Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryProcessing/Source/DynamicMesh/Private/Sampling/MeshImageBakingCache.cpp
Marc Audy 7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00

261 lines
7.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Sampling/MeshImageBakingCache.h"
void FMeshImageBakingCache::SetDetailMesh(const FDynamicMesh3* Mesh, const FDynamicMeshAABBTree3* Spatial)
{
check(Mesh);
DetailMesh = Mesh;
check(Spatial);
DetailSpatial = Spatial;
InvalidateSamples();
InvalidateOccupancy();
}
void FMeshImageBakingCache::SetBakeTargetMesh(const FDynamicMesh3* Mesh)
{
check(Mesh);
TargetMesh = Mesh;
InvalidateSamples();
InvalidateOccupancy();
}
void FMeshImageBakingCache::SetDimensions(FImageDimensions DimensionsIn)
{
Dimensions = DimensionsIn;
InvalidateSamples();
InvalidateOccupancy();
}
void FMeshImageBakingCache::SetUVLayer(int32 UVLayerIn)
{
UVLayer = UVLayerIn;
InvalidateSamples();
InvalidateOccupancy();
}
const FDynamicMeshNormalOverlay* FMeshImageBakingCache::GetDetailNormals() const
{
check(DetailMesh && DetailMesh->HasAttributes());
return DetailMesh->Attributes()->PrimaryNormals();
}
const FDynamicMeshUVOverlay* FMeshImageBakingCache::GetBakeTargetUVs() const
{
check(TargetMesh && TargetMesh->HasAttributes() && UVLayer < TargetMesh->Attributes()->NumUVLayers());
return TargetMesh->Attributes()->GetUVLayer(UVLayer);
}
const FDynamicMeshNormalOverlay* FMeshImageBakingCache::GetBakeTargetNormals() const
{
check(TargetMesh && TargetMesh->HasAttributes());
return TargetMesh->Attributes()->PrimaryNormals();
}
const FImageOccupancyMap* FMeshImageBakingCache::GetOccupancyMap() const
{
check(IsCacheValid());
return OccupancyMap.Get();
}
void FMeshImageBakingCache::InvalidateSamples()
{
bSamplesValid = false;
}
void FMeshImageBakingCache::InvalidateOccupancy()
{
bOccupancyValid = false;
}
/**
* Find point on Detail mesh that corresponds to point on Base mesh.
* If nearest point on Detail mesh is within DistanceThreshold, uses that point (cleanly handles coplanar/etc).
* Otherwise casts a ray in Normal direction.
* If Normal-direction ray misses, use reverse direction.
* If both miss, we return false, no correspondence found
*/
static bool GetDetailTrianglePoint(
const FDynamicMesh3& DetailMesh,
const FDynamicMeshAABBTree3& DetailSpatial,
const FVector3d& BasePoint,
const FVector3d& BaseNormal,
int32& DetailTriangleOut,
FVector3d& DetailTriBaryCoords,
double DistanceThreshold = FMathf::ZeroTolerance * 100.0f)
{
// check if we are within on-surface tolerance, if so we use nearest point
IMeshSpatial::FQueryOptions OnSurfQueryOptions;
OnSurfQueryOptions.MaxDistance = DistanceThreshold;
double NearDistSqr = 0;
int32 NearestTriID = DetailSpatial.FindNearestTriangle(BasePoint, NearDistSqr, OnSurfQueryOptions);
if (DetailMesh.IsTriangle(NearestTriID))
{
DetailTriangleOut = NearestTriID;
FDistPoint3Triangle3d DistQuery = TMeshQueries<FDynamicMesh3>::TriangleDistance(DetailMesh, NearestTriID, BasePoint);
DetailTriBaryCoords = DistQuery.TriangleBaryCoords;
return true;
}
// TODO: should we check normals here? inverse normal should probably not be considered valid
// shoot rays forwards and backwards
FRay3d Ray(BasePoint, BaseNormal), BackwardsRay(BasePoint, -BaseNormal);
int32 HitTID = IndexConstants::InvalidID, BackwardHitTID = IndexConstants::InvalidID;
double HitDist, BackwardHitDist;
bool bHitForward = DetailSpatial.FindNearestHitTriangle(Ray, HitDist, HitTID);
bool bHitBackward = DetailSpatial.FindNearestHitTriangle(BackwardsRay, BackwardHitDist, BackwardHitTID);
// use the backwards hit if it is closer than the forwards hit
if ((bHitBackward && bHitForward == false) || (bHitForward && bHitBackward && BackwardHitDist < HitDist))
{
Ray = BackwardsRay;
HitTID = BackwardHitTID;
HitDist = BackwardHitDist;
}
// if we got a valid ray hit, use it
if (DetailMesh.IsTriangle(HitTID))
{
DetailTriangleOut = HitTID;
FIntrRay3Triangle3d IntrQuery = TMeshQueries<FDynamicMesh3>::TriangleIntersection(DetailMesh, HitTID, Ray);
DetailTriBaryCoords = IntrQuery.TriangleBaryCoords;
return true;
}
// if we get this far, both rays missed, so use absolute nearest point regardless of distance
//NearestTriID = DetailSpatial.FindNearestTriangle(BasePoint, NearDistSqr);
//if (DetailMesh.IsTriangle(NearestTriID))
//{
// DetailTriangleOut = NearestTriID;
// FDistPoint3Triangle3d DistQuery = TMeshQueries<FDynamicMesh3>::TriangleDistance(DetailMesh, NearestTriID, BasePoint);
// DetailTriBaryCoords = DistQuery.TriangleBaryCoords;
// return true;
//}
return false;
}
bool FMeshImageBakingCache::ValidateCache()
{
check(TargetMesh && DetailMesh && DetailSpatial);
check(Dimensions.GetWidth() > 0 && Dimensions.GetHeight() > 0);
const FDynamicMesh3* Mesh = TargetMesh;
const FDynamicMeshUVOverlay* UVOverlay = GetBakeTargetUVs();
const FDynamicMeshNormalOverlay* NormalOverlay = GetBakeTargetNormals();
// make UV-space version of mesh
if (bOccupancyValid == false)
{
FDynamicMesh3 FlatMesh(EMeshComponents::FaceGroups);
for (int32 tid : Mesh->TriangleIndicesItr())
{
if (UVOverlay->IsSetTriangle(tid))
{
FVector2f A, B, C;
UVOverlay->GetTriElements(tid, A, B, C);
int32 VertA = FlatMesh.AppendVertex(FVector3d(A.X, A.Y, 0));
int32 VertB = FlatMesh.AppendVertex(FVector3d(B.X, B.Y, 0));
int32 VertC = FlatMesh.AppendVertex(FVector3d(C.X, C.Y, 0));
int32 NewTriID = FlatMesh.AppendTriangle(VertA, VertB, VertC, tid);
}
}
// calculate occupancy map
OccupancyMap = MakeUnique<FImageOccupancyMap>();
OccupancyMap->Initialize(Dimensions);
OccupancyMap->ComputeFromUVSpaceMesh(FlatMesh, [&](int32 TriangleID) { return FlatMesh.GetTriangleGroup(TriangleID); });
bOccupancyValid = true;
}
if (bSamplesValid == false)
{
// this sampler finds the correspondence between base surface and detail surface
TMeshSurfaceUVSampler<FCorrespondenceSample> DetailMeshSampler;
DetailMeshSampler.Initialize(Mesh, UVOverlay, EMeshSurfaceSamplerQueryType::TriangleAndUV, FCorrespondenceSample(),
[Mesh, NormalOverlay, this](const FMeshUVSampleInfo& SampleInfo, FCorrespondenceSample& ValueOut)
{
//FVector3d BaseTriNormal = Mesh->GetTriNormal(SampleInfo.TriangleIndex);
NormalOverlay->GetTriBaryInterpolate<double>(SampleInfo.TriangleIndex, &SampleInfo.BaryCoords[0], &ValueOut.BaseNormal[0]);
ValueOut.BaseNormal.Normalize();
FVector3d RayDir = ValueOut.BaseNormal;
ValueOut.BaseSample = SampleInfo;
// find detail mesh triangle point
bool bFoundTri = GetDetailTrianglePoint(*DetailMesh, *DetailSpatial, SampleInfo.SurfacePoint, RayDir,
ValueOut.DetailTriID, ValueOut.DetailBaryCoords);
if (!bFoundTri)
{
ValueOut.DetailTriID = FDynamicMesh3::InvalidID;
}
});
SampleMap.Resize(Dimensions.GetWidth(), Dimensions.GetHeight());
// calculate interior texels
ParallelFor(Dimensions.Num(), [&](int64 LinearIdx)
{
if (OccupancyMap->IsInterior(LinearIdx) == false)
{
return;
}
FVector2d UVPosition = (FVector2d)OccupancyMap->TexelQueryUV[LinearIdx];
int32 UVTriangleID = OccupancyMap->TexelQueryTriangle[LinearIdx];
FCorrespondenceSample Sample;
DetailMeshSampler.SampleUV(UVTriangleID, UVPosition, Sample);
SampleMap[LinearIdx] = Sample;
});
bSamplesValid = true;
}
return IsCacheValid();
}
void FMeshImageBakingCache::EvaluateSamples(
TFunctionRef<void(const FVector2i&, const FCorrespondenceSample&)> SampleFunction,
bool bParallel) const
{
check(IsCacheValid());
ParallelFor(Dimensions.Num(), [&](int64 LinearIdx)
{
if (OccupancyMap->IsInterior(LinearIdx) == false)
{
return;
}
FVector2i Coords = Dimensions.GetCoords(LinearIdx);
const FCorrespondenceSample& Sample = SampleMap[LinearIdx];
SampleFunction(Coords, Sample);
}, bParallel ? EParallelForFlags::ForceSingleThread : EParallelForFlags::None);
}