Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsEditorOnlyExp/Private/VoxelCSGMeshesTool.cpp
michael balzer 647682f21c MeshModelingToolset: Rename experimental module MeshModelingToolsEditorOnly to MeshModelingToolsEditorOnlyExp
#preflight 61f855ba41414fb013db45ac

#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 18799426 in //UE5/Release-5.0/... via CL 18801880 via CL 18802470
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18808168 by michael balzer in ue5-main branch]
2022-02-01 09:52:56 -05:00

213 lines
6.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "VoxelCSGMeshesTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
#include "ModelingObjectsCreationAPI.h"
#include "Selection/ToolSelectionUtil.h"
#include "ModelingToolTargetUtil.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "CompositionOps/VoxelBooleanMeshesOp.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UVoxelCSGMeshesTool"
/*
* ToolBuilder
*/
bool UVoxelCSGMeshesToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) == 2;
}
UMultiSelectionMeshEditingTool* UVoxelCSGMeshesToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<UVoxelCSGMeshesTool>(SceneState.ToolManager);
}
/*
* Tool
*/
UVoxelCSGMeshesTool::UVoxelCSGMeshesTool()
{
}
void UVoxelCSGMeshesTool::Setup()
{
UInteractiveTool::Setup();
CSGProps = NewObject<UVoxelCSGMeshesToolProperties>();
CSGProps->RestoreProperties(this);
AddToolPropertySource(CSGProps);
MeshStatisticsProperties = NewObject<UMeshStatisticsProperties>(this);
AddToolPropertySource(MeshStatisticsProperties);
HandleSourcesProperties = NewObject<UOnAcceptHandleSourcesProperties>(this);
HandleSourcesProperties->RestoreProperties(this);
AddToolPropertySource(HandleSourcesProperties);
// Hide the source meshes
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
UE::ToolTarget::HideSourceObject(Targets[ComponentIdx]);
}
// save transformed version of input meshes (maybe this could happen in the Operator?)
CacheInputMeshes();
// initialize the PreviewMesh+BackgroundCompute object
Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(this, "Preview");
Preview->Setup(GetTargetWorld(), this);
ToolSetupUtil::ApplyRenderingConfigurationToPreview(Preview->PreviewMesh, nullptr);
Preview->OnMeshUpdated.AddLambda([this](UMeshOpPreviewWithBackgroundCompute* Compute) {
MeshStatisticsProperties->Update(*Compute->PreviewMesh->GetPreviewDynamicMesh());
UpdateAcceptWarnings(Compute->HaveEmptyResult() ? EAcceptWarning::EmptyForbidden : EAcceptWarning::NoWarning);
});
CreateLowQualityPreview();
Preview->ConfigureMaterials(
ToolSetupUtil::GetDefaultSculptMaterial(GetToolManager()),
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
);
Preview->InvalidateResult(); // start compute
SetToolDisplayName(LOCTEXT("ToolName", "Voxel Boolean"));
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Compute a CSG Boolean of the input meshes using voxelization techniques. UVs, sharp edges, and small/thin features will be lost. Increase Voxel Count to enhance accuracy."),
EToolMessageLevel::UserNotification);
}
void UVoxelCSGMeshesTool::OnShutdown(EToolShutdownType ShutdownType)
{
CSGProps->SaveProperties(this);
HandleSourcesProperties->SaveProperties(this);
FDynamicMeshOpResult Result = Preview->Shutdown();
// Restore (unhide) the source meshes
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
UE::ToolTarget::ShowSourceObject(Targets[ComponentIdx]);
}
if (ShutdownType == EToolShutdownType::Accept)
{
GetToolManager()->BeginUndoTransaction(LOCTEXT("BooleanMeshes", "Boolean Meshes"));
// Generate the result
GenerateAsset(Result);
TArray<AActor*> Actors;
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
Actors.Add(UE::ToolTarget::GetTargetActor(Targets[ComponentIdx]));
}
HandleSourcesProperties->ApplyMethod(Actors, GetToolManager());
GetToolManager()->EndUndoTransaction();
}
}
void UVoxelCSGMeshesTool::OnTick(float DeltaTime)
{
Preview->Tick(DeltaTime);
}
void UVoxelCSGMeshesTool::Render(IToolsContextRenderAPI* RenderAPI)
{
}
bool UVoxelCSGMeshesTool::CanAccept() const
{
return Super::CanAccept() && Preview->HaveValidNonEmptyResult();
}
void UVoxelCSGMeshesTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
Preview->InvalidateResult();
}
TUniquePtr<FDynamicMeshOperator> UVoxelCSGMeshesTool::MakeNewOperator()
{
TUniquePtr<FVoxelBooleanMeshesOp> CSGOp = MakeUnique<FVoxelBooleanMeshesOp>();
CSGOp->Operation = (FVoxelBooleanMeshesOp::EBooleanOperation)(int)CSGProps->Operation;
CSGOp->VoxelCount = CSGProps->VoxelCount;
CSGOp->AdaptivityD = CSGProps->MeshAdaptivity;
CSGOp->IsoSurfaceD = CSGProps->OffsetDistance;
CSGOp->bAutoSimplify = CSGProps->bAutoSimplify;
CSGOp->InputMeshArray = InputMeshes;
return CSGOp;
}
void UVoxelCSGMeshesTool::CacheInputMeshes()
{
InputMeshes.Reset();
// Package the selected meshes and transforms for consumption by the CSGTool
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
UE::Geometry::FVoxelBooleanMeshesOp::FInputMesh InputMesh;
InputMesh.Mesh = UE::ToolTarget::GetMeshDescription(Targets[ComponentIdx]);
InputMesh.Transform = (FTransform) UE::ToolTarget::GetLocalToWorldTransform(Targets[ComponentIdx]);
InputMeshes.Add(InputMesh);
}
}
void UVoxelCSGMeshesTool::CreateLowQualityPreview()
{
FProgressCancel NullInterrupter;
FVoxelBooleanMeshesOp BooleanOp;
BooleanOp.Operation = (FVoxelBooleanMeshesOp::EBooleanOperation)(int)CSGProps->Operation;
BooleanOp.VoxelCount = 12;
BooleanOp.AdaptivityD = 0.01;
BooleanOp.bAutoSimplify = true;
BooleanOp.InputMeshArray = InputMeshes;
BooleanOp.CalculateResult(&NullInterrupter);
TUniquePtr<FDynamicMesh3> FastPreviewMesh = BooleanOp.ExtractResult();
Preview->PreviewMesh->SetTransform((FTransform)BooleanOp.GetResultTransform());
Preview->PreviewMesh->UpdatePreview(FastPreviewMesh.Get()); // copies the mesh @todo we could just give ownership to the Preview!
Preview->SetVisibility(true);
}
void UVoxelCSGMeshesTool::GenerateAsset(const FDynamicMeshOpResult& OpResult)
{
if (ensure(OpResult.Mesh.Get() != nullptr))
{
FCreateMeshObjectParams NewMeshObjectParams;
NewMeshObjectParams.TargetWorld = GetTargetWorld();
NewMeshObjectParams.Transform = (FTransform)OpResult.Transform;
NewMeshObjectParams.BaseName = TEXT("CSGMesh");
NewMeshObjectParams.Materials.Add(ToolSetupUtil::GetDefaultMaterial());
NewMeshObjectParams.SetMesh(OpResult.Mesh.Get());
FCreateMeshObjectResult Result = UE::Modeling::CreateMeshObject(GetToolManager(), MoveTemp(NewMeshObjectParams));
if (Result.IsOK() && Result.NewActor != nullptr)
{
ToolSelectionUtil::SetNewActorSelection(GetToolManager(), Result.NewActor);
}
}
}
#undef LOCTEXT_NAMESPACE