Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/BaseTools/BaseMeshProcessingTool.cpp
ryan schmidt 17cefb1dd1 ModelingTools:
Reduce surface area of MeshDescriptionProvider/Committer, replace with UE::ToolTarget:: calls where possible.

Add new UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh() function. This is being used for now to avoid potential regressions as UE::ToolTarget::CommitDynamicMeshUpdate will preferentially use DynamicMeshCommitter, and I am not certain it is functionally equivalent in all cases.
Add new UE::ToolTarget::CommitDynamicMeshNormalsUpdate(), similar to existing UV version
Add new Move-variant of UE::ToolTarget::CommitMeshDescriptionUpdate(), uses new Move-variant of IMeshDescriptionCommitter::CommitMeshDescription.
Make existing IMeshDescriptionCommitter::CommitMeshDescription callback interface protected, to prevent usage of this function at public API level (will be removed in future).

Tool updates should not change, just using cleaner APIs.
EditNormalsTool now uses CommitDynamicMeshNormalsUpdate(), which does go via DynamicMeshCommitter preferentially, where it previously went via MeshDescriptionCommitter. In light testing the results appear equivalent.
AttributeEditorTool now operates on MeshDescription copies in various update functions. These are not performance-critical.

#rb rinat.abdrashitov
#rnx
#preflight 61ae45998358693a22c28d1b

#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 18384350 in //UE5/Release-5.0/... via CL 18384361
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18384373 by ryan schmidt in ue5-release-engine-test branch]
2021-12-06 12:42:19 -05:00

408 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseTools/BaseMeshProcessingTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
#include "Components/DynamicMeshComponent.h"
#include "Async/Async.h"
#include "DynamicMesh/MeshNormals.h"
#include "MeshBoundaryLoops.h"
#include "DynamicMesh/MeshTransforms.h"
#include "WeightMapUtil.h"
#include "DynamicMeshToMeshDescription.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
#include "ModelingToolTargetUtil.h"
#define LOCTEXT_NAMESPACE "UBaseMeshProcessingTool"
using namespace UE::Geometry;
/*
* ToolBuilder
*/
const FToolTargetTypeRequirements& UBaseMeshProcessingToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMaterialProvider::StaticClass(),
UMeshDescriptionCommitter::StaticClass(),
UMeshDescriptionProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass()
});
return TypeRequirements;
}
bool UBaseMeshProcessingToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) == 1;
}
UInteractiveTool* UBaseMeshProcessingToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
UBaseMeshProcessingTool* NewTool = MakeNewToolInstance(SceneState.ToolManager);
UToolTarget* Target = SceneState.TargetManager->BuildFirstSelectedTargetable(SceneState, GetTargetRequirements());
check(Target);
NewTool->SetTarget(Target);
NewTool->SetWorld(SceneState.World);
return NewTool;
}
/*
* Tool
*/
void UBaseMeshProcessingTool::SetWorld(UWorld* World)
{
this->TargetWorld = World;
}
void UBaseMeshProcessingTool::Setup()
{
UInteractiveTool::Setup();
// hide input StaticMeshComponent
IPrimitiveComponentBackedTarget* TargetComponent = Cast<IPrimitiveComponentBackedTarget>(Target);
TargetComponent->SetOwnerVisibility(false);
// initialize our properties
ToolPropertyObjects.Add(this);
// populate the BaseMesh with a conversion of the input mesh.
FMeshDescriptionToDynamicMesh Converter;
Converter.Convert(UE::ToolTarget::GetMeshDescription(Target), InitialMesh);
if (RequiresScaleNormalization())
{
// compute area of the input mesh and compute normalization scaling factor
FVector2d VolArea = TMeshQueries<FDynamicMesh3>::GetVolumeArea(InitialMesh);
double UnitScalingMeasure = FMathd::Max(0.01, FMathd::Sqrt(VolArea.Y / 6.0)); // 6.0 is a bit arbitrary here...surface area of unit box
// translate to origin and then apply inverse of scale
FAxisAlignedBox3d Bounds = InitialMesh.GetBounds();
SrcTranslate = Bounds.Center();
MeshTransforms::Translate(InitialMesh, -SrcTranslate);
SrcScale = UnitScalingMeasure;
MeshTransforms::Scale(InitialMesh, (1.0 / SrcScale) * FVector3d::One(), FVector3d::Zero());
// apply that transform to target transform so that visible mesh stays in the same spot
OverrideTransform = TargetComponent->GetWorldTransform();
FVector TranslateDelta = OverrideTransform.TransformVector((FVector)SrcTranslate);
FVector CurScale = OverrideTransform.GetScale3D();
OverrideTransform.AddToTranslation(TranslateDelta);
CurScale.X *= (float)SrcScale;
CurScale.Y *= (float)SrcScale;
CurScale.Z *= (float)SrcScale;
OverrideTransform.SetScale3D(CurScale);
bIsScaleNormalizationApplied = true;
}
else
{
SrcTranslate = FVector3d::Zero();
SrcScale = 1.0;
OverrideTransform = TargetComponent->GetWorldTransform();
bIsScaleNormalizationApplied = false;
}
// pending startup computations
TArray<TFuture<void>> PendingComputes;
// calculate base mesh vertex normals if necessary normals
if (RequiresInitialVtxNormals())
{
TFuture<void> NormalsCompute = Async(EAsyncExecution::ThreadPool, [&]() {
InitialVtxNormals = MakeShared<FMeshNormals>(&InitialMesh);
InitialVtxNormals->ComputeVertexNormals();
});
PendingComputes.Add(MoveTemp(NormalsCompute));
}
// calculate base mesh boundary loops if necessary
if (RequiresInitialBoundaryLoops())
{
TFuture<void> LoopsCompute = Async(EAsyncExecution::ThreadPool, [&]() {
InitialBoundaryLoops = MakeShared<FMeshBoundaryLoops>(&InitialMesh);
});
PendingComputes.Add(MoveTemp(LoopsCompute));
}
// Construct the preview object and set the material on it.
Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(this, "Preview");
Preview->Setup(this->TargetWorld, this); // Adds the actual functional tool in the Preview object
Preview->PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
ToolSetupUtil::ApplyRenderingConfigurationToPreview(Preview->PreviewMesh, Target);
FComponentMaterialSet MaterialSet;
Cast<IMaterialProvider>(Target)->GetMaterialSet(MaterialSet);
Preview->ConfigureMaterials(MaterialSet.Materials,
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
);
Preview->SetWorkingMaterialDelay(0.75);
Preview->PreviewMesh->SetTransform(OverrideTransform);
Preview->PreviewMesh->UpdatePreview(&InitialMesh);
// show the preview mesh
Preview->SetVisibility(true);
InitializeProperties();
UpdateOptionalPropertyVisibility();
for (TFuture<void>& Future : PendingComputes)
{
Future.Wait();
}
// start the compute
InvalidateResult();
GetToolManager()->DisplayMessage( GetToolMessageString(), EToolMessageLevel::UserNotification);
}
FText UBaseMeshProcessingTool::GetToolMessageString() const
{
return FText::GetEmpty();
}
FText UBaseMeshProcessingTool::GetAcceptTransactionName() const
{
return LOCTEXT("BaseMeshProcessingToolTransactionName", "Update Mesh");
}
void UBaseMeshProcessingTool::SavePropertySets()
{
for (FOptionalPropertySet& PropStruct : OptionalProperties)
{
if (PropStruct.PropertySet.IsValid())
{
PropStruct.PropertySet->SaveProperties(this);
}
}
if (WeightMapPropertySet.IsValid())
{
WeightMapPropertySet->SaveProperties(this);
}
}
void UBaseMeshProcessingTool::Shutdown(EToolShutdownType ShutdownType)
{
if (ShutdownType == EToolShutdownType::Accept && AreAllTargetsValid() == false)
{
UE_LOG(LogTemp, Error, TEXT("Tool Target has become Invalid (possibly it has been Force Deleted). Aborting Tool."));
ShutdownType = EToolShutdownType::Cancel;
}
OnShutdown(ShutdownType);
SavePropertySets();
// Restore (unhide) the source meshes
Cast<IPrimitiveComponentBackedTarget>(Target)->SetOwnerVisibility(true);
if (Preview != nullptr)
{
FDynamicMeshOpResult Result = Preview->Shutdown();
if (ShutdownType == EToolShutdownType::Accept)
{
GetToolManager()->BeginUndoTransaction(GetAcceptTransactionName());
FDynamicMesh3* DynamicMeshResult = Result.Mesh.Get();
check(DynamicMeshResult != nullptr);
// un-apply scale normalization if it was applied
if (bIsScaleNormalizationApplied)
{
MeshTransforms::Scale(*DynamicMeshResult, FVector3d(SrcScale, SrcScale, SrcScale), FVector3d::Zero());
MeshTransforms::Translate(*DynamicMeshResult, SrcTranslate);
}
bool bTopologyChanged = HasMeshTopologyChanged();
UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh(Target, *DynamicMeshResult, bTopologyChanged);
GetToolManager()->EndUndoTransaction();
}
}
}
void UBaseMeshProcessingTool::Render(IToolsContextRenderAPI* RenderAPI)
{
UpdateResult();
}
void UBaseMeshProcessingTool::OnTick(float DeltaTime)
{
Preview->Tick(DeltaTime);
}
void UBaseMeshProcessingTool::InvalidateResult()
{
Preview->InvalidateResult();
bResultValid = false;
}
void UBaseMeshProcessingTool::UpdateResult()
{
if (bResultValid)
{
return;
}
bResultValid = Preview->HaveValidResult();
}
bool UBaseMeshProcessingTool::HasAccept() const
{
return true;
}
bool UBaseMeshProcessingTool::CanAccept() const
{
return Super::CanAccept() && bResultValid && Preview->HaveValidNonEmptyResult();
}
void UBaseMeshProcessingTool::AddOptionalPropertySet(
UInteractiveToolPropertySet* PropSet,
TUniqueFunction<bool()> VisibilityFunc,
TUniqueFunction<void()> OnModifiedFunc,
bool bChangeInvalidatesResult)
{
AddToolPropertySource(PropSet);
PropSet->RestoreProperties(this);
SetToolPropertySourceEnabled(PropSet, false);
FOptionalPropertySet PropSetStruct;
PropSetStruct.PropertySet = PropSet;
PropSetStruct.IsVisible = MoveTemp(VisibilityFunc);
PropSetStruct.OnModifiedFunc = MoveTemp(OnModifiedFunc);
PropSetStruct.bInvalidateOnModify = bChangeInvalidatesResult;
int32 Index = OptionalProperties.Num();
OptionalProperties.Add(MoveTemp(PropSetStruct));
PropSet->GetOnModified().AddLambda([Index, this](UObject*, FProperty*) { OnOptionalPropSetModified(Index); } );
}
void UBaseMeshProcessingTool::OnOptionalPropSetModified(int32 Index)
{
const FOptionalPropertySet& PropSetStruct = OptionalProperties[Index];
PropSetStruct.OnModifiedFunc();
if (PropSetStruct.bInvalidateOnModify)
{
InvalidateResult();
}
}
void UBaseMeshProcessingTool::UpdateOptionalPropertyVisibility()
{
for (FOptionalPropertySet& PropStruct : OptionalProperties)
{
if (PropStruct.PropertySet.IsValid())
{
bool bVisible = PropStruct.IsVisible();
SetToolPropertySourceEnabled(PropStruct.PropertySet.Get(), bVisible);
}
}
if (WeightMapPropertySet.IsValid())
{
bool bVisible = WeightMapPropertySetVisibleFunc();
SetToolPropertySourceEnabled(WeightMapPropertySet.Get(), bVisible);
}
}
TSharedPtr<FMeshNormals>& UBaseMeshProcessingTool::GetInitialVtxNormals()
{
checkf(InitialVtxNormals.IsValid(), TEXT("Initial Vertex Normals have not been computed - must return true from RequiresInitialVtxNormals()") );
return InitialVtxNormals;
}
TSharedPtr<FMeshBoundaryLoops>& UBaseMeshProcessingTool::GetInitialBoundaryLoops()
{
checkf(InitialBoundaryLoops.IsValid(), TEXT("Initial Boundary Loops have not been computed - must return true from RequiresInitialBoundaryLoops()"));
return InitialBoundaryLoops;
}
void UBaseMeshProcessingTool::SetupWeightMapPropertySet(UWeightMapSetProperties* Properties)
{
AddToolPropertySource(Properties);
Properties->RestoreProperties(this);
WeightMapPropertySet = Properties;
// initialize property list
Properties->InitializeFromMesh(UE::ToolTarget::GetMeshDescription(Target));
Properties->WatchProperty(Properties->WeightMap,
[&](FName) { OnSelectedWeightMapChanged(true); });
Properties->WatchProperty(Properties->bInvertWeightMap,
[&](bool) { OnSelectedWeightMapChanged(true); });
OnSelectedWeightMapChanged(false);
}
void UBaseMeshProcessingTool::OnSelectedWeightMapChanged(bool bInvalidate)
{
TSharedPtr<FIndexedWeightMap1f> NewWeightMap = MakeShared<FIndexedWeightMap1f>();
// this will return all-ones weight map if None is selected
bool bFound = UE::WeightMaps::GetVertexWeightMap(UE::ToolTarget::GetMeshDescription(Target), WeightMapPropertySet->WeightMap, *NewWeightMap, 1.0f);
if (bFound && WeightMapPropertySet->bInvertWeightMap)
{
NewWeightMap->InvertWeightMap();
}
ActiveWeightMap = NewWeightMap;
if (bInvalidate)
{
InvalidateResult();
}
}
bool UBaseMeshProcessingTool::HasActiveWeightMap() const
{
return WeightMapPropertySet.IsValid() && WeightMapPropertySet->HasSelectedWeightMap();
}
TSharedPtr<FIndexedWeightMap1f>& UBaseMeshProcessingTool::GetActiveWeightMap()
{
checkf(ActiveWeightMap.IsValid(), TEXT("Weight Map has not been initialized - must call SetupWeightMapPropertySet() in property set"));
return ActiveWeightMap;
}
#undef LOCTEXT_NAMESPACE