a raw mesh is not explicitly provided, use the raw mesh of the
// next highest LOD.
RawMesh = LODMeshes[LODIndex - 1];
OverlappingCorners = LODOverlappingCorners[LODIndex - 1];
LODBuildSettings[LODIndex] = LODBuildSettings[LODIndex - 1];
HasRawMesh[LODIndex] = false;
}
}
check(LODMeshes.Num() == SourceModels.Num());
check(LODOverlappingCorners.Num() == SourceModels.Num());
// Bail if there is no raw mesh data from which to build a renderable mesh.
if (LODMeshes.Num() == 0 || LODMeshes[0].WedgeIndices.Num() == 0)
{
return false;
}
Stage = EStage::Gathered;
return true;
}
bool ReduceLODs(TArray<FStaticMeshSourceModel>& SourceModels, const FStaticMeshLODGroup& LODGroup, IMeshReduction* MeshReduction, bool& bOutWasReduced)
{
check(Stage == EStage::Gathered);
// Reduce each LOD mesh according to its reduction settings.
for (int32 LODIndex = 0; LODIndex < SourceModels.Num(); ++LODIndex)
{
const FStaticMeshSourceModel& SrcModel = SourceModels[LODIndex];
FMeshReductionSettings ReductionSettings = LODGroup.GetSettings(SrcModel.ReductionSettings, LODIndex);
LODMaxDeviation[NumValidLODs] = 0.0f;
if (LODIndex != NumValidLODs)
{
LODBuildSettings[NumValidLODs] = LODBuildSettings[LODIndex];
LODOverlappingCorners[NumValidLODs] = LODOverlappingCorners[LODIndex];
}
if (MeshReduction && (ReductionSettings.PercentTriangles < 1.0f || ReductionSettings.MaxDeviation > 0.0f))
{
FRawMesh& InMesh = LODMeshes[ReductionSettings.BaseLODModel];
FRawMesh& DestMesh = LODMeshes[NumValidLODs];
TMultiMap<int32, int32>& InOverlappingCorners = LODOverlappingCorners[ReductionSettings.BaseLODModel];
TMultiMap<int32, int32>& DestOverlappingCorners = LODOverlappingCorners[NumValidLODs];
MeshReduction->Reduce(DestMesh, LODMaxDeviation[NumValidLODs], InMesh, InOverlappingCorners, ReductionSettings);
if (DestMesh.WedgeIndices.Num() > 0 && !DestMesh.IsValid())
{
UE_LOG(LogMeshUtilities, Error, TEXT("Mesh reduction produced a corrupt mesh for LOD%d"), LODIndex);
return false;
}
bOutWasReduced = true;
// Recompute adjacency information.
DestOverlappingCorners.Reset();
float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[NumValidLODs]);
FindOverlappingCorners(DestOverlappingCorners, DestMesh, ComparisonThreshold);
}
if (LODMeshes[NumValidLODs].WedgeIndices.Num() > 0)
{
NumValidLODs++;
}
}
if (NumValidLODs < 1)
{
return false;
}
Stage = EStage::Reduce;
return true;
}
bool GenerateRenderingMeshes(FMeshUtilities& MeshUtilities, FStaticMeshRenderData& OutRenderData, TArray<FStaticMeshSourceModel>& InOutModels)
{
check(Stage == EStage::Reduce);
// Generate per-LOD rendering data.
OutRenderData.AllocateLODResources(NumValidLODs);
for (int32 LODIndex = 0; LODIndex < NumValidLODs; ++LODIndex)
{
FStaticMeshLODResources& LODModel = OutRenderData.LODResources[LODIndex];
FRawMesh& RawMesh = LODMeshes[LODIndex];
LODModel.MaxDeviation = LODMaxDeviation[LODIndex];
TArray<FStaticMeshBuildVertex> Vertices;
TArray<TArray<uint32> > PerSectionIndices;
// Find out how many sections are in the mesh.
int32 MaxMaterialIndex = -1;
for (int32 FaceIndex = 0; FaceIndex < RawMesh.FaceMaterialIndices.Num(); FaceIndex++)
{
MaxMaterialIndex = FMath::Max<int32>(RawMesh.FaceMaterialIndices[FaceIndex], MaxMaterialIndex);
}
while (MaxMaterialIndex >= LODModel.Sections.Num())
{
FStaticMeshSection* Section = new(LODModel.Sections) FStaticMeshSection();
Section->MaterialIndex = LODModel.Sections.Num() - 1;
new(PerSectionIndices)TArray<uint32>;
}
// Build and cache optimize vertex and index buffers.
{
// TODO_STATICMESH: The wedge map is only valid for LODIndex 0 if no reduction has been performed.
// We can compute an approximate one instead for other LODs.
TArray<int32> TempWedgeMap;
TArray<int32>& WedgeMap = (LODIndex == 0 && InOutModels[0].ReductionSettings.PercentTriangles >= 1.0f) ? OutRenderData.WedgeMap : TempWedgeMap;
float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[LODIndex]);
MeshUtilities.BuildStaticMeshVertexAndIndexBuffers(Vertices, PerSectionIndices, WedgeMap, RawMesh, LODOverlappingCorners[LODIndex], ComparisonThreshold, LODBuildSettings[LODIndex].BuildScale3D);
check(WedgeMap.Num() == RawMesh.WedgeIndices.Num());
if (RawMesh.WedgeIndices.Num() < 100000 * 3)
{
MeshUtilities.CacheOptimizeVertexAndIndexBuffer(Vertices, PerSectionIndices, WedgeMap);
check(WedgeMap.Num() == RawMesh.WedgeIndices.Num());
}
}
verifyf(Vertices.Num() != 0, TEXT("No valid vertices found for the mesh."));
// Initialize the vertex buffer.
int32 NumTexCoords = ComputeNumTexCoords(RawMesh, MAX_STATIC_TEXCOORDS);
LODModel.VertexBuffer.SetUseHighPrecisionTangentBasis(LODBuildSettings[LODIndex].bUseHighPrecisionTangentBasis);
LODModel.VertexBuffer.SetUseFullPrecisionUVs(LODBuildSettings[LODIndex].bUseFullPrecisionUVs);
LODModel.VertexBuffer.Init(Vertices, NumTexCoords);
LODModel.PositionVertexBuffer.Init(Vertices);
LODModel.ColorVertexBuffer.Init(Vertices);
// Concatenate the per-section index buffers.
TArray<uint32> CombinedIndices;
bool bNeeds32BitIndices = false;
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
FStaticMeshSection& Section = LODModel.Sections[SectionIndex];
TArray<uint32> const& SectionIndices = PerSectionIndices[SectionIndex];
Section.FirstIndex = 0;
Section.NumTriangles = 0;
Section.MinVertexIndex = 0;
Section.MaxVertexIndex = 0;
if (SectionIndices.Num())
{
Section.FirstIndex = CombinedIndices.Num();
Section.NumTriangles = SectionIndices.Num() / 3;
CombinedIndices.AddUninitialized(SectionIndices.Num());
uint32* DestPtr = &CombinedIndices[Section.FirstIndex];
uint32 const* SrcPtr = SectionIndices.GetData();
Section.MinVertexIndex = *SrcPtr;
Section.MaxVertexIndex = *SrcPtr;
for (int32 Index = 0; Index < SectionIndices.Num(); Index++)
{
uint32 VertIndex = *SrcPtr++;
bNeeds32BitIndices |= (VertIndex > MAX_uint16);
Section.MinVertexIndex = FMath::Min<uint32>(VertIndex, Section.MinVertexIndex);
Section.MaxVertexIndex = FMath::Max<uint32>(VertIndex, Section.MaxVertexIndex);
*DestPtr++ = VertIndex;
}
}
}
LODModel.IndexBuffer.SetIndices(CombinedIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
if (LODIndex == 0)
{
ComputeStreamingTextureFactors(
OutRenderData.StreamingTextureFactors,
&OutRenderData.MaxStreamingTextureFactor,
RawMesh,
LODBuildSettings[LODIndex].BuildScale3D
);
}
// Build the reversed index buffer.
if (InOutModels[0].BuildSettings.bBuildReversedIndexBuffer)
{
TArray<uint32> InversedIndices;
const int32 IndexCount = CombinedIndices.Num();
InversedIndices.AddUninitialized(IndexCount);
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); ++SectionIndex)
{
const FStaticMeshSection& SectionInfo = LODModel.Sections[SectionIndex];
const int32 SectionIndexCount = SectionInfo.NumTriangles * 3;
for (int32 i = 0; i < SectionIndexCount; ++i)
{
InversedIndices[SectionInfo.FirstIndex + i] = CombinedIndices[SectionInfo.FirstIndex + SectionIndexCount - 1 - i];
}
}
LODModel.ReversedIndexBuffer.SetIndices(InversedIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
}
// Build the depth-only index buffer.
TArray<uint32> DepthOnlyIndices;
{
BuildDepthOnlyIndexBuffer(
DepthOnlyIndices,
Vertices,
CombinedIndices,
LODModel.Sections
);
if (DepthOnlyIndices.Num() < 50000 * 3)
{
MeshUtilities.CacheOptimizeIndexBuffer(DepthOnlyIndices);
}
LODModel.DepthOnlyIndexBuffer.SetIndices(DepthOnlyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
}
// Build the inversed depth only index buffer.
if (InOutModels[0].BuildSettings.bBuildReversedIndexBuffer)
{
TArray<uint32> ReversedDepthOnlyIndices;
const int32 IndexCount = DepthOnlyIndices.Num();
ReversedDepthOnlyIndices.AddUninitialized(IndexCount);
for (int32 i = 0; i < IndexCount; ++i)
{
ReversedDepthOnlyIndices[i] = DepthOnlyIndices[IndexCount - 1 - i];
}
LODModel.ReversedDepthOnlyIndexBuffer.SetIndices(ReversedDepthOnlyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
}
// Build a list of wireframe edges in the static mesh.
{
TArray<FMeshEdge> Edges;
TArray<uint32> WireframeIndices;
FStaticMeshEdgeBuilder(CombinedIndices, Vertices, Edges).FindEdges();
WireframeIndices.Empty(2 * Edges.Num());
for (int32 EdgeIndex = 0; EdgeIndex < Edges.Num(); EdgeIndex++)
{
FMeshEdge& Edge = Edges[EdgeIndex];
WireframeIndices.Add(Edge.Vertices[0]);
WireframeIndices.Add(Edge.Vertices[1]);
}
LODModel.WireframeIndexBuffer.SetIndices(WireframeIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
}
// Build the adjacency index buffer used for tessellation.
if (InOutModels[0].BuildSettings.bBuildAdjacencyBuffer)
{
TArray<uint32> AdjacencyIndices;
BuildStaticAdjacencyIndexBuffer(
LODModel.PositionVertexBuffer,
LODModel.VertexBuffer,
CombinedIndices,
AdjacencyIndices
);
LODModel.AdjacencyIndexBuffer.SetIndices(AdjacencyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
}
}
// Copy the original material indices to fixup meshes before compacting of materials was done.
if (NumValidLODs > 0)
{
OutRenderData.MaterialIndexToImportIndex = LODMeshes[0].MaterialIndexToImportIndex;
}
// Calculate the bounding box.
FBox BoundingBox(0);
FPositionVertexBuffer& BasePositionVertexBuffer = OutRenderData.LODResources[0].PositionVertexBuffer;
for (uint32 VertexIndex = 0; VertexIndex < BasePositionVertexBuffer.GetNumVertices(); VertexIndex++)
{
BoundingBox += BasePositionVertexBuffer.VertexPosition(VertexIndex);
}
BoundingBox.GetCenterAndExtents(OutRenderData.Bounds.Origin, OutRenderData.Bounds.BoxExtent);
// Calculate the bounding sphere, using the center of the bounding box as the origin.
OutRenderData.Bounds.SphereRadius = 0.0f;
for (uint32 VertexIndex = 0; VertexIndex < BasePositionVertexBuffer.GetNumVertices(); VertexIndex++)
{
OutRenderData.Bounds.SphereRadius = FMath::Max(
(BasePositionVertexBuffer.VertexPosition(VertexIndex) - OutRenderData.Bounds.Origin).Size(),
OutRenderData.Bounds.SphereRadius
);
}
Stage = EStage::GenerateRendering;
return true;
}
bool ReplaceRawMeshModels(TArray<FStaticMeshSourceModel>& SourceModels)
{
check(Stage == EStage::Reduce);
check(HasRawMesh[0]);
check(SourceModels.Num() >= NumValidLODs);
bool bDirty = false;
for (int32 Index = 1; Index < NumValidLODs; ++Index)
{
if (!HasRawMesh[Index])
{
SourceModels[Index].RawMeshBulkData->SaveRawMesh(LODMeshes[Index]);
bDirty = true;
}
}
Stage = EStage::ReplaceRaw;
return true;
}
private:
enum class EStage
{
Uninit,
Gathered,
Reduce,
GenerateRendering,
ReplaceRaw,
};
EStage Stage;
int32 NumValidLODs;
TIndirectArray<FRawMesh> LODMeshes;
TIndirectArray<TMultiMap<int32, int32> > LODOverlappingCorners;
float LODMaxDeviation[MAX_STATIC_MESH_LODS];
FMeshBuildSettings LODBuildSettings[MAX_STATIC_MESH_LODS];
bool HasRawMesh[MAX_STATIC_MESH_LODS];
};
bool FMeshUtilities::BuildStaticMesh(FStaticMeshRenderData& OutRenderData, TArray<FStaticMeshSourceModel>& SourceModels, const FStaticMeshLODGroup& LODGroup)
{
FStaticMeshUtilityBuilder Builder;
if (!Builder.GatherSourceMeshesPerLOD(SourceModels, MeshReduction))
{
return false;
}
OutRenderData.bReducedBySimplygon = false;
bool bWasReduced = false;
if (!Builder.ReduceLODs(SourceModels, LODGroup, MeshReduction, bWasReduced))
{
return false;
}
OutRenderData.bReducedBySimplygon = (bWasReduced && bUsingSimplygon);
return Builder.GenerateRenderingMeshes(*this, OutRenderData, SourceModels);
}
bool FMeshUtilities::GenerateStaticMeshLODs(TArray<FStaticMeshSourceModel>& Models, const FStaticMeshLODGroup& LODGroup)
{
FStaticMeshUtilityBuilder Builder;
if (!Builder.GatherSourceMeshesPerLOD(Models, MeshReduction))
{
return false;
}
bool bWasReduced = false;
if (!Builder.ReduceLODs(Models, LODGroup, MeshReduction, bWasReduced))
{
return false;
}
if (bWasReduced)
{
return Builder.ReplaceRawMeshModels(Models);
}
return false;
}
class IMeshBuildData
{
public:
virtual uint32 GetWedgeIndex(uint32 FaceIndex, uint32 TriIndex) = 0;
virtual uint32 GetVertexIndex(uint32 WedgeIndex) = 0;
virtual uint32 GetVertexIndex(uint32 FaceIndex, uint32 TriIndex) = 0;
virtual FVector GetVertexPosition(uint32 WedgeIndex) = 0;
virtual FVector GetVertexPosition(uint32 FaceIndex, uint32 TriIndex) = 0;
virtual FVector2D GetVertexUV(uint32 FaceIndex, uint32 TriIndex, uint32 UVIndex) = 0;
virtual uint32 GetFaceSmoothingGroups(uint32 FaceIndex) = 0;
virtual uint32 GetNumFaces() = 0;
virtual uint32 GetNumWedges() = 0;
virtual TArray<FVector>& GetTangentArray(uint32 Axis) = 0;
virtual void ValidateTangentArraySize() = 0;
virtual SMikkTSpaceInterface* GetMikkTInterface() = 0;
virtual void* GetMikkTUserData() = 0;
const IMeshUtilities::MeshBuildOptions& BuildOptions;
TArray<FText>* OutWarningMessages;
TArray<FName>* OutWarningNames;
bool bTooManyVerts;
protected:
IMeshBuildData(
const IMeshUtilities::MeshBuildOptions& InBuildOptions,
TArray<FText>* InWarningMessages,
TArray<FName>* InWarningNames)
: BuildOptions(InBuildOptions)
, OutWarningMessages(InWarningMessages)
, OutWarningNames(InWarningNames)
, bTooManyVerts(false)
{
}
};
class SkeletalMeshBuildData : public IMeshBuildData
{
public:
SkeletalMeshBuildData(
FStaticLODModel& InLODModel,
const FReferenceSkeleton& InRefSkeleton,
const TArray<FVertInfluence>& InInfluences,
const TArray<FMeshWedge>& InWedges,
const TArray<FMeshFace>& InFaces,
const TArray<FVector>& InPoints,
const TArray<int32>& InPointToOriginalMap,
const IMeshUtilities::MeshBuildOptions& InBuildOptions,
TArray<FText>* InWarningMessages,
TArray<FName>* InWarningNames)
: IMeshBuildData(InBuildOptions, InWarningMessages, InWarningNames)
, MikkTUserData(InWedges, InFaces, InPoints, InBuildOptions.bComputeNormals, TangentX, TangentY, TangentZ)
, LODModel(InLODModel)
, RefSkeleton(InRefSkeleton)
, Influences(InInfluences)
, Wedges(InWedges)
, Faces(InFaces)
, Points(InPoints)
, PointToOriginalMap(InPointToOriginalMap)
{
MikkTInterface.m_getNormal = MikkGetNormal_Skeletal;
MikkTInterface.m_getNumFaces = MikkGetNumFaces_Skeletal;
MikkTInterface.m_getNumVerticesOfFace = MikkGetNumVertsOfFace_Skeletal;
MikkTInterface.m_getPosition = MikkGetPosition_Skeletal;
MikkTInterface.m_getTexCoord = MikkGetTexCoord_Skeletal;
MikkTInterface.m_setTSpaceBasic = MikkSetTSpaceBasic_Skeletal;
MikkTInterface.m_setTSpace = nullptr;
}
virtual uint32 GetWedgeIndex(uint32 FaceIndex, uint32 TriIndex) override
{
return Faces[FaceIndex].iWedge[TriIndex];
}
virtual uint32 GetVertexIndex(uint32 WedgeIndex) override
{
return Wedges[WedgeIndex].iVertex;
}
virtual uint32 GetVertexIndex(uint32 FaceIndex, uint32 TriIndex) override
{
return Wedges[Faces[FaceIndex].iWedge[TriIndex]].iVertex;
}
virtual FVector GetVertexPosition(uint32 WedgeIndex) override
{
return Points[Wedges[WedgeIndex].iVertex];
}
virtual FVector GetVertexPosition(uint32 FaceIndex, uint32 TriIndex) override
{
return Points[Wedges[Faces[FaceIndex].iWedge[TriIndex]].iVertex];
}
virtual FVector2D GetVertexUV(uint32 FaceIndex, uint32 TriIndex, uint32 UVIndex) override
{
return Wedges[Faces[FaceIndex].iWedge[TriIndex]].UVs[UVIndex];
}
virtual uint32 GetFaceSmoothingGroups(uint32 FaceIndex)
{
return Faces[FaceIndex].SmoothingGroups;
}
virtual uint32 GetNumFaces() override
{
return Faces.Num();
}
virtual uint32 GetNumWedges() override
{
return Wedges.Num();
}
virtual TArray<FVector>& GetTangentArray(uint32 Axis) override
{
if (Axis == 0)
{
return TangentX;
}
else if (Axis == 1)
{
return TangentY;
}
return TangentZ;
}
virtual void ValidateTangentArraySize() override
{
check(TangentX.Num() == Wedges.Num());
check(TangentY.Num() == Wedges.Num());
check(TangentZ.Num() == Wedges.Num());
}
virtual SMikkTSpaceInterface* GetMikkTInterface() override
{
return &MikkTInterface;
}
virtual void* GetMikkTUserData() override
{
return (void*)&MikkTUserData;
}
TArray<FVector> TangentX;
TArray<FVector> TangentY;
TArray<FVector> TangentZ;
TArray<FSkinnedMeshChunk*> Chunks;
SMikkTSpaceInterface MikkTInterface;
MikkTSpace_Skeletal_Mesh MikkTUserData;
FStaticLODModel& LODModel;
const FReferenceSkeleton& RefSkeleton;
const TArray<FVertInfluence>& Influences;
const TArray<FMeshWedge>& Wedges;
const TArray<FMeshFace>& Faces;
const TArray<FVector>& Points;
const TArray<int32>& PointToOriginalMap;
};
class FSkeletalMeshUtilityBuilder
{
public:
FSkeletalMeshUtilityBuilder()
: Stage(EStage::Uninit)
{
}
public:
void Skeletal_FindOverlappingCorners(
TMultiMap<int32, int32>& OutOverlappingCorners,
IMeshBuildData* BuildData,
float ComparisonThreshold
)
{
int32 NumFaces = BuildData->GetNumFaces();
int32 NumWedges = BuildData->GetNumWedges();
check(NumFaces * 3 <= NumWedges);
// Create a list of vertex Z/index pairs
TArray<FIndexAndZ> VertIndexAndZ;
VertIndexAndZ.Empty(NumWedges);
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
for (int32 TriIndex = 0; TriIndex < 3; ++TriIndex)
{
uint32 Index = BuildData->GetWedgeIndex(FaceIndex, TriIndex);
new(VertIndexAndZ)FIndexAndZ(Index, BuildData->GetVertexPosition(Index));
}
}
// Sort the vertices by z value
VertIndexAndZ.Sort(FCompareIndexAndZ());
// Search for duplicates, quickly!
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
{
// only need to search forward, since we add pairs both ways
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
{
if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > ComparisonThreshold)
break; // can't be any more dups
FVector PositionA = BuildData->GetVertexPosition(VertIndexAndZ[i].Index);
FVector PositionB = BuildData->GetVertexPosition(VertIndexAndZ[j].Index);
if (PointsEqual(PositionA, PositionB, ComparisonThreshold))
{
OutOverlappingCorners.Add(VertIndexAndZ[i].Index, VertIndexAndZ[j].Index);
OutOverlappingCorners.Add(VertIndexAndZ[j].Index, VertIndexAndZ[i].Index);
}
}
}
}
void Skeletal_ComputeTriangleTangents(
TArray<FVector>& TriangleTangentX,
TArray<FVector>& TriangleTangentY,
TArray<FVector>& TriangleTangentZ,
IMeshBuildData* BuildData,
float ComparisonThreshold
)
{
int32 NumTriangles = BuildData->GetNumFaces();
TriangleTangentX.Empty(NumTriangles);
TriangleTangentY.Empty(NumTriangles);
TriangleTangentZ.Empty(NumTriangles);
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
{
const int32 UVIndex = 0;
FVector P[3];
for (int32 i = 0; i < 3; ++i)
{
P[i] = BuildData->GetVertexPosition(TriangleIndex, i);
}
const FVector Normal = ((P[1] - P[2]) ^ (P[0] - P[2])).GetSafeNormal(ComparisonThreshold);
FMatrix ParameterToLocal(
FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0),
FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0),
FPlane(P[0].X, P[0].Y, P[0].Z, 0),
FPlane(0, 0, 0, 1)
);
FVector2D T1 = BuildData->GetVertexUV(TriangleIndex, 0, UVIndex);
FVector2D T2 = BuildData->GetVertexUV(TriangleIndex, 1, UVIndex);
FVector2D T3 = BuildData->GetVertexUV(TriangleIndex, 2, UVIndex);
FMatrix ParameterToTexture(
FPlane(T2.X - T1.X, T2.Y - T1.Y, 0, 0),
FPlane(T3.X - T1.X, T3.Y - T1.Y, 0, 0),
FPlane(T1.X, T1.Y, 1, 0),
FPlane(0, 0, 0, 1)
);
// Use InverseSlow to catch singular matrices. Inverse can miss this sometimes.
const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
TriangleTangentX.Add(TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal());
TriangleTangentY.Add(TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal());
TriangleTangentZ.Add(Normal);
FVector::CreateOrthonormalBasis(
TriangleTangentX[TriangleIndex],
TriangleTangentY[TriangleIndex],
TriangleTangentZ[TriangleIndex]
);
}
}
void Skeletal_ComputeTangents(
IMeshBuildData* BuildData,
TMultiMap<int32, int32> const& OverlappingCorners
)
{
bool bBlendOverlappingNormals = true;
bool bIgnoreDegenerateTriangles = BuildData->BuildOptions.bRemoveDegenerateTriangles;
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
// Compute per-triangle tangents.
TArray<FVector> TriangleTangentX;
TArray<FVector> TriangleTangentY;
TArray<FVector> TriangleTangentZ;
Skeletal_ComputeTriangleTangents(
TriangleTangentX,
TriangleTangentY,
TriangleTangentZ,
BuildData,
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
);
TArray<FVector>& WedgeTangentX = BuildData->GetTangentArray(0);
TArray<FVector>& WedgeTangentY = BuildData->GetTangentArray(1);
TArray<FVector>& WedgeTangentZ = BuildData->GetTangentArray(2);
// Declare these out here to avoid reallocations.
TArray<FFanFace> RelevantFacesForCorner[3];
TArray<int32> AdjacentFaces;
TArray<int32> DupVerts;
int32 NumFaces = BuildData->GetNumFaces();
int32 NumWedges = BuildData->GetNumWedges();
check(NumFaces * 3 <= NumWedges);
// Allocate storage for tangents if none were provided.
if (WedgeTangentX.Num() != NumWedges)
{
WedgeTangentX.Empty(NumWedges);
WedgeTangentX.AddZeroed(NumWedges);
}
if (WedgeTangentY.Num() != NumWedges)
{
WedgeTangentY.Empty(NumWedges);
WedgeTangentY.AddZeroed(NumWedges);
}
if (WedgeTangentZ.Num() != NumWedges)
{
WedgeTangentZ.Empty(NumWedges);
WedgeTangentZ.AddZeroed(NumWedges);
}
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
int32 WedgeOffset = FaceIndex * 3;
FVector CornerPositions[3];
FVector CornerTangentX[3];
FVector CornerTangentY[3];
FVector CornerTangentZ[3];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerTangentX[CornerIndex] = FVector::ZeroVector;
CornerTangentY[CornerIndex] = FVector::ZeroVector;
CornerTangentZ[CornerIndex] = FVector::ZeroVector;
CornerPositions[CornerIndex] = BuildData->GetVertexPosition(FaceIndex, CornerIndex);
RelevantFacesForCorner[CornerIndex].Reset();
}
// Don't process degenerate triangles.
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
{
continue;
}
// No need to process triangles if tangents already exist.
bool bCornerHasTangents[3] = { 0 };
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
bCornerHasTangents[CornerIndex] = !WedgeTangentX[WedgeOffset + CornerIndex].IsZero()
&& !WedgeTangentY[WedgeOffset + CornerIndex].IsZero()
&& !WedgeTangentZ[WedgeOffset + CornerIndex].IsZero();
}
if (bCornerHasTangents[0] && bCornerHasTangents[1] && bCornerHasTangents[2])
{
continue;
}
// Calculate smooth vertex normals.
float Determinant = FVector::Triple(
TriangleTangentX[FaceIndex],
TriangleTangentY[FaceIndex],
TriangleTangentZ[FaceIndex]
);
// Start building a list of faces adjacent to this face.
AdjacentFaces.Reset();
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
DupVerts.Reset();
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
for (int32 k = 0; k < DupVerts.Num(); k++)
{
AdjacentFaces.AddUnique(DupVerts[k] / 3);
}
}
// We need to sort these here because the criteria for point equality is
// exact, so we must ensure the exact same order for all dups.
AdjacentFaces.Sort();
// Process adjacent faces
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
{
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
{
if (bCornerHasTangents[OurCornerIndex])
continue;
FFanFace NewFanFace;
int32 CommonIndexCount = 0;
// Check for vertices in common.
if (FaceIndex == OtherFaceIndex)
{
CommonIndexCount = 3;
NewFanFace.LinkedVertexIndex = OurCornerIndex;
}
else
{
// Check matching vertices against main vertex .
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
if (PointsEqual(
CornerPositions[OurCornerIndex],
BuildData->GetVertexPosition(OtherFaceIndex, OtherCornerIndex),
ComparisonThreshold
))
{
CommonIndexCount++;
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
}
}
}
// Add if connected by at least one point. Smoothing matches are considered later.
if (CommonIndexCount > 0)
{
NewFanFace.FaceIndex = OtherFaceIndex;
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
NewFanFace.bBlendTangents = NewFanFace.bFilled;
NewFanFace.bBlendNormals = NewFanFace.bFilled;
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
}
}
}
// Find true relevance of faces for a vertex normal by traversing
// smoothing-group-compatible connected triangle fans around common vertices.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasTangents[CornerIndex])
continue;
int32 NewConnections;
do
{
NewConnections = 0;
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
{
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
// The vertex' own face is initially the only face with bFilled == true.
if (OtherFace.bFilled)
{
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
{
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
{
if (NextFaceIndex != OtherFaceIdx)
//&& (RawMesh.FaceSmoothingMasks[NextFace.FaceIndex] & RawMesh.FaceSmoothingMasks[OtherFace.FaceIndex]))
{
int32 CommonVertices = 0;
int32 CommonTangentVertices = 0;
int32 CommonNormalVertices = 0;
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
{
int32 NextVertexIndex = BuildData->GetVertexIndex(NextFace.FaceIndex, NextCornerIndex);
int32 OtherVertexIndex = BuildData->GetVertexIndex(OtherFace.FaceIndex, OtherCornerIndex);
if (PointsEqual(
BuildData->GetVertexPosition(NextFace.FaceIndex, NextCornerIndex),
BuildData->GetVertexPosition(OtherFace.FaceIndex, OtherCornerIndex),
ComparisonThreshold))
{
CommonVertices++;
if (UVsEqual(
BuildData->GetVertexUV(NextFace.FaceIndex, NextCornerIndex, 0),
BuildData->GetVertexUV(OtherFace.FaceIndex, OtherCornerIndex, 0)))
{
CommonTangentVertices++;
}
if (bBlendOverlappingNormals
|| NextVertexIndex == OtherVertexIndex)
{
CommonNormalVertices++;
}
}
}
}
// Flood fill faces with more than one common vertices which must be touching edges.
if (CommonVertices > 1)
{
NextFace.bFilled = true;
NextFace.bBlendNormals = (CommonNormalVertices > 1);
NewConnections++;
// Only blend tangents if there is no UV seam along the edge with this face.
if (OtherFace.bBlendTangents && CommonTangentVertices > 1)
{
float OtherDeterminant = FVector::Triple(
TriangleTangentX[NextFace.FaceIndex],
TriangleTangentY[NextFace.FaceIndex],
TriangleTangentZ[NextFace.FaceIndex]
);
if ((Determinant * OtherDeterminant) > 0.0f)
{
NextFace.bBlendTangents = true;
}
}
}
}
}
}
}
}
}
while (NewConnections > 0);
}
// Vertex normal construction.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasTangents[CornerIndex])
{
CornerTangentX[CornerIndex] = WedgeTangentX[WedgeOffset + CornerIndex];
CornerTangentY[CornerIndex] = WedgeTangentY[WedgeOffset + CornerIndex];
CornerTangentZ[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
}
else
{
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
{
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
if (RelevantFace.bFilled)
{
int32 OtherFaceIndex = RelevantFace.FaceIndex;
if (RelevantFace.bBlendTangents)
{
CornerTangentX[CornerIndex] += TriangleTangentX[OtherFaceIndex];
CornerTangentY[CornerIndex] += TriangleTangentY[OtherFaceIndex];
}
if (RelevantFace.bBlendNormals)
{
CornerTangentZ[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
}
}
}
if (!WedgeTangentX[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentX[CornerIndex] = WedgeTangentX[WedgeOffset + CornerIndex];
}
if (!WedgeTangentY[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentY[CornerIndex] = WedgeTangentY[WedgeOffset + CornerIndex];
}
if (!WedgeTangentZ[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentZ[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
}
}
}
// Normalization.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerTangentX[CornerIndex].Normalize();
CornerTangentY[CornerIndex].Normalize();
CornerTangentZ[CornerIndex].Normalize();
// Gram-Schmidt orthogonalization
CornerTangentY[CornerIndex] -= CornerTangentX[CornerIndex] * (CornerTangentX[CornerIndex] | CornerTangentY[CornerIndex]);
CornerTangentY[CornerIndex].Normalize();
CornerTangentX[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentX[CornerIndex]);
CornerTangentX[CornerIndex].Normalize();
CornerTangentY[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentY[CornerIndex]);
CornerTangentY[CornerIndex].Normalize();
}
// Copy back to the mesh.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
WedgeTangentX[WedgeOffset + CornerIndex] = CornerTangentX[CornerIndex];
WedgeTangentY[WedgeOffset + CornerIndex] = CornerTangentY[CornerIndex];
WedgeTangentZ[WedgeOffset + CornerIndex] = CornerTangentZ[CornerIndex];
}
}
check(WedgeTangentX.Num() == NumWedges);
check(WedgeTangentY.Num() == NumWedges);
check(WedgeTangentZ.Num() == NumWedges);
}
void Skeletal_ComputeTangents_MikkTSpace(
IMeshBuildData* BuildData,
TMultiMap<int32, int32> const& OverlappingCorners
)
{
bool bBlendOverlappingNormals = true;
bool bIgnoreDegenerateTriangles = BuildData->BuildOptions.bRemoveDegenerateTriangles;
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
// Compute per-triangle tangents.
TArray<FVector> TriangleTangentX;
TArray<FVector> TriangleTangentY;
TArray<FVector> TriangleTangentZ;
Skeletal_ComputeTriangleTangents(
TriangleTangentX,
TriangleTangentY,
TriangleTangentZ,
BuildData,
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
);
TArray<FVector>& WedgeTangentX = BuildData->GetTangentArray(0);
TArray<FVector>& WedgeTangentY = BuildData->GetTangentArray(1);
TArray<FVector>& WedgeTangentZ = BuildData->GetTangentArray(2);
// Declare these out here to avoid reallocations.
TArray<FFanFace> RelevantFacesForCorner[3];
TArray<int32> AdjacentFaces;
TArray<int32> DupVerts;
int32 NumFaces = BuildData->GetNumFaces();
int32 NumWedges = BuildData->GetNumWedges();
check(NumFaces * 3 == NumWedges);
bool bWedgeNormals = true;
bool bWedgeTSpace = false;
for (int32 WedgeIdx = 0; WedgeIdx < WedgeTangentZ.Num(); ++WedgeIdx)
{
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
bWedgeNormals = bWedgeNormals && (!WedgeTangentZ[WedgeIdx].IsNearlyZero());
}
if (WedgeTangentX.Num() > 0 && WedgeTangentY.Num() > 0)
{
bWedgeTSpace = true;
for (int32 WedgeIdx = 0; WedgeIdx < WedgeTangentX.Num()
&& WedgeIdx < WedgeTangentY.Num(); ++WedgeIdx)
{
bWedgeTSpace = bWedgeTSpace && (!WedgeTangentX[WedgeIdx].IsNearlyZero()) && (!WedgeTangentY[WedgeIdx].IsNearlyZero());
}
}
// Allocate storage for tangents if none were provided, and calculate normals for MikkTSpace.
if (WedgeTangentZ.Num() != NumWedges || !bWedgeNormals)
{
// normals are not included, so we should calculate them
WedgeTangentZ.Empty(NumWedges);
WedgeTangentZ.AddZeroed(NumWedges);
// we need to calculate normals for MikkTSpace
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
int32 WedgeOffset = FaceIndex * 3;
FVector CornerPositions[3];
FVector CornerNormal[3];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerNormal[CornerIndex] = FVector::ZeroVector;
CornerPositions[CornerIndex] = BuildData->GetVertexPosition(FaceIndex, CornerIndex);
RelevantFacesForCorner[CornerIndex].Reset();
}
// Don't process degenerate triangles.
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
{
continue;
}
// No need to process triangles if tangents already exist.
bool bCornerHasNormal[3] = { 0 };
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
bCornerHasNormal[CornerIndex] = !WedgeTangentZ[WedgeOffset + CornerIndex].IsZero();
}
if (bCornerHasNormal[0] && bCornerHasNormal[1] && bCornerHasNormal[2])
{
continue;
}
// Start building a list of faces adjacent to this face.
AdjacentFaces.Reset();
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
DupVerts.Reset();
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
for (int32 k = 0; k < DupVerts.Num(); k++)
{
AdjacentFaces.AddUnique(DupVerts[k] / 3);
}
}
// We need to sort these here because the criteria for point equality is
// exact, so we must ensure the exact same order for all dups.
AdjacentFaces.Sort();
// Process adjacent faces
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
{
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
{
if (bCornerHasNormal[OurCornerIndex])
continue;
FFanFace NewFanFace;
int32 CommonIndexCount = 0;
// Check for vertices in common.
if (FaceIndex == OtherFaceIndex)
{
CommonIndexCount = 3;
NewFanFace.LinkedVertexIndex = OurCornerIndex;
}
else
{
// Check matching vertices against main vertex .
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
if (PointsEqual(
CornerPositions[OurCornerIndex],
BuildData->GetVertexPosition(OtherFaceIndex, OtherCornerIndex),
ComparisonThreshold
))
{
CommonIndexCount++;
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
}
}
}
// Add if connected by at least one point. Smoothing matches are considered later.
if (CommonIndexCount > 0)
{
NewFanFace.FaceIndex = OtherFaceIndex;
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
NewFanFace.bBlendTangents = NewFanFace.bFilled;
NewFanFace.bBlendNormals = NewFanFace.bFilled;
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
}
}
}
// Find true relevance of faces for a vertex normal by traversing
// smoothing-group-compatible connected triangle fans around common vertices.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasNormal[CornerIndex])
continue;
int32 NewConnections;
do
{
NewConnections = 0;
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
{
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
// The vertex' own face is initially the only face with bFilled == true.
if (OtherFace.bFilled)
{
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
{
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
{
if ((NextFaceIndex != OtherFaceIdx)
&& (BuildData->GetFaceSmoothingGroups(NextFace.FaceIndex) & BuildData->GetFaceSmoothingGroups(OtherFace.FaceIndex)))
{
int32 CommonVertices = 0;
int32 CommonNormalVertices = 0;
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
{
int32 NextVertexIndex = BuildData->GetVertexIndex(NextFace.FaceIndex, NextCornerIndex);
int32 OtherVertexIndex = BuildData->GetVertexIndex(OtherFace.FaceIndex, OtherCornerIndex);
if (PointsEqual(
BuildData->GetVertexPosition(NextFace.FaceIndex, NextCornerIndex),
BuildData->GetVertexPosition(OtherFace.FaceIndex, OtherCornerIndex),
ComparisonThreshold))
{
CommonVertices++;
if (bBlendOverlappingNormals
|| NextVertexIndex == OtherVertexIndex)
{
CommonNormalVertices++;
}
}
}
}
// Flood fill faces with more than one common vertices which must be touching edges.
if (CommonVertices > 1)
{
NextFace.bFilled = true;
NextFace.bBlendNormals = (CommonNormalVertices > 1);
NewConnections++;
}
}
}
}
}
}
}
while (NewConnections > 0);
}
// Vertex normal construction.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasNormal[CornerIndex])
{
CornerNormal[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
}
else
{
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
{
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
if (RelevantFace.bFilled)
{
int32 OtherFaceIndex = RelevantFace.FaceIndex;
if (RelevantFace.bBlendNormals)
{
CornerNormal[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
}
}
}
if (!WedgeTangentZ[WedgeOffset + CornerIndex].IsZero())
{
CornerNormal[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
}
}
}
// Normalization.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerNormal[CornerIndex].Normalize();
}
// Copy back to the mesh.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
WedgeTangentZ[WedgeOffset + CornerIndex] = CornerNormal[CornerIndex];
}
}
}
if (WedgeTangentX.Num() != NumWedges)
{
WedgeTangentX.Empty(NumWedges);
WedgeTangentX.AddZeroed(NumWedges);
}
if (WedgeTangentY.Num() != NumWedges)
{
WedgeTangentY.Empty(NumWedges);
WedgeTangentY.AddZeroed(NumWedges);
}
//if (!bWedgeTSpace)
{
// we can use mikktspace to calculate the tangents
SMikkTSpaceContext MikkTContext;
MikkTContext.m_pInterface = BuildData->GetMikkTInterface();
MikkTContext.m_pUserData = BuildData->GetMikkTUserData();
//MikkTContext.m_bIgnoreDegenerates = bIgnoreDegenerateTriangles;
genTangSpaceDefault(&MikkTContext);
}
check(WedgeTangentX.Num() == NumWedges);
check(WedgeTangentY.Num() == NumWedges);
check(WedgeTangentZ.Num() == NumWedges);
}
bool PrepareSourceMesh(IMeshBuildData* BuildData)
{
check(Stage == EStage::Uninit);
BeginSlowTask();
TMultiMap<int32, int32>& OverlappingCorners = *new(LODOverlappingCorners)TMultiMap<int32, int32>;
float ComparisonThreshold = THRESH_POINTS_ARE_SAME;//GetComparisonThreshold(LODBuildSettings[LODIndex]);
int32 NumWedges = BuildData->GetNumWedges();
// Find overlapping corners to accelerate adjacency.
Skeletal_FindOverlappingCorners(OverlappingCorners, BuildData, ComparisonThreshold);
// Figure out if we should recompute normals and tangents.
bool bRecomputeNormals = BuildData->BuildOptions.bComputeNormals;
bool bRecomputeTangents = BuildData->BuildOptions.bComputeTangents;
// Dump normals and tangents if we are recomputing them.
if (bRecomputeTangents)
{
TArray<FVector>& TangentX = BuildData->GetTangentArray(0);
TArray<FVector>& TangentY = BuildData->GetTangentArray(1);
TangentX.Empty(NumWedges);
TangentX.AddZeroed(NumWedges);
TangentY.Empty(NumWedges);
TangentY.AddZeroed(NumWedges);
}
if (bRecomputeNormals)
{
TArray<FVector>& TangentZ = BuildData->GetTangentArray(2);
TangentZ.Empty(NumWedges);
TangentZ.AddZeroed(NumWedges);
}
// Compute any missing tangents. MikkTSpace should be use only when the user want to recompute the normals or tangents otherwise should always fallback on builtin
if (BuildData->BuildOptions.bUseMikkTSpace && (BuildData->BuildOptions.bComputeNormals || BuildData->BuildOptions.bComputeTangents))
{
Skeletal_ComputeTangents_MikkTSpace(BuildData, OverlappingCorners);
}
else
{
Skeletal_ComputeTangents(BuildData, OverlappingCorners);
}
// At this point the mesh will have valid tangents.
BuildData->ValidateTangentArraySize();
check(LODOverlappingCorners.Num() == 1);
EndSlowTask();
Stage = EStage::Prepared;
return true;
}
bool GenerateSkeletalRenderMesh(IMeshBuildData* InBuildData)
{
check(Stage == EStage::Prepared);
SkeletalMeshBuildData& BuildData = *(SkeletalMeshBuildData*)InBuildData;
BeginSlowTask();
// Find wedge influences.
TArray<int32> WedgeInfluenceIndices;
TMap<uint32, uint32> VertexIndexToInfluenceIndexMap;
for (uint32 LookIdx = 0; LookIdx < (uint32)BuildData.Influences.Num(); LookIdx++)
{
// Order matters do not allow the map to overwrite an existing value.
if (!VertexIndexToInfluenceIndexMap.Find(BuildData.Influences[LookIdx].VertIndex))
{
VertexIndexToInfluenceIndexMap.Add(BuildData.Influences[LookIdx].VertIndex, LookIdx);
}
}
for (int32 WedgeIndex = 0; WedgeIndex < BuildData.Wedges.Num(); WedgeIndex++)
{
uint32* InfluenceIndex = VertexIndexToInfluenceIndexMap.Find(BuildData.Wedges[WedgeIndex].iVertex);
if (InfluenceIndex)
{
WedgeInfluenceIndices.Add(*InfluenceIndex);
}
else
{
// we have missing influence vert, we weight to root
WedgeInfluenceIndices.Add(0);
// add warning message
if (BuildData.OutWarningMessages)
{
BuildData.OutWarningMessages->Add(FText::Format(FText::FromString("Missing influence on vert {0}. Weighting it to root."), FText::FromString(FString::FromInt(BuildData.Wedges[WedgeIndex].iVertex))));
if (BuildData.OutWarningNames)
{
BuildData.OutWarningNames->Add(FFbxErrors::SkeletalMesh_VertMissingInfluences);
}
}
}
}
check(BuildData.Wedges.Num() == WedgeInfluenceIndices.Num());
TArray<FSkeletalMeshVertIndexAndZ> VertIndexAndZ;
TArray<FSoftSkinBuildVertex> RawVertices;
VertIndexAndZ.Empty(BuildData.Points.Num());
RawVertices.Reserve(BuildData.Points.Num());
for (int32 FaceIndex = 0; FaceIndex < BuildData.Faces.Num(); FaceIndex++)
{
// Only update the status progress bar if we are in the game thread and every thousand faces.
// Updating status is extremely slow
if (FaceIndex % 5000 == 0)
{
UpdateSlowTask(FaceIndex, BuildData.Faces.Num());
}
const FMeshFace& Face = BuildData.Faces[FaceIndex];
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
FSoftSkinBuildVertex Vertex;
const uint32 WedgeIndex = BuildData.GetWedgeIndex(FaceIndex, VertexIndex);
const FMeshWedge& Wedge = BuildData.Wedges[WedgeIndex];
Vertex.Position = BuildData.GetVertexPosition(FaceIndex, VertexIndex);
FVector TangentX, TangentY, TangentZ;
TangentX = BuildData.TangentX[WedgeIndex].GetSafeNormal();
TangentY = BuildData.TangentY[WedgeIndex].GetSafeNormal();
TangentZ = BuildData.TangentZ[WedgeIndex].GetSafeNormal();
/*if (BuildData.BuildOptions.bComputeNormals || BuildData.BuildOptions.bComputeTangents)
{
TangentX = BuildData.TangentX[VertexIndex].GetSafeNormal();
TangentY = BuildData.TangentY[VertexIndex].GetSafeNormal();
if( BuildData.BuildOptions.bComputeNormals )
{
TangentZ = BuildData.TangentZ[VertexIndex].GetSafeNormal();
}
else
{
//TangentZ = Face.TangentZ[VertexIndex];
}
TangentY -= TangentX * (TangentX | TangentY);
TangentY.Normalize();
TangentX -= TangentZ * (TangentZ | TangentX);
TangentY -= TangentZ * (TangentZ | TangentY);
TangentX.Normalize();
TangentY.Normalize();
}
else*/
{
//TangentX = Face.TangentX[VertexIndex];
//TangentY = Face.TangentY[VertexIndex];
//TangentZ = Face.TangentZ[VertexIndex];
// Normalize overridden tangents. Its possible for them to import un-normalized.
TangentX.Normalize();
TangentY.Normalize();
TangentZ.Normalize();
}
Vertex.TangentX = TangentX;
Vertex.TangentY = TangentY;
Vertex.TangentZ = TangentZ;
FMemory::Memcpy(Vertex.UVs, Wedge.UVs, sizeof(FVector2D)*MAX_TEXCOORDS);
Vertex.Color = Wedge.Color;
{
// Count the influences.
int32 InfIdx = WedgeInfluenceIndices[Face.iWedge[VertexIndex]];
int32 LookIdx = InfIdx;
uint32 InfluenceCount = 0;
while (BuildData.Influences.IsValidIndex(LookIdx) && (BuildData.Influences[LookIdx].VertIndex == Wedge.iVertex))
{
InfluenceCount++;
LookIdx++;
}
InfluenceCount = FMath::Min<uint32>(InfluenceCount, MAX_TOTAL_INFLUENCES);
// Setup the vertex influences.
Vertex.InfluenceBones[0] = 0;
Vertex.InfluenceWeights[0] = 255;
for (uint32 i = 1; i < MAX_TOTAL_INFLUENCES; i++)
{
Vertex.InfluenceBones[i] = 0;
Vertex.InfluenceWeights[i] = 0;
}
uint32 TotalInfluenceWeight = 0;
for (uint32 i = 0; i < InfluenceCount; i++)
{
FBoneIndexType BoneIndex = (FBoneIndexType)BuildData.Influences[InfIdx + i].BoneIndex;
if (BoneIndex >= BuildData.RefSkeleton.GetNum())
continue;
Vertex.InfluenceBones[i] = BoneIndex;
Vertex.InfluenceWeights[i] = (uint8)(BuildData.Influences[InfIdx + i].Weight * 255.0f);
TotalInfluenceWeight += Vertex.InfluenceWeights[i];
}
Vertex.InfluenceWeights[0] += 255 - TotalInfluenceWeight;
}
// Add the vertex as well as its original index in the points array
Vertex.PointWedgeIdx = Wedge.iVertex;
int32 RawIndex = RawVertices.Add(Vertex);
// Add an efficient way to find dupes of this vertex later for fast combining of vertices
FSkeletalMeshVertIndexAndZ IAndZ;
IAndZ.Index = RawIndex;
IAndZ.Z = Vertex.Position.Z;
VertIndexAndZ.Add(IAndZ);
}
}
// Generate chunks and their vertices and indices
SkeletalMeshTools::BuildSkeletalMeshChunks(BuildData.Faces, RawVertices, VertIndexAndZ, BuildData.BuildOptions.bKeepOverlappingVertices, BuildData.Chunks, BuildData.bTooManyVerts);
// Chunk vertices to satisfy the requested limit.
const uint32 MaxGPUSkinBones = FGPUBaseSkinVertexFactory::GetMaxGPUSkinBones();
check(MaxGPUSkinBones <= FGPUBaseSkinVertexFactory::GHardwareMaxGPUSkinBones);
SkeletalMeshTools::ChunkSkinnedVertices(BuildData.Chunks, MaxGPUSkinBones);
EndSlowTask();
Stage = EStage::GenerateRendering;
return true;
}
void BeginSlowTask()
{
if (IsInGameThread())
{
GWarn->BeginSlowTask(NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"), true);
}
}
void UpdateSlowTask(int32 Numerator, int32 Denominator)
{
if (IsInGameThread())
{
GWarn->StatusUpdate(Numerator, Denominator, NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"));
}
}
void EndSlowTask()
{
if (IsInGameThread())
{
GWarn->EndSlowTask();
}
}
private:
enum class EStage
{
Uninit,
Prepared,
GenerateRendering,
};
TIndirectArray<TMultiMap<int32, int32> > LODOverlappingCorners;
EStage Stage;
};
bool FMeshUtilities::BuildSkeletalMesh(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray<FVertInfluence>& Influences, const TArray<FMeshWedge>& Wedges, const TArray<FMeshFace>& Faces, const TArray<FVector>& Points, const TArray<int32>& PointToOriginalMap, const MeshBuildOptions& BuildOptions, TArray<FText> * OutWarningMessages, TArray<FName> * OutWarningNames)
{
#if WITH_EDITORONLY_DATA
// Temporarily supporting both import paths
if (!BuildOptions.bUseMikkTSpace)
{
return BuildSkeletalMesh_Legacy(LODModel, RefSkeleton, Influences, Wedges, Faces, Points, PointToOriginalMap, BuildOptions.bKeepOverlappingVertices, BuildOptions.bComputeNormals, BuildOptions.bComputeTangents, OutWarningMessages, OutWarningNames);
}
SkeletalMeshBuildData BuildData(
LODModel,
RefSkeleton,
Influences,
Wedges,
Faces,
Points,
PointToOriginalMap,
BuildOptions,
OutWarningMessages,
OutWarningNames);
FSkeletalMeshUtilityBuilder Builder;
if (!Builder.PrepareSourceMesh(&BuildData))
{
return false;
}
if (!Builder.GenerateSkeletalRenderMesh(&BuildData))
{
return false;
}
// Build the skeletal model from chunks.
Builder.BeginSlowTask();
BuildSkeletalModelFromChunks(BuildData.LODModel, BuildData.RefSkeleton, BuildData.Chunks, BuildData.PointToOriginalMap);
Builder.EndSlowTask();
// Only show these warnings if in the game thread. When importing morph targets, this function can run in another thread and these warnings dont prevent the mesh from importing
if (IsInGameThread())
{
bool bHasBadSections = false;
for (int32 SectionIndex = 0; SectionIndex < BuildData.LODModel.Sections.Num(); SectionIndex++)
{
FSkelMeshSection& Section = BuildData.LODModel.Sections[SectionIndex];
bHasBadSections |= (Section.NumTriangles == 0);
// Log info about the section.
UE_LOG(LogSkeletalMesh, Log, TEXT("Section %u: Material=%u, %u triangles"),
SectionIndex,
Section.MaterialIndex,
Section.NumTriangles
);
}
if (bHasBadSections)
{
FText BadSectionMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshHasBadSections", "Input mesh has a section with no triangles. This mesh may not render properly."));
if (BuildData.OutWarningMessages)
{
BuildData.OutWarningMessages->Add(BadSectionMessage);
if (BuildData.OutWarningNames)
{
BuildData.OutWarningNames->Add(FFbxErrors::SkeletalMesh_SectionWithNoTriangle);
}
}
else
{
FMessageDialog::Open(EAppMsgType::Ok, BadSectionMessage);
}
}
if (BuildData.bTooManyVerts)
{
FText TooManyVertsMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshTooManyVertices", "Input mesh has too many vertices. The generated mesh will be corrupt! Consider adding extra materials to split up the source mesh into smaller chunks."));
if (BuildData.OutWarningMessages)
{
BuildData.OutWarningMessages->Add(TooManyVertsMessage);
if (BuildData.OutWarningNames)
{
BuildData.OutWarningNames->Add(FFbxErrors::SkeletalMesh_TooManyVertices);
}
}
else
{
FMessageDialog::Open(EAppMsgType::Ok, TooManyVertsMessage);
}
}
}
return true;
#else
if (OutWarningMessages)
{
OutWarningMessages->Add(FText::FromString(TEXT("Cannot call FMeshUtilities::BuildSkeletalMesh on a console!")));
}
else
{
UE_LOG(LogSkeletalMesh, Fatal, TEXT("Cannot call FMeshUtilities::BuildSkeletalMesh on a console!"));
}
return false;
#endif
}
//@TODO: The OutMessages has to be a struct that contains FText/FName, or make it Token and add that as error. Needs re-work. Temporary workaround for now.
bool FMeshUtilities::BuildSkeletalMesh_Legacy(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray<FVertInfluence>& Influences, const TArray<FMeshWedge>& Wedges, const TArray<FMeshFace>& Faces, const TArray<FVector>& Points, const TArray<int32>& PointToOriginalMap, bool bKeepOverlappingVertices, bool bComputeNormals, bool bComputeTangents, TArray<FText> * OutWarningMessages, TArray<FName> * OutWarningNames)
{
bool bTooManyVerts = false;
check(PointToOriginalMap.Num() == Points.Num());
// Calculate face tangent vectors.
TArray<FVector> FaceTangentX;
TArray<FVector> FaceTangentY;
FaceTangentX.AddUninitialized(Faces.Num());
FaceTangentY.AddUninitialized(Faces.Num());
if (bComputeNormals || bComputeTangents)
{
for (int32 FaceIndex = 0; FaceIndex < Faces.Num(); FaceIndex++)
{
FVector P1 = Points[Wedges[Faces[FaceIndex].iWedge[0]].iVertex],
P2 = Points[Wedges[Faces[FaceIndex].iWedge[1]].iVertex],
P3 = Points[Wedges[Faces[FaceIndex].iWedge[2]].iVertex];
FVector TriangleNormal = FPlane(P3, P2, P1);
FMatrix ParameterToLocal(
FPlane(P2.X - P1.X, P2.Y - P1.Y, P2.Z - P1.Z, 0),
FPlane(P3.X - P1.X, P3.Y - P1.Y, P3.Z - P1.Z, 0),
FPlane(P1.X, P1.Y, P1.Z, 0),
FPlane(0, 0, 0, 1)
);
float U1 = Wedges[Faces[FaceIndex].iWedge[0]].UVs[0].X,
U2 = Wedges[Faces[FaceIndex].iWedge[1]].UVs[0].X,
U3 = Wedges[Faces[FaceIndex].iWedge[2]].UVs[0].X,
V1 = Wedges[Faces[FaceIndex].iWedge[0]].UVs[0].Y,
V2 = Wedges[Faces[FaceIndex].iWedge[1]].UVs[0].Y,
V3 = Wedges[Faces[FaceIndex].iWedge[2]].UVs[0].Y;
FMatrix ParameterToTexture(
FPlane(U2 - U1, V2 - V1, 0, 0),
FPlane(U3 - U1, V3 - V1, 0, 0),
FPlane(U1, V1, 1, 0),
FPlane(0, 0, 0, 1)
);
FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
FVector TangentX = TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal(),
TangentY = TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal(),
TangentZ;
TangentX = TangentX - TriangleNormal * (TangentX | TriangleNormal);
TangentY = TangentY - TriangleNormal * (TangentY | TriangleNormal);
FaceTangentX[FaceIndex] = TangentX.GetSafeNormal();
FaceTangentY[FaceIndex] = TangentY.GetSafeNormal();
}
}
TArray<int32> WedgeInfluenceIndices;
// Find wedge influences.
TMap<uint32, uint32> VertexIndexToInfluenceIndexMap;
for (uint32 LookIdx = 0; LookIdx < (uint32)Influences.Num(); LookIdx++)
{
// Order matters do not allow the map to overwrite an existing value.
if (!VertexIndexToInfluenceIndexMap.Find(Influences[LookIdx].VertIndex))
{
VertexIndexToInfluenceIndexMap.Add(Influences[LookIdx].VertIndex, LookIdx);
}
}
for (int32 WedgeIndex = 0; WedgeIndex < Wedges.Num(); WedgeIndex++)
{
uint32* InfluenceIndex = VertexIndexToInfluenceIndexMap.Find(Wedges[WedgeIndex].iVertex);
if (InfluenceIndex)
{
WedgeInfluenceIndices.Add(*InfluenceIndex);
}
else
{
// we have missing influence vert, we weight to root
WedgeInfluenceIndices.Add(0);
// add warning message
if (OutWarningMessages)
{
OutWarningMessages->Add(FText::Format(FText::FromString("Missing influence on vert {0}. Weighting it to root."), FText::FromString(FString::FromInt(Wedges[WedgeIndex].iVertex))));
if (OutWarningNames)
{
OutWarningNames->Add(FFbxErrors::SkeletalMesh_VertMissingInfluences);
}
}
}
}
check(Wedges.Num() == WedgeInfluenceIndices.Num());
// Calculate smooth wedge tangent vectors.
if (IsInGameThread())
{
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
GWarn->BeginSlowTask(NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"), true);
}
// To accelerate generation of adjacency, we'll create a table that maps each vertex index
// to its overlapping vertices, and a table that maps a vertex to the its influenced faces
TMultiMap<int32, int32> Vert2Duplicates;
TMultiMap<int32, int32> Vert2Faces;
TArray<FSkeletalMeshVertIndexAndZ> VertIndexAndZ;
{
// Create a list of vertex Z/index pairs
VertIndexAndZ.Empty(Points.Num());
for (int32 i = 0; i < Points.Num(); i++)
{
FSkeletalMeshVertIndexAndZ iandz;
iandz.Index = i;
iandz.Z = Points[i].Z;
VertIndexAndZ.Add(iandz);
}
// Sorting function for vertex Z/index pairs
struct FCompareFSkeletalMeshVertIndexAndZ
{
FORCEINLINE bool operator()(const FSkeletalMeshVertIndexAndZ& A, const FSkeletalMeshVertIndexAndZ& B) const
{
return A.Z < B.Z;
}
};
// Sort the vertices by z value
VertIndexAndZ.Sort(FCompareFSkeletalMeshVertIndexAndZ());
// Search for duplicates, quickly!
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
{
// only need to search forward, since we add pairs both ways
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
{
if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > THRESH_POINTS_ARE_SAME)
{
// our list is sorted, so there can't be any more dupes
break;
}
// check to see if the points are really overlapping
if (PointsEqual(
Points[VertIndexAndZ[i].Index],
Points[VertIndexAndZ[j].Index]))
{
Vert2Duplicates.Add(VertIndexAndZ[i].Index, VertIndexAndZ[j].Index);
Vert2Duplicates.Add(VertIndexAndZ[j].Index, VertIndexAndZ[i].Index);
}
}
}
// we are done with this
VertIndexAndZ.Reset();
// now create a map from vert indices to faces
for (int32 FaceIndex = 0; FaceIndex < Faces.Num(); FaceIndex++)
{
const FMeshFace& Face = Faces[FaceIndex];
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
Vert2Faces.AddUnique(Wedges[Face.iWedge[VertexIndex]].iVertex, FaceIndex);
}
}
}
TArray<FSkinnedMeshChunk*> Chunks;
TArray<int32> AdjacentFaces;
TArray<int32> DupVerts;
TArray<int32> DupFaces;
// List of raw calculated vertices that will be merged later
TArray<FSoftSkinBuildVertex> RawVertices;
RawVertices.Reserve(Points.Num());
// Create a list of vertex Z/index pairs
for (int32 FaceIndex = 0; FaceIndex < Faces.Num(); FaceIndex++)
{
// Only update the status progress bar if we are in the gamethread and every thousand faces.
// Updating status is extremely slow
if (FaceIndex % 5000 == 0 && IsInGameThread())
{
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
GWarn->StatusUpdate(FaceIndex, Faces.Num(), NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"));
}
const FMeshFace& Face = Faces[FaceIndex];
FVector VertexTangentX[3],
VertexTangentY[3],
VertexTangentZ[3];
if (bComputeNormals || bComputeTangents)
{
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
VertexTangentX[VertexIndex] = FVector::ZeroVector;
VertexTangentY[VertexIndex] = FVector::ZeroVector;
VertexTangentZ[VertexIndex] = FVector::ZeroVector;
}
FVector TriangleNormal = FPlane(
Points[Wedges[Face.iWedge[2]].iVertex],
Points[Wedges[Face.iWedge[1]].iVertex],
Points[Wedges[Face.iWedge[0]].iVertex]
);
float Determinant = FVector::Triple(FaceTangentX[FaceIndex], FaceTangentY[FaceIndex], TriangleNormal);
// Start building a list of faces adjacent to this triangle
AdjacentFaces.Reset();
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
int32 vert = Wedges[Face.iWedge[VertexIndex]].iVertex;
DupVerts.Reset();
Vert2Duplicates.MultiFind(vert, DupVerts);
DupVerts.Add(vert); // I am a "dupe" of myself
for (int32 k = 0; k < DupVerts.Num(); k++)
{
DupFaces.Reset();
Vert2Faces.MultiFind(DupVerts[k], DupFaces);
for (int32 l = 0; l < DupFaces.Num(); l++)
{
AdjacentFaces.AddUnique(DupFaces[l]);
}
}
}
// Process adjacent faces
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
{
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
const FMeshFace& OtherFace = Faces[OtherFaceIndex];
FVector OtherTriangleNormal = FPlane(
Points[Wedges[OtherFace.iWedge[2]].iVertex],
Points[Wedges[OtherFace.iWedge[1]].iVertex],
Points[Wedges[OtherFace.iWedge[0]].iVertex]
);
float OtherFaceDeterminant = FVector::Triple(FaceTangentX[OtherFaceIndex], FaceTangentY[OtherFaceIndex], OtherTriangleNormal);
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
for (int32 OtherVertexIndex = 0; OtherVertexIndex < 3; OtherVertexIndex++)
{
if (PointsEqual(
Points[Wedges[OtherFace.iWedge[OtherVertexIndex]].iVertex],
Points[Wedges[Face.iWedge[VertexIndex]].iVertex]
))
{
if (Determinant * OtherFaceDeterminant > 0.0f && SkeletalMeshTools::SkeletalMesh_UVsEqual(Wedges[OtherFace.iWedge[OtherVertexIndex]], Wedges[Face.iWedge[VertexIndex]]))
{
VertexTangentX[VertexIndex] += FaceTangentX[OtherFaceIndex];
VertexTangentY[VertexIndex] += FaceTangentY[OtherFaceIndex];
}
// Only contribute 'normal' if the vertices are truly one and the same to obey hard "smoothing" edges baked into
// the mesh by vertex duplication
if (Wedges[OtherFace.iWedge[OtherVertexIndex]].iVertex == Wedges[Face.iWedge[VertexIndex]].iVertex)
{
VertexTangentZ[VertexIndex] += OtherTriangleNormal;
}
}
}
}
}
}
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
FSoftSkinBuildVertex Vertex;
Vertex.Position = Points[Wedges[Face.iWedge[VertexIndex]].iVertex];
FVector TangentX, TangentY, TangentZ;
if (bComputeNormals || bComputeTangents)
{
TangentX = VertexTangentX[VertexIndex].GetSafeNormal();
TangentY = VertexTangentY[VertexIndex].GetSafeNormal();
if (bComputeNormals)
{
TangentZ = VertexTangentZ[VertexIndex].GetSafeNormal();
}
else
{
TangentZ = Face.TangentZ[VertexIndex];
}
TangentY -= TangentX * (TangentX | TangentY);
TangentY.Normalize();
TangentX -= TangentZ * (TangentZ | TangentX);
TangentY -= TangentZ * (TangentZ | TangentY);
TangentX.Normalize();
TangentY.Normalize();
}
else
{
TangentX = Face.TangentX[VertexIndex];
TangentY = Face.TangentY[VertexIndex];
TangentZ = Face.TangentZ[VertexIndex];
// Normalize overridden tangents. Its possible for them to import un-normalized.
TangentX.Normalize();
TangentY.Normalize();
TangentZ.Normalize();
}
Vertex.TangentX = TangentX;
Vertex.TangentY = TangentY;
Vertex.TangentZ = TangentZ;
FMemory::Memcpy(Vertex.UVs, Wedges[Face.iWedge[VertexIndex]].UVs, sizeof(FVector2D)*MAX_TEXCOORDS);
Vertex.Color = Wedges[Face.iWedge[VertexIndex]].Color;
{
// Count the influences.
int32 InfIdx = WedgeInfluenceIndices[Face.iWedge[VertexIndex]];
int32 LookIdx = InfIdx;
uint32 InfluenceCount = 0;
while (Influences.IsValidIndex(LookIdx) && (Influences[LookIdx].VertIndex == Wedges[Face.iWedge[VertexIndex]].iVertex))
{
InfluenceCount++;
LookIdx++;
}
InfluenceCount = FMath::Min<uint32>(InfluenceCount, MAX_TOTAL_INFLUENCES);
// Setup the vertex influences.
Vertex.InfluenceBones[0] = 0;
Vertex.InfluenceWeights[0] = 255;
for (uint32 i = 1; i < MAX_TOTAL_INFLUENCES; i++)
{
Vertex.InfluenceBones[i] = 0;
Vertex.InfluenceWeights[i] = 0;
}
uint32 TotalInfluenceWeight = 0;
for (uint32 i = 0; i < InfluenceCount; i++)
{
FBoneIndexType BoneIndex = (FBoneIndexType)Influences[InfIdx + i].BoneIndex;
if (BoneIndex >= RefSkeleton.GetNum())
continue;
Vertex.InfluenceBones[i] = BoneIndex;
Vertex.InfluenceWeights[i] = (uint8)(Influences[InfIdx + i].Weight * 255.0f);
TotalInfluenceWeight += Vertex.InfluenceWeights[i];
}
Vertex.InfluenceWeights[0] += 255 - TotalInfluenceWeight;
}
// Add the vertex as well as its original index in the points array
Vertex.PointWedgeIdx = Wedges[Face.iWedge[VertexIndex]].iVertex;
int32 RawIndex = RawVertices.Add(Vertex);
// Add an efficient way to find dupes of this vertex later for fast combining of vertices
FSkeletalMeshVertIndexAndZ IAndZ;
IAndZ.Index = RawIndex;
IAndZ.Z = Vertex.Position.Z;
VertIndexAndZ.Add(IAndZ);
}
}
// Generate chunks and their vertices and indices
SkeletalMeshTools::BuildSkeletalMeshChunks(Faces, RawVertices, VertIndexAndZ, bKeepOverlappingVertices, Chunks, bTooManyVerts);
// Chunk vertices to satisfy the requested limit.
const uint32 MaxGPUSkinBones = FGPUBaseSkinVertexFactory::GetMaxGPUSkinBones();
check(MaxGPUSkinBones <= FGPUBaseSkinVertexFactory::GHardwareMaxGPUSkinBones);
SkeletalMeshTools::ChunkSkinnedVertices(Chunks, MaxGPUSkinBones);
// Build the skeletal model from chunks.
BuildSkeletalModelFromChunks(LODModel, RefSkeleton, Chunks, PointToOriginalMap);
if (IsInGameThread())
{
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
GWarn->EndSlowTask();
}
// Only show these warnings if in the game thread. When importing morph targets, this function can run in another thread and these warnings dont prevent the mesh from importing
if (IsInGameThread())
{
bool bHasBadSections = false;
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
bHasBadSections |= (Section.NumTriangles == 0);
// Log info about the section.
UE_LOG(LogSkeletalMesh, Log, TEXT("Section %u: Material=%u, %u triangles"),
SectionIndex,
Section.MaterialIndex,
Section.NumTriangles
);
}
if (bHasBadSections)
{
FText BadSectionMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshHasBadSections", "Input mesh has a section with no triangles. This mesh may not render properly."));
if (OutWarningMessages)
{
OutWarningMessages->Add(BadSectionMessage);
if (OutWarningNames)
{
OutWarningNames->Add(FFbxErrors::SkeletalMesh_SectionWithNoTriangle);
}
}
else
{
FMessageDialog::Open(EAppMsgType::Ok, BadSectionMessage);
}
}
if (bTooManyVerts)
{
FText TooManyVertsMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshTooManyVertices", "Input mesh has too many vertices. The generated mesh will be corrupt! Consider adding extra materials to split up the source mesh into smaller chunks."));
if (OutWarningMessages)
{
OutWarningMessages->Add(TooManyVertsMessage);
if (OutWarningNames)
{
OutWarningNames->Add(FFbxErrors::SkeletalMesh_TooManyVertices);
}
}
else
{
FMessageDialog::Open(EAppMsgType::Ok, TooManyVertsMessage);
}
}
}
return true;
}
static bool NonOpaqueMaterialPredicate(UStaticMeshComponent* InMesh)
{
TArray<UMaterialInterface*> OutMaterials;
InMesh->GetUsedMaterials(OutMaterials);
for (auto Material : OutMaterials)
{
if (Material == nullptr || Material->GetBlendMode() != BLEND_Opaque)
{
return true;
}
}
return false;
}
static FIntPoint ConditionalImageResize(const FIntPoint& SrcSize, const FIntPoint& DesiredSize, TArray<FColor>& InOutImage, bool bLinearSpace)
{
const int32 NumDesiredSamples = DesiredSize.X*DesiredSize.Y;
if (InOutImage.Num() && InOutImage.Num() != NumDesiredSamples)
{
check(InOutImage.Num() == SrcSize.X*SrcSize.Y);
TArray<FColor> OutImage;
if (NumDesiredSamples > 0)
{
FImageUtils::ImageResize(SrcSize.X, SrcSize.Y, InOutImage, DesiredSize.X, DesiredSize.Y, OutImage, bLinearSpace);
}
Exchange(InOutImage, OutImage);
return DesiredSize;
}
return SrcSize;
}
static void RetrieveValidStaticMeshComponentsForMerging(AActor* InActor, TArray<UStaticMeshComponent*>& OutComponents)
{
TInlineComponentArray<UStaticMeshComponent*> Components;
InActor->GetComponents<UStaticMeshComponent>(Components);
// TODO: support derived classes from static component
Components.RemoveAll([](UStaticMeshComponent* Val){ return !(Val->GetClass() == UStaticMeshComponent::StaticClass() || Val->IsA(USplineMeshComponent::StaticClass())); });
// TODO: support non-opaque materials
//Components.RemoveAll(&NonOpaqueMaterialPredicate);
OutComponents.Append(Components);
}
void FMeshUtilities::CreateProxyMesh(const TArray<AActor*>& InActors, const struct FMeshProxySettings& InMeshProxySettings, UPackage* InOuter, const FString& InProxyBasePackageName, const FGuid InGuid, FCreateProxyDelegate InProxyCreatedDelegate, const bool bAllowAsync, const float ScreenAreaSize)
{
FScopedSlowTask MainTask(100, (LOCTEXT("MeshUtilities_CreateProxyMesh", "Creating Proxy Mesh")));
MainTask.MakeDialog();
// Error/warning checking for input
if (MeshMerging == NULL)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No automatic mesh merging module available"));
return;
}
// Check that the delegate has a func-ptr bound to it
if (!InProxyCreatedDelegate.IsBound())
{
UE_LOG(LogMeshUtilities, Log, TEXT("Invalid (unbound) delegate for returning generated proxy mesh"));
return;
}
// No actors given as input
if (InActors.Num() == 0)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No actors specified to generate a proxy mesh for"));
return;
}
// Base asset name for a new assets
// In case outer is null ProxyBasePackageName has to be long package name
if (InOuter == nullptr && FPackageName::IsShortPackageName(InProxyBasePackageName))
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Invalid long package name: '%s'."), *InProxyBasePackageName);
return;
}
MainTask.EnterProgressFrame(10.0f);
// Retrieve static mesh components valid for merging from the given set of actors
TArray<UStaticMeshComponent*> ComponentsToMerge;
{
FScopedSlowTask SubTask(InActors.Num(), (LOCTEXT("MeshUtilities_CreateProxyMesh_CollectStaticMeshComponents", "Collecting StaticMeshComponents")));
// Collect components to merge
for (AActor* Actor : InActors)
{
RetrieveValidStaticMeshComponentsForMerging(Actor, ComponentsToMerge);
SubTask.EnterProgressFrame(1.0f);
}
}
MainTask.EnterProgressFrame(10.0f);
// Check if there are actually any static mesh components to merge
if (ComponentsToMerge.Num() == 0)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No valid static mesh components found in given set of Actors"));
return;
}
typedef FIntPoint FMeshIdAndLOD;
TArray<FRawMeshExt> SourceMeshes;
TArray<UMaterialInterface*> GlobalUniqueMaterialList;
TMap<FMeshIdAndLOD, TArray<int32>> GlobalMaterialMap;
static const int32 ProxyMeshTargetLODLevel = 0;
FBoxSphereBounds EstimatedBounds(ForceInitToZero);
for (const UStaticMeshComponent* StaticMeshComponent : ComponentsToMerge)
{
EstimatedBounds = EstimatedBounds + StaticMeshComponent->Bounds;
}
static const float FOVRad = 90.0f * (float)PI / 360.0f;
static const FMatrix ProjectionMatrix = FPerspectiveMatrix(FOVRad, 1920, 1080, 0.01f);
FHierarchicalLODUtilitiesModule& Module = FModuleManager::LoadModuleChecked<FHierarchicalLODUtilitiesModule>("HierarchicalLODUtilities");
IHierarchicalLODUtilities* Utilities = Module.GetUtilities();
float EstimatedDistance = Utilities->CalculateDrawDistanceFromScreenSize(EstimatedBounds.SphereRadius, ScreenAreaSize, ProjectionMatrix);
// Retrieve mesh / material data
for (const UStaticMeshComponent* StaticMeshComponent : ComponentsToMerge)
{
TArray<int32> StaticMeshGlobalMaterialMap;
FRawMesh* RawMesh = new FRawMesh();
FMemory::Memzero(RawMesh, sizeof(FRawMesh));
const int32 ProxyMeshSourceLODLevel = InMeshProxySettings.bCalculateCorrectLODModel ? Utilities->GetLODLevelForScreenAreaSize(StaticMeshComponent, Utilities->CalculateScreenSizeFromDrawDistance(StaticMeshComponent->Bounds.SphereRadius, ProjectionMatrix, EstimatedDistance)) : 0;
// Proxy meshes should always propagate vertex colours for material baking
static const bool bPropagateVertexColours = true;
const bool bValidRawMesh = ConstructRawMesh(StaticMeshComponent, ProxyMeshSourceLODLevel, bPropagateVertexColours, *RawMesh, GlobalUniqueMaterialList, StaticMeshGlobalMaterialMap);
if ( bValidRawMesh )
{
// Add constructed raw mesh to source mesh array
const int32 SourceMeshIndex = SourceMeshes.AddZeroed();
SourceMeshes[SourceMeshIndex].MeshLODData[ProxyMeshTargetLODLevel].RawMesh = RawMesh;
SourceMeshes[SourceMeshIndex].bShouldExportLOD[ProxyMeshTargetLODLevel] = true;
SourceMeshes[SourceMeshIndex].ExportLODIndex = ProxyMeshTargetLODLevel;
// Append retrieved materials for this static mesh component to the global material map
GlobalMaterialMap.Add(FMeshIdAndLOD(SourceMeshIndex, ProxyMeshTargetLODLevel), StaticMeshGlobalMaterialMap);
}
}
if (SourceMeshes.Num() == 0)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No valid (or completely culled) raw meshes constructed from static mesh components"));
return;
}
TArray<bool> MeshShouldBakeVertexData;
TMap<FMeshIdAndLOD, TArray<int32> > NewGlobalMaterialMap;
TArray<UMaterialInterface*> NewGlobalUniqueMaterialList;
FMaterialUtilities::RemapUniqueMaterialIndices(
GlobalUniqueMaterialList,
SourceMeshes,
GlobalMaterialMap,
InMeshProxySettings.MaterialSettings,
true, // Always need vertex data for baking materials
true, // Always want to merge materials
MeshShouldBakeVertexData,
NewGlobalMaterialMap,
NewGlobalUniqueMaterialList);
// Use shared material data.
Exchange(GlobalMaterialMap, NewGlobalMaterialMap);
Exchange(GlobalUniqueMaterialList, NewGlobalUniqueMaterialList);
// Flatten Materials
TArray<FFlattenMaterial> FlattenedMaterials;
FlattenMaterialsWithMeshData(GlobalUniqueMaterialList, SourceMeshes, GlobalMaterialMap, MeshShouldBakeVertexData, InMeshProxySettings.MaterialSettings, FlattenedMaterials);
for (FFlattenMaterial& InMaterial : FlattenedMaterials)
{
FMaterialUtilities::OptimizeFlattenMaterial(InMaterial);
}
//For each raw mesh, re-map the material indices from Local to Global material indices space
for (int32 RawMeshIndex = 0; RawMeshIndex < SourceMeshes.Num(); ++RawMeshIndex)
{
const TArray<int32>& GlobalMaterialIndices = *GlobalMaterialMap.Find(FMeshIdAndLOD(RawMeshIndex, ProxyMeshTargetLODLevel));
TArray<int32>& MaterialIndices = SourceMeshes[RawMeshIndex].MeshLODData[ProxyMeshTargetLODLevel].RawMesh->FaceMaterialIndices;
int32 MaterialIndicesCount = MaterialIndices.Num();
for (int32 TriangleIndex = 0; TriangleIndex < MaterialIndicesCount; ++TriangleIndex)
{
int32 LocalMaterialIndex = MaterialIndices[TriangleIndex];
int32 GlobalMaterialIndex = GlobalMaterialIndices[LocalMaterialIndex];
//Assign the new material index to the raw mesh
MaterialIndices[TriangleIndex] = GlobalMaterialIndex;
}
}
// Build proxy mesh
MainTask.EnterProgressFrame(10.0f);
// Landscape culling
TArray<FRawMesh*> LandscapeRawMeshes;
if (InMeshProxySettings.bUseLandscapeCulling)
{
// Extract landscape proxies from the world
TArray<ALandscapeProxy*> LandscapeActors;
UWorld* InWorld = InActors[0]->GetWorld();
uint32 MaxLandscapeExportLOD = 0;
if (InWorld->IsValidLowLevel())
{
for (FConstLevelIterator Iterator = InWorld->GetLevelIterator(); Iterator; ++Iterator)
{
for (AActor* Actor : (*Iterator)->Actors)
{
if (Actor)
{
ALandscapeProxy* LandscapeProxy = Cast<ALandscapeProxy>(Actor);
if (LandscapeProxy && LandscapeProxy->bUseLandscapeForCullingInvisibleHLODVertices)
{
// Retrieve highest landscape LOD level possible
MaxLandscapeExportLOD = FMath::Max(MaxLandscapeExportLOD, FMath::CeilLogTwo(LandscapeProxy->SubsectionSizeQuads + 1) - 1);
LandscapeActors.Add(LandscapeProxy);
}
}
}
}
}
// Setting determines the precision at which we should export the landscape for culling (highest, half or lowest)
const uint32 LandscapeExportLOD = ((float)MaxLandscapeExportLOD * (0.5f * (float)InMeshProxySettings.LandscapeCullingPrecision));
for (ALandscapeProxy* Landscape : LandscapeActors)
{
// Export the landscape to raw mesh format
FRawMesh* LandscapeRawMesh = new FRawMesh();
FBoxSphereBounds LandscapeBounds = EstimatedBounds;
Landscape->ExportToRawMesh(LandscapeExportLOD, *LandscapeRawMesh, LandscapeBounds);
if (LandscapeRawMesh->VertexPositions.Num())
{
LandscapeRawMeshes.Add(LandscapeRawMesh);
}
}
}
// Allocate merge complete data
FMergeCompleteData* Data = new FMergeCompleteData();
Data->InOuter = InOuter;
Data->InProxySettings = InMeshProxySettings;
Data->ProxyBasePackageName = InProxyBasePackageName;
Data->CallbackDelegate = InProxyCreatedDelegate;
// Add this proxy job to map
Processor->AddProxyJob(InGuid, Data);
// We are only using LOD level 0 (ProxyMeshTargetLODLevel)
TArray<FMeshMergeData> MergeData;
for (FRawMeshExt& SourceMesh : SourceMeshes)
{
MergeData.Add(SourceMesh.MeshLODData[ProxyMeshTargetLODLevel]);
}
// Populate landscape clipping geometry
for (FRawMesh* RawMesh : LandscapeRawMeshes)
{
FMeshMergeData ClipData;
ClipData.bIsClippingMesh = true;
ClipData.RawMesh = RawMesh;
MergeData.Add(ClipData);
}
// Choose Simplygon Swarm (if available) or local proxy lod method
if (DistributedMeshMerging != nullptr && GetDefault<UEditorPerProjectUserSettings>()->bUseSimplygonSwarm && bAllowAsync)
{
DistributedMeshMerging->ProxyLOD(MergeData, Data->InProxySettings, FlattenedMaterials, InGuid);
}
else
{
MeshMerging->ProxyLOD(MergeData, Data->InProxySettings, FlattenedMaterials, InGuid);
Processor->Tick(0); // make sure caller gets merging results
}
for (FMeshMergeData& DataToRelease : MergeData)
{
DataToRelease.ReleaseData();
}
}
void FMeshUtilities::CreateProxyMesh(const TArray<AActor*>& Actors, const struct FMeshProxySettings& InProxySettings, UPackage* InOuter, const FString& ProxyBasePackageName, TArray<UObject*>& OutAssetsToSync, FVector& OutProxyLocation)
{
CreateProxyMesh(Actors, InProxySettings, InOuter, ProxyBasePackageName, OutAssetsToSync);
}
void FMeshUtilities::CreateProxyMesh(const TArray<AActor*>& Actors, const struct FMeshProxySettings& InProxySettings, UPackage* InOuter, const FString& ProxyBasePackageName, TArray<UObject*>& OutAssetsToSync, const float ScreenAreaSize)
{
FCreateProxyDelegate Delegate;
FGuid JobGuid = FGuid::NewGuid();
Delegate.BindLambda(
[&](const FGuid Guid, TArray<UObject*>& InAssetsToSync)
{
if (JobGuid == Guid)
{
OutAssetsToSync.Append(InAssetsToSync);
}
}
);
CreateProxyMesh(Actors, InProxySettings, InOuter, ProxyBasePackageName, JobGuid, Delegate, false, ScreenAreaSize);
}
void FMeshUtilities::FlattenMaterialsWithMeshData(TArray<UMaterialInterface*>& InMaterials, TArray<FRawMeshExt>& InSourceMeshes, TMap<FMeshIdAndLOD, TArray<int32>>& InMaterialIndexMap, TArray<bool>& InMeshShouldBakeVertexData, const FMaterialProxySettings &InMaterialProxySettings, TArray<FFlattenMaterial> &OutFlattenedMaterials) const
{
// Prepare container for cached shaders.
TMap<UMaterialInterface*, FExportMaterialProxyCache> CachedShaders;
CachedShaders.Empty(InMaterials.Num());
bool bDitheredLODTransition = false;
for (int32 MaterialIndex = 0; MaterialIndex < InMaterials.Num(); MaterialIndex++)
{
UMaterialInterface* CurrentMaterial = InMaterials[MaterialIndex];
// Store if any material uses dithered transitions
bDitheredLODTransition |= CurrentMaterial->IsDitheredLODTransition();
// Check if we already have cached compiled shader for this material.
FExportMaterialProxyCache* CachedShader = CachedShaders.Find(CurrentMaterial);
if (CachedShader == nullptr)
{
CachedShader = &CachedShaders.Add(CurrentMaterial);
}
FFlattenMaterial FlattenMaterial = FMaterialUtilities::CreateFlattenMaterialWithSettings(InMaterialProxySettings);
/* Find a mesh which uses the current material. Materials using vertex data are added for each individual mesh using it,
which is why baking down the materials like this works. :) */
int32 UsedMeshIndex = 0;
int32 LocalMaterialIndex = 0;
int32 LocalTextureBoundIndex = 0;
FMeshMergeData* MergeData = nullptr;
for (int32 MeshIndex = 0; MeshIndex < InSourceMeshes.Num() && MergeData == nullptr; MeshIndex++)
{
const int32 LODIndex = InSourceMeshes[MeshIndex].ExportLODIndex;
if (InSourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh->VertexPositions.Num())
{
const TArray<int32>& GlobalMaterialIndices = *InMaterialIndexMap.Find(FMeshIdAndLOD(MeshIndex, LODIndex));
for (LocalMaterialIndex = 0; LocalMaterialIndex < GlobalMaterialIndices.Num(); LocalMaterialIndex++)
{
if (GlobalMaterialIndices[LocalMaterialIndex] == MaterialIndex)
{
UsedMeshIndex = MeshIndex;
MergeData = &InSourceMeshes[MeshIndex].MeshLODData[LODIndex];
LocalTextureBoundIndex = LocalMaterialIndex;
break;
}
}
}
else
{
break;
}
}
// If there is specific vertex data available and used in the material we should generate non-overlapping UVs
if (MergeData && InMeshShouldBakeVertexData[UsedMeshIndex])
{
// Generate new non-overlapping texture coordinates for mesh
if (MergeData->TexCoordBounds.Num() == 0)
{
// Calculate the max bounds for this raw mesh
CalculateTextureCoordinateBoundsForRawMesh(*MergeData->RawMesh, MergeData->TexCoordBounds);
// Generate unique UVs
GenerateUniqueUVsForStaticMesh(*MergeData->RawMesh, InMaterialProxySettings.TextureSize.GetMax(), MergeData->NewUVs);
}
// Export the material using mesh data to support vertex based material properties
FMaterialUtilities::ExportMaterial(
CurrentMaterial,
MergeData->RawMesh,
LocalMaterialIndex,
MergeData->TexCoordBounds[LocalTextureBoundIndex],
MergeData->NewUVs,
FlattenMaterial,
CachedShader);
}
else
{
// Export the material without vertex data
FMaterialUtilities::ExportMaterial(
CurrentMaterial,
FlattenMaterial,
CachedShader);
}
// Fill flatten material samples alpha values with 255 (for saving out textures correctly for Simplygon Swarm)
FlattenMaterial.FillAlphaValues(255);
// Add flattened material to outgoing array
OutFlattenedMaterials.Add(FlattenMaterial);
// Check if this material will be used later. If not - release shader.
bool bMaterialStillUsed = false;
for (int32 Index = MaterialIndex + 1; Index < InMaterials.Num(); Index++)
{
if (InMaterials[Index] == CurrentMaterial)
{
bMaterialStillUsed = true;
break;
}
}
if (!bMaterialStillUsed)
{
CachedShader->Release();
}
}
if (OutFlattenedMaterials.Num() > 1)
{
// Dither transition fix-up
for (FFlattenMaterial& FlatMaterial : OutFlattenedMaterials)
{
FlatMaterial.bDitheredLODTransition = bDitheredLODTransition;
}
// Start with determining maximum emissive scale
float MaxEmissiveScale = 0.0f;
for (FFlattenMaterial& FlatMaterial : OutFlattenedMaterials)
{
if (FlatMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Emissive))
{
if (FlatMaterial.EmissiveScale > MaxEmissiveScale)
{
MaxEmissiveScale = FlatMaterial.EmissiveScale;
}
}
}
if (MaxEmissiveScale > 0.001f)
{
// Rescale all materials.
for (FFlattenMaterial& FlatMaterial : OutFlattenedMaterials)
{
const float Scale = FlatMaterial.EmissiveScale / MaxEmissiveScale;
if (FMath::Abs(Scale - 1.0f) < 0.01f)
{
// Difference is not noticeable for this material, or this material has maximal emissive level.
continue;
}
// Rescale emissive data.
TArray<FColor>& EmissiveSamples = FlatMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive);
for (int32 PixelIndex = 0; PixelIndex < EmissiveSamples.Num(); PixelIndex++)
{
FColor& C = EmissiveSamples[PixelIndex];
C.R = FMath::RoundToInt(C.R * Scale);
C.G = FMath::RoundToInt(C.G * Scale);
C.B = FMath::RoundToInt(C.B * Scale);
}
// Update emissive scale to maximum
FlatMaterial.EmissiveScale = MaxEmissiveScale;
}
}
}
}
// Exports static mesh LOD render data to a RawMesh
static void ExportStaticMeshLOD(const FStaticMeshLODResources& StaticMeshLOD, FRawMesh& OutRawMesh)
{
const int32 NumWedges = StaticMeshLOD.IndexBuffer.GetNumIndices();
const int32 NumVertexPositions = StaticMeshLOD.PositionVertexBuffer.GetNumVertices();
const int32 NumFaces = NumWedges / 3;
// Indices
StaticMeshLOD.IndexBuffer.GetCopy(OutRawMesh.WedgeIndices);
// Vertex positions
if (NumVertexPositions > 0)
{
OutRawMesh.VertexPositions.Empty(NumVertexPositions);
for (int32 PosIdx = 0; PosIdx < NumVertexPositions; ++PosIdx)
{
FVector Pos = StaticMeshLOD.PositionVertexBuffer.VertexPosition(PosIdx);
OutRawMesh.VertexPositions.Add(Pos);
}
}
// Vertex data
if (StaticMeshLOD.VertexBuffer.GetNumVertices() > 0)
{
OutRawMesh.WedgeTangentX.Empty(NumWedges);
OutRawMesh.WedgeTangentY.Empty(NumWedges);
OutRawMesh.WedgeTangentZ.Empty(NumWedges);
const int32 NumTexCoords = StaticMeshLOD.VertexBuffer.GetNumTexCoords();
for (int32 TexCoodIdx = 0; TexCoodIdx < NumTexCoords; ++TexCoodIdx)
{
OutRawMesh.WedgeTexCoords[TexCoodIdx].Empty(NumWedges);
}
for (int32 WedgeIndex : OutRawMesh.WedgeIndices)
{
FVector WedgeTangentX = StaticMeshLOD.VertexBuffer.VertexTangentX(WedgeIndex);
FVector WedgeTangentY = StaticMeshLOD.VertexBuffer.VertexTangentY(WedgeIndex);
FVector WedgeTangentZ = StaticMeshLOD.VertexBuffer.VertexTangentZ(WedgeIndex);
OutRawMesh.WedgeTangentX.Add(WedgeTangentX);
OutRawMesh.WedgeTangentY.Add(WedgeTangentY);
OutRawMesh.WedgeTangentZ.Add(WedgeTangentZ);
for (int32 TexCoodIdx = 0; TexCoodIdx < NumTexCoords; ++TexCoodIdx)
{
FVector2D WedgeTexCoord = StaticMeshLOD.VertexBuffer.GetVertexUV(WedgeIndex, TexCoodIdx);
OutRawMesh.WedgeTexCoords[TexCoodIdx].Add(WedgeTexCoord);
}
}
}
// Vertex colors
if (StaticMeshLOD.ColorVertexBuffer.GetNumVertices() > 0)
{
OutRawMesh.WedgeColors.Empty(NumWedges);
for (int32 WedgeIndex : OutRawMesh.WedgeIndices)
{
FColor VertexColor = StaticMeshLOD.ColorVertexBuffer.VertexColor(WedgeIndex);
OutRawMesh.WedgeColors.Add(VertexColor);
}
}
// Materials
{
OutRawMesh.FaceMaterialIndices.Empty(NumFaces);
OutRawMesh.FaceMaterialIndices.SetNumZeroed(NumFaces);
for (const FStaticMeshSection& Section : StaticMeshLOD.Sections)
{
uint32 FirstTriangle = Section.FirstIndex / 3;
for (uint32 TriangleIndex = 0; TriangleIndex < Section.NumTriangles; ++TriangleIndex)
{
OutRawMesh.FaceMaterialIndices[FirstTriangle + TriangleIndex] = Section.MaterialIndex;
}
}
}
// Smoothing masks
{
OutRawMesh.FaceSmoothingMasks.Empty(NumFaces);
OutRawMesh.FaceSmoothingMasks.SetNumUninitialized(NumFaces);
for (auto& SmoothingMask : OutRawMesh.FaceSmoothingMasks)
{
SmoothingMask = 1;
}
}
}
const bool IsLandscapeHit(const FVector& RayOrigin, const FVector& RayEndPoint, const UWorld* World, const TArray<ALandscapeProxy*>& LandscapeProxies, FVector& OutHitLocation)
{
static FName TraceTag = FName(TEXT("LandscapeTrace"));
TArray<FHitResult> Results;
// Each landscape component has 2 collision shapes, 1 of them is specific to landscape editor
// Trace only ECC_Visibility channel, so we do hit only Editor specific shape
World->LineTraceMultiByObjectType(Results, RayOrigin, RayEndPoint, FCollisionObjectQueryParams(ECollisionChannel::ECC_Visibility), FCollisionQueryParams(TraceTag, true));
bool bHitLandscape = false;
for (const FHitResult& HitResult : Results)
{
ULandscapeHeightfieldCollisionComponent* CollisionComponent = Cast<ULandscapeHeightfieldCollisionComponent>(HitResult.Component.Get());
if (CollisionComponent)
{
ALandscapeProxy* HitLandscape = CollisionComponent->GetLandscapeProxy();
if (HitLandscape && LandscapeProxies.Contains(HitLandscape))
{
// Could write a correct clipping algorithm, that clips the triangle to hit location
OutHitLocation = HitLandscape->LandscapeActorToWorld().InverseTransformPosition(HitResult.Location);
// Above landscape so visible
bHitLandscape = true;
}
}
}
return bHitLandscape;
}
void CullTrianglesFromVolumesAndUnderLandscapes(const UStaticMeshComponent* InMeshComponent, FRawMesh &OutRawMesh)
{
UWorld* World = InMeshComponent->GetWorld();
TArray<ALandscapeProxy*> Landscapes;
TArray<AHLODMeshCullingVolume*> CullVolumes;
FBox ComponentBox(InMeshComponent->Bounds.Origin - InMeshComponent->Bounds.BoxExtent, InMeshComponent->Bounds.Origin + InMeshComponent->Bounds.BoxExtent);
for (ULevel* Level : World->GetLevels())
{
for (AActor* Actor : Level->Actors)
{
ALandscape* Proxy = Cast<ALandscape>(Actor);
if (Proxy && Proxy->bUseLandscapeForCullingInvisibleHLODVertices)
{
FVector Origin, Extent;
Proxy->GetActorBounds(false, Origin, Extent);
FBox LandscapeBox(Origin - Extent, Origin + Extent);
// Ignore Z axis for 2d bounds check
if (LandscapeBox.IntersectXY(ComponentBox))
{
Landscapes.Add(Proxy->GetLandscapeActor());
}
}
// Check for culling volumes
AHLODMeshCullingVolume* Volume = Cast<AHLODMeshCullingVolume>(Actor);
if (Volume)
{
// If the mesh's bounds intersect with the volume there is a possibility of culling
const bool bIntersecting = Volume->EncompassesPoint(InMeshComponent->Bounds.Origin, InMeshComponent->Bounds.SphereRadius, nullptr);
if (bIntersecting)
{
CullVolumes.Add(Volume);
}
}
}
}
TArray<bool> VertexVisible;
VertexVisible.AddZeroed(OutRawMesh.VertexPositions.Num());
int32 Index = 0;
for (const FVector& Position : OutRawMesh.VertexPositions)
{
// Start with setting visibility to true on all vertices
VertexVisible[Index] = true;
// Check if this vertex is culled due to being underneath a landscape
if (Landscapes.Num() > 0)
{
bool bVertexWithinLandscapeBounds = false;
for (ALandscapeProxy* Proxy : Landscapes)
{
FVector Origin, Extent;
Proxy->GetActorBounds(false, Origin, Extent);
FBox LandscapeBox(Origin - Extent, Origin + Extent);
bVertexWithinLandscapeBounds |= LandscapeBox.IsInsideXY(Position);
}
if (bVertexWithinLandscapeBounds)
{
const FVector Start = Position;
FVector End = Position - (WORLD_MAX * FVector::UpVector);
FVector OutHit;
const bool IsAboveLandscape = IsLandscapeHit(Start, End, World, Landscapes, OutHit);
End = Position + (WORLD_MAX * FVector::UpVector);
const bool IsUnderneathLandscape = IsLandscapeHit(Start, End, World, Landscapes, OutHit);
// Vertex is visible when above landscape (with actual landscape underneath) or if there is no landscape beneath or above the vertex (falls outside of landscape bounds)
VertexVisible[Index] = (IsAboveLandscape && !IsUnderneathLandscape) || (!IsAboveLandscape && !IsUnderneathLandscape);
}
}
// Volume culling
for (AHLODMeshCullingVolume* Volume : CullVolumes)
{
const bool bVertexIsInsideVolume = Volume->EncompassesPoint(Position, 0.0f, nullptr);
if (bVertexIsInsideVolume)
{
// Inside a culling volume so invisible
VertexVisible[Index] = false;
}
}
Index++;
}
// We now know which vertices are below the landscape
TArray<bool> TriangleVisible;
int32 NumTriangles = OutRawMesh.WedgeIndices.Num() / 3;
TriangleVisible.AddZeroed(NumTriangles);
bool bCreateNewMesh = false;
// Determine which triangles of the mesh are visible
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
{
bool AboveLandscape = false;
for (int32 WedgeIndex = 0; WedgeIndex < 3; ++WedgeIndex)
{
AboveLandscape |= VertexVisible[OutRawMesh.WedgeIndices[(TriangleIndex * 3) + WedgeIndex]];
}
TriangleVisible[TriangleIndex] = AboveLandscape;
bCreateNewMesh |= !AboveLandscape;
}
// Check whether or not we have to create a new mesh
if (bCreateNewMesh)
{
FRawMesh NewRawMesh;
TMap<int32, int32> VertexRemapping;
// Fill new mesh with data only from visible triangles
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; ++TriangleIndex)
{
if (!TriangleVisible[TriangleIndex])
continue;
for (int32 WedgeIndex = 0; WedgeIndex < 3; ++WedgeIndex)
{
int32 OldIndex = OutRawMesh.WedgeIndices[(TriangleIndex * 3) + WedgeIndex];
int32 NewIndex;
int32* RemappedIndex = VertexRemapping.Find(Index);
if (RemappedIndex)
{
NewIndex = *RemappedIndex;
}
else
{
NewIndex = NewRawMesh.VertexPositions.Add(OutRawMesh.VertexPositions[OldIndex]);
VertexRemapping.Add(OldIndex, NewIndex);
}
NewRawMesh.WedgeIndices.Add(NewIndex);
if (OutRawMesh.WedgeColors.Num()) NewRawMesh.WedgeColors.Add(OutRawMesh.WedgeColors[(TriangleIndex * 3) + WedgeIndex]);
if (OutRawMesh.WedgeTangentX.Num()) NewRawMesh.WedgeTangentX.Add(OutRawMesh.WedgeTangentX[(TriangleIndex * 3) + WedgeIndex]);
if (OutRawMesh.WedgeTangentY.Num()) NewRawMesh.WedgeTangentY.Add(OutRawMesh.WedgeTangentY[(TriangleIndex * 3) + WedgeIndex]);
if (OutRawMesh.WedgeTangentZ.Num()) NewRawMesh.WedgeTangentZ.Add(OutRawMesh.WedgeTangentZ[(TriangleIndex * 3) + WedgeIndex]);
for (int32 UVIndex = 0; UVIndex < MAX_MESH_TEXTURE_COORDS; ++UVIndex)
{
if (OutRawMesh.WedgeTexCoords[UVIndex].Num())
{
NewRawMesh.WedgeTexCoords[UVIndex].Add(OutRawMesh.WedgeTexCoords[UVIndex][(TriangleIndex * 3) + WedgeIndex]);
}
}
}
NewRawMesh.FaceMaterialIndices.Add(OutRawMesh.FaceMaterialIndices[TriangleIndex]);
NewRawMesh.FaceSmoothingMasks.Add(OutRawMesh.FaceSmoothingMasks[TriangleIndex]);
}
OutRawMesh = NewRawMesh;
}
}
void PropagateSplineDeformationToRawMesh(const USplineMeshComponent* InSplineMeshComponent, FRawMesh &OutRawMesh)
{
// Apply spline deformation for each vertex's tangents
for (int32 iVert = 0; iVert < OutRawMesh.WedgeIndices.Num(); ++iVert)
{
uint32 Index = OutRawMesh.WedgeIndices[iVert];
float& AxisValue = USplineMeshComponent::GetAxisValue(OutRawMesh.VertexPositions[Index], InSplineMeshComponent->ForwardAxis);
FTransform SliceTransform = InSplineMeshComponent->CalcSliceTransform(AxisValue);
// Transform tangents first
if (OutRawMesh.WedgeTangentX.Num())
{
OutRawMesh.WedgeTangentX[iVert] = SliceTransform.TransformVector(OutRawMesh.WedgeTangentX[iVert]);
}
if (OutRawMesh.WedgeTangentY.Num())
{
OutRawMesh.WedgeTangentY[iVert] = SliceTransform.TransformVector(OutRawMesh.WedgeTangentY[iVert]);
}
if (OutRawMesh.WedgeTangentZ.Num())
{
OutRawMesh.WedgeTangentZ[iVert] = SliceTransform.TransformVector(OutRawMesh.WedgeTangentZ[iVert]);
}
}
// Apply spline deformation for each vertex position
for (int32 iVert = 0; iVert < OutRawMesh.VertexPositions.Num(); ++iVert)
{
float& AxisValue = USplineMeshComponent::GetAxisValue(OutRawMesh.VertexPositions[iVert], InSplineMeshComponent->ForwardAxis);
FTransform SliceTransform = InSplineMeshComponent->CalcSliceTransform(AxisValue);
AxisValue = 0.0f;
OutRawMesh.VertexPositions[iVert] = SliceTransform.TransformPosition(OutRawMesh.VertexPositions[iVert]);
}
}
void TransformRawMeshVertexData(const FTransform& InTransform, FRawMesh &OutRawMesh )
{
for (FVector& Vertex : OutRawMesh.VertexPositions)
{
Vertex = InTransform.TransformPosition(Vertex);
}
for (FVector& TangentX : OutRawMesh.WedgeTangentX)
{
TangentX = InTransform.TransformVectorNoScale(TangentX);
}
for (FVector& TangentY : OutRawMesh.WedgeTangentY)
{
TangentY = InTransform.TransformVectorNoScale(TangentY);
}
for (FVector& TangentZ : OutRawMesh.WedgeTangentZ)
{
TangentZ = InTransform.TransformVectorNoScale(TangentZ);
}
const bool bIsMirrored = InTransform.GetDeterminant() < 0.f;
if (bIsMirrored)
{
// Flip faces
for (int32 FaceIdx = 0; FaceIdx < OutRawMesh.WedgeIndices.Num() / 3; FaceIdx++)
{
int32 I0 = FaceIdx * 3 + 0;
int32 I2 = FaceIdx * 3 + 2;
Swap(OutRawMesh.WedgeIndices[I0], OutRawMesh.WedgeIndices[I2]);
// seems like vertex colors and UVs are not indexed, so swap values instead
if (OutRawMesh.WedgeColors.Num())
{
Swap(OutRawMesh.WedgeColors[I0], OutRawMesh.WedgeColors[I2]);
}
for (int32 i = 0; i < MAX_MESH_TEXTURE_COORDS; ++i)
{
if (OutRawMesh.WedgeTexCoords[i].Num())
{
Swap(OutRawMesh.WedgeTexCoords[i][I0], OutRawMesh.WedgeTexCoords[i][I2]);
}
}
}
}
}
void RecomputeTangentsAndNormalsForRawMesh(bool bRecomputeTangents, bool bRecomputeNormals, const FMeshBuildSettings& InBuildSettings, FRawMesh &OutRawMesh )
{
const int32 NumWedges = OutRawMesh.WedgeIndices.Num();
// Dump normals and tangents if we are recomputing them.
if (bRecomputeTangents)
{
OutRawMesh.WedgeTangentX.Empty(NumWedges);
OutRawMesh.WedgeTangentX.AddZeroed(NumWedges);
OutRawMesh.WedgeTangentY.Empty(NumWedges);
OutRawMesh.WedgeTangentY.AddZeroed(NumWedges);
}
if (bRecomputeNormals)
{
OutRawMesh.WedgeTangentZ.Empty(NumWedges);
OutRawMesh.WedgeTangentZ.AddZeroed(NumWedges);
}
// Compute any missing tangents.
if (bRecomputeNormals || bRecomputeTangents)
{
float ComparisonThreshold = GetComparisonThreshold(InBuildSettings);
TMultiMap<int32, int32> OverlappingCorners;
FindOverlappingCorners(OverlappingCorners, OutRawMesh, ComparisonThreshold);
// Static meshes always blend normals of overlapping corners.
uint32 TangentOptions = ETangentOptions::BlendOverlappingNormals;
if (InBuildSettings.bRemoveDegenerates)
{
// If removing degenerate triangles, ignore them when computing tangents.
TangentOptions |= ETangentOptions::IgnoreDegenerateTriangles;
}
if (InBuildSettings.bUseMikkTSpace)
{
ComputeTangents_MikkTSpace(OutRawMesh, OverlappingCorners, TangentOptions);
}
else
{
ComputeTangents(OutRawMesh, OverlappingCorners, TangentOptions);
}
}
// At this point the mesh will have valid tangents.
check(OutRawMesh.WedgeTangentX.Num() == NumWedges);
check(OutRawMesh.WedgeTangentY.Num() == NumWedges);
check(OutRawMesh.WedgeTangentZ.Num() == NumWedges);
}
bool FMeshUtilities::ConstructRawMesh(
const UStaticMeshComponent* InMeshComponent,
int32 InLODIndex,
const bool bPropagateVertexColours,
FRawMesh& OutRawMesh,
TArray<UMaterialInterface*>& OutUniqueMaterials,
TArray<int32>& OutGlobalMaterialIndices) const
{
// Retrieve source static mesh
const UStaticMesh* SourceStaticMesh = InMeshComponent->StaticMesh;
if (SourceStaticMesh == NULL)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("No static mesh actor found in component %s."), *InMeshComponent->GetName());
return false;
}
if (!SourceStaticMesh->SourceModels.IsValidIndex(InLODIndex))
{
UE_LOG(LogMeshUtilities, Log, TEXT("No mesh data found for LOD%d %s."), InLODIndex, *SourceStaticMesh->GetName());
return false;
}
if (!SourceStaticMesh->RenderData->LODResources.IsValidIndex(InLODIndex))
{
UE_LOG(LogMeshUtilities, Warning, TEXT("No mesh render data found for LOD%d %s."), InLODIndex, *SourceStaticMesh->GetName());
return false;
}
const FStaticMeshSourceModel& SourceStaticMeshModel = SourceStaticMesh->SourceModels[InLODIndex];
// Imported meshes will have a filled RawMeshBulkData set
const bool bImportedMesh = !SourceStaticMeshModel.RawMeshBulkData->IsEmpty();
// Check whether or not this mesh has been reduced in-engine
const bool bReducedMesh = (SourceStaticMeshModel.ReductionSettings.PercentTriangles < 1.0f);
// rying to retrieve rawmesh from SourceStaticMeshModel was giving issues, which causes a mismatch
const bool bRenderDataMismatch = (InLODIndex > 0);
// Determine whether we load the raw mesh data from (original) import data or from the generated render data resources
if (bImportedMesh && !InMeshComponent->IsA<USplineMeshComponent>() && !bReducedMesh && !bRenderDataMismatch)
{
SourceStaticMeshModel.RawMeshBulkData->LoadRawMesh(OutRawMesh);
}
else
{
ExportStaticMeshLOD(SourceStaticMesh->RenderData->LODResources[InLODIndex], OutRawMesh);
}
// Make sure the raw mesh is not irreparably malformed.
if (!OutRawMesh.IsValidOrFixable())
{
UE_LOG(LogMeshUtilities, Error, TEXT("Raw mesh (%s) is corrupt for LOD%d."), *SourceStaticMesh->GetName(), InLODIndex);
return false;
}
// Handle spline mesh deformation
if (InMeshComponent->IsA<USplineMeshComponent>())
{
const USplineMeshComponent* SplineMeshComponent = Cast<USplineMeshComponent>(InMeshComponent);
// Deform raw mesh data according to the Spline Mesh Component's data
PropagateSplineDeformationToRawMesh(SplineMeshComponent, OutRawMesh);
}
// Use build settings from base mesh for LOD entries that was generated inside Editor.
const FMeshBuildSettings& BuildSettings = bImportedMesh ? SourceStaticMeshModel.BuildSettings : SourceStaticMesh->SourceModels[0].BuildSettings;
// Transform raw mesh to world space
FTransform ComponentToWorldTransform = InMeshComponent->ComponentToWorld;
// Take into account build scale settings only for meshes imported from raw data
// meshes reconstructed from render data already have build scale applied
if (bImportedMesh)
{
ComponentToWorldTransform.SetScale3D(ComponentToWorldTransform.GetScale3D()*BuildSettings.BuildScale3D);
}
// If specified propagate painted vertex colors into our raw mesh
if (bPropagateVertexColours)
{
PropagatePaintedColorsToRawMesh(InMeshComponent, InLODIndex, OutRawMesh);
}
// Transform raw mesh vertex data by the Static Mesh Component's component to world transformation
TransformRawMeshVertexData(ComponentToWorldTransform, OutRawMesh);
// Culling triangles could lead to an entirely empty RawMesh (all vertices culled)
if (!OutRawMesh.IsValid())
{
return false;
}
// Figure out if we should recompute normals and tangents. By default generated LODs should not recompute normals
const bool bIsMirrored = ComponentToWorldTransform.GetDeterminant() < 0.f;
bool bRecomputeNormals = (bImportedMesh && BuildSettings.bRecomputeNormals) || OutRawMesh.WedgeTangentZ.Num() == 0 || bIsMirrored;
bool bRecomputeTangents = (bImportedMesh && BuildSettings.bRecomputeTangents) || OutRawMesh.WedgeTangentX.Num() == 0 || OutRawMesh.WedgeTangentY.Num() == 0 || bIsMirrored;
if (bRecomputeNormals || bRecomputeTangents)
{
RecomputeTangentsAndNormalsForRawMesh(bRecomputeTangents, bRecomputeNormals, BuildSettings, OutRawMesh);
}
// Retrieving materials
UMaterialInterface* DefaultMaterial = Cast<UMaterialInterface>(UMaterial::GetDefaultMaterial(MD_Surface));
//Need to store the unique material indices in order to re-map the material indices in each rawmesh
for (const FStaticMeshSection& Section : SourceStaticMesh->RenderData->LODResources[InLODIndex].Sections)
{
// Add material and store the material ID
UMaterialInterface* MaterialToAdd = InMeshComponent->GetMaterial(Section.MaterialIndex);
if (MaterialToAdd)
{
//Need to check if the resource exists
FMaterialResource* Resource = MaterialToAdd->GetMaterialResource(GMaxRHIFeatureLevel);
if (!Resource)
{
MaterialToAdd = DefaultMaterial;
}
}
else
{
MaterialToAdd = DefaultMaterial;
}
const int32 MaterialIdx = OutUniqueMaterials.Add(MaterialToAdd);
const int32 MaterialMapIdx = OutGlobalMaterialIndices.Add(MaterialIdx);
// Update face material indices?
if (OutRawMesh.FaceMaterialIndices.Num())
{
for (int32& MaterialIndex : OutRawMesh.FaceMaterialIndices)
{
if (MaterialIndex == Section.MaterialIndex)
{
MaterialIndex = MaterialMapIdx;
}
}
}
}
return true;
}
void FMeshUtilities::ExtractMeshDataForGeometryCache(FRawMesh& RawMesh, const FMeshBuildSettings& BuildSettings, TArray<FStaticMeshBuildVertex>& OutVertices, TArray<TArray<uint32> >& OutPerSectionIndices)
{
int32 NumWedges = RawMesh.WedgeIndices.Num();
// Figure out if we should recompute normals and tangents. By default generated LODs should not recompute normals
bool bRecomputeNormals = (BuildSettings.bRecomputeNormals) || RawMesh.WedgeTangentZ.Num() == 0;
bool bRecomputeTangents = (BuildSettings.bRecomputeTangents) || RawMesh.WedgeTangentX.Num() == 0 || RawMesh.WedgeTangentY.Num() == 0;
// Dump normals and tangents if we are recomputing them.
if (bRecomputeTangents)
{
RawMesh.WedgeTangentX.Empty(NumWedges);
RawMesh.WedgeTangentX.AddZeroed(NumWedges);
RawMesh.WedgeTangentY.Empty(NumWedges);
RawMesh.WedgeTangentY.AddZeroed(NumWedges);
}
if (bRecomputeNormals)
{
RawMesh.WedgeTangentZ.Empty(NumWedges);
RawMesh.WedgeTangentZ.AddZeroed(NumWedges);
}
// Compute any missing tangents.
TMultiMap<int32, int32> OverlappingCorners;
if (bRecomputeNormals || bRecomputeTangents)
{
float ComparisonThreshold = GetComparisonThreshold(BuildSettings);
FindOverlappingCorners(OverlappingCorners, RawMesh, ComparisonThreshold);
// Static meshes always blend normals of overlapping corners.
uint32 TangentOptions = ETangentOptions::BlendOverlappingNormals;
if (BuildSettings.bRemoveDegenerates)
{
// If removing degenerate triangles, ignore them when computing tangents.
TangentOptions |= ETangentOptions::IgnoreDegenerateTriangles;
}
if (BuildSettings.bUseMikkTSpace)
{
ComputeTangents_MikkTSpace(RawMesh, OverlappingCorners, TangentOptions);
}
else
{
ComputeTangents(RawMesh, OverlappingCorners, TangentOptions);
}
}
// At this point the mesh will have valid tangents.
check(RawMesh.WedgeTangentX.Num() == NumWedges);
check(RawMesh.WedgeTangentY.Num() == NumWedges);
check(RawMesh.WedgeTangentZ.Num() == NumWedges);
TArray<int32> OutWedgeMap;
int32 MaxMaterialIndex = 1;
for (int32 FaceIndex = 0; FaceIndex < RawMesh.FaceMaterialIndices.Num(); FaceIndex++)
{
MaxMaterialIndex = FMath::Max<int32>(RawMesh.FaceMaterialIndices[FaceIndex], MaxMaterialIndex);
}
for (int32 i = 0; i <= MaxMaterialIndex; ++i)
{
OutPerSectionIndices.Push(TArray<uint32>());
}
BuildStaticMeshVertexAndIndexBuffers(OutVertices, OutPerSectionIndices, OutWedgeMap, RawMesh, OverlappingCorners, KINDA_SMALL_NUMBER, BuildSettings.BuildScale3D);
if (RawMesh.WedgeIndices.Num() < 100000 * 3)
{
CacheOptimizeVertexAndIndexBuffer(OutVertices, OutPerSectionIndices, OutWedgeMap);
check(OutWedgeMap.Num() == RawMesh.WedgeIndices.Num());
}
}
/*------------------------------------------------------------------------------
Mesh merging
------------------------------------------------------------------------------*/
bool FMeshUtilities::PropagatePaintedColorsToRawMesh(const UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, FRawMesh& RawMesh) const
{
UStaticMesh* StaticMesh = StaticMeshComponent->StaticMesh;
if (StaticMesh->SourceModels.IsValidIndex(LODIndex) &&
StaticMeshComponent->LODData.IsValidIndex(LODIndex) &&
StaticMeshComponent->LODData[LODIndex].OverrideVertexColors != nullptr)
{
FColorVertexBuffer& ColorVertexBuffer = *StaticMeshComponent->LODData[LODIndex].OverrideVertexColors;
FStaticMeshSourceModel& SrcModel = StaticMesh->SourceModels[LODIndex];
FStaticMeshRenderData& RenderData = *StaticMesh->RenderData;
FStaticMeshLODResources& RenderModel = RenderData.LODResources[LODIndex];
if (ColorVertexBuffer.GetNumVertices() == RenderModel.GetNumVertices())
{
int32 NumWedges = RawMesh.WedgeIndices.Num();
const bool bUseWedgeMap = RenderData.WedgeMap.Num() > 0 && RenderData.WedgeMap.Num() == NumWedges;
// If we have a wedge map
if (bUseWedgeMap)
{
if (RenderData.WedgeMap.Num() == NumWedges)
{
int32 NumExistingColors = RawMesh.WedgeColors.Num();
if (NumExistingColors < NumWedges)
{
RawMesh.WedgeColors.AddUninitialized(NumWedges - NumExistingColors);
}
for (int32 i = 0; i < NumWedges; ++i)
{
FColor WedgeColor = FColor::White;
int32 Index = RenderData.WedgeMap[i];
if (Index != INDEX_NONE)
{
WedgeColor = ColorVertexBuffer.VertexColor(Index);
}
RawMesh.WedgeColors[i] = WedgeColor;
}
return true;
}
}
// No wedge map (this can happen when we poly reduce the LOD for example)
// Use index buffer directly
else
{
UE_LOG(LogMeshUtilities, Warning, TEXT("{%s} Wedge map size %d is wrong or empty. Expected %d. Falling back on using index buffer for propagating vertex painting"), *StaticMesh->GetName(), RenderData.WedgeMap.Num(), RawMesh.WedgeIndices.Num());
RawMesh.WedgeColors.SetNumUninitialized(NumWedges);
if (RawMesh.VertexPositions.Num() == ColorVertexBuffer.GetNumVertices())
{
for (int32 i = 0; i < NumWedges; ++i)
{
FColor WedgeColor = FColor::White;
uint32 VertIndex = RawMesh.WedgeIndices[i];
if (VertIndex < ColorVertexBuffer.GetNumVertices())
{
WedgeColor = ColorVertexBuffer.VertexColor(VertIndex);
}
RawMesh.WedgeColors[i] = WedgeColor;
}
return true;
}
}
}
}
return false;
}
static void TransformPhysicsGeometry(const FTransform& InTransform, FKAggregateGeom& AggGeom)
{
for (auto& Elem : AggGeom.SphereElems)
{
FTransform ElemTM = Elem.GetTransform();
Elem.SetTransform(ElemTM*InTransform);
}
for (auto& Elem : AggGeom.BoxElems)
{
FTransform ElemTM = Elem.GetTransform();
Elem.SetTransform(ElemTM*InTransform);
}
for (auto& Elem : AggGeom.SphylElems)
{
FTransform ElemTM = Elem.GetTransform();
Elem.SetTransform(ElemTM*InTransform);
}
for (auto& Elem : AggGeom.ConvexElems)
{
FTransform ElemTM = Elem.GetTransform();
Elem.SetTransform(ElemTM*InTransform);
}
// seems like all primitives except Convex need separate scaling pass
const FVector Scale3D = InTransform.GetScale3D();
if (!Scale3D.Equals(FVector(1.f)))
{
const float MinPrimSize = KINDA_SMALL_NUMBER;
for (auto& Elem : AggGeom.SphereElems)
{
Elem.ScaleElem(Scale3D, MinPrimSize);
}
for (auto& Elem : AggGeom.BoxElems)
{
Elem.ScaleElem(Scale3D, MinPrimSize);
}
for (auto& Elem : AggGeom.SphylElems)
{
Elem.ScaleElem(Scale3D, MinPrimSize);
}
}
}
static void ExtractPhysicsGeometry(UStaticMeshComponent* InMeshComponent, FKAggregateGeom& OutAggGeom)
{
UStaticMesh* SrcMesh = InMeshComponent->StaticMesh;
if (SrcMesh == nullptr)
{
return;
}
if (!SrcMesh->BodySetup)
{
return;
}
OutAggGeom = SrcMesh->BodySetup->AggGeom;
// we are not owner of this stuff
OutAggGeom.RenderInfo = nullptr;
for (auto& Elem : OutAggGeom.ConvexElems)
{
Elem.ConvexMesh = nullptr;
Elem.ConvexMeshNegX = nullptr;
}
// Transform geometry to world space
FTransform CtoM = InMeshComponent->ComponentToWorld;
TransformPhysicsGeometry(CtoM, OutAggGeom);
}
void FMeshUtilities::CalculateTextureCoordinateBoundsForRawMesh(const FRawMesh& InRawMesh, TArray<FBox2D>& OutBounds) const
{
const int32 NumWedges = InRawMesh.WedgeIndices.Num();
const int32 NumTris = NumWedges / 3;
OutBounds.Empty();
int32 WedgeIndex = 0;
for (int32 TriIndex = 0; TriIndex < NumTris; TriIndex++)
{
int MaterialIndex = InRawMesh.FaceMaterialIndices[TriIndex];
if (OutBounds.Num() <= MaterialIndex)
OutBounds.SetNumZeroed(MaterialIndex + 1);
{
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++, WedgeIndex++)
{
OutBounds[MaterialIndex] += InRawMesh.WedgeTexCoords[0][WedgeIndex];
}
}
}
}
void FMeshUtilities::CalculateTextureCoordinateBoundsForSkeletalMesh(const FStaticLODModel& LODModel, TArray<FBox2D>& OutBounds) const
{
TArray<FSoftSkinVertex> Vertices;
FMultiSizeIndexContainerData IndexData;
LODModel.GetVertices(Vertices);
LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
#if WITH_APEX_CLOTHING
const uint32 SectionCount = (uint32)LODModel.NumNonClothingSections();
#else
const uint32 SectionCount = LODModel.Sections.Num();
#endif // #if WITH_APEX_CLOTHING
check(OutBounds.Num() != 0);
for (uint32 SectionIndex = 0; SectionIndex < SectionCount; ++SectionIndex)
{
const FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
const uint32 FirstIndex = Section.BaseIndex;
const uint32 LastIndex = FirstIndex + Section.NumTriangles * 3;
const int32 MaterialIndex = Section.MaterialIndex;
if (OutBounds.Num() <= MaterialIndex)
{
OutBounds.SetNumZeroed(MaterialIndex + 1);
}
for (uint32 Index = FirstIndex; Index < LastIndex; ++Index)
{
uint32 VertexIndex = IndexData.Indices[Index];
FSoftSkinVertex& Vertex = Vertices[VertexIndex];
FVector2D TexCoord = Vertex.UVs[0];
OutBounds[MaterialIndex] += TexCoord;
}
}
}
static void CopyTextureRect(const FColor* Src, const FIntPoint& SrcSize, FColor* Dst, const FIntPoint& DstSize, const FIntPoint& DstPos)
{
int32 RowLength = SrcSize.X*sizeof(FColor);
FColor* RowDst = Dst + DstSize.X*DstPos.Y;
const FColor* RowSrc = Src;
for (int32 RowIdx = 0; RowIdx < SrcSize.Y; ++RowIdx)
{
FMemory::Memcpy(RowDst + DstPos.X, RowSrc, RowLength);
RowDst += DstSize.X;
RowSrc += SrcSize.X;
}
}
static void SetTextureRect(const FColor& ColorValue, const FIntPoint& SrcSize, FColor* Dst, const FIntPoint& DstSize, const FIntPoint& DstPos)
{
FColor* RowDst = Dst + DstSize.X*DstPos.Y;
for (int32 RowIdx = 0; RowIdx < SrcSize.Y; ++RowIdx)
{
for (int32 ColIdx = 0; ColIdx < SrcSize.X; ++ColIdx)
{
RowDst[ColIdx] = ColorValue;
}
RowDst += DstSize.X;
}
}
struct FRawMeshUVTransform
{
FVector2D Offset;
FVector2D Scale;
bool IsValid() const
{
return (Scale != FVector2D::ZeroVector);
}
};
static FVector2D GetValidUV(const FVector2D& UV)
{
FVector2D NewUV = UV;
// first make sure they're positive
if (UV.X < 0.0f)
{
NewUV.X = UV.X + FMath::CeilToInt(FMath::Abs(UV.X));
}
if (UV.Y < 0.0f)
{
NewUV.Y = UV.Y + FMath::CeilToInt(FMath::Abs(UV.Y));
}
// now make sure they're within [0, 1]
if (UV.X > 1.0f)
{
NewUV.X = FMath::Fmod(NewUV.X, 1.0f);
}
if (UV.Y > 1.0f)
{
NewUV.Y = FMath::Fmod(NewUV.Y, 1.0f);
}
return NewUV;
}
static void MergeFlattenedMaterials(TArray<struct FFlattenMaterial>& InMaterialList, FFlattenMaterial& OutMergedMaterial, TArray<FRawMeshUVTransform>& OutUVTransforms)
{
OutUVTransforms.Reserve(InMaterialList.Num());
// Fill output UV transforms with invalid values
for (auto Material : InMaterialList)
{
// Invalid UV transform
FRawMeshUVTransform UVTransform;
UVTransform.Offset = FVector2D::ZeroVector;
UVTransform.Scale = FVector2D::ZeroVector;
OutUVTransforms.Add(UVTransform);
}
int32 AtlasGridSize = FMath::CeilToInt(FMath::Sqrt(InMaterialList.Num()));
FIntPoint AtlasTextureSize = OutMergedMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse);
FIntPoint ExportTextureSize = AtlasTextureSize / AtlasGridSize;
int32 AtlasNumSamples = AtlasTextureSize.X*AtlasTextureSize.Y;
for (int32 PropertyIndex = 0; PropertyIndex < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++PropertyIndex)
{
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)PropertyIndex;
if (OutMergedMaterial.ShouldGenerateDataForProperty(Property))
{
check(OutMergedMaterial.GetPropertySize(Property) == AtlasTextureSize);
TArray<FColor>& Samples = OutMergedMaterial.GetPropertySamples(Property);
Samples.SetNumZeroed(AtlasNumSamples);
}
}
int32 AtlasRowIdx = 0;
int32 AtlasColIdx = 0;
FIntPoint AtlasTargetPos = FIntPoint(0, 0);
// Flatten all materials and merge them into one material using texture atlases
for (int32 MatIdx = 0; MatIdx < InMaterialList.Num(); ++MatIdx)
{
FFlattenMaterial& FlatMaterial = InMaterialList[MatIdx];
for (int32 PropertyIndex = 0; PropertyIndex < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++PropertyIndex)
{
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)PropertyIndex;
if (OutMergedMaterial.ShouldGenerateDataForProperty(Property) && FlatMaterial.DoesPropertyContainData(Property))
{
TArray<FColor>& SourceSamples = FlatMaterial.GetPropertySamples(Property);
TArray<FColor>& TargetSamples = OutMergedMaterial.GetPropertySamples(Property);
if (FlatMaterial.IsPropertyConstant(Property))
{
SetTextureRect(SourceSamples[0], ExportTextureSize, TargetSamples.GetData(), AtlasTextureSize, AtlasTargetPos);
}
else
{
FIntPoint PropertySize = FlatMaterial.GetPropertySize(Property);
PropertySize = ConditionalImageResize(PropertySize, ExportTextureSize, SourceSamples, false);
CopyTextureRect(SourceSamples.GetData(), ExportTextureSize, TargetSamples.GetData(), AtlasTextureSize, AtlasTargetPos);
FlatMaterial.SetPropertySize(Property, PropertySize);
}
}
}
check(OutUVTransforms.IsValidIndex(MatIdx));
OutUVTransforms[MatIdx].Offset = FVector2D(
(float)AtlasTargetPos.X / AtlasTextureSize.X,
(float)AtlasTargetPos.Y / AtlasTextureSize.Y);
OutUVTransforms[MatIdx].Scale = FVector2D(
(float)ExportTextureSize.X / AtlasTextureSize.X,
(float)ExportTextureSize.Y / AtlasTextureSize.Y);
AtlasColIdx++;
if (AtlasColIdx >= AtlasGridSize)
{
AtlasColIdx = 0;
AtlasRowIdx++;
}
AtlasTargetPos = FIntPoint(AtlasColIdx*ExportTextureSize.X, AtlasRowIdx*ExportTextureSize.Y);
}
}
static void FlattenBinnedMaterials(TArray<struct FFlattenMaterial>& InMaterialList, const TArray<FBox2D>& InMaterialBoxes, FFlattenMaterial& OutMergedMaterial, TArray<FRawMeshUVTransform>& OutUVTransforms)
{
OutUVTransforms.Reserve(InMaterialList.Num());
// We support merging only for opaque materials
// Fill output UV transforms with invalid values
for (auto Material : InMaterialList)
{
// Invalid UV transform
FRawMeshUVTransform UVTransform;
UVTransform.Offset = FVector2D::ZeroVector;
UVTransform.Scale = FVector2D::ZeroVector;
OutUVTransforms.Add(UVTransform);
}
// Merge all material properties
for (int32 Index = 0; Index < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++Index)
{
const EFlattenMaterialProperties Property = (EFlattenMaterialProperties)Index;
const FIntPoint& OutTextureSize = OutMergedMaterial.GetPropertySize(Property);
if (OutTextureSize != FIntPoint::ZeroValue)
{
TArray<FColor>& OutSamples = OutMergedMaterial.GetPropertySamples(Property);
OutSamples.Reserve(OutTextureSize.X * OutTextureSize.Y);
OutSamples.SetNumZeroed(OutTextureSize.X * OutTextureSize.Y);
for (int32 MaterialIndex = 0; MaterialIndex < InMaterialList.Num(); ++MaterialIndex)
{
// Determine output size and offset
FFlattenMaterial& FlatMaterial = InMaterialList[MaterialIndex];
if (FlatMaterial.DoesPropertyContainData(Property))
{
FBox2D MaterialBox = InMaterialBoxes[MaterialIndex];
const FIntPoint& InputSize = FlatMaterial.GetPropertySize(Property);
TArray<FColor>& InputSamples = FlatMaterial.GetPropertySamples(Property);
// Resize material to match output (area) size
FIntPoint OutputSize = FIntPoint(OutTextureSize.X * MaterialBox.GetSize().X, OutTextureSize.Y * MaterialBox.GetSize().Y);
ConditionalImageResize(InputSize, OutputSize, InputSamples, false);
// Copy material data to the merged 'atlas' texture
FIntPoint OutputPosition = FIntPoint(OutTextureSize.X * MaterialBox.Min.X, OutTextureSize.Y * MaterialBox.Min.Y);
CopyTextureRect(InputSamples.GetData(), OutputSize, OutSamples.GetData(), OutTextureSize, OutputPosition);
// Set the UV tranforms only once
if (Index == 0)
{
FRawMeshUVTransform& UVTransform = OutUVTransforms[MaterialIndex];
UVTransform.Offset = MaterialBox.Min;
UVTransform.Scale = MaterialBox.GetSize();
}
}
}
}
}
}
void FMeshUtilities::MergeActors(
const TArray<AActor*>& SourceActors,
const FMeshMergingSettings& InSettings,
UPackage* InOuter,
const FString& InBasePackageName,
int32 UseLOD, // does not build all LODs but only use this LOD to create base mesh
TArray<UObject*>& OutAssetsToSync,
FVector& OutMergedActorLocation,
bool bSilent) const
{
MergeActors(SourceActors, InSettings, InOuter, InBasePackageName, OutAssetsToSync, OutMergedActorLocation, bSilent);
}
void FMeshUtilities::MergeActors(
const TArray<AActor*>& SourceActors,
const FMeshMergingSettings& InSettings,
UPackage* InOuter,
const FString& InBasePackageName,
TArray<UObject*>& OutAssetsToSync,
FVector& OutMergedActorLocation,
bool bSilent) const
{
checkf(SourceActors.Num(), TEXT("No actors supplied for merging"));
TArray<UStaticMeshComponent*> ComponentsToMerge;
ComponentsToMerge.Reserve(SourceActors.Num());
// Collect static mesh components
for (AActor* Actor : SourceActors)
{
TInlineComponentArray<UStaticMeshComponent*> Components;
Actor->GetComponents<UStaticMeshComponent>(Components);
// Filter out bad components
for (UStaticMeshComponent* MeshComponent : Components)
{
if (MeshComponent->StaticMesh != nullptr &&
MeshComponent->StaticMesh->SourceModels.Num() > 0)
{
ComponentsToMerge.Add(MeshComponent);
}
}
}
checkf(SourceActors.Num(), TEXT("No valid components found in actors supplied for merging"));
UWorld* World = SourceActors[0]->GetWorld();
checkf(World != nullptr, TEXT("Invalid world retrieved from Actor"));
const float ScreenAreaSize = TNumericLimits<float>::Max();
MergeStaticMeshComponents(ComponentsToMerge, World, InSettings, InOuter, InBasePackageName, OutAssetsToSync, OutMergedActorLocation, ScreenAreaSize, bSilent);
}
static void CheckWrappingUVs(TArray<FRawMeshExt>& SourceMeshes, TArray<bool>& MeshShouldBakeVertexData)
{
const uint32 MeshCount = SourceMeshes.Num();
for (uint32 MeshIndex = 0; MeshIndex < MeshCount; ++MeshIndex)
{
FRawMeshExt& SourceMesh = SourceMeshes[MeshIndex];
const int32 LODIndex = SourceMeshes[MeshIndex].ExportLODIndex;
if (SourceMesh.bShouldExportLOD[LODIndex])
{
FRawMesh* RawMesh = SourceMesh.MeshLODData[LODIndex].RawMesh;
check(RawMesh);
for (uint32 ChannelIndex = 0; ChannelIndex < MAX_MESH_TEXTURE_COORDS; ++ChannelIndex)
{
bool bProcessed = false;
bool bHasCoordinates = (RawMesh->WedgeTexCoords[ChannelIndex].Num() != 0);
if (bHasCoordinates)
{
FVector2D Min(FLT_MAX, FLT_MAX);
FVector2D Max(-FLT_MAX, -FLT_MAX);
for (const FVector2D& Coordinate : RawMesh->WedgeTexCoords[ChannelIndex])
{
if ((FMath::IsNegativeFloat(Coordinate.X) || FMath::IsNegativeFloat(Coordinate.Y)) || (Coordinate.X > ( 1.0f + KINDA_SMALL_NUMBER) || Coordinate.Y > (1.0f + KINDA_SMALL_NUMBER)))
{
MeshShouldBakeVertexData[MeshIndex] = true;
bProcessed = true;
break;
}
}
}
if (bProcessed)
{
break;
}
}
}
}
}
void FMeshUtilities::MergeStaticMeshComponents(const TArray<UStaticMeshComponent*>& ComponentsToMerge, UWorld* World, const FMeshMergingSettings& InSettings, UPackage* InOuter, const FString& InBasePackageName, TArray<UObject*>& OutAssetsToSync, FVector& OutMergedActorLocation, const float ScreenAreaSize, bool bSilent /*= false*/) const
{
TArray<UMaterialInterface*> UniqueMaterials;
TMap<FMeshIdAndLOD, TArray<int32>> MaterialMap;
TArray<FRawMeshExt> SourceMeshes;
bool bWithVertexColors[MAX_STATIC_MESH_LODS] = {};
bool bOcuppiedUVChannels[MAX_STATIC_MESH_LODS][MAX_MESH_TEXTURE_COORDS] = {};
UBodySetup* BodySetupSource = nullptr;
checkf(ComponentsToMerge.Num(), TEXT("No valid components supplied for merging"));
SourceMeshes.AddZeroed(ComponentsToMerge.Num());
FScopedSlowTask MainTask(100, LOCTEXT("MeshUtilities_MergeStaticMeshComponents", "Merging StaticMesh Components"));
MainTask.MakeDialog();
// Use first mesh for naming and pivot
FString MergedAssetPackageName;
FVector MergedAssetPivot;
int32 NumMaxLOD = 0;
for (int32 MeshId = 0; MeshId < ComponentsToMerge.Num(); ++MeshId)
{
UStaticMeshComponent* MeshComponent = ComponentsToMerge[MeshId];
// Determine the maximum number of LOD levels found in the source meshes
NumMaxLOD = FMath::Max(NumMaxLOD, MeshComponent->StaticMesh->SourceModels.Num());
// Save the pivot and asset package name of the first mesh, will later be used for creating merged mesh asset
if (MeshId == 0)
{
// Mesh component pivot point
MergedAssetPivot = InSettings.bPivotPointAtZero ? FVector::ZeroVector : MeshComponent->ComponentToWorld.GetLocation();
// Source mesh asset package name
MergedAssetPackageName = MeshComponent->StaticMesh->GetOutermost()->GetName();
}
}
// Cap the number of LOD levels to the max
NumMaxLOD = FMath::Min(NumMaxLOD, MAX_STATIC_MESH_LODS);
int32 BaseLODIndex = 0;
// Are we going to export a single LOD or not
if (InSettings.LODSelectionType == EMeshLODSelectionType::SpecificLOD && InSettings.SpecificLOD >= 0)
{
// Will export only one specified LOD as LOD0 for the merged mesh
BaseLODIndex = FMath::Max(0, FMath::Min(InSettings.SpecificLOD, MAX_STATIC_MESH_LODS));
}
const bool bMergeAllAvailableLODs = InSettings.LODSelectionType == EMeshLODSelectionType::AllLODs;
MainTask.EnterProgressFrame(10, LOCTEXT("MeshUtilities_MergeStaticMeshComponents_RetrievingRawMesh", "Retrieving Raw Meshes"));
for (int32 MeshId = 0; MeshId < ComponentsToMerge.Num(); ++MeshId)
{
UStaticMeshComponent* StaticMeshComponent = ComponentsToMerge[MeshId];
// LOD index will be overridden if the user has chosen to pick it according to the viewing distance
int32 CalculatedLODIndex = -1;
if (InSettings.LODSelectionType == EMeshLODSelectionType::CalculateLOD && ScreenAreaSize > 0.0f && ScreenAreaSize < 1.0f)
{
FHierarchicalLODUtilitiesModule& Module = FModuleManager::LoadModuleChecked<FHierarchicalLODUtilitiesModule>("HierarchicalLODUtilities");
IHierarchicalLODUtilities* Utilities = Module.GetUtilities();
CalculatedLODIndex = Utilities->GetLODLevelForScreenAreaSize(StaticMeshComponent, ScreenAreaSize);
}
// Retrieve the lowest available LOD level from the mesh
int32 StartLODIndex = InSettings.LODSelectionType == EMeshLODSelectionType::CalculateLOD ? CalculatedLODIndex : FMath::Min(BaseLODIndex, StaticMeshComponent->StaticMesh->SourceModels.Num() - 1);
int32 EndLODIndex = bMergeAllAvailableLODs ? FMath::Min(StaticMeshComponent->StaticMesh->SourceModels.Num(), MAX_STATIC_MESH_LODS) : StartLODIndex + 1;
SourceMeshes[MeshId].MaxLODExport = EndLODIndex - 1;
// Set export LOD index if we are exporting one specifically
SourceMeshes[MeshId].ExportLODIndex = !bMergeAllAvailableLODs ? StartLODIndex : -1;
for (int32 LODIndex = StartLODIndex; LODIndex < EndLODIndex; ++LODIndex)
{
// Store source static mesh and set LOD export flag
SourceMeshes[MeshId].SourceStaticMesh = StaticMeshComponent->StaticMesh;
SourceMeshes[MeshId].bShouldExportLOD[LODIndex] = true;
TArray<int32> MeshMaterialMap;
// Retrieve and construct raw mesh from source meshes
SourceMeshes[MeshId].MeshLODData[LODIndex].RawMesh = new FRawMesh();
FRawMesh* RawMeshLOD = SourceMeshes[MeshId].MeshLODData[LODIndex].RawMesh;
if (ConstructRawMesh(StaticMeshComponent, LODIndex, InSettings.bBakeVertexDataToMesh || InSettings.bUseVertexDataForBakingMaterial, *RawMeshLOD, UniqueMaterials, MeshMaterialMap))
{
MaterialMap.Add(FMeshIdAndLOD(MeshId, LODIndex), MeshMaterialMap);
// Check if vertex colours should be propagated
if (InSettings.bBakeVertexDataToMesh)
{
// Whether at least one of the meshes has vertex colors
bWithVertexColors[LODIndex] |= (RawMeshLOD->WedgeColors.Num() != 0);
}
// Which UV channels has data at least in one mesh
for (int32 ChannelIdx = 0; ChannelIdx < MAX_MESH_TEXTURE_COORDS; ++ChannelIdx)
{
bOcuppiedUVChannels[LODIndex][ChannelIdx] |= (RawMeshLOD->WedgeTexCoords[ChannelIdx].Num() != 0);
}
if (InSettings.bUseLandscapeCulling)
{
// Landscape / volume culling
CullTrianglesFromVolumesAndUnderLandscapes(StaticMeshComponent, *RawMeshLOD);
}
}
}
}
if (InSettings.bMergePhysicsData)
{
for (int32 MeshId = 0; MeshId < ComponentsToMerge.Num(); ++MeshId)
{
UStaticMeshComponent* MeshComponent = ComponentsToMerge[MeshId];
ExtractPhysicsGeometry(MeshComponent, SourceMeshes[MeshId].AggGeom);
// We will use first valid BodySetup as a source of physics settings
if (BodySetupSource == nullptr)
{
BodySetupSource = MeshComponent->StaticMesh->BodySetup;
}
}
}
MainTask.EnterProgressFrame(20);
// Remap material indices regardless of baking out materials or not (could give a draw call decrease)
TArray<bool> MeshShouldBakeVertexData;
TMap<FMeshIdAndLOD, TArray<int32> > NewMaterialMap;
TArray<UMaterialInterface*> NewStaticMeshMaterials;
FMaterialUtilities::RemapUniqueMaterialIndices(
UniqueMaterials,
SourceMeshes,
MaterialMap,
InSettings.MaterialSettings,
InSettings.bUseVertexDataForBakingMaterial,
InSettings.bMergeMaterials,
MeshShouldBakeVertexData,
NewMaterialMap,
NewStaticMeshMaterials);
// Use shared material data.
Exchange(MaterialMap, NewMaterialMap);
Exchange(UniqueMaterials, NewStaticMeshMaterials);
if (InSettings.bMergeMaterials && !bMergeAllAvailableLODs)
{
// Should merge flattened materials into one texture
MainTask.EnterProgressFrame(20, LOCTEXT("MeshUtilities_MergeStaticMeshComponents_MergingMaterials", "Merging Materials"));
// If we have UVs outside of the UV boundaries we should use unique UVs to render out the materials
CheckWrappingUVs(SourceMeshes, MeshShouldBakeVertexData);
// Flatten Materials
TArray<FFlattenMaterial> FlattenedMaterials;
FlattenMaterialsWithMeshData(UniqueMaterials, SourceMeshes, MaterialMap, MeshShouldBakeVertexData, InSettings.MaterialSettings, FlattenedMaterials);
FIntPoint AtlasTextureSize = InSettings.MaterialSettings.TextureSize;
FFlattenMaterial MergedFlatMaterial;
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Diffuse, AtlasTextureSize);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, InSettings.MaterialSettings.bNormalMap ? AtlasTextureSize : FIntPoint::ZeroValue);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Metallic, InSettings.MaterialSettings.bMetallicMap ? AtlasTextureSize : FIntPoint::ZeroValue);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Roughness, InSettings.MaterialSettings.bRoughnessMap ? AtlasTextureSize : FIntPoint::ZeroValue);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Specular, InSettings.MaterialSettings.bSpecularMap ? AtlasTextureSize : FIntPoint::ZeroValue);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Emissive, InSettings.MaterialSettings.bEmissiveMap ? AtlasTextureSize : FIntPoint::ZeroValue);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Opacity, InSettings.MaterialSettings.bOpacityMap ? AtlasTextureSize : FIntPoint::ZeroValue);
TArray<FRawMeshUVTransform> UVTransforms;
if (InSettings.bUseTextureBinning)
{
TArray<float> MaterialImportance;
FMaterialUtilities::DetermineMaterialImportance(UniqueMaterials, MaterialImportance);
TArray<FBox2D> MaterialBoxes;
FMaterialUtilities::GeneratedBinnedTextureSquares(FVector2D(1.0f, 1.0f), MaterialImportance, MaterialBoxes);
FlattenBinnedMaterials(FlattenedMaterials, MaterialBoxes, MergedFlatMaterial, UVTransforms);
}
else
{
MergeFlattenedMaterials(FlattenedMaterials, MergedFlatMaterial, UVTransforms);
}
FMaterialUtilities::OptimizeFlattenMaterial(MergedFlatMaterial);
// Adjust UVs and remap material indices
for (int32 MeshIndex = 0; MeshIndex < SourceMeshes.Num(); ++MeshIndex)
{
const int32 LODIndex = SourceMeshes[MeshIndex].ExportLODIndex;
FRawMesh& RawMesh = *SourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh;
if (RawMesh.VertexPositions.Num())
{
const TArray<int32> MaterialIndices = MaterialMap[FMeshIdAndLOD(MeshIndex, LODIndex)];
// If we end up in the situation where we have two of the same meshes which require baking vertex data (thus unique UVs), the first one to be found in the array will be used to bake out the material and generate new uvs for it. The other one however will not have the new UVs and thus the baked out material does not match up with its uvs which makes the mesh be UVed incorrectly with the new baked material.
if (!SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs.Num() && MeshShouldBakeVertexData[MeshIndex])
{
// Calculate the max bounds for this raw mesh
CalculateTextureCoordinateBoundsForRawMesh(*SourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh, SourceMeshes[MeshIndex].MeshLODData[LODIndex].TexCoordBounds);
// Generate unique UVs
GenerateUniqueUVsForStaticMesh(*SourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh, InSettings.MaterialSettings.TextureSize.GetMax(), SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs);
}
for (int32 UVChannelIdx = 0; UVChannelIdx < MAX_MESH_TEXTURE_COORDS; ++UVChannelIdx)
{
// Determine if we should use original or non-overlapping generated UVs
TArray<FVector2D>& UVs = SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs.Num() ? SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs : RawMesh.WedgeTexCoords[UVChannelIdx];
if (RawMesh.WedgeTexCoords[UVChannelIdx].Num() > 0)
{
int32 UVIdx = 0;
for (int32 FaceMaterialIndex : RawMesh.FaceMaterialIndices)
{
const FRawMeshUVTransform& UVTransform = UVTransforms[MaterialIndices[FaceMaterialIndex]];
if (UVTransform.IsValid())
{
FVector2D UV0 = GetValidUV(UVs[UVIdx + 0]);
FVector2D UV1 = GetValidUV(UVs[UVIdx + 1]);
FVector2D UV2 = GetValidUV(UVs[UVIdx + 2]);
RawMesh.WedgeTexCoords[UVChannelIdx][UVIdx + 0] = UV0 * UVTransform.Scale + UVTransform.Offset;
RawMesh.WedgeTexCoords[UVChannelIdx][UVIdx + 1] = UV1 * UVTransform.Scale + UVTransform.Offset;
RawMesh.WedgeTexCoords[UVChannelIdx][UVIdx + 2] = UV2 * UVTransform.Scale + UVTransform.Offset;
}
UVIdx += 3;
}
}
}
// Reset material indexes
for (int32& FaceMaterialIndex : RawMesh.FaceMaterialIndices)
{
FaceMaterialIndex = 0;
}
}
else
{
break;
}
}
// Create merged material asset
FString MaterialAssetName;
FString MaterialPackageName;
if (InBasePackageName.IsEmpty())
{
MaterialAssetName = TEXT("M_MERGED_") + FPackageName::GetShortName(MergedAssetPackageName);
MaterialPackageName = FPackageName::GetLongPackagePath(MergedAssetPackageName) + TEXT("/") + MaterialAssetName;
}
else
{
MaterialAssetName = TEXT("M_") + FPackageName::GetShortName(InBasePackageName);
MaterialPackageName = FPackageName::GetLongPackagePath(InBasePackageName) + TEXT("/") + MaterialAssetName;
}
UPackage* MaterialPackage = InOuter;
if (MaterialPackage == nullptr)
{
MaterialPackage = CreatePackage(nullptr, *MaterialPackageName);
check(MaterialPackage);
MaterialPackage->FullyLoad();
MaterialPackage->Modify();
}
UMaterialInstanceConstant* MergedMaterial = ProxyMaterialUtilities::CreateProxyMaterialInstance(MaterialPackage, InSettings.MaterialSettings, MergedFlatMaterial, MaterialAssetName, MaterialPackageName);
// Set material static lighting usage flag if project has static lighting enabled
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnGameThread() != 0);
if (bAllowStaticLighting)
{
MergedMaterial->CheckMaterialUsage(MATUSAGE_StaticLighting);
}
// Only end up with one material so clear array first
UniqueMaterials.Empty();
UniqueMaterials.Add(MergedMaterial);
}
MainTask.EnterProgressFrame(20, LOCTEXT("MeshUtilities_MergeStaticMeshComponents_MergingMeshes", "Merging Meshes"));
FRawMeshExt MergedMesh;
FMemory::Memset(&MergedMesh, 0, sizeof(MergedMesh));
// Flatten out the occupied UV channel flags, we need this to ensure the same amount of uv sets written out for each mesh
bool bFlattenedOcuppiedUVChannels[MAX_MESH_TEXTURE_COORDS];
FMemory::Memset(bFlattenedOcuppiedUVChannels, 0, sizeof(bool) * MAX_MESH_TEXTURE_COORDS);
for (int CoordinateIndex = 0; CoordinateIndex < MAX_MESH_TEXTURE_COORDS; ++CoordinateIndex)
{
for (int32 LODIndex = 0; LODIndex < MAX_STATIC_MESH_LODS; ++LODIndex)
{
bFlattenedOcuppiedUVChannels[CoordinateIndex] |= bOcuppiedUVChannels[LODIndex][CoordinateIndex];
}
}
int32 MaxExportLODs = bMergeAllAvailableLODs ? NumMaxLOD : 1;
// Merge meshes into single mesh
for (int32 SourceMeshIdx = 0; SourceMeshIdx < SourceMeshes.Num(); ++SourceMeshIdx)
{
for (int32 TargetLODIndex = 0; TargetLODIndex < MaxExportLODs; ++TargetLODIndex)
{
int32 SourceLODIndex = SourceMeshes[SourceMeshIdx].bShouldExportLOD[TargetLODIndex] ? TargetLODIndex : (SourceMeshes[SourceMeshIdx].MaxLODExport);
if (!bMergeAllAvailableLODs)
{
SourceLODIndex = SourceMeshes[SourceMeshIdx].ExportLODIndex;
}
// Allocate raw meshes where needed
if (MergedMesh.MeshLODData[TargetLODIndex].RawMesh == nullptr)
{
MergedMesh.MeshLODData[TargetLODIndex].RawMesh = new FRawMesh();
}
// Merge vertex data from source mesh list into single mesh
const FRawMesh& SourceRawMesh = *SourceMeshes[SourceMeshIdx].MeshLODData[SourceLODIndex].RawMesh;
if (SourceRawMesh.VertexPositions.Num() == 0)
{
continue;
}
const TArray<int32> MaterialIndices = MaterialMap[FMeshIdAndLOD(SourceMeshIdx, SourceLODIndex)];
check(MaterialIndices.Num() > 0);
FRawMesh& TargetRawMesh = *MergedMesh.MeshLODData[TargetLODIndex].RawMesh;
TargetRawMesh.FaceSmoothingMasks.Append(SourceRawMesh.FaceSmoothingMasks);
if (InSettings.bMergeMaterials && !bMergeAllAvailableLODs)
{
TargetRawMesh.FaceMaterialIndices.AddZeroed(SourceRawMesh.FaceMaterialIndices.Num());
}
else
{
for (const int32 Index : SourceRawMesh.FaceMaterialIndices)
{
TargetRawMesh.FaceMaterialIndices.Add(MaterialIndices[Index]);
}
}
int32 IndicesOffset = TargetRawMesh.VertexPositions.Num();
for (int32 Index : SourceRawMesh.WedgeIndices)
{
TargetRawMesh.WedgeIndices.Add(Index + IndicesOffset);
}
for (FVector VertexPos : SourceRawMesh.VertexPositions)
{
TargetRawMesh.VertexPositions.Add(VertexPos - MergedAssetPivot);
}
TargetRawMesh.WedgeTangentX.Append(SourceRawMesh.WedgeTangentX);
TargetRawMesh.WedgeTangentY.Append(SourceRawMesh.WedgeTangentY);
TargetRawMesh.WedgeTangentZ.Append(SourceRawMesh.WedgeTangentZ);
// Deal with vertex colors
// Some meshes may have it, in this case merged mesh will be forced to have vertex colors as well
if (InSettings.bBakeVertexDataToMesh)
{
if (bWithVertexColors[SourceLODIndex] && SourceRawMesh.WedgeColors.Num())
{
TargetRawMesh.WedgeColors.Append(SourceRawMesh.WedgeColors);
}
else
{
// In case this source mesh does not have vertex colors, fill target with 0xFF
int32 ColorsOffset = TargetRawMesh.WedgeColors.Num();
int32 ColorsNum = SourceRawMesh.WedgeIndices.Num();
TargetRawMesh.WedgeColors.AddUninitialized(ColorsNum);
FMemory::Memset(&TargetRawMesh.WedgeColors[ColorsOffset], 0xFF, ColorsNum*TargetRawMesh.WedgeColors.GetTypeSize());
}
}
// Merge all other UV channels
for (int32 ChannelIdx = 0; ChannelIdx < MAX_MESH_TEXTURE_COORDS; ++ChannelIdx)
{
// Whether this channel has data
if (bFlattenedOcuppiedUVChannels[ChannelIdx])
{
const TArray<FVector2D>& SourceChannel = SourceRawMesh.WedgeTexCoords[ChannelIdx];
TArray<FVector2D>& TargetChannel = TargetRawMesh.WedgeTexCoords[ChannelIdx];
// Whether source mesh has data in this channel
if (SourceChannel.Num())
{
TargetChannel.Append(SourceChannel);
}
else
{
// Fill with zero coordinates if source mesh has no data for this channel
const int32 TexCoordNum = SourceRawMesh.WedgeIndices.Num();
for (int32 CoordIdx = 0; CoordIdx < TexCoordNum; ++CoordIdx)
{
TargetChannel.Add(FVector2D::ZeroVector);
}
}
}
}
}
}
// Transform physics primitives to merged mesh pivot
if (InSettings.bMergePhysicsData && !MergedAssetPivot.IsZero())
{
FTransform PivotTM(-MergedAssetPivot);
for (auto& SourceMesh : SourceMeshes)
{
TransformPhysicsGeometry(PivotTM, SourceMesh.AggGeom);
}
}
// Compute target lightmap channel for each LOD
// User can specify any index, but there are should not be empty gaps in UV channel list
int32 LightMapUVChannel = 0;
for (int32 ChannelIdx = InSettings.TargetLightMapUVChannel; ChannelIdx < MAX_MESH_TEXTURE_COORDS; ++ChannelIdx)
{
bool bOccupied = false;
if (bFlattenedOcuppiedUVChannels[ChannelIdx])
{
continue;
}
else
{
LightMapUVChannel = ChannelIdx;
break;
}
}
MainTask.EnterProgressFrame(20, LOCTEXT("MeshUtilities_MergeStaticMeshComponents_CreatingMergedMeshAsset", "Creating Merged Mesh Asset"));
//
//Create merged mesh asset
//
{
FString AssetName;
FString PackageName;
if (InBasePackageName.IsEmpty())
{
AssetName = TEXT("SM_MERGED_") + FPackageName::GetShortName(MergedAssetPackageName);
PackageName = FPackageName::GetLongPackagePath(MergedAssetPackageName) + TEXT("/") + AssetName;
}
else
{
AssetName = FPackageName::GetShortName(InBasePackageName);
PackageName = InBasePackageName;
}
UPackage* Package = InOuter;
if (Package == nullptr)
{
Package = CreatePackage(NULL, *PackageName);
check(Package);
Package->FullyLoad();
Package->Modify();
}
UStaticMesh* StaticMesh = NewObject<UStaticMesh>(Package, *AssetName, RF_Public | RF_Standalone);
StaticMesh->InitResources();
FString OutputPath = StaticMesh->GetPathName();
// make sure it has a new lighting guid
StaticMesh->LightingGuid = FGuid::NewGuid();
if (InSettings.bGenerateLightMapUV)
{
StaticMesh->LightMapResolution = InSettings.TargetLightMapResolution;
StaticMesh->LightMapCoordinateIndex = LightMapUVChannel;
}
for (int32 LODIndex = 0; LODIndex < NumMaxLOD; ++LODIndex)
{
if (MergedMesh.MeshLODData[LODIndex].RawMesh != nullptr)
{
FRawMesh& MergedMeshLOD = *MergedMesh.MeshLODData[LODIndex].RawMesh;
if (MergedMeshLOD.VertexPositions.Num() > 0)
{
FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel();
/*Don't allow the engine to recalculate normals*/
SrcModel->BuildSettings.bRecomputeNormals = false;
SrcModel->BuildSettings.bRecomputeTangents = false;
SrcModel->BuildSettings.bRemoveDegenerates = false;
SrcModel->BuildSettings.bUseHighPrecisionTangentBasis = false;
SrcModel->BuildSettings.bUseFullPrecisionUVs = false;
SrcModel->BuildSettings.bGenerateLightmapUVs = InSettings.bGenerateLightMapUV;
SrcModel->BuildSettings.MinLightmapResolution = InSettings.TargetLightMapResolution;
SrcModel->BuildSettings.SrcLightmapIndex = 0;
SrcModel->BuildSettings.DstLightmapIndex = LightMapUVChannel;
SrcModel->RawMeshBulkData->SaveRawMesh(MergedMeshLOD);
}
}
}
// Assign materials
for (UMaterialInterface* Material : UniqueMaterials)
{
if (Material && !Material->IsAsset())
{
Material = nullptr; // do not save non-asset materials
}
StaticMesh->StaticMaterials.Add(FStaticMaterial(Material));
}
if (InSettings.bMergePhysicsData)
{
StaticMesh->CreateBodySetup();
if (BodySetupSource)
{
StaticMesh->BodySetup->CopyBodyPropertiesFrom(BodySetupSource);
}
StaticMesh->BodySetup->AggGeom = FKAggregateGeom();
for (const FRawMeshExt& SourceMesh : SourceMeshes)
{
StaticMesh->BodySetup->AddCollisionFrom(SourceMesh.AggGeom);
// Copy section/collision info from first LOD level in source static mesh
if (SourceMesh.SourceStaticMesh)
{
StaticMesh->SectionInfoMap.CopyFrom(SourceMesh.SourceStaticMesh->SectionInfoMap);
}
}
}
MainTask.EnterProgressFrame(10, LOCTEXT("MeshUtilities_MergeStaticMeshComponents_BuildingStaticMesh", "Building Static Mesh"));
StaticMesh->Build(bSilent);
StaticMesh->PostEditChange();
OutAssetsToSync.Add(StaticMesh);
OutMergedActorLocation = MergedAssetPivot;
}
for (FRawMeshExt& SourceMesh : SourceMeshes)
{
for (FMeshMergeData& Mergedata : SourceMesh.MeshLODData)
{
Mergedata.ReleaseData();
}
}
for (FMeshMergeData& Mergedata : MergedMesh.MeshLODData)
{
Mergedata.ReleaseData();
}
}
void FMeshUtilities::MergeStaticMeshComponents(const TArray<UStaticMeshComponent*>& ComponentsToMerge, UWorld* World, const FMeshMergingSettings& InSettings, UPackage* InOuter, const FString& InBasePackageName, int32 UseLOD, /* does not build all LODs but only use this LOD to create base mesh */ TArray<UObject*>& OutAssetsToSync, FVector& OutMergedActorLocation, const float ScreenAreaSize, bool bSilent /*= false*/) const
{
MergeStaticMeshComponents(ComponentsToMerge, World, InSettings, InOuter, InBasePackageName, OutAssetsToSync, OutMergedActorLocation, ScreenAreaSize, bSilent);
}
bool FMeshUtilities::RemoveBonesFromMesh(USkeletalMesh* SkeletalMesh, int32 LODIndex, const TArray<FName>* BoneNamesToRemove) const
{
IMeshBoneReductionModule& MeshBoneReductionModule = FModuleManager::Get().LoadModuleChecked<IMeshBoneReductionModule>("MeshBoneReduction");
IMeshBoneReduction * MeshBoneReductionInterface = MeshBoneReductionModule.GetMeshBoneReductionInterface();
return MeshBoneReductionInterface->ReduceBoneCounts(SkeletalMesh, LODIndex, BoneNamesToRemove);
}
/*------------------------------------------------------------------------------
Mesh reduction.
------------------------------------------------------------------------------*/
IMeshReduction* FMeshUtilities::GetMeshReductionInterface()
{
return MeshReduction;
}
/*------------------------------------------------------------------------------
Mesh merging.
------------------------------------------------------------------------------*/
IMeshMerging* FMeshUtilities::GetMeshMergingInterface()
{
return MeshMerging;
}
/*------------------------------------------------------------------------------
Module initialization / teardown.
------------------------------------------------------------------------------*/
void FMeshUtilities::StartupModule()
{
check(MeshReduction == NULL);
check(MeshMerging == NULL);
Processor = new FProxyGenerationProcessor();
// Look for a mesh reduction module.
{
TArray<FName> ModuleNames;
FModuleManager::Get().FindModules(TEXT("*MeshReduction"), ModuleNames);
TArray<FName> SwarmModuleNames;
FModuleManager::Get().FindModules(TEXT("*SimplygonSwarm"), SwarmModuleNames);
for (int32 Index = 0; Index < ModuleNames.Num(); Index++)
{
bool bIsSimplygon = ModuleNames[Index].GetPlainNameString().Contains(TEXT("Simplygon"));
if( CVarUseSimplygon.GetValueOnAnyThread() == 0 && bIsSimplygon )
{
continue;
}
if( CVarUseSimplygon.GetValueOnAnyThread() == 2 && !bIsSimplygon )
{
continue;
}
IMeshReductionModule& MeshReductionModule = FModuleManager::LoadModuleChecked<IMeshReductionModule>(ModuleNames[Index]);
// Look for MeshReduction interface
if (MeshReduction == NULL)
{
MeshReduction = MeshReductionModule.GetMeshReductionInterface();
if (MeshReduction)
{
UE_LOG(LogMeshUtilities, Log, TEXT("Using %s for automatic mesh reduction"), *ModuleNames[Index].ToString());
}
}
// Look for MeshMerging interface
if (MeshMerging == NULL)
{
MeshMerging = MeshReductionModule.GetMeshMergingInterface();
if (MeshMerging)
{
UE_LOG(LogMeshUtilities, Log, TEXT("Using %s for automatic mesh merging"), *ModuleNames[Index].ToString());
}
}
// Break early if both interfaces were found
if (MeshReduction && MeshMerging)
{
break;
}
}
for (int32 Index = 0; Index < SwarmModuleNames.Num(); Index++)
{
IMeshReductionModule& MeshReductionModule = FModuleManager::LoadModuleChecked<IMeshReductionModule>(SwarmModuleNames[Index]);
// Look for distributed mesh merging interface
if (DistributedMeshMerging == NULL)
{
DistributedMeshMerging = MeshReductionModule.GetMeshMergingInterface();
if (DistributedMeshMerging)
{
UE_LOG(LogMeshUtilities, Log, TEXT("Using %s for distributed automatic mesh merging"), *SwarmModuleNames[Index].ToString());
}
}
}
if (!MeshReduction)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No automatic mesh reduction module available"));
}
if (!MeshMerging)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No automatic mesh merging module available"));
}
else
{
MeshMerging->CompleteDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationComplete);
MeshMerging->FailedDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationFailed);
}
if (!DistributedMeshMerging)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No distributed automatic mesh merging module available"));
}
else
{
DistributedMeshMerging->CompleteDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationComplete);
DistributedMeshMerging->FailedDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationFailed);
}
}
bDisableTriangleOrderOptimization = (CVarTriangleOrderOptimization.GetValueOnGameThread() == 2);
bUsingNvTriStrip = !bDisableTriangleOrderOptimization && (CVarTriangleOrderOptimization.GetValueOnGameThread() == 0);
// Construct and cache the version string for the mesh utilities module.
VersionString = FString::Printf(
TEXT("%s%s%s"),
MESH_UTILITIES_VER,
MeshReduction ? *MeshReduction->GetVersionString() : TEXT(""),
bUsingNvTriStrip ? TEXT("_NvTriStrip") : TEXT("")
);
bUsingSimplygon = VersionString.Contains(TEXT("Simplygon"));
// hook up level editor extension for skeletal mesh conversion
ModuleLoadedDelegateHandle = FModuleManager::Get().OnModulesChanged().AddLambda([this](FName InModuleName, EModuleChangeReason InChangeReason)
{
if (InChangeReason == EModuleChangeReason::ModuleLoaded)
{
if (InModuleName == "LevelEditor")
{
AddLevelViewportMenuExtender();
}
else if (InModuleName == "AnimationBlueprintEditor")
{
AddAnimationBlueprintEditorToolbarExtender();
}
else if (InModuleName == "AnimationEditor")
{
AddAnimationEditorToolbarExtender();
}
else if (InModuleName == "SkeletalMeshEditor")
{
AddSkeletalMeshEditorToolbarExtender();
}
else if (InModuleName == "SkeletonEditor")
{
AddSkeletonEditorToolbarExtender();
}
}
});
}
void FMeshUtilities::ShutdownModule()
{
RemoveLevelViewportMenuExtender();
RemoveAnimationBlueprintEditorToolbarExtender();
RemoveAnimationEditorToolbarExtender();
RemoveSkeletalMeshEditorToolbarExtender();
RemoveSkeletonEditorToolbarExtender();
FModuleManager::Get().OnModulesChanged().Remove(ModuleLoadedDelegateHandle);
MeshReduction = NULL;
MeshMerging = NULL;
VersionString.Empty();
}
bool FMeshUtilities::GenerateUniqueUVsForStaticMesh(const FRawMesh& RawMesh, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const
{
// Create a copy of original mesh
FRawMesh TempMesh = RawMesh;
// Find overlapping corners for UV generator. Allow some threshold - this should not produce any error in a case if resulting
// mesh will not merge these vertices.
TMultiMap<int32, int32> OverlappingCorners;
FindOverlappingCorners(OverlappingCorners, RawMesh, THRESH_POINTS_ARE_SAME);
// Generate new UVs
FLayoutUV Packer(&TempMesh, 0, 1, FMath::Clamp(TextureResolution / 4, 32, 512));
Packer.FindCharts(OverlappingCorners);
bool bPackSuccess = Packer.FindBestPacking();
if (bPackSuccess)
{
Packer.CommitPackedUVs();
// Save generated UVs
OutTexCoords = TempMesh.WedgeTexCoords[1];
}
return bPackSuccess;
}
bool FMeshUtilities::GenerateUniqueUVsForSkeletalMesh(const FStaticLODModel& LODModel, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const
{
// Get easy to use SkeletalMesh data
TArray<FSoftSkinVertex> Vertices;
FMultiSizeIndexContainerData IndexData;
LODModel.GetVertices(Vertices);
LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
int32 NumCorners = IndexData.Indices.Num();
// Generate FRawMesh from FStaticLODModel
FRawMesh TempMesh;
TempMesh.WedgeIndices.AddUninitialized(NumCorners);
TempMesh.WedgeTexCoords[0].AddUninitialized(NumCorners);
TempMesh.VertexPositions.AddUninitialized(NumCorners);
// Prepare vertex to wedge map
// PrevCorner[i] points to previous corner which shares the same wedge
TArray<int32> LastWedgeCorner;
LastWedgeCorner.AddUninitialized(Vertices.Num());
TArray<int32> PrevCorner;
PrevCorner.AddUninitialized(NumCorners);
for (int32 Index = 0; Index < Vertices.Num(); Index++)
{
LastWedgeCorner[Index] = -1;
}
for (int32 Index = 0; Index < NumCorners; Index++)
{
// Copy static vertex data
int32 VertexIndex = IndexData.Indices[Index];
FSoftSkinVertex& Vertex = Vertices[VertexIndex];
TempMesh.WedgeIndices[Index] = Index; // rudimental data, not really used by FLayoutUV - but array size matters
TempMesh.WedgeTexCoords[0][Index] = Vertex.UVs[0];
TempMesh.VertexPositions[Index] = Vertex.Position;
// Link all corners belonging to a single wedge into list
int32 PrevCornerIndex = LastWedgeCorner[VertexIndex];
LastWedgeCorner[VertexIndex] = Index;
PrevCorner[Index] = PrevCornerIndex;
}
// return GenerateUniqueUVsForStaticMesh(TempMesh, TextureResolution, OutTexCoords);
// Build overlapping corners map
TMultiMap<int32, int32> OverlappingCorners;
for (int32 Index = 0; Index < NumCorners; Index++)
{
int VertexIndex = IndexData.Indices[Index];
for (int32 CornerIndex = LastWedgeCorner[VertexIndex]; CornerIndex >= 0; CornerIndex = PrevCorner[CornerIndex])
{
if (CornerIndex != Index)
{
OverlappingCorners.Add(Index, CornerIndex);
}
}
}
// Generate new UVs
FLayoutUV Packer(&TempMesh, 0, 1, FMath::Clamp(TextureResolution / 4, 32, 512));
Packer.FindCharts(OverlappingCorners);
bool bPackSuccess = Packer.FindBestPacking();
if (bPackSuccess)
{
Packer.CommitPackedUVs();
// Save generated UVs
OutTexCoords = TempMesh.WedgeTexCoords[1];
}
return bPackSuccess;
}
void FMeshUtilities::CalculateTangents(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, const TArray<FVector2D>& InUVs, const TArray<uint32>& InSmoothingGroupIndices, const uint32 InTangentOptions, TArray<FVector>& OutTangentX, TArray<FVector>& OutTangentY, TArray<FVector>& OutNormals) const
{
const float ComparisonThreshold = (InTangentOptions & ETangentOptions::IgnoreDegenerateTriangles ) ? THRESH_POINTS_ARE_SAME : 0.0f;
TMultiMap<int32, int32> OverlappingCorners;
FindOverlappingCorners(OverlappingCorners, InVertices, InIndices, ComparisonThreshold);
ComputeTangents(InVertices, InIndices, InUVs, InSmoothingGroupIndices, OverlappingCorners, OutTangentX, OutTangentY, OutNormals, InTangentOptions);
}
void FMeshUtilities::AddAnimationBlueprintEditorToolbarExtender()
{
IAnimationBlueprintEditorModule& AnimationBlueprintEditorModule = FModuleManager::Get().LoadModuleChecked<IAnimationBlueprintEditorModule>("AnimationBlueprintEditor");
auto& ToolbarExtenders = AnimationBlueprintEditorModule.GetAllAnimationBlueprintEditorToolbarExtenders();
ToolbarExtenders.Add(IAnimationBlueprintEditorModule::FAnimationBlueprintEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetAnimationBlueprintEditorToolbarExtender));
AnimationBlueprintEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
}
void FMeshUtilities::RemoveAnimationBlueprintEditorToolbarExtender()
{
IAnimationBlueprintEditorModule* AnimationBlueprintEditorModule = FModuleManager::Get().GetModulePtr<IAnimationBlueprintEditorModule>("AnimationBlueprintEditor");
if (AnimationBlueprintEditorModule)
{
typedef IAnimationBlueprintEditorModule::FAnimationBlueprintEditorToolbarExtender DelegateType;
AnimationBlueprintEditorModule->GetAllAnimationBlueprintEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == AnimationBlueprintEditorExtenderHandle; });
}
}
TSharedRef<FExtender> FMeshUtilities::GetAnimationBlueprintEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationBlueprintEditor> InAnimationBlueprintEditor)
{
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InAnimationBlueprintEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
Extender->AddToolBarExtension(
"Asset",
EExtensionHook::After,
CommandList,
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
);
return Extender;
}
void FMeshUtilities::AddAnimationEditorToolbarExtender()
{
IAnimationEditorModule& AnimationEditorModule = FModuleManager::Get().LoadModuleChecked<IAnimationEditorModule>("AnimationEditor");
auto& ToolbarExtenders = AnimationEditorModule.GetAllAnimationEditorToolbarExtenders();
ToolbarExtenders.Add(IAnimationEditorModule::FAnimationEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetAnimationEditorToolbarExtender));
AnimationEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
}
void FMeshUtilities::RemoveAnimationEditorToolbarExtender()
{
IAnimationEditorModule* AnimationEditorModule = FModuleManager::Get().GetModulePtr<IAnimationEditorModule>("AnimationEditor");
if (AnimationEditorModule)
{
typedef IAnimationEditorModule::FAnimationEditorToolbarExtender DelegateType;
AnimationEditorModule->GetAllAnimationEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == AnimationEditorExtenderHandle; });
}
}
TSharedRef<FExtender> FMeshUtilities::GetAnimationEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationEditor> InAnimationEditor)
{
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InAnimationEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
Extender->AddToolBarExtension(
"Asset",
EExtensionHook::After,
CommandList,
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
);
return Extender;
}
void FMeshUtilities::AddSkeletalMeshEditorToolbarExtender()
{
ISkeletalMeshEditorModule& SkeletalMeshEditorModule = FModuleManager::Get().LoadModuleChecked<ISkeletalMeshEditorModule>("SkeletalMeshEditor");
auto& ToolbarExtenders = SkeletalMeshEditorModule.GetAllSkeletalMeshEditorToolbarExtenders();
ToolbarExtenders.Add(ISkeletalMeshEditorModule::FSkeletalMeshEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetSkeletalMeshEditorToolbarExtender));
SkeletalMeshEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
}
void FMeshUtilities::RemoveSkeletalMeshEditorToolbarExtender()
{
ISkeletalMeshEditorModule* SkeletalMeshEditorModule = FModuleManager::Get().GetModulePtr<ISkeletalMeshEditorModule>("SkeletalMeshEditor");
if (SkeletalMeshEditorModule)
{
typedef ISkeletalMeshEditorModule::FSkeletalMeshEditorToolbarExtender DelegateType;
SkeletalMeshEditorModule->GetAllSkeletalMeshEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == SkeletalMeshEditorExtenderHandle; });
}
}
TSharedRef<FExtender> FMeshUtilities::GetSkeletalMeshEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletalMeshEditor> InSkeletalMeshEditor)
{
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InSkeletalMeshEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
Extender->AddToolBarExtension(
"Asset",
EExtensionHook::After,
CommandList,
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
);
return Extender;
}
void FMeshUtilities::AddSkeletonEditorToolbarExtender()
{
ISkeletonEditorModule& SkeletonEditorModule = FModuleManager::Get().LoadModuleChecked<ISkeletonEditorModule>("SkeletonEditor");
auto& ToolbarExtenders = SkeletonEditorModule.GetAllSkeletonEditorToolbarExtenders();
ToolbarExtenders.Add(ISkeletonEditorModule::FSkeletonEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetSkeletonEditorToolbarExtender));
SkeletonEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
}
void FMeshUtilities::RemoveSkeletonEditorToolbarExtender()
{
ISkeletonEditorModule* SkeletonEditorModule = FModuleManager::Get().GetModulePtr<ISkeletonEditorModule>("SkeletonEditor");
if (SkeletonEditorModule)
{
typedef ISkeletonEditorModule::FSkeletonEditorToolbarExtender DelegateType;
SkeletonEditorModule->GetAllSkeletonEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == SkeletonEditorExtenderHandle; });
}
}
TSharedRef<FExtender> FMeshUtilities::GetSkeletonEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletonEditor> InSkeletonEditor)
{
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InSkeletonEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
Extender->AddToolBarExtension(
"Asset",
EExtensionHook::After,
CommandList,
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
);
return Extender;
}
void FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar(FToolBarBuilder& ParentToolbarBuilder, UMeshComponent* InMeshComponent)
{
ParentToolbarBuilder.AddToolBarButton(
FUIAction(FExecuteAction::CreateLambda([this, InMeshComponent]()
{
ConvertMeshesToStaticMesh(TArray<UMeshComponent*>({ InMeshComponent }), InMeshComponent->GetComponentToWorld());
})),
NAME_None,
LOCTEXT("MakeStaticMesh", "Make Static Mesh"),
LOCTEXT("MakeStaticMeshTooltip", "Make a new static mesh out of the preview's current pose."),
FSlateIcon("EditorStyle", "Persona.ConvertToStaticMesh")
);
}
void FMeshUtilities::AddLevelViewportMenuExtender()
{
FLevelEditorModule& LevelEditorModule = FModuleManager::Get().LoadModuleChecked<FLevelEditorModule>("LevelEditor");
auto& MenuExtenders = LevelEditorModule.GetAllLevelViewportContextMenuExtenders();
MenuExtenders.Add(FLevelEditorModule::FLevelViewportMenuExtender_SelectedActors::CreateRaw(this, &FMeshUtilities::GetLevelViewportContextMenuExtender));
LevelViewportExtenderHandle = MenuExtenders.Last().GetHandle();
}
void FMeshUtilities::RemoveLevelViewportMenuExtender()
{
if (LevelViewportExtenderHandle.IsValid())
{
FLevelEditorModule* LevelEditorModule = FModuleManager::Get().GetModulePtr<FLevelEditorModule>("LevelEditor");
if (LevelEditorModule)
{
typedef FLevelEditorModule::FLevelViewportMenuExtender_SelectedActors DelegateType;
LevelEditorModule->GetAllLevelViewportContextMenuExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == LevelViewportExtenderHandle; });
}
}
}
TSharedRef<FExtender> FMeshUtilities::GetLevelViewportContextMenuExtender(const TSharedRef<FUICommandList> CommandList, const TArray<AActor*> InActors)
{
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
if (InActors.Num() > 0)
{
bool bHasComponent = false;
for (AActor* Actor : InActors)
{
TInlineComponentArray<UMeshComponent*> Components(Actor);
if (Components.Num() > 0)
{
bHasComponent = true;
break;
}
}
if (bHasComponent)
{
FText ActorName = InActors.Num() == 1 ? FText::Format(LOCTEXT("ActorNameSingular", "\"{0}\""), FText::FromString(InActors[0]->GetActorLabel())) : LOCTEXT("ActorNamePlural", "Actors");
FLevelEditorModule& LevelEditor = FModuleManager::GetModuleChecked<FLevelEditorModule>(TEXT("LevelEditor"));
TSharedRef<FUICommandList> LevelEditorCommandBindings = LevelEditor.GetGlobalLevelEditorActions();
Extender->AddMenuExtension("ActorControl", EExtensionHook::After, LevelEditorCommandBindings, FMenuExtensionDelegate::CreateLambda(
[this, ActorName, InActors](FMenuBuilder& MenuBuilder) {
MenuBuilder.AddMenuEntry(
FText::Format(LOCTEXT("ConvertSelectedActorsToStaticMeshText", "Convert {0} To Static Mesh"), ActorName),
LOCTEXT("ConvertSelectedActorsToStaticMeshTooltip", "Convert the selected actor's meshes to a new Static Mesh asset. Supports static and skeletal meshes."),
FSlateIcon(),
FUIAction(FExecuteAction::CreateRaw(this, &FMeshUtilities::ConvertActorMeshesToStaticMesh, InActors))
);
})
);
}
}
return Extender;
}
void FMeshUtilities::ConvertActorMeshesToStaticMesh(const TArray<AActor*> InActors)
{
TArray<UMeshComponent*> MeshComponents;
for (AActor* Actor : InActors)
{
// add all components from this actor
TInlineComponentArray<UMeshComponent*> ActorComponents(Actor);
for (UMeshComponent* ActorComponent : ActorComponents)
{
MeshComponents.AddUnique(ActorComponent);
}
// add all attached actors
TArray<AActor*> AttachedActors;
Actor->GetAttachedActors(AttachedActors);
for (AActor* AttachedActor : AttachedActors)
{
TInlineComponentArray<UMeshComponent*> AttachedActorComponents(AttachedActor);
for (UMeshComponent* AttachedActorComponent : AttachedActorComponents)
{
MeshComponents.AddUnique(AttachedActorComponent);
}
}
}
auto GetActorRootTransform = [](AActor* InActor)
{
FTransform RootTransform(FTransform::Identity);
if (ACharacter* Character = Cast<ACharacter>(InActor))
{
RootTransform = Character->GetTransform();
RootTransform.SetLocation(RootTransform.GetLocation() - FVector(0.0f, 0.0f, Character->GetCapsuleComponent()->GetScaledCapsuleHalfHeight()));
}
else
{
// otherwise just use the actor's origin
RootTransform = InActor->GetTransform();
}
return RootTransform;
};
// now pick a root transform
FTransform RootTransform(FTransform::Identity);
if (InActors.Num() == 1)
{
RootTransform = GetActorRootTransform(InActors[0]);
}
else
{
// multiple actors use the average of their origins, with Z being the min of all origins. Rotation is identity for simplicity
FVector Location(FVector::ZeroVector);
float MinZ = FLT_MAX;
for (AActor* Actor : InActors)
{
FTransform ActorTransform(GetActorRootTransform(Actor));
Location += ActorTransform.GetLocation();
MinZ = FMath::Min(ActorTransform.GetLocation().Z, MinZ);
}
Location /= (float)InActors.Num();
Location.Z = MinZ;
RootTransform.SetLocation(Location);
}
ConvertMeshesToStaticMesh(MeshComponents, RootTransform);
}
#undef LOCTEXT_NAMESPACE