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#rb ryan.schmidt michael.balzer #rnx #jira none #preflight 61f435dd74510448a6865d14 #ROBOMERGE-AUTHOR: lonnie.li #ROBOMERGE-SOURCE: CL 18777332 in //UE5/Release-5.0/... via CL 18780413 via CL 18780555 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472) [CL 18780558 by lonnie li in ue5-main branch]
170 lines
4.8 KiB
C++
170 lines
4.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "BaseTools/MultiSelectionMeshEditingTool.h"
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#include "InteractiveToolBuilder.h"
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#include "MeshOpPreviewHelpers.h"
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#include "CleaningOps/EditNormalsOp.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "BaseTools/SingleClickTool.h"
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#include "EditNormalsTool.generated.h"
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// predeclarations
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struct FMeshDescription;
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class UDynamicMeshComponent;
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class UEditNormalsTool;
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/**
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*
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*/
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UCLASS()
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class MESHMODELINGTOOLSEXP_API UEditNormalsToolBuilder : public UMultiSelectionMeshEditingToolBuilder
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{
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GENERATED_BODY()
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public:
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virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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};
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/**
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* Standard properties
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*/
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UCLASS()
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class MESHMODELINGTOOLSEXP_API UEditNormalsToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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UEditNormalsToolProperties();
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bool WillTopologyChange()
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{
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return bFixInconsistentNormals || bInvertNormals || SplitNormalMethod != ESplitNormalMethod::UseExistingTopology;
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}
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/** Recompute all mesh normals */
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UPROPERTY(EditAnywhere, Category = NormalsCalculation, meta = (EditCondition = "SplitNormalMethod == ESplitNormalMethod::UseExistingTopology"))
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bool bRecomputeNormals;
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/** Choose the method for computing vertex normals */
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UPROPERTY(EditAnywhere, Category = NormalsCalculation)
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ENormalCalculationMethod NormalCalculationMethod;
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/** For meshes with inconsistent triangle orientations/normals, flip as needed to make the normals consistent */
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UPROPERTY(EditAnywhere, Category = NormalsCalculation)
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bool bFixInconsistentNormals;
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/** Invert (flip) all mesh normals and associated triangle orientations */
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UPROPERTY(EditAnywhere, Category = NormalsCalculation)
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bool bInvertNormals;
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/** Control whether and how the topology of the normals is recomputed, e.g. to create sharp edges where face normals change by a large amount or where face group IDs change. Normals will always be recomputed unless SplitNormal Method is UseExistingTopology. */
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UPROPERTY(EditAnywhere, Category = NormalsTopology)
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ESplitNormalMethod SplitNormalMethod;
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/** Threshold on angle of change in face normals across an edge, above which we create a sharp edge if bSplitNormals is true */
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UPROPERTY(EditAnywhere, Category = NormalsTopology, meta = (UIMin = "0.0", UIMax = "180.0", ClampMin = "0.0", ClampMax = "180.0", EditCondition = "SplitNormalMethod == ESplitNormalMethod::FaceNormalThreshold"))
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float SharpEdgeAngleThreshold;
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/** Assign separate normals at 'sharp' vertices, for example, at the tip of a cone */
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UPROPERTY(EditAnywhere, Category = NormalsTopology, meta = (EditCondition = "SplitNormalMethod == ESplitNormalMethod::FaceNormalThreshold"))
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bool bAllowSharpVertices;
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};
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/**
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* Advanced properties
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*/
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UCLASS()
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class MESHMODELINGTOOLSEXP_API UEditNormalsAdvancedProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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UEditNormalsAdvancedProperties();
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};
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/**
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* Factory with enough info to spawn the background-thread Operator to do a chunk of work for the tool
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* stores a pointer to the tool and enough info to know which specific operator it should spawn
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*/
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UCLASS()
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class MESHMODELINGTOOLSEXP_API UEditNormalsOperatorFactory : public UObject, public UE::Geometry::IDynamicMeshOperatorFactory
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{
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GENERATED_BODY()
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public:
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// IDynamicMeshOperatorFactory API
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virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
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UPROPERTY()
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TObjectPtr<UEditNormalsTool> Tool;
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int ComponentIndex;
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};
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/**
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* Simple Mesh Normal Updating Tool
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*/
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UCLASS()
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class MESHMODELINGTOOLSEXP_API UEditNormalsTool : public UMultiSelectionMeshEditingTool
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{
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GENERATED_BODY()
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public:
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friend UEditNormalsOperatorFactory;
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UEditNormalsTool();
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virtual void Setup() override;
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virtual void OnShutdown(EToolShutdownType ShutdownType) override;
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virtual void OnTick(float DeltaTime) override;
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virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
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virtual bool HasCancel() const override { return true; }
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virtual bool HasAccept() const override;
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virtual bool CanAccept() const override;
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(FPropertyChangedEvent &PropertyChangedEvent) override;
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#endif
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virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
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protected:
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UPROPERTY()
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TObjectPtr<UEditNormalsToolProperties> BasicProperties;
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UPROPERTY()
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TObjectPtr<UEditNormalsAdvancedProperties> AdvancedProperties;
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UPROPERTY()
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TArray<TObjectPtr<UMeshOpPreviewWithBackgroundCompute>> Previews;
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protected:
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TArray<TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe>> OriginalDynamicMeshes;
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FViewCameraState CameraState;
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void UpdateNumPreviews();
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void GenerateAsset(const TArray<FDynamicMeshOpResult>& Results);
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};
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