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#jira none #rb josh.adams #preflight 6233619b84667926da279199 [CL 19424614 by christopher waters in ue5-main branch]
1263 lines
41 KiB
C++
1263 lines
41 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MeshVertexSculptTool.h"
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#include "InteractiveToolManager.h"
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#include "InteractiveGizmoManager.h"
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#include "Async/ParallelFor.h"
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#include "Async/Async.h"
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#include "Selections/MeshConnectedComponents.h"
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#include "MeshWeights.h"
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#include "DynamicMesh/MeshNormals.h"
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#include "DynamicMesh/MeshIndexUtil.h"
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#include "Util/BufferUtil.h"
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#include "AssetUtils/Texture2DUtil.h"
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#include "ToolSetupUtil.h"
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#include "BaseGizmos/BrushStampIndicator.h"
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#include "PreviewMesh.h"
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#include "Generators/RectangleMeshGenerator.h"
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#include "Changes/MeshVertexChange.h"
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#include "Sculpting/KelvinletBrushOp.h"
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#include "Sculpting/MeshSmoothingBrushOps.h"
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#include "Sculpting/MeshInflateBrushOps.h"
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#include "Sculpting/MeshMoveBrushOps.h"
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#include "Sculpting/MeshPlaneBrushOps.h"
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#include "Sculpting/MeshPinchBrushOps.h"
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#include "Sculpting/MeshSculptBrushOps.h"
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#include "Sculpting/StampFalloffs.h"
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#include "Sculpting/MeshSculptUtil.h"
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#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
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#include "TargetInterfaces/MaterialProvider.h"
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using namespace UE::Geometry;
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#define LOCTEXT_NAMESPACE "UMeshVertexSculptTool"
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namespace
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{
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// probably should be something defined for the whole tool framework...
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#if WITH_EDITOR
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static EAsyncExecution VertexSculptToolAsyncExecTarget = EAsyncExecution::LargeThreadPool;
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#else
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static EAsyncExecution VertexSculptToolAsyncExecTarget = EAsyncExecution::ThreadPool;
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#endif
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}
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/*
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* ToolBuilder
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*/
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UMeshSurfacePointTool* UMeshVertexSculptToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
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{
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UMeshVertexSculptTool* SculptTool = NewObject<UMeshVertexSculptTool>(SceneState.ToolManager);
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SculptTool->SetWorld(SceneState.World);
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return SculptTool;
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}
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/*
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* Tool
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*/
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void UMeshVertexSculptTool::Setup()
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{
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UMeshSculptToolBase::Setup();
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SetToolDisplayName(LOCTEXT("ToolName", "Sculpt"));
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// create dynamic mesh component to use for live preview
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check(TargetWorld);
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FActorSpawnParameters SpawnInfo;
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PreviewMeshActor = TargetWorld->SpawnActor<AInternalToolFrameworkActor>(FVector::ZeroVector, FRotator::ZeroRotator, SpawnInfo);
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DynamicMeshComponent = NewObject<UDynamicMeshComponent>(PreviewMeshActor);
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InitializeSculptMeshComponent(DynamicMeshComponent, PreviewMeshActor);
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// assign materials
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FComponentMaterialSet MaterialSet;
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Cast<IMaterialProvider>(Target)->GetMaterialSet(MaterialSet);
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for (int k = 0; k < MaterialSet.Materials.Num(); ++k)
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{
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DynamicMeshComponent->SetMaterial(k, MaterialSet.Materials[k]);
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}
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DynamicMeshComponent->SetInvalidateProxyOnChangeEnabled(false);
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OnDynamicMeshComponentChangedHandle = DynamicMeshComponent->OnMeshVerticesChanged.AddUObject(this, &UMeshVertexSculptTool::OnDynamicMeshComponentChanged);
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FDynamicMesh3* SculptMesh = GetSculptMesh();
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FAxisAlignedBox3d Bounds = SculptMesh->GetBounds(true);
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// initialize dynamic octree
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TFuture<void> InitializeOctree = Async(VertexSculptToolAsyncExecTarget, [SculptMesh, Bounds, this]()
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{
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if (SculptMesh->TriangleCount() > 100000)
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{
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Octree.RootDimension = Bounds.MaxDim() / 10.0;
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Octree.SetMaxTreeDepth(4);
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}
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else
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{
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Octree.RootDimension = Bounds.MaxDim() / 2.0;
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Octree.SetMaxTreeDepth(8);
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}
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Octree.Initialize(SculptMesh);
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//Octree.CheckValidity(EValidityCheckFailMode::Check, true, true);
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//FDynamicMeshOctree3::FStatistics Stats;
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//Octree.ComputeStatistics(Stats);
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//UE_LOG(LogTemp, Warning, TEXT("Octree Stats: %s"), *Stats.ToString());
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});
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// find mesh connected-component index for each triangle
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TFuture<void> InitializeComponents = Async(VertexSculptToolAsyncExecTarget, [SculptMesh, this]()
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{
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TriangleComponentIDs.SetNum(SculptMesh->MaxTriangleID());
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FMeshConnectedComponents Components(SculptMesh);
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Components.FindConnectedTriangles();
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int32 ComponentIdx = 1;
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for (const FMeshConnectedComponents::FComponent& Component : Components)
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{
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for (int32 TriIdx : Component.Indices)
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{
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TriangleComponentIDs[TriIdx] = ComponentIdx;
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}
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ComponentIdx++;
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}
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});
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// currently only supporting default polygroup set
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TFuture<void> InitializeGroups = Async(VertexSculptToolAsyncExecTarget, [SculptMesh, this]()
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{
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ActiveGroupSet = MakeUnique<UE::Geometry::FPolygroupSet>(SculptMesh);
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});
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// initialize target mesh
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TFuture<void> InitializeBaseMesh = Async(VertexSculptToolAsyncExecTarget, [this]()
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{
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UpdateBaseMesh(nullptr);
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bTargetDirty = false;
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});
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// initialize render decomposition
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TFuture<void> InitializeRenderDecomp = Async(VertexSculptToolAsyncExecTarget, [SculptMesh, &MaterialSet, this]()
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{
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TUniquePtr<FMeshRenderDecomposition> Decomp = MakeUnique<FMeshRenderDecomposition>();
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FMeshRenderDecomposition::BuildChunkedDecomposition(SculptMesh, &MaterialSet, *Decomp);
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Decomp->BuildAssociations(SculptMesh);
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//UE_LOG(LogTemp, Warning, TEXT("Decomposition has %d groups"), Decomp->Num());
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DynamicMeshComponent->SetExternalDecomposition(MoveTemp(Decomp));
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});
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// Wait for above precomputations to finish before continuing
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InitializeOctree.Wait();
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InitializeComponents.Wait();
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InitializeGroups.Wait();
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InitializeBaseMesh.Wait();
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InitializeRenderDecomp.Wait();
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// initialize brush radius range interval, brush properties
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UMeshSculptToolBase::InitializeBrushSizeRange(Bounds);
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// initialize other properties
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SculptProperties = NewObject<UVertexBrushSculptProperties>(this);
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SculptProperties->Tool = this;
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// init state flags flags
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ActiveVertexChange = nullptr;
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InitializeIndicator();
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// initialize our properties
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AddToolPropertySource(UMeshSculptToolBase::BrushProperties);
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UMeshSculptToolBase::BrushProperties->bShowPerBrushProps = false;
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UMeshSculptToolBase::BrushProperties->bShowFalloff = false;
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SculptProperties->RestoreProperties(this);
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AddToolPropertySource(SculptProperties);
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CalculateBrushRadius();
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AlphaProperties = NewObject<UVertexBrushAlphaProperties>(this);
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AlphaProperties->RestoreProperties(this);
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AddToolPropertySource(AlphaProperties);
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this->BaseMeshQueryFunc = [&](int32 VertexID, const FVector3d& Position, double MaxDist, FVector3d& PosOut, FVector3d& NormalOut)
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{
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return GetBaseMeshNearest(VertexID, Position, MaxDist, PosOut, NormalOut);
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};
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RegisterBrushType((int32)EMeshVertexSculptBrushType::Smooth, LOCTEXT("SmoothBrush", "Smooth"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FSmoothBrushOp>>(),
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NewObject<USmoothBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::SmoothFill, LOCTEXT("SmoothFill", "SmoothFill"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FSmoothFillBrushOp>>(),
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NewObject<USmoothFillBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::Move, LOCTEXT("Move", "Move"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FMoveBrushOp>>(),
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NewObject<UMoveBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::Offset, LOCTEXT("Offset", "SculptN"),
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MakeUnique<FLambdaMeshSculptBrushOpFactory>([this]() { return MakeUnique<FSurfaceSculptBrushOp>(BaseMeshQueryFunc); }),
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NewObject<UStandardSculptBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::SculptView, LOCTEXT("SculptView", "SculptV"),
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MakeUnique<FLambdaMeshSculptBrushOpFactory>( [this]() { return MakeUnique<FViewAlignedSculptBrushOp>(BaseMeshQueryFunc); } ),
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NewObject<UViewAlignedSculptBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::SculptMax, LOCTEXT("SculptMax", "SculptMx"),
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MakeUnique<FLambdaMeshSculptBrushOpFactory>([this]() { return MakeUnique<FSurfaceMaxSculptBrushOp>(BaseMeshQueryFunc); }),
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NewObject<USculptMaxBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::Inflate, LOCTEXT("Inflate", "Inflate"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FInflateBrushOp>>(),
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NewObject<UInflateBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::Pinch, LOCTEXT("Pinch", "Pinch"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FPinchBrushOp>>(),
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NewObject<UPinchBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::Flatten, LOCTEXT("Flatten", "Flatten"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FFlattenBrushOp>>(),
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NewObject<UFlattenBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::Plane, LOCTEXT("Plane", "PlaneN"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FPlaneBrushOp>>(),
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NewObject<UPlaneBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::PlaneViewAligned, LOCTEXT("PlaneViewAligned", "PlaneV"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FPlaneBrushOp>>(),
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NewObject<UViewAlignedPlaneBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::FixedPlane, LOCTEXT("FixedPlane", "PlaneW"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FPlaneBrushOp>>(),
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NewObject<UFixedPlaneBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::ScaleKelvin , LOCTEXT("ScaleKelvin", "Scale"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FScaleKelvinletBrushOp>>(),
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NewObject<UScaleKelvinletBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::PullKelvin, LOCTEXT("PullKelvin", "Grab"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FPullKelvinletBrushOp>>(),
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NewObject<UPullKelvinletBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::PullSharpKelvin, LOCTEXT("PullSharpKelvin", "GrabSharp"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FSharpPullKelvinletBrushOp>>(),
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NewObject<USharpPullKelvinletBrushOpProps>(this));
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RegisterBrushType((int32)EMeshVertexSculptBrushType::TwistKelvin, LOCTEXT("TwistKelvin", "Twist"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FTwistKelvinletBrushOp>>(),
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NewObject<UTwistKelvinletBrushOpProps>(this));
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// secondary brushes
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RegisterSecondaryBrushType((int32)EMeshVertexSculptBrushType::Smooth, LOCTEXT("Smooth", "Smooth"),
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MakeUnique<TBasicMeshSculptBrushOpFactory<FSmoothBrushOp>>(),
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NewObject<USecondarySmoothBrushOpProps>(this));
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// falloffs
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RegisterStandardFalloffTypes();
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AddToolPropertySource(UMeshSculptToolBase::GizmoProperties);
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SetToolPropertySourceEnabled(UMeshSculptToolBase::GizmoProperties, false);
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AddToolPropertySource(UMeshSculptToolBase::ViewProperties);
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// register watchers
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SculptProperties->WatchProperty( SculptProperties->PrimaryBrushType,
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[this](EMeshVertexSculptBrushType NewType) { UpdateBrushType(NewType); });
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SculptProperties->WatchProperty( SculptProperties->PrimaryFalloffType,
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[this](EMeshSculptFalloffType NewType) { SetPrimaryFalloffType(NewType); });
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SculptProperties->WatchProperty(AlphaProperties->Alpha,
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[this](UTexture2D* NewAlpha) { UpdateBrushAlpha(AlphaProperties->Alpha); });
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// must call before updating brush type so that we register all brush properties?
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UMeshSculptToolBase::OnCompleteSetup();
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UpdateBrushType(SculptProperties->PrimaryBrushType);
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SetPrimaryFalloffType(SculptProperties->PrimaryFalloffType);
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UpdateBrushAlpha(AlphaProperties->Alpha);
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SetActiveSecondaryBrushType((int32)EMeshVertexSculptBrushType::Smooth);
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StampRandomStream = FRandomStream(31337);
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}
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void UMeshVertexSculptTool::Shutdown(EToolShutdownType ShutdownType)
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{
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if (DynamicMeshComponent != nullptr)
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{
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DynamicMeshComponent->OnMeshChanged.Remove(OnDynamicMeshComponentChangedHandle);
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}
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SculptProperties->SaveProperties(this);
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AlphaProperties->SaveProperties(this);
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if (PreviewMeshActor != nullptr)
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{
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PreviewMeshActor->Destroy();
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PreviewMeshActor = nullptr;
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}
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// this call will commit result, unregister and destroy DynamicMeshComponent
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UMeshSculptToolBase::Shutdown(ShutdownType);
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}
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void UMeshVertexSculptTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
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{
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CalculateBrushRadius();
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}
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UPreviewMesh* UMeshVertexSculptTool::MakeBrushIndicatorMesh(UObject* Parent, UWorld* World)
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{
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UPreviewMesh* PlaneMesh = NewObject<UPreviewMesh>(Parent);
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PlaneMesh->CreateInWorld(World, FTransform::Identity);
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FRectangleMeshGenerator RectGen;
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RectGen.Width = RectGen.Height = 2.0;
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RectGen.WidthVertexCount = RectGen.HeightVertexCount = 1;
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FDynamicMesh3 Mesh(&RectGen.Generate());
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FDynamicMeshUVOverlay* UVOverlay = Mesh.Attributes()->PrimaryUV();
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// configure UVs to be in same space as texture pixels when mapped into brush frame (??)
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for (int32 eid : UVOverlay->ElementIndicesItr())
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{
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FVector2f UV = UVOverlay->GetElement(eid);
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UV.X = 1.0 - UV.X;
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UV.Y = 1.0 - UV.Y;
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UVOverlay->SetElement(eid, UV);
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}
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PlaneMesh->UpdatePreview(&Mesh);
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BrushIndicatorMaterial = ToolSetupUtil::GetDefaultBrushAlphaMaterial(GetToolManager());
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if (BrushIndicatorMaterial)
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{
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PlaneMesh->SetMaterial(BrushIndicatorMaterial);
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}
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return PlaneMesh;
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}
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void UMeshVertexSculptTool::InitializeIndicator()
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{
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UMeshSculptToolBase::InitializeIndicator();
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// want to draw radius
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BrushIndicator->bDrawRadiusCircle = true;
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}
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void UMeshVertexSculptTool::SetActiveBrushType(int32 Identifier)
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{
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EMeshVertexSculptBrushType NewBrushType = static_cast<EMeshVertexSculptBrushType>(Identifier);
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if (SculptProperties->PrimaryBrushType != NewBrushType)
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{
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SculptProperties->PrimaryBrushType = NewBrushType;
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UpdateBrushType(SculptProperties->PrimaryBrushType);
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SculptProperties->SilentUpdateWatched();
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}
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// this forces full rebuild of properties panel (!!)
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//this->NotifyOfPropertyChangeByTool(SculptProperties);
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}
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void UMeshVertexSculptTool::SetActiveFalloffType(int32 Identifier)
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{
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EMeshSculptFalloffType NewFalloffType = static_cast<EMeshSculptFalloffType>(Identifier);
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if (SculptProperties->PrimaryFalloffType != NewFalloffType)
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{
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SculptProperties->PrimaryFalloffType = NewFalloffType;
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SetPrimaryFalloffType(SculptProperties->PrimaryFalloffType);
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SculptProperties->SilentUpdateWatched();
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}
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// this forces full rebuild of properties panel (!!)
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//this->NotifyOfPropertyChangeByTool(SculptProperties);
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}
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void UMeshVertexSculptTool::SetRegionFilterType(int32 Identifier)
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{
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SculptProperties->BrushFilter = static_cast<EMeshVertexSculptBrushFilterType>(Identifier);
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}
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void UMeshVertexSculptTool::OnBeginStroke(const FRay& WorldRay)
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{
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WaitForPendingUndoRedo(); // cannot start stroke if there is an outstanding undo/redo update
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UpdateBrushPosition(WorldRay);
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if (SculptProperties->PrimaryBrushType == EMeshVertexSculptBrushType::Plane ||
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SculptProperties->PrimaryBrushType == EMeshVertexSculptBrushType::PlaneViewAligned)
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{
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UpdateROI(GetBrushFrameLocal().Origin);
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UpdateStrokeReferencePlaneForROI(GetBrushFrameLocal(), TriangleROIArray,
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(SculptProperties->PrimaryBrushType == EMeshVertexSculptBrushType::PlaneViewAligned));
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}
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else if (SculptProperties->PrimaryBrushType == EMeshVertexSculptBrushType::FixedPlane)
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{
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UpdateStrokeReferencePlaneFromWorkPlane();
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}
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// initialize first "Last Stamp", so that we can assume all stamps in stroke have a valid previous stamp
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LastStamp.WorldFrame = GetBrushFrameWorld();
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LastStamp.LocalFrame = GetBrushFrameLocal();
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LastStamp.Radius = GetCurrentBrushRadius();
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LastStamp.Falloff = GetCurrentBrushFalloff();
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LastStamp.Direction = GetInInvertStroke() ? -1.0 : 1.0;
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LastStamp.Depth = GetCurrentBrushDepth();
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LastStamp.Power = GetActivePressure() * GetCurrentBrushStrength();
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LastStamp.TimeStamp = FDateTime::Now();
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InitialStrokeTriangleID = -1;
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InitialStrokeTriangleID = GetBrushTriangleID();
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FSculptBrushOptions SculptOptions;
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//SculptOptions.bPreserveUVFlow = false; // SculptProperties->bPreserveUVFlow;
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SculptOptions.ConstantReferencePlane = GetCurrentStrokeReferencePlane();
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TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
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UseBrushOp->ConfigureOptions(SculptOptions);
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UseBrushOp->BeginStroke(GetSculptMesh(), LastStamp, VertexROI);
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AccumulatedTriangleROI.Reset();
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// begin change here? or wait for first stamp?
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BeginChange();
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}
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void UMeshVertexSculptTool::OnEndStroke()
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{
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// update spatial
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bTargetDirty = true;
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GetActiveBrushOp()->EndStroke(GetSculptMesh(), LastStamp, VertexROI);
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// close change record
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EndChange();
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}
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void UMeshVertexSculptTool::UpdateROI(const FVector3d& BrushPos)
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_UpdateROI);
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float RadiusSqr = GetCurrentBrushRadius() * GetCurrentBrushRadius();
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FAxisAlignedBox3d BrushBox(
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BrushPos - GetCurrentBrushRadius() * FVector3d::One(),
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BrushPos + GetCurrentBrushRadius() * FVector3d::One());
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// do a parallel range quer
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RangeQueryTriBuffer.Reset();
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FDynamicMesh3* Mesh = GetSculptMesh();
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_UpdateROI_RangeQuery);
|
|
Octree.ParallelRangeQuery(BrushBox, RangeQueryTriBuffer);
|
|
}
|
|
|
|
int32 ActiveComponentID = -1;
|
|
int32 ActiveGroupID = -1;
|
|
if (SculptProperties->BrushFilter == EMeshVertexSculptBrushFilterType::Component)
|
|
{
|
|
ActiveComponentID = (InitialStrokeTriangleID >= 0 && InitialStrokeTriangleID <= TriangleComponentIDs.Num()) ?
|
|
TriangleComponentIDs[InitialStrokeTriangleID] : -1;
|
|
}
|
|
else if (SculptProperties->BrushFilter == EMeshVertexSculptBrushFilterType::PolyGroup)
|
|
{
|
|
ActiveGroupID = Mesh->IsTriangle(InitialStrokeTriangleID) ? ActiveGroupSet->GetGroup(InitialStrokeTriangleID) : -1;
|
|
}
|
|
|
|
#if 1
|
|
// in this path we use more memory but this lets us do more in parallel
|
|
|
|
// Construct array of inside/outside flags for each triangle's vertices. If no
|
|
// vertices are inside, clear the triangle ID from the range query buffer.
|
|
// This can be done in parallel and it's cheaper to do repeated distance computations
|
|
// than to try to do it inside the ROI building below (todo: profile this some more?)
|
|
TriangleROIInBuf.SetNum(RangeQueryTriBuffer.Num(), false);
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(DynamicMeshSculptTool_UpdateROI_TriVerts);
|
|
ParallelFor(RangeQueryTriBuffer.Num(), [&](int k)
|
|
{
|
|
// check various triangle ROI filters
|
|
int32 tid = RangeQueryTriBuffer[k];
|
|
bool bDiscardTriangle = false;
|
|
if (ActiveComponentID >= 0 && TriangleComponentIDs[tid] != ActiveComponentID)
|
|
{
|
|
bDiscardTriangle = true;
|
|
}
|
|
if (ActiveGroupID >= 0 && ActiveGroupSet->GetGroup(tid) != ActiveGroupID)
|
|
{
|
|
bDiscardTriangle = true;
|
|
}
|
|
if (bDiscardTriangle)
|
|
{
|
|
TriangleROIInBuf[k].A = TriangleROIInBuf[k].B = TriangleROIInBuf[k].C = 0;
|
|
RangeQueryTriBuffer[k] = -1;
|
|
return;
|
|
}
|
|
|
|
const FIndex3i& TriV = Mesh->GetTriangleRef(tid);
|
|
TriangleROIInBuf[k].A = (DistanceSquared(BrushPos, Mesh->GetVertexRef(TriV.A)) < RadiusSqr) ? 1 : 0;
|
|
TriangleROIInBuf[k].B = (DistanceSquared(BrushPos, Mesh->GetVertexRef(TriV.B)) < RadiusSqr) ? 1 : 0;
|
|
TriangleROIInBuf[k].C = (DistanceSquared(BrushPos, Mesh->GetVertexRef(TriV.C)) < RadiusSqr) ? 1 : 0;
|
|
if (TriangleROIInBuf[k].A + TriangleROIInBuf[k].B + TriangleROIInBuf[k].C == 0)
|
|
{
|
|
RangeQueryTriBuffer[k] = -1;
|
|
}
|
|
});
|
|
}
|
|
|
|
// Build up vertex and triangle ROIs from the remaining range-query triangles.
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(DynamicMeshSculptTool_UpdateROI_3Collect);
|
|
VertexROIBuilder.Initialize(Mesh->MaxVertexID());
|
|
TriangleROIBuilder.Initialize(Mesh->MaxTriangleID());
|
|
int32 N = RangeQueryTriBuffer.Num();
|
|
for ( int32 k = 0; k < N; ++k )
|
|
{
|
|
int32 tid = RangeQueryTriBuffer[k];
|
|
if (tid == -1) continue; // triangle was deleted in previous step
|
|
const FIndex3i& TriV = Mesh->GetTriangleRef(RangeQueryTriBuffer[k]);
|
|
const FIndex3i& Inside = TriangleROIInBuf[k];
|
|
int InsideCount = 0;
|
|
for (int j = 0; j < 3; ++j)
|
|
{
|
|
if (Inside[j])
|
|
{
|
|
VertexROIBuilder.Add(TriV[j]);
|
|
InsideCount++;
|
|
}
|
|
}
|
|
if (InsideCount > 0)
|
|
{
|
|
TriangleROIBuilder.Add(tid);
|
|
}
|
|
}
|
|
VertexROIBuilder.SwapValuesWith(VertexROI);
|
|
TriangleROIBuilder.SwapValuesWith(TriangleROIArray);
|
|
}
|
|
|
|
#else
|
|
// In this path we combine everything into one loop. Does fewer distance checks
|
|
// but nothing can be done in parallel (would change if ROIBuilders had atomic-try-add)
|
|
|
|
// TODO would need to support these, this branch is likely dead though
|
|
ensure(SculptProperties->BrushFilter == EMeshVertexSculptBrushFilterType::None);
|
|
|
|
// collect set of vertices and triangles inside brush sphere, from range query result
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(DynamicMeshSculptTool_UpdateROI_2Collect);
|
|
VertexROIBuilder.Initialize(Mesh->MaxVertexID());
|
|
TriangleROIBuilder.Initialize(Mesh->MaxTriangleID());
|
|
for (int32 TriIdx : RangeQueryTriBuffer)
|
|
{
|
|
FIndex3i TriV = Mesh->GetTriangle(TriIdx);
|
|
int InsideCount = 0;
|
|
for (int j = 0; j < 3; ++j)
|
|
{
|
|
if (VertexROIBuilder.Contains(TriV[j]))
|
|
{
|
|
InsideCount++;
|
|
}
|
|
else if (BrushPos.DistanceSquared(Mesh->GetVertexRef(TriV[j])) < RadiusSqr)
|
|
{
|
|
VertexROIBuilder.Add(TriV[j]);
|
|
InsideCount++;
|
|
}
|
|
}
|
|
if (InsideCount > 0)
|
|
{
|
|
TriangleROIBuilder.Add(tid);
|
|
}
|
|
}
|
|
VertexROIBuilder.SwapValuesWith(VertexROI);
|
|
TriangleROIBuilder.SwapValuesWith(TriangleROIArray);
|
|
}
|
|
#endif
|
|
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(DynamicMeshSculptTool_UpdateROI_4ROI);
|
|
ROIPositionBuffer.SetNum(VertexROI.Num(), false);
|
|
ROIPrevPositionBuffer.SetNum(VertexROI.Num(), false);
|
|
ParallelFor(VertexROI.Num(), [&](int i)
|
|
{
|
|
ROIPrevPositionBuffer[i] = Mesh->GetVertexRef(VertexROI[i]);
|
|
});
|
|
}
|
|
}
|
|
|
|
bool UMeshVertexSculptTool::UpdateStampPosition(const FRay& WorldRay)
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_UpdateStampPosition);
|
|
|
|
CalculateBrushRadius();
|
|
|
|
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
|
|
|
|
ESculptBrushOpTargetType TargetType = UseBrushOp->GetBrushTargetType();
|
|
switch (TargetType)
|
|
{
|
|
case ESculptBrushOpTargetType::SculptMesh:
|
|
UpdateBrushPositionOnSculptMesh(WorldRay, true);
|
|
break;
|
|
case ESculptBrushOpTargetType::TargetMesh:
|
|
UpdateBrushPositionOnTargetMesh(WorldRay, true);
|
|
break;
|
|
case ESculptBrushOpTargetType::ActivePlane:
|
|
UpdateBrushPositionOnActivePlane(WorldRay);
|
|
break;
|
|
}
|
|
|
|
if (UseBrushOp->GetAlignStampToView())
|
|
{
|
|
AlignBrushToView();
|
|
}
|
|
|
|
CurrentStamp = LastStamp;
|
|
//CurrentStamp.DeltaTime = FMathd::Min((FDateTime::Now() - LastStamp.TimeStamp).GetTotalSeconds(), 1.0);
|
|
CurrentStamp.DeltaTime = 0.03; // 30 fps - using actual time is no good now that we support variable stamps!
|
|
CurrentStamp.WorldFrame = GetBrushFrameWorld();
|
|
CurrentStamp.LocalFrame = GetBrushFrameLocal();
|
|
CurrentStamp.Power = GetActivePressure() * GetCurrentBrushStrength();
|
|
|
|
if (bHaveBrushAlpha && (AlphaProperties->RotationAngle != 0 || AlphaProperties->bRandomize))
|
|
{
|
|
float UseAngle = AlphaProperties->RotationAngle;
|
|
if (AlphaProperties->bRandomize)
|
|
{
|
|
UseAngle += (StampRandomStream.GetFraction() - 0.5f) * 2.0f * AlphaProperties->RandomRange;
|
|
}
|
|
|
|
// possibly should be done in base brush...
|
|
CurrentStamp.WorldFrame.Rotate(FQuaterniond(CurrentStamp.WorldFrame.Z(), UseAngle, true));
|
|
CurrentStamp.LocalFrame.Rotate(FQuaterniond(CurrentStamp.LocalFrame.Z(), UseAngle, true));
|
|
}
|
|
|
|
CurrentStamp.PrevLocalFrame = LastStamp.LocalFrame;
|
|
CurrentStamp.PrevWorldFrame = LastStamp.WorldFrame;
|
|
|
|
FVector3d MoveDelta = CurrentStamp.LocalFrame.Origin - CurrentStamp.PrevLocalFrame.Origin;
|
|
if (UseBrushOp->IgnoreZeroMovements() && MoveDelta.SquaredLength() < FMathd::ZeroTolerance)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
TFuture<void> UMeshVertexSculptTool::ApplyStamp()
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_ApplyStamp);
|
|
|
|
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
|
|
|
|
// compute region plane if necessary. This may currently be expensive?
|
|
if (UseBrushOp->WantsStampRegionPlane())
|
|
{
|
|
CurrentStamp.RegionPlane = ComputeStampRegionPlane(CurrentStamp.LocalFrame, TriangleROIArray, true, false, false);
|
|
}
|
|
|
|
// set up alpha function if we have one
|
|
if (bHaveBrushAlpha)
|
|
{
|
|
CurrentStamp.StampAlphaFunc = [this](const FSculptBrushStamp& Stamp, const FVector3d& Position)
|
|
{
|
|
return this->SampleBrushAlpha(Stamp, Position);
|
|
};
|
|
}
|
|
|
|
// apply the stamp, which computes new positions
|
|
FDynamicMesh3* Mesh = GetSculptMesh();
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_ApplyStamp_Apply);
|
|
UseBrushOp->ApplyStamp(Mesh, CurrentStamp, VertexROI, ROIPositionBuffer);
|
|
}
|
|
|
|
// can discard alpha now
|
|
CurrentStamp.StampAlphaFunc = nullptr;
|
|
|
|
// once stamp is applied, we can start updating vertex change, which can happen async as we saved all necessary info
|
|
TFuture<void> SaveVertexFuture;
|
|
if (ActiveVertexChange != nullptr)
|
|
{
|
|
SaveVertexFuture = Async(VertexSculptToolAsyncExecTarget, [this]()
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_SyncMeshWithPositionBuffer_UpdateChange);
|
|
const int32 NumV = ROIPositionBuffer.Num();
|
|
for (int k = 0; k < NumV; ++k)
|
|
{
|
|
int VertIdx = VertexROI[k];
|
|
ActiveVertexChange->UpdateVertex(VertIdx, ROIPrevPositionBuffer[k], ROIPositionBuffer[k]);
|
|
}
|
|
});
|
|
}
|
|
|
|
// now actually update the mesh, which happens
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_ApplyStamp_Sync);
|
|
const int32 NumV = ROIPositionBuffer.Num();
|
|
ParallelFor(NumV, [&](int32 k)
|
|
{
|
|
int VertIdx = VertexROI[k];
|
|
const FVector3d& NewPos = ROIPositionBuffer[k];
|
|
Mesh->SetVertex(VertIdx, NewPos, false);
|
|
});
|
|
Mesh->UpdateChangeStamps(true, false);
|
|
}
|
|
|
|
LastStamp = CurrentStamp;
|
|
LastStamp.TimeStamp = FDateTime::Now();
|
|
|
|
// let caller wait for this to finish
|
|
return SaveVertexFuture;
|
|
}
|
|
|
|
|
|
|
|
|
|
bool UMeshVertexSculptTool::IsHitTriangleBackFacing(int32 TriangleID, const FDynamicMesh3* QueryMesh)
|
|
{
|
|
if (TriangleID != IndexConstants::InvalidID)
|
|
{
|
|
FViewCameraState StateOut;
|
|
GetToolManager()->GetContextQueriesAPI()->GetCurrentViewState(StateOut);
|
|
FVector3d LocalEyePosition(CurTargetTransform.InverseTransformPosition((FVector3d)StateOut.Position));
|
|
|
|
FVector3d Normal, Centroid;
|
|
double Area;
|
|
QueryMesh->GetTriInfo(TriangleID, Normal, Area, Centroid);
|
|
|
|
return (Normal.Dot((Centroid - LocalEyePosition)) >= 0);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
int32 UMeshVertexSculptTool::FindHitSculptMeshTriangle(const FRay3d& LocalRay)
|
|
{
|
|
// need this to finish before we can touch Octree
|
|
WaitForPendingStampUpdate();
|
|
|
|
int32 HitTID = Octree.FindNearestHitObject(LocalRay);
|
|
if (GetBrushCanHitBackFaces() == false && IsHitTriangleBackFacing(HitTID, GetSculptMesh()))
|
|
{
|
|
HitTID = IndexConstants::InvalidID;
|
|
}
|
|
return HitTID;
|
|
}
|
|
|
|
int32 UMeshVertexSculptTool::FindHitTargetMeshTriangle(const FRay3d& LocalRay)
|
|
{
|
|
int32 HitTID = BaseMeshSpatial.FindNearestHitObject(LocalRay);
|
|
if (GetBrushCanHitBackFaces() == false && IsHitTriangleBackFacing(HitTID, GetBaseMesh()))
|
|
{
|
|
HitTID = IndexConstants::InvalidID;
|
|
}
|
|
return HitTID;
|
|
}
|
|
|
|
|
|
|
|
bool UMeshVertexSculptTool::UpdateBrushPosition(const FRay& WorldRay)
|
|
{
|
|
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
|
|
|
|
bool bHit = false;
|
|
ESculptBrushOpTargetType TargetType = UseBrushOp->GetBrushTargetType();
|
|
switch (TargetType)
|
|
{
|
|
case ESculptBrushOpTargetType::SculptMesh:
|
|
bHit = UpdateBrushPositionOnSculptMesh(WorldRay, false);
|
|
break;
|
|
case ESculptBrushOpTargetType::TargetMesh:
|
|
bHit = UpdateBrushPositionOnTargetMesh(WorldRay, false);
|
|
break;
|
|
case ESculptBrushOpTargetType::ActivePlane:
|
|
//UpdateBrushPositionOnActivePlane(WorldRay);
|
|
bHit = UpdateBrushPositionOnSculptMesh(WorldRay, false);
|
|
break;
|
|
}
|
|
|
|
if (bHit && UseBrushOp->GetAlignStampToView())
|
|
{
|
|
AlignBrushToView();
|
|
}
|
|
|
|
return bHit;
|
|
}
|
|
|
|
|
|
|
|
|
|
void UMeshVertexSculptTool::UpdateHoverStamp(const FFrame3d& StampFrame)
|
|
{
|
|
FFrame3d HoverFrame = StampFrame;
|
|
if (bHaveBrushAlpha && (AlphaProperties->RotationAngle != 0))
|
|
{
|
|
HoverFrame.Rotate(FQuaterniond(HoverFrame.Z(), AlphaProperties->RotationAngle, true));
|
|
}
|
|
UMeshSculptToolBase::UpdateHoverStamp(HoverFrame);
|
|
}
|
|
|
|
bool UMeshVertexSculptTool::OnUpdateHover(const FInputDeviceRay& DevicePos)
|
|
{
|
|
// 4.26 HOTFIX: update LastWorldRay position so that we have it for updating WorkPlane position
|
|
UMeshSurfacePointTool::LastWorldRay = DevicePos.WorldRay;
|
|
|
|
PendingStampType = SculptProperties->PrimaryBrushType;
|
|
if(ensure(InStroke() == false))
|
|
{
|
|
UpdateBrushPosition(DevicePos.WorldRay);
|
|
|
|
if (BrushIndicatorMaterial)
|
|
{
|
|
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffRatio"), GetCurrentBrushFalloff());
|
|
|
|
switch (SculptProperties->PrimaryFalloffType)
|
|
{
|
|
default:
|
|
case EMeshSculptFalloffType::Smooth:
|
|
case EMeshSculptFalloffType::BoxSmooth:
|
|
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffMode"), 0.0f);
|
|
break;
|
|
case EMeshSculptFalloffType::Linear:
|
|
case EMeshSculptFalloffType::BoxLinear:
|
|
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffMode"), 0.3333333f);
|
|
break;
|
|
case EMeshSculptFalloffType::Inverse:
|
|
case EMeshSculptFalloffType::BoxInverse:
|
|
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffMode"), 0.6666666f);
|
|
break;
|
|
case EMeshSculptFalloffType::Round:
|
|
case EMeshSculptFalloffType::BoxRound:
|
|
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffMode"), 1.0f);
|
|
break;
|
|
}
|
|
|
|
switch (SculptProperties->PrimaryFalloffType)
|
|
{
|
|
default:
|
|
case EMeshSculptFalloffType::Smooth:
|
|
case EMeshSculptFalloffType::Linear:
|
|
case EMeshSculptFalloffType::Inverse:
|
|
case EMeshSculptFalloffType::Round:
|
|
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffShape"), 0.0f);
|
|
break;
|
|
case EMeshSculptFalloffType::BoxSmooth:
|
|
case EMeshSculptFalloffType::BoxLinear:
|
|
case EMeshSculptFalloffType::BoxInverse:
|
|
case EMeshSculptFalloffType::BoxRound:
|
|
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffShape"), 1.0f);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
void UMeshVertexSculptTool::OnTick(float DeltaTime)
|
|
{
|
|
UMeshSculptToolBase::OnTick(DeltaTime);
|
|
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick);
|
|
|
|
// process the undo update
|
|
if (bUndoUpdatePending)
|
|
{
|
|
// wait for updates
|
|
WaitForPendingUndoRedo();
|
|
|
|
// post rendering update
|
|
DynamicMeshComponent->FastNotifyTriangleVerticesUpdated(AccumulatedTriangleROI,
|
|
EMeshRenderAttributeFlags::Positions | EMeshRenderAttributeFlags::VertexNormals);
|
|
GetToolManager()->PostInvalidation();
|
|
|
|
// ignore stamp and wait for next tick to do anything else
|
|
bUndoUpdatePending = false;
|
|
return;
|
|
}
|
|
|
|
// if user changed to not-frozen, we need to reinitialize the target
|
|
if (bCachedFreezeTarget != SculptProperties->bFreezeTarget)
|
|
{
|
|
UpdateBaseMesh(nullptr);
|
|
bTargetDirty = false;
|
|
}
|
|
|
|
if (InStroke())
|
|
{
|
|
//UE_LOG(LogTemp, Warning, TEXT("dt is %.3f, tick fps %.2f - roi size %d/%d"), DeltaTime, 1.0 / DeltaTime, VertexROI.Num(), TriangleROI.Num());
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_StrokeUpdate);
|
|
FDynamicMesh3* Mesh = GetSculptMesh();
|
|
|
|
// update brush position
|
|
if (UpdateStampPosition(GetPendingStampRayWorld()) == false)
|
|
{
|
|
return;
|
|
}
|
|
UpdateStampPendingState();
|
|
if (IsStampPending() == false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// need to make sure previous stamp finished
|
|
WaitForPendingStampUpdate();
|
|
|
|
// update sculpt ROI
|
|
UpdateROI(CurrentStamp.LocalFrame.Origin);
|
|
|
|
// Append updated ROI to modified region (async). For some reason this is very expensive,
|
|
// maybe because of TSet? but we have a lot of time to do it.
|
|
TFuture<void> AccumulateROI = Async(VertexSculptToolAsyncExecTarget, [this]()
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_AccumROI);
|
|
for (int32 tid : TriangleROIArray)
|
|
{
|
|
AccumulatedTriangleROI.Add(tid);
|
|
}
|
|
});
|
|
|
|
// Start precomputing the normals ROI. This is currently the most expensive single thing we do next
|
|
// to Octree re-insertion, despite it being almost trivial. Why?!?
|
|
bool bUsingOverlayNormalsOut = false;
|
|
TFuture<void> NormalsROI = Async(VertexSculptToolAsyncExecTarget, [Mesh, &bUsingOverlayNormalsOut, this]()
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_NormalsROI);
|
|
|
|
//UE::SculptUtil::PrecalculateNormalsROI(Mesh, TriangleROIArray, NormalsROIBuilder, bUsingOverlayNormals, false);
|
|
UE::SculptUtil::PrecalculateNormalsROI(Mesh, TriangleROIArray, NormalsFlags, bUsingOverlayNormalsOut, false);
|
|
});
|
|
|
|
// NOTE: you might try to speculatively do the octree remove here, to save doing it later on Reinsert().
|
|
// This will not improve things, as Reinsert() checks if it needs to actually re-insert, which avoids many
|
|
// removes, and does much of the work of Remove anyway.
|
|
|
|
// Apply the stamp. This will return a future that is updating the vertex-change record,
|
|
// which can run until the end of the frame, as it is using cached information
|
|
TFuture<void> UpdateChangeFuture = ApplyStamp();
|
|
|
|
// begin octree rebuild calculation
|
|
StampUpdateOctreeFuture = Async(VertexSculptToolAsyncExecTarget, [this]()
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_OctreeReinsert);
|
|
Octree.ReinsertTrianglesParallel(TriangleROIArray, OctreeUpdateTempBuffer, OctreeUpdateTempFlagBuffer);
|
|
});
|
|
bStampUpdatePending = true;
|
|
//TFuture<void> OctreeRebuild = Async(VertexSculptToolAsyncExecTarget, [&]()
|
|
//{
|
|
// TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_OctreeReinsert);
|
|
// Octree.ReinsertTriangles(TriangleROIArray);
|
|
//});
|
|
|
|
// TODO: first step of RecalculateROINormals() is to convert TriangleROI into vertex or element ROI.
|
|
// We can do this while we are computing stamp!
|
|
|
|
// precompute dynamic mesh update info
|
|
TArray<int32> RenderUpdateSets; FAxisAlignedBox3d RenderUpdateBounds;
|
|
TFuture<bool> RenderUpdatePrecompute = DynamicMeshComponent->FastNotifyTriangleVerticesUpdated_TryPrecompute(
|
|
TriangleROIArray, RenderUpdateSets, RenderUpdateBounds);
|
|
|
|
// recalculate normals. This has to complete before we can update component
|
|
// (in fact we could do it per-chunk...)
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_RecalcNormals);
|
|
NormalsROI.Wait();
|
|
UE::SculptUtil::RecalculateROINormals(Mesh, NormalsFlags, bUsingOverlayNormalsOut);
|
|
//UE::SculptUtil::RecalculateROINormals(Mesh, NormalsROIBuilder.Indices(), bUsingOverlayNormals);
|
|
}
|
|
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_UpdateMesh);
|
|
RenderUpdatePrecompute.Wait();
|
|
DynamicMeshComponent->FastNotifyTriangleVerticesUpdated_ApplyPrecompute(TriangleROIArray,
|
|
EMeshRenderAttributeFlags::Positions | EMeshRenderAttributeFlags::VertexNormals,
|
|
RenderUpdatePrecompute, RenderUpdateSets, RenderUpdateBounds);
|
|
|
|
GetToolManager()->PostInvalidation();
|
|
}
|
|
|
|
// we don't really need to wait for these to happen to end Tick()...
|
|
UpdateChangeFuture.Wait();
|
|
AccumulateROI.Wait();
|
|
}
|
|
else if (bTargetDirty)
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_UpdateTarget);
|
|
check(InStroke() == false);
|
|
|
|
// this spawns futures that we could allow to run while other things happen...
|
|
UpdateBaseMesh(&AccumulatedTriangleROI);
|
|
AccumulatedTriangleROI.Reset();
|
|
|
|
bTargetDirty = false;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void UMeshVertexSculptTool::WaitForPendingStampUpdate()
|
|
{
|
|
if (bStampUpdatePending)
|
|
{
|
|
StampUpdateOctreeFuture.Wait();
|
|
bStampUpdatePending = true;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void UMeshVertexSculptTool::UpdateBaseMesh(const TSet<int32>* TriangleSet)
|
|
{
|
|
if (SculptProperties != nullptr)
|
|
{
|
|
bCachedFreezeTarget = SculptProperties->bFreezeTarget;
|
|
if (SculptProperties->bFreezeTarget)
|
|
{
|
|
return; // do not update frozen target
|
|
}
|
|
}
|
|
|
|
const FDynamicMesh3* SculptMesh = GetSculptMesh();
|
|
if ( ! TriangleSet )
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Target_FullUpdate);
|
|
BaseMesh.Copy(*SculptMesh, false, false, false, false);
|
|
BaseMesh.EnableVertexNormals(FVector3f::UnitZ());
|
|
FMeshNormals::QuickComputeVertexNormals(BaseMesh);
|
|
BaseMeshSpatial.SetMaxTreeDepth(8);
|
|
BaseMeshSpatial = FDynamicMeshOctree3(); // need to clear...
|
|
BaseMeshSpatial.Initialize(&BaseMesh);
|
|
}
|
|
else
|
|
{
|
|
BaseMeshIndexBuffer.Reset();
|
|
for ( int32 tid : *TriangleSet)
|
|
{
|
|
FIndex3i Tri = BaseMesh.GetTriangle(tid);
|
|
BaseMesh.SetVertex(Tri.A, SculptMesh->GetVertex(Tri.A));
|
|
BaseMesh.SetVertex(Tri.B, SculptMesh->GetVertex(Tri.B));
|
|
BaseMesh.SetVertex(Tri.C, SculptMesh->GetVertex(Tri.C));
|
|
BaseMeshIndexBuffer.Add(tid);
|
|
}
|
|
auto UpdateBaseNormals = Async(VertexSculptToolAsyncExecTarget, [this]()
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Target_UpdateBaseNormals);
|
|
FMeshNormals::QuickComputeVertexNormalsForTriangles(BaseMesh, BaseMeshIndexBuffer);
|
|
});
|
|
auto ReinsertTriangles = Async(VertexSculptToolAsyncExecTarget, [TriangleSet, this]()
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Target_Reinsert);
|
|
BaseMeshSpatial.ReinsertTriangles(*TriangleSet);
|
|
});
|
|
UpdateBaseNormals.Wait();
|
|
ReinsertTriangles.Wait();
|
|
}
|
|
}
|
|
|
|
|
|
bool UMeshVertexSculptTool::GetBaseMeshNearest(int32 VertexID, const FVector3d& Position, double SearchRadius, FVector3d& TargetPosOut, FVector3d& TargetNormalOut)
|
|
{
|
|
TargetPosOut = BaseMesh.GetVertex(VertexID);
|
|
TargetNormalOut = (FVector3d)BaseMesh.GetVertexNormal(VertexID);
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void UMeshVertexSculptTool::IncreaseBrushSpeedAction()
|
|
{
|
|
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
|
|
float CurStrength = UseBrushOp->PropertySet->GetStrength();
|
|
float NewStrength = FMath::Clamp(CurStrength + 0.05f, 0.0f, 1.0f);
|
|
UseBrushOp->PropertySet->SetStrength(NewStrength);
|
|
NotifyOfPropertyChangeByTool(UseBrushOp->PropertySet.Get());
|
|
}
|
|
|
|
void UMeshVertexSculptTool::DecreaseBrushSpeedAction()
|
|
{
|
|
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
|
|
float CurStrength = UseBrushOp->PropertySet->GetStrength();
|
|
float NewStrength = FMath::Clamp(CurStrength - 0.05f, 0.0f, 1.0f);
|
|
UseBrushOp->PropertySet->SetStrength(NewStrength);
|
|
NotifyOfPropertyChangeByTool(UseBrushOp->PropertySet.Get());
|
|
}
|
|
|
|
void UMeshVertexSculptTool::UpdateBrushAlpha(UTexture2D* NewAlpha)
|
|
{
|
|
if (this->BrushAlpha != NewAlpha)
|
|
{
|
|
this->BrushAlpha = NewAlpha;
|
|
if (this->BrushAlpha != nullptr)
|
|
{
|
|
TImageBuilder<FVector4f> AlphaValues;
|
|
|
|
constexpr bool bPreferPlatformData = false;
|
|
const bool bReadOK = UE::AssetUtils::ReadTexture(this->BrushAlpha, AlphaValues, bPreferPlatformData);
|
|
if (bReadOK)
|
|
{
|
|
BrushAlphaValues = MoveTemp(AlphaValues);
|
|
BrushAlphaDimensions = AlphaValues.GetDimensions();
|
|
bHaveBrushAlpha = true;
|
|
|
|
BrushIndicatorMaterial->SetTextureParameterValue(TEXT("BrushAlpha"), NewAlpha);
|
|
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("AlphaPower"), 1.0);
|
|
|
|
return;
|
|
}
|
|
}
|
|
bHaveBrushAlpha = false;
|
|
BrushAlphaValues = TImageBuilder<FVector4f>();
|
|
BrushAlphaDimensions = FImageDimensions();
|
|
|
|
BrushIndicatorMaterial->SetTextureParameterValue(TEXT("BrushAlpha"), nullptr);
|
|
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("AlphaPower"), 0.0);
|
|
}
|
|
}
|
|
|
|
|
|
double UMeshVertexSculptTool::SampleBrushAlpha(const FSculptBrushStamp& Stamp, const FVector3d& Position) const
|
|
{
|
|
if (! bHaveBrushAlpha) return 1.0;
|
|
|
|
static const FVector4f InvalidValue(0, 0, 0, 0);
|
|
|
|
FVector2d AlphaUV = Stamp.LocalFrame.ToPlaneUV(Position, 2);
|
|
double u = AlphaUV.X / Stamp.Radius;
|
|
u = 1.0 - (u + 1.0) / 2.0;
|
|
double v = AlphaUV.Y / Stamp.Radius;
|
|
v = 1.0 - (v + 1.0) / 2.0;
|
|
if (u < 0 || u > 1) return 0.0;
|
|
if (v < 0 || v > 1) return 0.0;
|
|
FVector4f AlphaValue = BrushAlphaValues.BilinearSampleUV<float>(FVector2d(u, v), InvalidValue);
|
|
return FMathd::Clamp(AlphaValue.X, 0.0, 1.0);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// Change Tracking
|
|
//
|
|
void UMeshVertexSculptTool::BeginChange()
|
|
{
|
|
check(ActiveVertexChange == nullptr);
|
|
ActiveVertexChange = new FMeshVertexChangeBuilder();
|
|
}
|
|
|
|
void UMeshVertexSculptTool::EndChange()
|
|
{
|
|
check(ActiveVertexChange);
|
|
|
|
TUniquePtr<TWrappedToolCommandChange<FMeshVertexChange>> NewChange = MakeUnique<TWrappedToolCommandChange<FMeshVertexChange>>();
|
|
NewChange->WrappedChange = MoveTemp(ActiveVertexChange->Change);
|
|
NewChange->BeforeModify = [this](bool bRevert)
|
|
{
|
|
this->WaitForPendingUndoRedo();
|
|
};
|
|
|
|
GetToolManager()->EmitObjectChange(DynamicMeshComponent, MoveTemp(NewChange), LOCTEXT("VertexSculptChange", "Brush Stroke"));
|
|
|
|
delete ActiveVertexChange;
|
|
ActiveVertexChange = nullptr;
|
|
}
|
|
|
|
|
|
void UMeshVertexSculptTool::WaitForPendingUndoRedo()
|
|
{
|
|
if (bUndoUpdatePending)
|
|
{
|
|
UndoNormalsFuture.Wait();
|
|
UndoUpdateOctreeFuture.Wait();
|
|
UndoUpdateBaseMeshFuture.Wait();
|
|
bUndoUpdatePending = false;
|
|
}
|
|
}
|
|
|
|
void UMeshVertexSculptTool::OnDynamicMeshComponentChanged(UDynamicMeshComponent* Component, const FMeshVertexChange* Change, bool bRevert)
|
|
{
|
|
// have to wait for any outstanding stamp update to finish...
|
|
WaitForPendingStampUpdate();
|
|
// wait for previous Undo to finish (possibly never hit because the change records do it?)
|
|
WaitForPendingUndoRedo();
|
|
|
|
FDynamicMesh3* Mesh = GetSculptMesh();
|
|
|
|
// figure out the set of modified triangles
|
|
AccumulatedTriangleROI.Reset();
|
|
UE::Geometry::VertexToTriangleOneRing(Mesh, Change->Vertices, AccumulatedTriangleROI);
|
|
|
|
// start the normal recomputation
|
|
UndoNormalsFuture = Async(VertexSculptToolAsyncExecTarget, [this, Mesh]()
|
|
{
|
|
UE::SculptUtil::RecalculateROINormals(Mesh, AccumulatedTriangleROI, NormalsROIBuilder);
|
|
return true;
|
|
});
|
|
|
|
// start the octree update
|
|
UndoUpdateOctreeFuture = Async(VertexSculptToolAsyncExecTarget, [this, Mesh]()
|
|
{
|
|
Octree.ReinsertTriangles(AccumulatedTriangleROI);
|
|
return true;
|
|
});
|
|
|
|
// start the base mesh update
|
|
UndoUpdateBaseMeshFuture = Async(VertexSculptToolAsyncExecTarget, [this, Mesh]()
|
|
{
|
|
UpdateBaseMesh(&AccumulatedTriangleROI);
|
|
return true;
|
|
});
|
|
|
|
// note that we have a pending update
|
|
bUndoUpdatePending = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void UMeshVertexSculptTool::UpdateBrushType(EMeshVertexSculptBrushType BrushType)
|
|
{
|
|
static const FText BaseMessage = LOCTEXT("OnStartSculptTool", "Hold Shift to Smooth, Ctrl to Invert (where applicable). [/] and S/D change Size (+Shift to small-step), W/E changes Strength.");
|
|
FTextBuilder Builder;
|
|
Builder.AppendLine(BaseMessage);
|
|
|
|
SetActivePrimaryBrushType((int32)BrushType);
|
|
|
|
SetToolPropertySourceEnabled(GizmoProperties, false);
|
|
if (BrushType == EMeshVertexSculptBrushType::FixedPlane)
|
|
{
|
|
Builder.AppendLine(LOCTEXT("FixedPlaneTip", "Use T to reposition Work Plane at cursor, Shift+T to align to Normal, Ctrl+Shift+T to align to View"));
|
|
SetToolPropertySourceEnabled(GizmoProperties, true);
|
|
}
|
|
|
|
|
|
bool bEnableAlpha = false;
|
|
switch (BrushType)
|
|
{
|
|
case EMeshVertexSculptBrushType::Offset:
|
|
case EMeshVertexSculptBrushType::SculptView:
|
|
case EMeshVertexSculptBrushType::SculptMax:
|
|
bEnableAlpha = true; break;
|
|
}
|
|
SetToolPropertySourceEnabled(AlphaProperties, bEnableAlpha);
|
|
|
|
|
|
GetToolManager()->DisplayMessage(Builder.ToText(), EToolMessageLevel::UserNotification);
|
|
}
|
|
|
|
|
|
|
|
#undef LOCTEXT_NAMESPACE
|