Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsEditorOnlyExp/Private/MeshToVolumeTool.cpp
lonnie li 41575d82d0 Explicit mark dirty to Modify for Brush, Poly, and Model.
This change restores the behavior prior to the change to the default argument of the Modify function of (Brush, Poly, and Model) from false to true.

#rb Jimmy.Andrews
#jira UE-205335

#ushell-cherrypick of 30989122 by Marc.Audy

[CL 31503108 by lonnie li in ue5-main branch]
2024-02-14 19:41:43 -05:00

316 lines
9.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MeshToVolumeTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "Engine/World.h"
#include "MeshSimplification.h"
#include "Util/ColorConstants.h"
#include "ToolSetupUtil.h"
#include "Selection/ToolSelectionUtil.h"
#include "ModelingToolTargetUtil.h"
#include "Engine/BlockingVolume.h"
#include "Components/BrushComponent.h"
#include "Engine/Polys.h"
#include "Model.h"
#include "BSPOps.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(MeshToVolumeTool)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UMeshToVolumeTool"
/*
* ToolBuilder
*/
bool UMeshToVolumeToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
// We don't want to allow this tool to run on selected volumes
return ToolBuilderUtil::CountSelectedActorsOfType<AVolume>(SceneState) == 0 && Super::CanBuildTool(SceneState);
}
USingleSelectionMeshEditingTool* UMeshToVolumeToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<UMeshToVolumeTool>(SceneState.ToolManager);
}
class FCalculateVolumeOp : public TGenericDataOperator<FDynamicMeshFaceArray>
{
public:
virtual ~FCalculateVolumeOp() {}
// inputs
TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe> SourceMesh;
// parameters
EMeshToVolumeMode ConversionMode;
UE::Conversion::FMeshToVolumeOptions MeshToVolumeOptions;
// error flags
bool bTooManyTriangles = false;
//
// TGenericDataOperator implementation
//
virtual void CalculateResult(FProgressCancel* Progress) override
{
if (Progress && Progress->Cancelled())
{
return;
}
auto SimplifyToMax = [this](FDynamicMesh3& Mesh, int32 TriangleCount)
{
FVolPresMeshSimplification Simplifier(&Mesh);
Simplifier.SimplifyToTriangleCount(TriangleCount);
};
if (ConversionMode == EMeshToVolumeMode::MinimalPolygons)
{
UE::Conversion::GetPolygonFaces(*SourceMesh, MeshToVolumeOptions, *Result);
}
else
{
bTooManyTriangles = MeshToVolumeOptions.bAutoSimplify
&& (SourceMesh->TriangleCount() > MeshToVolumeOptions.MaxTriangles);
if (Progress && Progress->Cancelled())
{
return;
}
if (bTooManyTriangles)
{
FDynamicMesh3 LocalMesh = *SourceMesh;
LocalMesh.DiscardAttributes();
SimplifyToMax(LocalMesh, MeshToVolumeOptions.MaxTriangles);
UE::Conversion::GetTriangleFaces(LocalMesh, *Result);
}
else
{
UE::Conversion::GetTriangleFaces(*SourceMesh, *Result);
}
}
}
};
/*
* Tool
*/
UMeshToVolumeTool::UMeshToVolumeTool()
{
SetToolDisplayName(LOCTEXT("MeshToVolumeToolName", "Mesh To Volume"));
}
void UMeshToVolumeTool::Setup()
{
UInteractiveTool::Setup();
PreviewMesh = NewObject<UPreviewMesh>(this);
PreviewMesh->bBuildSpatialDataStructure = false;
PreviewMesh->CreateInWorld(UE::ToolTarget::GetTargetActor(Target)->GetWorld(), FTransform::Identity);
PreviewMesh->SetTransform((FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target));
ToolSetupUtil::ApplyRenderingConfigurationToPreview(PreviewMesh, nullptr);
PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
PreviewMesh->ReplaceMesh(UE::ToolTarget::GetDynamicMeshCopy(Target));
FComponentMaterialSet MaterialSet = UE::ToolTarget::GetMaterialSet(Target);
PreviewMesh->SetMaterials(MaterialSet.Materials);
InputMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
InputMesh->Copy(*PreviewMesh->GetMesh());
VolumeEdgesSet = NewObject<ULineSetComponent>(PreviewMesh->GetRootComponent());
VolumeEdgesSet->SetupAttachment(PreviewMesh->GetRootComponent());
VolumeEdgesSet->SetLineMaterial(ToolSetupUtil::GetDefaultLineComponentMaterial(GetToolManager()));
VolumeEdgesSet->RegisterComponent();
UE::ToolTarget::HideSourceObject(Target);
Settings = NewObject<UMeshToVolumeToolProperties>(this);
Settings->RestoreProperties(this);
AddToolPropertySource(Settings);
Settings->WatchProperty(Settings->ConversionMode,
[this](EMeshToVolumeMode NewMode) { Compute->InvalidateResult(); });
Settings->WatchProperty(Settings->bPreserveGroupBoundaries,
[this](bool NewValue) { Compute->InvalidateResult(); });
Settings->WatchProperty(Settings->bAutoSimplify,
[this](bool NewValue) { Compute->InvalidateResult(); });
Settings->WatchProperty(Settings->SimplifyMaxTriangles,
[this](int32 NewValue) { Compute->InvalidateResult(); });
HandleSourcesProperties = NewObject<UOnAcceptHandleSourcesPropertiesSingle>(this);
HandleSourcesProperties->RestoreProperties(this);
AddToolPropertySource(HandleSourcesProperties);
Compute = MakeUnique<TGenericDataBackgroundCompute<FDynamicMeshFaceArray>>();
Compute->Setup(this);
Compute->OnResultUpdated.AddLambda([this](const TUniquePtr<FDynamicMeshFaceArray>& NewResult)
{
UpdateLineSet(*NewResult);
});
Compute->OnOpCompleted.AddLambda([this](const TGenericDataOperator<FDynamicMeshFaceArray>* UncastOp)
{
const FCalculateVolumeOp* Op = static_cast<const FCalculateVolumeOp*>(UncastOp);
if (Op->bTooManyTriangles)
{
GetToolManager()->DisplayMessage(
LOCTEXT("LargeFaceCount", "Mesh has large face count; output Volume representation has been automatically simplified"),
EToolMessageLevel::UserWarning);
}
else
{
GetToolManager()->DisplayMessage({}, EToolMessageLevel::UserWarning);
}
});
Compute->InvalidateResult();
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Convert a Static Mesh to a Volume, or update an existing Volume"),
EToolMessageLevel::UserNotification);
// check for errors in input mesh
bool bFoundBoundaryEdges = false;
for (int32 BoundaryEdgeID : InputMesh->BoundaryEdgeIndicesItr())
{
bFoundBoundaryEdges = true;
break;
}
if (bFoundBoundaryEdges)
{
GetToolManager()->DisplayMessage(
LOCTEXT("OpenBoundaryEdges", "Input Mesh is non-Closed and may produce a broken Volume"),
EToolMessageLevel::UserWarning);
}
}
void UMeshToVolumeTool::OnShutdown(EToolShutdownType ShutdownType)
{
Settings->SaveProperties(this);
HandleSourcesProperties->SaveProperties(this);
PreviewMesh->SetVisible(false);
PreviewMesh->Disconnect();
PreviewMesh = nullptr;
UE::ToolTarget::ShowSourceObject(Target);
if (ShutdownType == EToolShutdownType::Accept)
{
GetToolManager()->BeginUndoTransaction(LOCTEXT("MeshToVolumeToolTransactionName", "Create Volume"));
AActor* TargetOwnerActor = UE::ToolTarget::GetTargetActor(Target);
UWorld* TargetOwnerWorld = TargetOwnerActor->GetWorld();
FTransform SetTransform = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target);
AVolume* TargetVolume = nullptr;
if (Settings->TargetVolume.IsValid() == false)
{
FRotator Rotation(0.0f, 0.0f, 0.0f);
FActorSpawnParameters SpawnInfo;
FTransform NewActorTransform = FTransform::Identity;
UClass* VolumeClass = Settings->NewVolumeType.Get();
if (VolumeClass)
{
TargetVolume = (AVolume*)TargetOwnerWorld->SpawnActor(VolumeClass, &NewActorTransform, SpawnInfo);
}
else
{
TargetVolume = TargetOwnerWorld->SpawnActor<ABlockingVolume>(FVector::ZeroVector, Rotation, SpawnInfo);
}
TargetVolume->BrushType = EBrushType::Brush_Add;
UModel* Model = NewObject<UModel>(TargetVolume);
TargetVolume->Brush = Model;
TargetVolume->GetBrushComponent()->Brush = TargetVolume->Brush;
}
else
{
TargetVolume = Settings->TargetVolume.Get();
SetTransform = TargetVolume->GetActorTransform();
TargetVolume->Modify(true);
TargetVolume->GetBrushComponent()->Modify();
}
// Note: InputMesh parameter not actually used by DynamicMeshToVolume
TUniquePtr<FDynamicMeshFaceArray> Faces = Compute->Shutdown();
UE::Conversion::DynamicMeshToVolume(*InputMesh, *Faces, TargetVolume);
TargetVolume->SetActorTransform(SetTransform);
TargetVolume->PostEditChange();
ToolSelectionUtil::SetNewActorSelection(GetToolManager(), TargetVolume);
TArray<AActor*> Actors;
Actors.Add(TargetOwnerActor);
HandleSourcesProperties->ApplyMethod(Actors, GetToolManager());
GetToolManager()->EndUndoTransaction();
}
}
void UMeshToVolumeTool::OnTick(float DeltaTime)
{
Compute->Tick(DeltaTime);
}
void UMeshToVolumeTool::Render(IToolsContextRenderAPI* RenderAPI)
{
}
bool UMeshToVolumeTool::CanAccept() const
{
return Super::CanAccept() && Compute->HaveValidResult();
}
void UMeshToVolumeTool::UpdateLineSet(FDynamicMeshFaceArray& FaceArr)
{
FColor BoundaryEdgeColor(240, 15, 15);
float BoundaryEdgeThickness = 0.5;
float BoundaryEdgeDepthBias = 2.0f;
VolumeEdgesSet->Clear();
for (const UE::Conversion::FDynamicMeshFace& Face : FaceArr)
{
int32 NumV = Face.BoundaryLoop.Num();
for (int32 k = 0; k < NumV; ++k)
{
VolumeEdgesSet->AddLine(
(FVector)Face.BoundaryLoop[k], (FVector)Face.BoundaryLoop[(k+1)%NumV],
BoundaryEdgeColor, BoundaryEdgeThickness, BoundaryEdgeDepthBias);
}
}
}
TUniquePtr<UE::Geometry::TGenericDataOperator<FDynamicMeshFaceArray>> UMeshToVolumeTool::MakeNewOperator()
{
TUniquePtr<FCalculateVolumeOp> VolumeOp = MakeUnique<FCalculateVolumeOp>();
VolumeOp->SourceMesh = InputMesh;
VolumeOp->ConversionMode = Settings->ConversionMode;
VolumeOp->MeshToVolumeOptions.bAutoSimplify = Settings->bAutoSimplify;
VolumeOp->MeshToVolumeOptions.MaxTriangles = Settings->SimplifyMaxTriangles;
VolumeOp->MeshToVolumeOptions.bRespectGroupBoundaries = Settings->bPreserveGroupBoundaries;
return VolumeOp;
}
#undef LOCTEXT_NAMESPACE