Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingTools/Private/Physics/SetCollisionGeometryTool.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

461 lines
16 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Physics/SetCollisionGeometryTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
#include "Drawing/PreviewGeometryActor.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "MeshTransforms.h"
#include "DynamicMeshEditor.h"
#include "Selections/MeshConnectedComponents.h"
#include "DynamicSubmesh3.h"
#include "ShapeApproximation/ShapeDetection3.h"
#include "ShapeApproximation/MeshSimpleShapeApproximation.h"
#include "Physics/PhysicsDataCollection.h"
#include "Physics/CollisionGeometryVisualization.h"
// physics data
#include "Engine/Classes/Engine/StaticMesh.h"
#include "Engine/Classes/Components/StaticMeshComponent.h"
#include "Engine/Classes/PhysicsEngine/BodySetup.h"
#include "Async/ParallelFor.h"
#define LOCTEXT_NAMESPACE "USetCollisionGeometryTool"
bool USetCollisionGeometryToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
TArray<UActorComponent*> Components = ToolBuilderUtil::FindAllComponents(SceneState, CanMakeComponentTarget);
return (Components.Num() > 0 && Cast<UStaticMeshComponent>(Components[Components.Num() - 1]) != nullptr);
}
UInteractiveTool* USetCollisionGeometryToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
USetCollisionGeometryTool* NewTool = NewObject<USetCollisionGeometryTool>(SceneState.ToolManager);
TArray<UActorComponent*> Components = ToolBuilderUtil::FindAllComponents(SceneState, CanMakeComponentTarget);
TArray<TUniquePtr<FPrimitiveComponentTarget>> ComponentTargets;
for (UActorComponent* ActorComponent : Components)
{
auto* MeshComponent = Cast<UPrimitiveComponent>(ActorComponent);
if (MeshComponent)
{
ComponentTargets.Add(MakeComponentTarget(MeshComponent));
}
}
NewTool->SetSelection(MoveTemp(ComponentTargets));
return NewTool;
}
void USetCollisionGeometryTool::Setup()
{
UInteractiveTool::Setup();
// if we have one selection, use it as the source, otherwise use all but hte last selected mesh
bSourcesHidden = (ComponentTargets.Num() > 1);
if (ComponentTargets.Num() == 1)
{
SourceObjectIndices.Add(0);
}
else
{
for (int32 k = 0; k < ComponentTargets.Num() -1; ++k)
{
SourceObjectIndices.Add(k);
ComponentTargets[k]->SetOwnerVisibility(false);
}
}
bInputMeshesValid = true;
TUniquePtr<FPrimitiveComponentTarget>& CollisionTarget = ComponentTargets[ComponentTargets.Num() - 1];
PreviewGeom = NewObject<UPreviewGeometry>(this);
FTransform PreviewTransform = CollisionTarget->GetWorldTransform();
OrigTargetTransform = PreviewTransform;
TargetScale3D = PreviewTransform.GetScale3D();
PreviewTransform.SetScale3D(FVector::OneVector);
PreviewGeom->CreateInWorld(CollisionTarget->GetOwnerActor()->GetWorld(), PreviewTransform);
// initialize initial collision object
InitialCollision = MakeShared<FPhysicsDataCollection>();
InitialCollision->InitializeFromComponent(CollisionTarget->GetOwnerComponent(), true);
InitialCollision->ExternalScale3D = TargetScale3D;
// create tool options
Settings = NewObject<USetCollisionGeometryToolProperties>(this);
Settings->RestoreProperties(this);
AddToolPropertySource(Settings);
Settings->bUseWorldSpace = (SourceObjectIndices.Num() > 1);
Settings->WatchProperty(Settings->InputMode, [this](ESetCollisionGeometryInputMode) { bResultValid = false; });
Settings->WatchProperty(Settings->GeometryType, [this](ECollisionGeometryType) { bResultValid = false; });
Settings->WatchProperty(Settings->bUseWorldSpace, [this](bool) { bInputMeshesValid = false; });
Settings->WatchProperty(Settings->bAppendToExisting, [this](bool) { bResultValid = false; });
Settings->WatchProperty(Settings->bRemoveContained, [this](bool) { bResultValid = false; });
Settings->WatchProperty(Settings->bEnableMaxCount, [this](bool) { bResultValid = false; });
Settings->WatchProperty(Settings->MaxCount, [this](int32) { bResultValid = false; });
Settings->WatchProperty(Settings->MinThickness, [this](float) { bResultValid = false; });
Settings->WatchProperty(Settings->bDetectBoxes, [this](int32) { bResultValid = false; });
Settings->WatchProperty(Settings->bDetectSpheres, [this](int32) { bResultValid = false; });
Settings->WatchProperty(Settings->bDetectCapsules, [this](int32) { bResultValid = false; });
Settings->WatchProperty(Settings->bSimplifyHulls, [this](bool) { bResultValid = false; });
Settings->WatchProperty(Settings->HullTargetFaceCount, [this](int32) { bResultValid = false; });
Settings->WatchProperty(Settings->bSimplifyPolygons, [this](bool) { bResultValid = false; });
Settings->WatchProperty(Settings->HullTolerance, [this](float) { bResultValid = false; });
Settings->WatchProperty(Settings->SweepAxis, [this](EProjectedHullAxis) { bResultValid = false; });
bResultValid = false;
VizSettings = NewObject<UCollisionGeometryVisualizationProperties>(this);
VizSettings->RestoreProperties(this);
AddToolPropertySource(VizSettings);
Settings->WatchProperty(VizSettings->LineThickness, [this](float NewValue) { bVisualizationDirty = true; });
Settings->WatchProperty(VizSettings->Color, [this](FColor NewValue) { bVisualizationDirty = true; });
// add option for collision properties
CollisionProps = NewObject<UPhysicsObjectToolPropertySet>(this);
AddToolPropertySource(CollisionProps);
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Initialize Simple Collision geometry for a Mesh from one or more input Meshes (including itself)."),
EToolMessageLevel::UserNotification);
}
void USetCollisionGeometryTool::Shutdown(EToolShutdownType ShutdownType)
{
VizSettings->SaveProperties(this);
Settings->SaveProperties(this);
PreviewGeom->Disconnect();
// show hidden sources
if (bSourcesHidden)
{
for (int32 k : SourceObjectIndices)
{
ComponentTargets[k]->SetOwnerVisibility(true);
}
}
if (ShutdownType == EToolShutdownType::Accept)
{
GetToolManager()->BeginUndoTransaction(LOCTEXT("UpdateCollision", "Update Collision"));
// code below derived from FStaticMeshEditor::DuplicateSelectedPrims()
TUniquePtr<FPrimitiveComponentTarget>& CollisionTarget = ComponentTargets[ComponentTargets.Num() - 1];
UStaticMeshComponent* StaticMeshComponent = CastChecked<UStaticMeshComponent>(CollisionTarget->GetOwnerComponent());
UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh();
UBodySetup* BodySetup = StaticMesh->BodySetup;
// mark the BodySetup for modification. Do we need to modify the UStaticMesh??
BodySetup->Modify();
//Clear the cache (PIE may have created some data), create new GUID (comment from StaticMeshEditor)
BodySetup->InvalidatePhysicsData();
BodySetup->RemoveSimpleCollision();
BodySetup->AggGeom = GeneratedCollision->AggGeom;
// update collision type
BodySetup->CollisionTraceFlag = (ECollisionTraceFlag)(int32)Settings->SetCollisionType;
// rebuild physics data
BodySetup->InvalidatePhysicsData();
BodySetup->CreatePhysicsMeshes();
// do we need to do a post edit change here??
// is this necessary?
StaticMesh->CreateNavCollision(/*bIsUpdate=*/true);
// post the undo transaction
GetToolManager()->EndUndoTransaction();
// mark static mesh as dirty so it gets resaved?
StaticMesh->MarkPackageDirty();
}
}
void USetCollisionGeometryTool::OnTick(float DeltaTime)
{
if (bInputMeshesValid == false)
{
PrecomputeInputMeshes();
bInputMeshesValid = true;
bResultValid = false;
}
if (bResultValid == false)
{
UpdateGeneratedCollision();
bResultValid = true;
}
if (bVisualizationDirty)
{
UpdateVisualization();
bVisualizationDirty = false;
}
}
void USetCollisionGeometryTool::UpdateVisualization()
{
float UseThickness = VizSettings->LineThickness;
FColor UseColor = VizSettings->Color;
PreviewGeom->UpdateAllLineSets([&](ULineSetComponent* LineSet)
{
LineSet->SetAllLinesThickness(UseThickness);
LineSet->SetAllLinesColor(UseColor);
});
}
void USetCollisionGeometryTool::UpdateGeneratedCollision()
{
// calculate new collision
ECollisionGeometryType ComputeType = Settings->GeometryType;
TSharedPtr<FPhysicsDataCollection> NewCollision = MakeShared<FPhysicsDataCollection>();
NewCollision->InitializeFromExisting(*InitialCollision);
if (Settings->bAppendToExisting || ComputeType == ECollisionGeometryType::KeepExisting)
{
NewCollision->CopyGeometryFromExisting(*InitialCollision);
}
TSharedPtr<FMeshSimpleShapeApproximation> UseShapeGenerator = GetApproximator(Settings->InputMode);
UseShapeGenerator->bDetectSpheres = Settings->bDetectSpheres;
UseShapeGenerator->bDetectBoxes = Settings->bDetectBoxes;
UseShapeGenerator->bDetectCapsules = Settings->bDetectCapsules;
//UseShapeGenerator->bDetectConvexes = Settings->bDetectConvexes;
UseShapeGenerator->MinDimension = Settings->MinThickness;
switch (ComputeType)
{
case ECollisionGeometryType::KeepExisting:
case ECollisionGeometryType::None:
break;
case ECollisionGeometryType::AlignedBoxes:
UseShapeGenerator->Generate_AlignedBoxes(NewCollision->Geometry);
break;
case ECollisionGeometryType::OrientedBoxes:
UseShapeGenerator->Generate_OrientedBoxes(NewCollision->Geometry);
break;
case ECollisionGeometryType::MinimalSpheres:
UseShapeGenerator->Generate_MinimalSpheres(NewCollision->Geometry);
break;
case ECollisionGeometryType::Capsules:
UseShapeGenerator->Generate_Capsules(NewCollision->Geometry);
break;
case ECollisionGeometryType::ConvexHulls:
UseShapeGenerator->bSimplifyHulls = Settings->bSimplifyHulls;
UseShapeGenerator->HullTargetFaceCount = Settings->HullTargetFaceCount;
UseShapeGenerator->Generate_ConvexHulls(NewCollision->Geometry);
break;
case ECollisionGeometryType::SweptHulls:
UseShapeGenerator->bSimplifyHulls = Settings->bSimplifyPolygons;
UseShapeGenerator->HullSimplifyTolerance = Settings->HullTolerance;
UseShapeGenerator->Generate_ProjectedHulls(NewCollision->Geometry,
(FMeshSimpleShapeApproximation::EProjectedHullAxisMode)(int32)Settings->SweepAxis);
break;
case ECollisionGeometryType::MinVolume:
UseShapeGenerator->Generate_MinVolume(NewCollision->Geometry);
break;
}
if (!NewCollision)
{
ensure(false);
return;
}
GeneratedCollision = NewCollision;
if (Settings->bRemoveContained)
{
GeneratedCollision->Geometry.RemoveContainedGeometry();
}
bool bUseMaxCount = (Settings->bEnableMaxCount);
if (bUseMaxCount)
{
GeneratedCollision->Geometry.FilterByVolume(Settings->MaxCount);
}
GeneratedCollision->CopyGeometryToAggregate();
// update visualization
PreviewGeom->RemoveAllLineSets();
UE::PhysicsTools::InitializePreviewGeometryLines(*GeneratedCollision, PreviewGeom,
VizSettings->Color, VizSettings->LineThickness, 0.0f, 16);
// update property set
CollisionProps->Reset();
UE::PhysicsTools::InitializePhysicsToolObjectPropertySet(GeneratedCollision.Get(), CollisionProps);
}
void USetCollisionGeometryTool::InitializeDerivedMeshSet(
const TArray<TSharedPtr<FDynamicMesh3>>& FromInputMeshes,
TArray<TSharedPtr<FDynamicMesh3>>& ToMeshes,
TFunctionRef<bool(const FDynamicMesh3* Mesh, int32 Tri0, int32 Tri1)> TrisConnectedPredicate)
{
// find connected-components on input meshes, under given connectivity predicate
TArray<TUniquePtr<FMeshConnectedComponents>> ComponentSets;
ComponentSets.SetNum(FromInputMeshes.Num());
ParallelFor(FromInputMeshes.Num(), [&](int32 k)
{
const FDynamicMesh3* Mesh = FromInputMeshes[k].Get();
ComponentSets[k] = MakeUnique<FMeshConnectedComponents>(Mesh);
ComponentSets[k]->FindConnectedTriangles(
[Mesh, &TrisConnectedPredicate](int32 Tri0, int32 Tri1)
{
return TrisConnectedPredicate(Mesh, Tri0, Tri1);
}
);
});
// Assemble a list of all the submeshes we want to compute, so we can do them all in parallel
struct FSubmeshSource
{
const FDynamicMesh3* SourceMesh;
FIndex2i ComponentIdx;
};
TArray<FSubmeshSource> AllSubmeshes;
for (int32 k = 0; k < FromInputMeshes.Num(); ++k)
{
const FDynamicMesh3* Mesh = FromInputMeshes[k].Get();
int32 NumComponents = ComponentSets[k]->Num();
for ( int32 j = 0; j < NumComponents; ++j )
{
const FMeshConnectedComponents::FComponent& Component = ComponentSets[k]->GetComponent(j);
if (Component.Indices.Num() > 1) // ignore single triangles
{
AllSubmeshes.Add(FSubmeshSource{ Mesh, FIndex2i(k,j) });
}
}
}
// compute all the submeshes
ToMeshes.Reset();
ToMeshes.SetNum(AllSubmeshes.Num());
ParallelFor(AllSubmeshes.Num(), [&](int32 k)
{
const FSubmeshSource& Source = AllSubmeshes[k];
const FMeshConnectedComponents::FComponent& Component = ComponentSets[Source.ComponentIdx.A]->GetComponent(Source.ComponentIdx.B);
FDynamicSubmesh3 Submesh(Source.SourceMesh, Component.Indices, (int32)EMeshComponents::None, false);
ToMeshes[k] = MakeShared<FDynamicMesh3>( MoveTemp(Submesh.GetSubmesh()) );
});
}
template<typename T>
TArray<const T*> MakeRawPointerList(const TArray<TSharedPtr<T>>& InputList)
{
TArray<const T*> Result;
Result.Reserve(InputList.Num());
for (const TSharedPtr<T>& Ptr : InputList)
{
Result.Add(Ptr.Get());
}
return MoveTemp(Result);
}
void USetCollisionGeometryTool::PrecomputeInputMeshes()
{
TUniquePtr<FPrimitiveComponentTarget>& CollisionTarget = ComponentTargets[ComponentTargets.Num()-1];
FTransform3d TargetTransform(CollisionTarget->GetWorldTransform());
FTransform3d TargetTransformInv = TargetTransform.Inverse();
InputMeshes.Reset();
InputMeshes.SetNum(SourceObjectIndices.Num());
ParallelFor(SourceObjectIndices.Num(), [&](int32 k)
{
FMeshDescriptionToDynamicMesh Converter;
Converter.bCalculateMaps = false;
Converter.bDisableAttributes = true;
FDynamicMesh3 SourceMesh;
Converter.Convert(ComponentTargets[k]->GetMesh(), SourceMesh);
if (Settings->bUseWorldSpace)
{
FTransform3d ToWorld(ComponentTargets[k]->GetWorldTransform());
MeshTransforms::ApplyTransform(SourceMesh, ToWorld);
MeshTransforms::ApplyTransform(SourceMesh, TargetTransformInv);
}
SourceMesh.DiscardAttributes();
InputMeshes[k] = MakeShared<FDynamicMesh3>(MoveTemp(SourceMesh));
});
InputMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation>();
InputMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(InputMeshes));
// build combined input
CombinedInputMeshes.Reset();
FDynamicMesh3 CombinedMesh;
CombinedMesh.EnableTriangleGroups();
FDynamicMeshEditor Appender(&CombinedMesh);
FMeshIndexMappings TmpMappings;
for (const TSharedPtr<FDynamicMesh3>& InputMesh : InputMeshes)
{
TmpMappings.Reset();
Appender.AppendMesh(InputMesh.Get(), TmpMappings);
}
CombinedInputMeshes.Add( MakeShared<FDynamicMesh3>(MoveTemp(CombinedMesh)) );
CombinedInputMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation>();
CombinedInputMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(CombinedInputMeshes));
// build separated input meshes
SeparatedInputMeshes.Reset();
InitializeDerivedMeshSet(InputMeshes, SeparatedInputMeshes,
[&](const FDynamicMesh3* Mesh, int32 Tri0, int32 Tri1) { return true; });
SeparatedMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation>();
SeparatedMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(SeparatedInputMeshes));
// build per-group input meshes
PerGroupInputMeshes.Reset();
InitializeDerivedMeshSet(InputMeshes, PerGroupInputMeshes,
[&](const FDynamicMesh3* Mesh, int32 Tri0, int32 Tri1) { return Mesh->GetTriangleGroup(Tri0) == Mesh->GetTriangleGroup(Tri1); });
PerGroupMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation>();
PerGroupMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(PerGroupInputMeshes));
}
TSharedPtr<FMeshSimpleShapeApproximation>& USetCollisionGeometryTool::GetApproximator(ESetCollisionGeometryInputMode MeshSetMode)
{
if (MeshSetMode == ESetCollisionGeometryInputMode::CombineAll)
{
return CombinedInputMeshesApproximator;
}
else if ( MeshSetMode == ESetCollisionGeometryInputMode::PerMeshComponent)
{
return SeparatedMeshesApproximator;
}
else if (MeshSetMode == ESetCollisionGeometryInputMode::PerMeshGroup)
{
return PerGroupMeshesApproximator;
}
else
{
return InputMeshesApproximator;
}
}
#undef LOCTEXT_NAMESPACE