Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Public/WeldMeshEdgesTool.h
Ryan Schmidt c6c930536b GeometryProcessing: add FMeshResolveTJunctions, tries to fix cases where a boundary vertex lies on the interior of some other boundary edge, via edge splits, so that a Weld will work on the new set of boundary edges.
ModelingTools: Add option to Weld Tool to try to resolve T-junctions. Add feedback to report back the initial and final number of open boundary edges.
#rb jimmy.andrews
#preflight 62a260e48b67b148f2600dd8

[CL 20585253 by Ryan Schmidt in ue5-main branch]
2022-06-09 17:40:10 -04:00

120 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseTools/SingleSelectionMeshEditingTool.h"
#include "PreviewMesh.h"
#include "ModelingOperators.h"
#include "MeshOpPreviewHelpers.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/DynamicMeshAABBTree3.h"
#include "WeldMeshEdgesTool.generated.h"
// predeclarations
struct FMeshDescription;
class UMeshElementsVisualizer;
class UWeldMeshEdgesTool;
class FWeldMeshEdgesOp;
/**
*
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UWeldMeshEdgesToolBuilder : public USingleSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
virtual USingleSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
};
UCLASS()
class MESHMODELINGTOOLSEXP_API UWeldMeshEdgesToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Edges are considered matching if both pairs of endpoint vertices are closer than this distance */
UPROPERTY(EditAnywhere, Category = Options, meta = (UIMin = "0.000001", UIMax = "0.01", ClampMin = "0.00000001", ClampMax = "1000.0"))
float Tolerance = FMathf::ZeroTolerance;
/** Only merge unambiguous pairs that have unique duplicate-edge matches */
UPROPERTY(EditAnywhere, Category = Options)
bool bOnlyUnique = false;
/** If enabled, after an initial attempt at Welding, attempt to resolve remaining open edges in T-junction configurations via edge splits, and then retry Weld */
UPROPERTY(EditAnywhere, Category = Options)
bool bResolveTJunctions = false;
/** Initial number of open boundary edges */
UPROPERTY(VisibleAnywhere, Category = Statistics)
int32 InitialEdges;
/** Number of remaining open boundary edges */
UPROPERTY(VisibleAnywhere, Category = Statistics)
int32 RemainingEdges;
};
UCLASS()
class MESHMODELINGTOOLSEXP_API UWeldMeshEdgesOperatorFactory : public UObject, public UE::Geometry::IDynamicMeshOperatorFactory
{
GENERATED_BODY()
public:
// IDynamicMeshOperatorFactory API
virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
UPROPERTY()
TObjectPtr<UWeldMeshEdgesTool> WeldMeshEdgesTool;
};
/**
* Mesh Weld Edges Tool
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UWeldMeshEdgesTool : public USingleSelectionMeshEditingTool
{
GENERATED_BODY()
public:
UWeldMeshEdgesTool();
virtual void Setup() override;
virtual void OnShutdown(EToolShutdownType ShutdownType) override;
virtual void OnTick(float DeltaTime) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
virtual bool CanAccept() const override;
// update parameters in FWeldMeshEdgesOp based on current Settings
void UpdateOpParameters(FWeldMeshEdgesOp& Op) const;
protected:
UPROPERTY()
TObjectPtr<UWeldMeshEdgesToolProperties> Settings;
UPROPERTY()
TObjectPtr<UMeshOpPreviewWithBackgroundCompute> PreviewCompute = nullptr;
UPROPERTY()
TObjectPtr<UMeshElementsVisualizer> MeshElementsDisplay = nullptr;
UPROPERTY()
TObjectPtr<UWeldMeshEdgesOperatorFactory> OperatorFactory;
protected:
TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe> SourceMesh;
};