Files
UnrealEngineUWP/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp
Thomas Sarkanen 1102c5e12c Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3294073 on 2017/02/09 by Thomas.Sarkanen

	Delete old location of FriendViewModel.h that did not get picked up correctly in the merge

Change 3354003 on 2017/03/20 by Thomas.Sarkanen

	Back out changelist 3353914

Change 3355932 on 2017/03/21 by Thomas.Sarkanen

	Back out changelist 3354003

	Reinstating merge from Main:

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839

Change 3358776 on 2017/03/22 by Ori.Cohen

	Recreate physics when changing mobility of components - fixes debug rendering issue

	#JIRA UE-39328

Change 3360075 on 2017/03/23 by James.Golding

	Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.

Change 3362695 on 2017/03/24 by Thomas.Sarkanen

	Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor

	#jira UE-41100 - Persona code calling incorrect extenders when building menus.

Change 3362696 on 2017/03/24 by Thomas.Sarkanen

	Facial animation experimental feature now pops up restart editor toast

	#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer

Change 3362699 on 2017/03/24 by Thomas.Sarkanen

	Enable snapping for translation in animation viewports

	#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
	#jira UE-39748 - Translating bones in Persona is not affected by Snap Options

Change 3362700 on 2017/03/24 by Thomas.Sarkanen

	Curve source nodes now dont update their source title if the source is a pin

	The title of the node is not recached when the pin default changes, so we cant display it in the title

	#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in

Change 3362721 on 2017/03/24 by Thomas.Sarkanen

	CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports

	#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona

Change 3362724 on 2017/03/24 by Thomas.Sarkanen

	Fix animation preview scene keyboard bindings

	Also moved advanced preview scene into its own module

	#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.

Change 3362783 on 2017/03/24 by Ori.Cohen

	Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.

Change 3362796 on 2017/03/24 by Ori.Cohen

	Fix welded capsules not using the right rotation

	#JIRA UE-41546

Change 3362803 on 2017/03/24 by Ori.Cohen

	Recreate physics when changing mobility of components - fixes debug rendering issue

	#JIRA UE-39328

Change 3363013 on 2017/03/24 by Thomas.Sarkanen

	Fix CIS issue

Change 3363202 on 2017/03/24 by Ori.Cohen

	Fix bad #endif

Change 3363295 on 2017/03/24 by Ori.Cohen

	Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.

	#JIRA UE-40783

Change 3363435 on 2017/03/24 by Jon.Nabozny

	Fix infinite jump on client when Jump Max Hold Time is not 0.

	#jira UE-41004

Change 3363451 on 2017/03/24 by Jon.Nabozny

	Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).

	#jira UE-39567

Change 3363504 on 2017/03/24 by Jon.Nabozny

	Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
	(Code originally came from SCE via UDN)

	#jira UE-41049

Change 3363532 on 2017/03/24 by Ori.Cohen

	Change default to SkipSimulatedBones.

	#JIRA UE-41404

Change 3363537 on 2017/03/24 by Ori.Cohen

	Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.

	#JIRA UE-30826

Change 3363681 on 2017/03/24 by Jon.Nabozny

	Reapply 3292286 after it was clobbered by 3360002
	(Only clobbered in Ocean).

	#jira UE-37512

Change 3363722 on 2017/03/24 by mason.seay

	Updated map to improve testing

Change 3365351 on 2017/03/27 by Thomas.Sarkanen

	Fix non-PCH CIS errors

	#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name

Change 3365422 on 2017/03/27 by Thomas.Sarkanen

	Fixed skinned mesh LOD not updating in editor under various physics-related circumstances

	#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport

Change 3365423 on 2017/03/27 by Thomas.Sarkanen

	Fix ensure when setting Spline IK Bone Axis  to 'None'

	Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.

	#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK

Change 3365424 on 2017/03/27 by Thomas.Sarkanen

	Fix control rigs being convertable to possessables

	Also prevent 'export to anim sequence' button from appearing on standard level sequences

	#jira UE-42070 - Crash converting a control rig to Possessable

Change 3365425 on 2017/03/27 by Thomas.Sarkanen

	When selecting bones that are non-required, we dont render gizmos or text labels

	#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona

Change 3365426 on 2017/03/27 by Thomas.Sarkanen

	Fixed foot placement IK doing line traces on worker threads

	Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
	Note: Node is not actually used

	#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread

Change 3365428 on 2017/03/27 by Thomas.Sarkanen

	Skeleton selection no does not lag behind choice made in viewport

	#jira UE-42236 - Mesh Overlay always lags behind actual selection

Change 3365429 on 2017/03/27 by Thomas.Sarkanen

	Fix anim BPs that contain state machines having blank palettes

	#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs

Change 3365435 on 2017/03/27 by Jurre.deBaare

	Undoing Channel selection in Paint mode does not work
	#fix use duplicated CDO object instead of CDO directly
	#jira UE-42621

Change 3365436 on 2017/03/27 by Jurre.deBaare

	Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
	#fix use duplicated CDO object instead of CDO directly
	#jira UE-40347

Change 3365437 on 2017/03/27 by Jurre.deBaare

	Ensure that HLOD cannot be set up in sub-levels
	#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
	#jira UE-40301

Change 3365438 on 2017/03/27 by Jurre.deBaare

	2D Blendspace breaks when aligning samples in a straight line
	#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
	#jira UE-42744

Change 3365439 on 2017/03/27 by Jurre.deBaare

	Color View Mode doesn't reset when closing/reopening editor
	#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
	#jira UE-42466

Change 3365440 on 2017/03/27 by Jurre.deBaare

	LOD Model field scrubbing is very sensitive
	#fix made sure that max slider value is also driven by data
	#jira UE-42980

Change 3365441 on 2017/03/27 by Jurre.deBaare

	Replacing an asset in a sequence player node does not register in undo history
	#fix added transaction for dropping anim assets on player nodes
	#jira UE-39152

Change 3365442 on 2017/03/27 by Jurre.deBaare

	Crash on Mac importing some alembic files
	#fix disable multithread abc file reading with HDF5 backend
	#jira UE-39783

Change 3365443 on 2017/03/27 by Jurre.deBaare

	Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"

Change 3365444 on 2017/03/27 by Jurre.deBaare

	Moving over Alembic fixes:
	- Time offset issues > changed how we determine frame indices and frame steps
	- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
	- Automatically set recompute tangent flag on skeletal mesh sections

Change 3365451 on 2017/03/27 by Jurre.deBaare

	CIS: include needed for GetTransientPackage

Change 3365460 on 2017/03/27 by Jurre.deBaare

	CIS: apparently CIS wants explicit cast to UObject

Change 3365463 on 2017/03/27 by Jurre.deBaare

	CIS: final fix, was actually UPackage include missing ugh

Change 3365486 on 2017/03/27 by Thomas.Sarkanen

	Fix case error in include for Linux builds

Change 3365499 on 2017/03/27 by James.Golding

	Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
	Fix FCollsiionProfileData typo
	#jira UE-42490

Change 3365500 on 2017/03/27 by Jurre.deBaare

	Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
	#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
	#jira UE-42637

Change 3365501 on 2017/03/27 by James.Golding

	Disable rather than hide anim picker when no mesh assigned
	#jira UE-35537

Change 3365505 on 2017/03/27 by James.Golding

	Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
	https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
	#jira UE-43061

Change 3365515 on 2017/03/27 by Jurre.deBaare

	Using Alt+Click to break Transition node connections cannot be undone using the Undo command
	#fix added transactions to breaking node links
	#jira UE-39068

Change 3365528 on 2017/03/27 by Jurre.deBaare

	Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
	#fix added validation on blendspaces when removing or adding sync markers in animation editor
	#jira UE-39814

Change 3365535 on 2017/03/27 by Jurre.deBaare

	Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
	#fix lock camera if erasing as well
	#jira UE-42474

Change 3365539 on 2017/03/27 by Jurre.deBaare

	Painting on animation sequence paints on invisible T-pose skeleton
	#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
	#jira UE-42484

Change 3365545 on 2017/03/27 by Jurre.deBaare

	Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
	#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
	#jira UE-43091

Change 3365549 on 2017/03/27 by Jurre.deBaare

	CIS: include fix

Change 3365555 on 2017/03/27 by Jurre.deBaare

	Missing change from 3365545

Change 3365561 on 2017/03/27 by Jurre.deBaare

	Missing change from 3365545

Change 3365918 on 2017/03/27 by Ori.Cohen

	PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)

	#JIRA UE-43337

Change 3366234 on 2017/03/27 by Ori.Cohen

	Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.

	#JIRA UE-43339

	#pr 3427

Change 3367252 on 2017/03/28 by Jurre.deBaare

	Vertex Weight Painting options are no longer present in MeshPaint mode
	#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
	#jira UE-43357

Change 3367340 on 2017/03/28 by Jurre.deBaare

	GC fix for recent changes to painting / alembic settings

Change 3367445 on 2017/03/28 by Thomas.Sarkanen

	Fix fallout from Main merge

	OrionEditor needs to depend on the new AdvancedPreviewScene module.

Change 3367741 on 2017/03/28 by Ori.Cohen

	Remove unused physics warning when moving simulated object during physics

	#jira UE-41465

Change 3368072 on 2017/03/28 by Ori.Cohen

	Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade

	#JIRA UE-42956

Change 3368479 on 2017/03/28 by Ori.Cohen

	Fix GetClosestPoint incorrectly considering welded bodies.

	#JIRA UE-39329

Change 3368620 on 2017/03/28 by Lina.Halper

	Added code comment

	#rb:none
	#jira: UE-38836

Change 3368752 on 2017/03/28 by mason.seay

	Updated test map since UE-338836 came back as by design

Change 3369370 on 2017/03/29 by James.Golding

	Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
	Add separate options for showing simple and complex collision in StaticMesh Editor
	#jira UE-42844

Change 3369438 on 2017/03/29 by Lina.Halper

	Fix issue where it updates more often when you give too high update rate - i.e. 60

	#jira: UE-38844
	#code review: Laurent.Delayen

Change 3369462 on 2017/03/29 by Thomas.Sarkanen

	Add preview mesh to animation blueprints

	Auto set preview mesh for animation assets and animation blueprints based off meshes.

	#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona

Change 3369463 on 2017/03/29 by Thomas.Sarkanen

	We now select current preview mesh in the preview mesh dropdown

Change 3369464 on 2017/03/29 by Thomas.Sarkanen

	Ticks now appear properly on anim sequence scrub bar

	#jira UE-41197 - No additional ticks appear on the timeline when you zoom in

Change 3369465 on 2017/03/29 by Thomas.Sarkanen

	Persona now depends publicly on SkeletonEditor

	GitHub PR #3431 from kayama-shift

	#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically

Change 3369466 on 2017/03/29 by Thomas.Sarkanen

	Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package

	#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints

Change 3369467 on 2017/03/29 by Thomas.Sarkanen

	Tweaked combo box alignment for world/local transform

	Appearance is now closer to that of the level editor

Change 3369469 on 2017/03/29 by Thomas.Sarkanen

	Prevent switching to unsupported widget modes when editing control rigs

	#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly

Change 3369588 on 2017/03/29 by Thomas.Sarkanen

	Make import data and thumbnail data transactional

	#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)

Change 3369609 on 2017/03/29 by Thomas.Sarkanen

	Montages are now correctly initialized when created

	They can be used straight away without first opening them in the montage edtior.
	Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.

	#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP

Change 3369610 on 2017/03/29 by Thomas.Sarkanen

	Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved

	#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names

Change 3369647 on 2017/03/29 by Ori.Cohen

	Fix mass debug not working when moving components in the editor.

	#JIRA UE-43437

Change 3369875 on 2017/03/29 by Ori.Cohen

	Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.

	#JIRA UE-25923

Change 3370144 on 2017/03/29 by Lina.Halper

	Fix on the retargeting child anim BP

	#rb: Martin.Wilson
	#jira: UE-39928

Change 3371480 on 2017/03/30 by James.Golding

	Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.

	#jira UE-42132

Change 3371484 on 2017/03/30 by Thomas.Sarkanen

	We now propagate thread safety flags to child Animation Blueprints

Change 3371486 on 2017/03/30 by Thomas.Sarkanen

	Fixed crash and effector selection issues for two bone IK

	Crash occured when selecting the root bone as the end of the chain.
	Viewport selection was not working at all as we werent creating any selection proxy actors any more.

Change 3371497 on 2017/03/30 by Thomas.Sarkanen

	Added warning when Sequencer tries to write to properties that have changed type

	#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert

Change 3371614 on 2017/03/30 by Martin.Wilson

	Clean up deprecated property value after load so we dont get extra anim blueprint references

	#jira UE-42501

Change 3371619 on 2017/03/30 by James.Golding

	Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs

Change 3372452 on 2017/03/30 by Jon.Nabozny

	Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.

	#jira UE-36546

Change 3373043 on 2017/03/30 by Lina.Halper

	- Consolidating to FastLerp to simply code
	- Added comment on FastLerp as the result is not normalized

	#rb: Michael.Noland, David.Hill

Change 3373292 on 2017/03/30 by Jeff.Farris

	Made Actor.DispatchPhysicsCollisionHit virtual.

	(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)

Change 3373293 on 2017/03/30 by Jeff.Farris

	Added PhysicalAnimationComponent.GetBodyTargetTransform

	(Copied 3256175 from RoboRecall to Dev-AnimPhys)

Change 3373318 on 2017/03/30 by Jeff.Farris

	Added option for components to opt out of physics impulses on damage.

	(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)

Change 3374064 on 2017/03/31 by Thomas.Sarkanen

	Renaming curves in animations is now saved properly

	Guids were not being set, so loading code obliterated the rename after an editor restart

	#jira UE-40582 - Curve name is not updated when user changes it in persona editor.

Change 3374175 on 2017/03/31 by Thomas.Sarkanen

	Two bone IK UI consistency fixes

	Completely removed all bone select actors. They have a terrible UX anyway.
	We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.

	#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set

Change 3374216 on 2017/03/31 by Martin.Wilson

	Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data

	#jira UE-37897

Change 3374253 on 2017/03/31 by Thomas.Sarkanen

	Supplementary fix to CL 3371497

	Adding name exposure for property types that we support

Change 3374298 on 2017/03/31 by Jeff.Farris

	Code change from nVidia that improves physX perf (afterIntegration time).

	(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)

Change 3374432 on 2017/03/31 by Lina.Halper

	Make sure AcitveBoneIndices contains parent

	#jira: UE-14597
	#rb: Martin.Wilson
	#code review: Benn.Gallagher, Alexis.Matte, James.Golding

Change 3374836 on 2017/03/31 by Jon.Nabozny

	Fixup hits returned before start of trace in raycast_capsule.

	This change is copied from CL-3297212

	#jira UE-42532

Change 3375195 on 2017/03/31 by Lina.Halper

	resave animation sequence for increasing info to warning

	#code review: Thomas.Sarkanen
	#jira: UE-40643

Change 3375282 on 2017/03/31 by Lina.Halper

	Fix odin content for animation : resave animation sequence for increasing info to warning

	#code review: Thomas.Sarkanen
	#jira: UE-40643

Change 3375288 on 2017/03/31 by Lina.Halper

	reverting code of degrading warning to info to avoid warning

	#jira: UE-40643

Change 3375865 on 2017/04/01 by Lina.Halper

	fix build error

Change 3375868 on 2017/04/01 by Lina.Halper

	fix build warning on shadow var

	#code review: Thomas.Sarkanen

Change 3376283 on 2017/04/03 by Thomas.Sarkanen

	Reworked, more generic property path handling in object change listener

	This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
	The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
	Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
	IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
	Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).

	#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys

Change 3376320 on 2017/04/03 by Benn.Gallagher

	Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
	#jira OR-36926

Change 3376413 on 2017/04/03 by Benn.Gallagher

	Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
	#jira OR-36927

Change 3376421 on 2017/04/03 by Benn.Gallagher

	Missed file from OR cloth fixes merge

Change 3376456 on 2017/04/03 by Lina.Halper

	Resave fortnite animation to remove warning

	#rb: none

Change 3376479 on 2017/04/03 by Jon.Nabozny

	Touch PhysXLibs to ensure physx links properly.
	(Needed for CL-3374836)

Change 3376610 on 2017/04/03 by Martin.Wilson

	Fix for crash when reimporting lodded mesh with virtual bones

	#jira UE-43557

Change 3376618 on 2017/04/03 by Jurre.deBaare

	Mesh Paint decrement rate is too slow when used with hotkeys
	#fix change way we increase/decrease brush value
	#jira UE-43402

Change 3376650 on 2017/04/03 by Benn.Gallagher

	Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
	#jira UE-41739

Change 3376771 on 2017/04/03 by Benn.Gallagher

	Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
	#jira UE-41737

Change 3378117 on 2017/04/04 by Thomas.Sarkanen

	Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified

	Also added a warning to inform users of the issue.

	#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur

Change 3378118 on 2017/04/04 by Thomas.Sarkanen

	Fix 2-bone IK flickering

	First changed non-triangular range check to be >= instead  of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.

	#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched

Change 3378192 on 2017/04/04 by Benn.Gallagher

	Trivial fix to clothing dropdowns to unbind clothing assets when switching

Change 3378206 on 2017/04/04 by Thomas.Sarkanen

	Fix IncludeTool static analysis errors

	Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.

	#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error

Change 3378207 on 2017/04/04 by Thomas.Sarkanen

	Fix static analysis warning

Change 3378267 on 2017/04/04 by Benn.Gallagher

	Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.

Change 3378268 on 2017/04/04 by Benn.Gallagher

	Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
	#jira UE-40407

Change 3378342 on 2017/04/04 by Jurre.deBaare

	Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
	#fix ensure that we update the skeleton tree when changes to the bones are made
	#misc made sure the reapply button its visibility is dynamic
	#misc made sure we always re-add previously removed bones when necessary
	#jira UE-40500

Change 3378374 on 2017/04/04 by Thomas.Sarkanen

	Fixed animation not working for dynamically-bound wheeled-vehicle anim instances

	Vehicle anim instance now looks for a wheeled vehicle component when it initializes.

	#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns

Change 3378518 on 2017/04/04 by Jon.Nabozny

	Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.

	#jira UE-23695

Change 3378538 on 2017/04/04 by Martin.Wilson

	Speculative fix for unreproducable crash on loading animations

	#jira OR-37157

Change 3378592 on 2017/04/04 by Jurre.deBaare

	Mesh painting tools not working outside of QAGame
	#fix required a direct loadmodule call

Change 3378622 on 2017/04/04 by Jurre.deBaare

	CIS shadow variable fix

Change 3378742 on 2017/04/04 by Thomas.Sarkanen

	Fixed crash entering PIE in Orion

Change 3378907 on 2017/04/04 by Benn.Gallagher

	Re-added wind adaptiive effects to legacy wind path.
	Fixed math error in damping calculations (log2/loge).
	#jira UE-42044

Change 3379240 on 2017/04/04 by Jon.Nabozny

	Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies

Change 3379415 on 2017/04/04 by Jon.Nabozny

	Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.

	#JIRA UE-32598

Change 3379502 on 2017/04/04 by Lina.Halper

	Mirroring issue with flipping rotation due to not counting scale

	#jira: UE-33646, UE-34489
	#rb: Ori.Cohen
	#code review: Zak.Middleton

Change 3380544 on 2017/04/05 by Thomas.Sarkanen

	Fix warning spam when playing back UMG sequences animating visibility

	Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
	Also removed message log usage in shipping/test builds.

	#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.

Change 3380605 on 2017/04/05 by Benn.Gallagher

	Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
	#jira UE-43624

Change 3381025 on 2017/04/05 by Jon.Nabozny

	Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.

Change 3381475 on 2017/04/05 by Lina.Halper

	Fix crash on creating montage and setting slot node

	#jira: UE-43698
	#rb: Ori.Cohen

Change 3381558 on 2017/04/05 by Lina.Halper

	Better clean up of flipping issue of quaternion issue

	#jira: UE-33646, UE-34489
	#rb: Zak.Middleton

Change 3381789 on 2017/04/05 by Jon.Nabozny

	Revert InitAnim changes from CL-3379415 to fix cook warnings.
	(Will have proper fix for 4.17 instead).

Change 3381978 on 2017/04/05 by Aaron.McLeran

	#jira UE-43654 Fixing oculus audio SDK sample rate issue

Change 3383181 on 2017/04/06 by Lina.Halper

	Remove copy right of Dual quaternion since we no longer uses

	#code review:Leslie.Nivison

Change 3383283 on 2017/04/06 by Ori.Cohen

	Fixed missing invalidation for body setup when modifying materials

	#JIRA UE-43680

Change 3383602 on 2017/04/06 by Lina.Halper

	Fixed scroller in retargeting window

	#jira: UE-43736

Change 3384369 on 2017/04/07 by Jurre.deBaare

	Wrong bone is sometimes highlighted in skeleton editor
	#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
	#jira UE-43735

Change 3384744 on 2017/04/07 by Jon.Nabozny

	Fix body rotation being killed on load.

	#JIRA UE-43771

[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00

8253 lines
282 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "MeshUtilities.h"
#include "MeshUtilitiesPrivate.h"
#include "Misc/MessageDialog.h"
#include "Misc/ScopeLock.h"
#include "Containers/Ticker.h"
#include "Misc/FeedbackContext.h"
#include "Misc/ScopedSlowTask.h"
#include "Misc/ConfigCacheIni.h"
#include "Modules/ModuleManager.h"
#include "UObject/Package.h"
#include "Misc/PackageName.h"
#include "Textures/SlateIcon.h"
#include "Styling/SlateTypes.h"
#include "Framework/Commands/UIAction.h"
#include "Framework/Commands/UICommandList.h"
#include "Framework/MultiBox/MultiBoxExtender.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Components/MeshComponent.h"
#include "RawIndexBuffer.h"
#include "Components/StaticMeshComponent.h"
#include "Engine/StaticMesh.h"
#include "Materials/Material.h"
#include "RawMesh.h"
#include "StaticMeshResources.h"
#include "MeshBuild.h"
#include "NvTriStrip.h"
#include "forsythtriangleorderoptimizer.h"
#include "nvtess.h"
#include "SkeletalMeshTools.h"
#include "Engine/SkeletalMesh.h"
#include "Components/SkinnedMeshComponent.h"
#include "ImageUtils.h"
#include "LayoutUV.h"
#include "mikktspace.h"
#include "Misc/FbxErrors.h"
#include "Components/SplineMeshComponent.h"
#include "PhysicsEngine/ConvexElem.h"
#include "PhysicsEngine/AggregateGeom.h"
#include "PhysicsEngine/BodySetup.h"
#include "MaterialUtilities.h"
#include "IHierarchicalLODUtilities.h"
#include "HierarchicalLODUtilitiesModule.h"
#include "MeshBoneReduction.h"
#include "MeshMergeData.h"
#include "Editor/EditorPerProjectUserSettings.h"
#include "GPUSkinVertexFactory.h"
#include "Developer/AssetTools/Public/IAssetTools.h"
#include "Developer/AssetTools/Public/AssetToolsModule.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "GameFramework/Character.h"
#include "Components/CapsuleComponent.h"
#include "Animation/DebugSkelMeshComponent.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Input/SComboButton.h"
#include "LandscapeProxy.h"
#include "Landscape.h"
#include "LandscapeHeightfieldCollisionComponent.h"
#include "Engine/MeshMergeCullingVolume.h"
#include "ProxyMaterialUtilities.h"
#include "Toolkits/AssetEditorManager.h"
#include "LevelEditor.h"
#include "IAnimationBlueprintEditor.h"
#include "IAnimationBlueprintEditorModule.h"
#include "IAnimationEditor.h"
#include "IAnimationEditorModule.h"
#include "ISkeletalMeshEditor.h"
#include "ISkeletalMeshEditorModule.h"
#include "ISkeletonEditor.h"
#include "ISkeletonEditorModule.h"
#include "IPersonaToolkit.h"
#include "Dialogs/DlgPickAssetPath.h"
#include "SkeletalRenderPublic.h"
#include "AssetRegistryModule.h"
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Engine/MeshSimplificationSettings.h"
#include "IDetailCustomization.h"
#include "EditorStyleSet.h"
#include "PropertyEditorModule.h"
#include "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
#include "IDetailPropertyRow.h"
#include "DetailWidgetRow.h"
#if WITH_EDITOR
#include "Editor.h"
#include "UnrealEdMisc.h"
#endif
/*------------------------------------------------------------------------------
MeshUtilities module.
------------------------------------------------------------------------------*/
// The version string is a GUID. If you make a change to mesh utilities that
// causes meshes to be rebuilt you MUST generate a new GUID and replace this
// string with it.
#define MESH_UTILITIES_VER TEXT("228332BAE0224DD294E232B87D83948F")
#define LOCTEXT_NAMESPACE "MeshUtils"
// CVars
static TAutoConsoleVariable<int32> CVarTriangleOrderOptimization(
TEXT("r.TriangleOrderOptimization"),
1,
TEXT("Controls the algorithm to use when optimizing the triangle order for the post-transform cache.\n")
TEXT("0: Use NVTriStrip (slower)\n")
TEXT("1: Use Forsyth algorithm (fastest)(default)")
TEXT("2: No triangle order optimization. (least efficient, debugging purposes only)"),
ECVF_Default);
static FAutoConsoleVariable CVarMeshReductionModule(
TEXT("r.MeshReductionModule"),
TEXT("QuadricMeshReduction"),
TEXT("Name of what mesh reduction module to choose. If blank it chooses any that exist.\n"),
ECVF_ReadOnly);
void FMeshUtilities::UpdateMeshReductionModule()
{
TArray<FName> ModuleNames;
FModuleManager::Get().FindModules(TEXT("*MeshReduction"), ModuleNames);
for(int32 Index = 0; Index < ModuleNames.Num(); Index++)
{
FString String = CVarMeshReductionModule->GetString();
bool bIsChoosenModule = ModuleNames[Index].GetPlainNameString().Equals(String);
IMeshReductionModule& MeshReductionModule = FModuleManager::LoadModuleChecked<IMeshReductionModule>(ModuleNames[Index]);
// Look for MeshReduction interface
if(MeshReductionModule.GetStaticMeshReductionInterface())
{
if(bIsChoosenModule || StaticMeshReduction == NULL)
{
StaticMeshReduction = MeshReductionModule.GetStaticMeshReductionInterface();
UE_LOG(LogMeshUtilities, Log, TEXT("Using %s for automatic static mesh reduction"), *ModuleNames[Index].ToString());
}
}
// Look for MeshReduction interface
if(MeshReductionModule.GetSkeletalMeshReductionInterface())
{
if(bIsChoosenModule || SkeletalMeshReduction == NULL)
{
SkeletalMeshReduction = MeshReductionModule.GetSkeletalMeshReductionInterface();
UE_LOG(LogMeshUtilities, Log, TEXT("Using %s for automatic skeletal mesh reduction"), *ModuleNames[Index].ToString());
}
}
// Look for MeshMerging interface
if(MeshReductionModule.GetMeshMergingInterface())
{
if(bIsChoosenModule || MeshMerging == NULL)
{
MeshMerging = MeshReductionModule.GetMeshMergingInterface();
UE_LOG(LogMeshUtilities, Log, TEXT("Using %s for automatic mesh merging"), *ModuleNames[Index].ToString());
}
}
}
}
IMPLEMENT_MODULE(FMeshUtilities, MeshUtilities);
class FProxyGenerationProcessor : FTickerObjectBase
{
public:
FProxyGenerationProcessor()
{
#if WITH_EDITOR
FEditorDelegates::MapChange.AddRaw(this, &FProxyGenerationProcessor::OnMapChange);
FEditorDelegates::NewCurrentLevel.AddRaw(this, &FProxyGenerationProcessor::OnNewCurrentLevel);
#endif // WITH_EDITOR
}
~FProxyGenerationProcessor()
{
#if WITH_EDITOR
FEditorDelegates::MapChange.RemoveAll(this);
FEditorDelegates::NewCurrentLevel.RemoveAll(this);
#endif // WITH_EDITOR
}
void AddProxyJob(FGuid InJobGuid, FMergeCompleteData* InCompleteData)
{
FScopeLock Lock(&StateLock);
ProxyMeshJobs.Add(InJobGuid, InCompleteData);
}
virtual bool Tick(float DeltaTime) override
{
FScopeLock Lock(&StateLock);
for (const auto& Entry : ToProcessJobDataMap)
{
FGuid JobGuid = Entry.Key;
FProxyGenerationData* Data = Entry.Value;
// Process the job
ProcessJob(JobGuid, Data);
// Data retrieved so can now remove the job from the map
ProxyMeshJobs.Remove(JobGuid);
delete Data->MergeData;
delete Data;
}
ToProcessJobDataMap.Reset();
return true;
}
void ProxyGenerationComplete(FRawMesh& OutProxyMesh, struct FFlattenMaterial& OutMaterial, const FGuid OutJobGUID)
{
FScopeLock Lock(&StateLock);
FMergeCompleteData** FindData = ProxyMeshJobs.Find(OutJobGUID);
if (FindData && *FindData)
{
FMergeCompleteData* Data = *FindData;
FProxyGenerationData* GenerationData = new FProxyGenerationData();
GenerationData->Material = OutMaterial;
GenerationData->RawMesh = OutProxyMesh;
GenerationData->MergeData = Data;
ToProcessJobDataMap.Add(OutJobGUID, GenerationData);
}
}
//@third party BEGIN SIMPLYGON
void ProxyGenerationFailed(const FGuid OutJobGUID, const FString& ErrorMessage)
{
FScopeLock Lock(&StateLock);
FMergeCompleteData** FindData = ProxyMeshJobs.Find(OutJobGUID);
if (FindData && *FindData)
{
UE_LOG(LogMeshUtilities, Log, TEXT("Failed to generate proxy mesh for cluster %s, %s"), *(*FindData)->ProxyBasePackageName, *ErrorMessage);
ProxyMeshJobs.Remove(OutJobGUID);
}
}
//@third party END SIMPLYGON
protected:
/** Called when the map has changed*/
void OnMapChange(uint32 MapFlags)
{
ClearProcessingData();
}
/** Called when the current level has changed */
void OnNewCurrentLevel()
{
ClearProcessingData();
}
/** Clears the processing data array/map */
void ClearProcessingData()
{
FScopeLock Lock(&StateLock);
ProxyMeshJobs.Empty();
ToProcessJobDataMap.Empty();
}
protected:
/** Structure storing the data required during processing */
struct FProxyGenerationData
{
FRawMesh RawMesh;
FFlattenMaterial Material;
FMergeCompleteData* MergeData;
};
void ProcessJob(const FGuid& JobGuid, FProxyGenerationData* Data)
{
TArray<UObject*> OutAssetsToSync;
const FString AssetBaseName = FPackageName::GetShortName(Data->MergeData->ProxyBasePackageName);
const FString AssetBasePath = Data->MergeData->InOuter ? TEXT("") : FPackageName::GetLongPackagePath(Data->MergeData->ProxyBasePackageName) + TEXT("/");
// Retrieve flattened material data
FFlattenMaterial& FlattenMaterial = Data->Material;
// Resize flattened material
FMaterialUtilities::ResizeFlattenMaterial(FlattenMaterial, Data->MergeData->InProxySettings);
// Optimize flattened material
FMaterialUtilities::OptimizeFlattenMaterial(FlattenMaterial);
// Create a new proxy material instance
UMaterialInstanceConstant* ProxyMaterial = ProxyMaterialUtilities::CreateProxyMaterialInstance(Data->MergeData->InOuter, Data->MergeData->InProxySettings.MaterialSettings, FlattenMaterial, AssetBasePath, AssetBaseName, OutAssetsToSync);
// Set material static lighting usage flag if project has static lighting enabled
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnGameThread() != 0);
if (bAllowStaticLighting)
{
ProxyMaterial->CheckMaterialUsage(MATUSAGE_StaticLighting);
}
// Construct proxy static mesh
UPackage* MeshPackage = Data->MergeData->InOuter;
FString MeshAssetName = TEXT("SM_") + AssetBaseName;
if (MeshPackage == nullptr)
{
MeshPackage = CreatePackage(NULL, *(AssetBasePath + MeshAssetName));
MeshPackage->FullyLoad();
MeshPackage->Modify();
}
UStaticMesh* StaticMesh = NewObject<UStaticMesh>(MeshPackage, FName(*MeshAssetName), RF_Public | RF_Standalone);
StaticMesh->InitResources();
FString OutputPath = StaticMesh->GetPathName();
// make sure it has a new lighting guid
StaticMesh->LightingGuid = FGuid::NewGuid();
// Set it to use textured lightmaps. Note that Build Lighting will do the error-checking (texcoordindex exists for all LODs, etc).
StaticMesh->LightMapResolution = Data->MergeData->InProxySettings.LightMapResolution;
StaticMesh->LightMapCoordinateIndex = 1;
FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel();
/*Don't allow the engine to recalculate normals*/
SrcModel->BuildSettings.bRecomputeNormals = false;
SrcModel->BuildSettings.bRecomputeTangents = false;
SrcModel->BuildSettings.bRemoveDegenerates = true;
SrcModel->BuildSettings.bUseHighPrecisionTangentBasis = false;
SrcModel->BuildSettings.bUseFullPrecisionUVs = false;
SrcModel->RawMeshBulkData->SaveRawMesh(Data->RawMesh);
//Assign the proxy material to the static mesh
StaticMesh->StaticMaterials.Add(FStaticMaterial(ProxyMaterial));
//Set the Imported version before calling the build
StaticMesh->ImportVersion = EImportStaticMeshVersion::LastVersion;
StaticMesh->Build();
StaticMesh->PostEditChange();
OutAssetsToSync.Add(StaticMesh);
// Execute the delegate received from the user
Data->MergeData->CallbackDelegate.ExecuteIfBound(JobGuid, OutAssetsToSync);
}
protected:
/** Holds Proxy mesh job data together with the job Guid */
TMap<FGuid, FMergeCompleteData*> ProxyMeshJobs;
/** Holds Proxy generation data together with the job Guid */
TMap<FGuid, FProxyGenerationData*> ToProcessJobDataMap;
/** Critical section to keep ProxyMeshJobs/ToProcessJobDataMap access thread-safe */
FCriticalSection StateLock;
};
/*------------------------------------------------------------------------------
NVTriStrip for cache optimizing index buffers.
------------------------------------------------------------------------------*/
namespace NvTriStrip
{
/**
* Converts 16 bit indices to 32 bit prior to passing them into the real GenerateStrips util method
*/
void GenerateStrips(
const uint8* Indices,
bool Is32Bit,
const uint32 NumIndices,
PrimitiveGroup** PrimGroups,
uint32* NumGroups
)
{
if (Is32Bit)
{
GenerateStrips((uint32*)Indices, NumIndices, PrimGroups, NumGroups);
}
else
{
// convert to 32 bit
uint32 Idx;
TArray<uint32> NewIndices;
NewIndices.AddUninitialized(NumIndices);
for (Idx = 0; Idx < NumIndices; ++Idx)
{
NewIndices[Idx] = ((uint16*)Indices)[Idx];
}
GenerateStrips(NewIndices.GetData(), NumIndices, PrimGroups, NumGroups);
}
}
/**
* Orders a triangle list for better vertex cache coherency.
*
* *** WARNING: This is safe to call for multiple threads IF AND ONLY IF all
* threads call SetListsOnly(true) and SetCacheSize(CACHESIZE_GEFORCE3). If
* NvTriStrip is ever used with different settings the library will need
* some modifications to be thread-safe. ***
*/
template<typename IndexDataType, typename Allocator>
void CacheOptimizeIndexBuffer(TArray<IndexDataType, Allocator>& Indices)
{
static_assert(sizeof(IndexDataType) == 2 || sizeof(IndexDataType) == 4, "Indices must be short or int.");
PrimitiveGroup* PrimitiveGroups = NULL;
uint32 NumPrimitiveGroups = 0;
bool Is32Bit = sizeof(IndexDataType) == 4;
SetListsOnly(true);
SetCacheSize(CACHESIZE_GEFORCE3);
GenerateStrips((uint8*)Indices.GetData(), Is32Bit, Indices.Num(), &PrimitiveGroups, &NumPrimitiveGroups);
Indices.Empty();
Indices.AddUninitialized(PrimitiveGroups->numIndices);
if (Is32Bit)
{
FMemory::Memcpy(Indices.GetData(), PrimitiveGroups->indices, Indices.Num() * sizeof(IndexDataType));
}
else
{
for (uint32 I = 0; I < PrimitiveGroups->numIndices; ++I)
{
Indices[I] = (uint16)PrimitiveGroups->indices[I];
}
}
delete[] PrimitiveGroups;
}
}
/*------------------------------------------------------------------------------
Forsyth algorithm for cache optimizing index buffers.
------------------------------------------------------------------------------*/
namespace Forsyth
{
/**
* Converts 16 bit indices to 32 bit prior to passing them into the real OptimizeFaces util method
*/
void OptimizeFaces(
const uint8* Indices,
bool Is32Bit,
const uint32 NumIndices,
uint32 NumVertices,
uint32* OutIndices,
uint16 CacheSize
)
{
if (Is32Bit)
{
OptimizeFaces((uint32*)Indices, NumIndices, NumVertices, OutIndices, CacheSize);
}
else
{
// convert to 32 bit
uint32 Idx;
TArray<uint32> NewIndices;
NewIndices.AddUninitialized(NumIndices);
for (Idx = 0; Idx < NumIndices; ++Idx)
{
NewIndices[Idx] = ((uint16*)Indices)[Idx];
}
OptimizeFaces(NewIndices.GetData(), NumIndices, NumVertices, OutIndices, CacheSize);
}
}
/**
* Orders a triangle list for better vertex cache coherency.
*/
template<typename IndexDataType, typename Allocator>
void CacheOptimizeIndexBuffer(TArray<IndexDataType, Allocator>& Indices)
{
static_assert(sizeof(IndexDataType) == 2 || sizeof(IndexDataType) == 4, "Indices must be short or int.");
bool Is32Bit = sizeof(IndexDataType) == 4;
// Count the number of vertices
uint32 NumVertices = 0;
for (int32 Index = 0; Index < Indices.Num(); ++Index)
{
if (Indices[Index] > NumVertices)
{
NumVertices = Indices[Index];
}
}
NumVertices += 1;
TArray<uint32> OptimizedIndices;
OptimizedIndices.AddUninitialized(Indices.Num());
uint16 CacheSize = 32;
OptimizeFaces((uint8*)Indices.GetData(), Is32Bit, Indices.Num(), NumVertices, OptimizedIndices.GetData(), CacheSize);
if (Is32Bit)
{
FMemory::Memcpy(Indices.GetData(), OptimizedIndices.GetData(), Indices.Num() * sizeof(IndexDataType));
}
else
{
for (int32 I = 0; I < OptimizedIndices.Num(); ++I)
{
Indices[I] = (uint16)OptimizedIndices[I];
}
}
}
}
void FMeshUtilities::CacheOptimizeIndexBuffer(TArray<uint16>& Indices)
{
if (bUsingNvTriStrip)
{
NvTriStrip::CacheOptimizeIndexBuffer(Indices);
}
else if (!bDisableTriangleOrderOptimization)
{
Forsyth::CacheOptimizeIndexBuffer(Indices);
}
}
void FMeshUtilities::CacheOptimizeIndexBuffer(TArray<uint32>& Indices)
{
if (bUsingNvTriStrip)
{
NvTriStrip::CacheOptimizeIndexBuffer(Indices);
}
else if (!bDisableTriangleOrderOptimization)
{
Forsyth::CacheOptimizeIndexBuffer(Indices);
}
}
/*------------------------------------------------------------------------------
NVTessLib for computing adjacency used for tessellation.
------------------------------------------------------------------------------*/
/**
* Provides static mesh render data to the NVIDIA tessellation library.
*/
class FStaticMeshNvRenderBuffer : public nv::RenderBuffer
{
public:
/** Construct from static mesh render buffers. */
FStaticMeshNvRenderBuffer(
const FPositionVertexBuffer& InPositionVertexBuffer,
const FStaticMeshVertexBuffer& InVertexBuffer,
const TArray<uint32>& Indices)
: PositionVertexBuffer(InPositionVertexBuffer)
, VertexBuffer(InVertexBuffer)
{
check(PositionVertexBuffer.GetNumVertices() == VertexBuffer.GetNumVertices());
mIb = new nv::IndexBuffer((void*)Indices.GetData(), nv::IBT_U32, Indices.Num(), false);
}
/** Retrieve the position and first texture coordinate of the specified index. */
virtual nv::Vertex getVertex(unsigned int Index) const
{
nv::Vertex Vertex;
check(Index < PositionVertexBuffer.GetNumVertices());
const FVector& Position = PositionVertexBuffer.VertexPosition(Index);
Vertex.pos.x = Position.X;
Vertex.pos.y = Position.Y;
Vertex.pos.z = Position.Z;
if (VertexBuffer.GetNumTexCoords())
{
const FVector2D UV = VertexBuffer.GetVertexUV(Index, 0);
Vertex.uv.x = UV.X;
Vertex.uv.y = UV.Y;
}
else
{
Vertex.uv.x = 0.0f;
Vertex.uv.y = 0.0f;
}
return Vertex;
}
private:
/** The position vertex buffer for the static mesh. */
const FPositionVertexBuffer& PositionVertexBuffer;
/** The vertex buffer for the static mesh. */
const FStaticMeshVertexBuffer& VertexBuffer;
/** Copying is forbidden. */
FStaticMeshNvRenderBuffer(const FStaticMeshNvRenderBuffer&);
FStaticMeshNvRenderBuffer& operator=(const FStaticMeshNvRenderBuffer&);
};
/**
* Provides skeletal mesh render data to the NVIDIA tessellation library.
*/
class FSkeletalMeshNvRenderBuffer : public nv::RenderBuffer
{
public:
/** Construct from static mesh render buffers. */
FSkeletalMeshNvRenderBuffer(
const TArray<FSoftSkinVertex>& InVertexBuffer,
const uint32 InTexCoordCount,
const TArray<uint32>& Indices)
: VertexBuffer(InVertexBuffer)
, TexCoordCount(InTexCoordCount)
{
mIb = new nv::IndexBuffer((void*)Indices.GetData(), nv::IBT_U32, Indices.Num(), false);
}
/** Retrieve the position and first texture coordinate of the specified index. */
virtual nv::Vertex getVertex(unsigned int Index) const
{
nv::Vertex Vertex;
check(Index < (unsigned int)VertexBuffer.Num());
const FSoftSkinVertex& SrcVertex = VertexBuffer[Index];
Vertex.pos.x = SrcVertex.Position.X;
Vertex.pos.y = SrcVertex.Position.Y;
Vertex.pos.z = SrcVertex.Position.Z;
if (TexCoordCount > 0)
{
Vertex.uv.x = SrcVertex.UVs[0].X;
Vertex.uv.y = SrcVertex.UVs[0].Y;
}
else
{
Vertex.uv.x = 0.0f;
Vertex.uv.y = 0.0f;
}
return Vertex;
}
private:
/** The vertex buffer for the skeletal mesh. */
const TArray<FSoftSkinVertex>& VertexBuffer;
const uint32 TexCoordCount;
/** Copying is forbidden. */
FSkeletalMeshNvRenderBuffer(const FSkeletalMeshNvRenderBuffer&);
FSkeletalMeshNvRenderBuffer& operator=(const FSkeletalMeshNvRenderBuffer&);
};
static void BuildStaticAdjacencyIndexBuffer(
const FPositionVertexBuffer& PositionVertexBuffer,
const FStaticMeshVertexBuffer& VertexBuffer,
const TArray<uint32>& Indices,
TArray<uint32>& OutPnAenIndices
)
{
if (Indices.Num())
{
FStaticMeshNvRenderBuffer StaticMeshRenderBuffer(PositionVertexBuffer, VertexBuffer, Indices);
nv::IndexBuffer* PnAENIndexBuffer = nv::tess::buildTessellationBuffer(&StaticMeshRenderBuffer, nv::DBM_PnAenDominantCorner, true);
check(PnAENIndexBuffer);
const int32 IndexCount = (int32)PnAENIndexBuffer->getLength();
OutPnAenIndices.Empty(IndexCount);
OutPnAenIndices.AddUninitialized(IndexCount);
for (int32 Index = 0; Index < IndexCount; ++Index)
{
OutPnAenIndices[Index] = (*PnAENIndexBuffer)[Index];
}
delete PnAENIndexBuffer;
}
else
{
OutPnAenIndices.Empty();
}
}
void FMeshUtilities::BuildSkeletalAdjacencyIndexBuffer(
const TArray<FSoftSkinVertex>& VertexBuffer,
const uint32 TexCoordCount,
const TArray<uint32>& Indices,
TArray<uint32>& OutPnAenIndices
)
{
if (Indices.Num())
{
FSkeletalMeshNvRenderBuffer SkeletalMeshRenderBuffer(VertexBuffer, TexCoordCount, Indices);
nv::IndexBuffer* PnAENIndexBuffer = nv::tess::buildTessellationBuffer(&SkeletalMeshRenderBuffer, nv::DBM_PnAenDominantCorner, true);
check(PnAENIndexBuffer);
const int32 IndexCount = (int32)PnAENIndexBuffer->getLength();
OutPnAenIndices.Empty(IndexCount);
OutPnAenIndices.AddUninitialized(IndexCount);
for (int32 Index = 0; Index < IndexCount; ++Index)
{
OutPnAenIndices[Index] = (*PnAENIndexBuffer)[Index];
}
delete PnAENIndexBuffer;
}
else
{
OutPnAenIndices.Empty();
}
}
void FMeshUtilities::RechunkSkeletalMeshModels(USkeletalMesh* SrcMesh, int32 MaxBonesPerChunk)
{
#if WITH_EDITORONLY_DATA
TIndirectArray<FStaticLODModel> DestModels;
TIndirectArray<FSkinnedModelData> ModelData;
FReferenceSkeleton RefSkeleton = SrcMesh->RefSkeleton;
uint32 VertexBufferBuildFlags = SrcMesh->GetVertexBufferFlags();
FSkeletalMeshResource* SrcMeshResource = SrcMesh->GetImportedResource();
FVector TriangleSortCenter;
bool bHaveTriangleSortCenter = SrcMesh->GetSortCenterPoint(TriangleSortCenter);
for (int32 ModelIndex = 0; ModelIndex < SrcMeshResource->LODModels.Num(); ++ModelIndex)
{
FSkinnedModelData& TmpModelData = *new(ModelData)FSkinnedModelData();
SkeletalMeshTools::CopySkinnedModelData(TmpModelData, SrcMeshResource->LODModels[ModelIndex]);
}
for (int32 ModelIndex = 0; ModelIndex < ModelData.Num(); ++ModelIndex)
{
TArray<FSkinnedMeshChunk*> Chunks;
TArray<int32> PointToOriginalMap;
TArray<ETriangleSortOption> SectionSortOptions;
const FSkinnedModelData& SrcModel = ModelData[ModelIndex];
FStaticLODModel& DestModel = *new(DestModels)FStaticLODModel();
SkeletalMeshTools::UnchunkSkeletalModel(Chunks, PointToOriginalMap, SrcModel);
SkeletalMeshTools::ChunkSkinnedVertices(Chunks, MaxBonesPerChunk);
for (int32 ChunkIndex = 0; ChunkIndex < Chunks.Num(); ++ChunkIndex)
{
int32 SectionIndex = Chunks[ChunkIndex]->OriginalSectionIndex;
SectionSortOptions.Add(SrcModel.Sections[SectionIndex].TriangleSorting);
}
check(SectionSortOptions.Num() == Chunks.Num());
BuildSkeletalModelFromChunks(DestModel, RefSkeleton, Chunks, PointToOriginalMap);
check(DestModel.Sections.Num() == SectionSortOptions.Num());
DestModel.NumTexCoords = SrcModel.NumTexCoords;
DestModel.BuildVertexBuffers(VertexBufferBuildFlags);
for (int32 SectionIndex = 0; SectionIndex < DestModel.Sections.Num(); ++SectionIndex)
{
DestModel.SortTriangles(TriangleSortCenter, bHaveTriangleSortCenter, SectionIndex, SectionSortOptions[SectionIndex]);
}
}
//@todo-rco: Swap() doesn't seem to work
Exchange(SrcMeshResource->LODModels, DestModels);
// TODO: Also need to patch bEnableShadowCasting in the LODInfo struct.
#endif // #if WITH_EDITORONLY_DATA
}
void FMeshUtilities::CalcBoneVertInfos(USkeletalMesh* SkeletalMesh, TArray<FBoneVertInfo>& Infos, bool bOnlyDominant)
{
SkeletalMeshTools::CalcBoneVertInfos(SkeletalMesh, Infos, bOnlyDominant);
}
// Helper function for ConvertMeshesToStaticMesh
static void AddOrDuplicateMaterial(UMaterialInterface* InMaterialInterface, const FString& InPackageName, TArray<UMaterialInterface*>& OutMaterials)
{
if (InMaterialInterface && !InMaterialInterface->GetOuter()->IsA<UPackage>())
{
// Convert runtime material instances to new concrete material instances
// Create new package
FString OriginalMaterialName = InMaterialInterface->GetName();
FString MaterialPath = FPackageName::GetLongPackagePath(InPackageName) / OriginalMaterialName;
FString MaterialName;
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
AssetToolsModule.Get().CreateUniqueAssetName(MaterialPath, TEXT(""), MaterialPath, MaterialName);
UPackage* MaterialPackage = CreatePackage(NULL, *MaterialPath);
// Duplicate the object into the new package
UMaterialInterface* NewMaterialInterface = DuplicateObject<UMaterialInterface>(InMaterialInterface, MaterialPackage, *MaterialName);
NewMaterialInterface->SetFlags(RF_Public | RF_Standalone);
if (UMaterialInstanceDynamic* MaterialInstanceDynamic = Cast<UMaterialInstanceDynamic>(NewMaterialInterface))
{
UMaterialInstanceDynamic* OldMaterialInstanceDynamic = CastChecked<UMaterialInstanceDynamic>(InMaterialInterface);
MaterialInstanceDynamic->K2_CopyMaterialInstanceParameters(OldMaterialInstanceDynamic);
}
NewMaterialInterface->MarkPackageDirty();
FAssetRegistryModule::AssetCreated(NewMaterialInterface);
InMaterialInterface = NewMaterialInterface;
}
OutMaterials.Add(InMaterialInterface);
}
// Helper function for ConvertMeshesToStaticMesh
template <typename ComponentType>
static void ProcessMaterials(ComponentType* InComponent, const FString& InPackageName, TArray<UMaterialInterface*>& OutMaterials)
{
const int32 NumMaterials = InComponent->GetNumMaterials();
for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; MaterialIndex++)
{
UMaterialInterface* MaterialInterface = InComponent->GetMaterial(MaterialIndex);
AddOrDuplicateMaterial(MaterialInterface, InPackageName, OutMaterials);
}
}
// Helper function for ConvertMeshesToStaticMesh
static bool IsValidSkinnedMeshComponent(USkinnedMeshComponent* InComponent)
{
return InComponent && InComponent->MeshObject && InComponent->IsVisible();
}
/** Helper struct for tracking validity of optional buffers */
struct FRawMeshTracker
{
FRawMeshTracker()
: bValidColors(false)
{
FMemory::Memset(bValidTexCoords, 0);
}
bool bValidTexCoords[MAX_MESH_TEXTURE_COORDS];
bool bValidColors;
};
// Helper function for ConvertMeshesToStaticMesh
static void SkinnedMeshToRawMeshes(USkinnedMeshComponent* InSkinnedMeshComponent, int32 InOverallMaxLODs, const FMatrix& InComponentToWorld, const FString& InPackageName, TArray<FRawMeshTracker>& OutRawMeshTrackers, TArray<FRawMesh>& OutRawMeshes, TArray<UMaterialInterface*>& OutMaterials)
{
const int32 BaseMaterialIndex = OutMaterials.Num();
// Export all LODs to raw meshes
const int32 NumLODs = InSkinnedMeshComponent->MeshObject->GetSkeletalMeshResource().LODModels.Num();
for (int32 OverallLODIndex = 0; OverallLODIndex < InOverallMaxLODs; OverallLODIndex++)
{
int32 LODIndexRead = FMath::Min(OverallLODIndex, NumLODs - 1);
FRawMesh& RawMesh = OutRawMeshes[OverallLODIndex];
FRawMeshTracker& RawMeshTracker = OutRawMeshTrackers[OverallLODIndex];
const int32 BaseVertexIndex = RawMesh.VertexPositions.Num();
FSkeletalMeshLODInfo& SrcLODInfo = InSkinnedMeshComponent->SkeletalMesh->LODInfo[LODIndexRead];
// Get the CPU skinned verts for this LOD
TArray<FFinalSkinVertex> FinalVertices;
InSkinnedMeshComponent->GetCPUSkinnedVertices(FinalVertices, LODIndexRead);
FSkeletalMeshResource& SkeletalMeshResource = InSkinnedMeshComponent->MeshObject->GetSkeletalMeshResource();
FStaticLODModel& StaticLODModel = SkeletalMeshResource.LODModels[LODIndexRead];
// Copy skinned vertex positions
for (int32 VertIndex = 0; VertIndex < FinalVertices.Num(); ++VertIndex)
{
RawMesh.VertexPositions.Add(InComponentToWorld.TransformPosition(FinalVertices[VertIndex].Position));
}
const uint32 NumTexCoords = FMath::Min(StaticLODModel.VertexBufferGPUSkin.GetNumTexCoords(), (uint32)MAX_MESH_TEXTURE_COORDS);
const int32 NumSections = StaticLODModel.Sections.Num();
FRawStaticIndexBuffer16or32Interface& IndexBuffer = *StaticLODModel.MultiSizeIndexContainer.GetIndexBuffer();
for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
{
const FSkelMeshSection& SkelMeshSection = StaticLODModel.Sections[SectionIndex];
if (!SkelMeshSection.bDisabled)
{
// Build 'wedge' info
const int32 NumWedges = SkelMeshSection.NumTriangles * 3;
for(int32 WedgeIndex = 0; WedgeIndex < NumWedges; WedgeIndex++)
{
const int32 VertexIndexForWedge = IndexBuffer.Get(SkelMeshSection.BaseIndex + WedgeIndex);
RawMesh.WedgeIndices.Add(BaseVertexIndex + VertexIndexForWedge);
const FFinalSkinVertex& SkinnedVertex = FinalVertices[VertexIndexForWedge];
const FVector TangentX = InComponentToWorld.TransformVector(SkinnedVertex.TangentX);
const FVector TangentZ = InComponentToWorld.TransformVector(SkinnedVertex.TangentZ);
const FVector4 UnpackedTangentZ = SkinnedVertex.TangentZ;
const FVector TangentY = (TangentX ^ TangentZ).GetSafeNormal() * UnpackedTangentZ.W;
RawMesh.WedgeTangentX.Add(TangentX);
RawMesh.WedgeTangentY.Add(TangentY);
RawMesh.WedgeTangentZ.Add(TangentZ);
for (uint32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
{
if (TexCoordIndex >= NumTexCoords)
{
RawMesh.WedgeTexCoords[TexCoordIndex].AddDefaulted();
}
else
{
RawMesh.WedgeTexCoords[TexCoordIndex].Add(StaticLODModel.VertexBufferGPUSkin.GetVertexUV(VertexIndexForWedge, TexCoordIndex));
RawMeshTracker.bValidTexCoords[TexCoordIndex] = true;
}
}
if (StaticLODModel.ColorVertexBuffer.IsInitialized())
{
RawMesh.WedgeColors.Add(StaticLODModel.ColorVertexBuffer.VertexColor(VertexIndexForWedge));
RawMeshTracker.bValidColors = true;
}
else
{
RawMesh.WedgeColors.Add(FColor::White);
}
}
int32 MaterialIndex = SkelMeshSection.MaterialIndex;
// use the remapping of material indices for all LODs besides the base LOD
if (LODIndexRead > 0 && SrcLODInfo.LODMaterialMap.IsValidIndex(SkelMeshSection.MaterialIndex))
{
MaterialIndex = FMath::Clamp<int32>(SrcLODInfo.LODMaterialMap[SkelMeshSection.MaterialIndex], 0, InSkinnedMeshComponent->SkeletalMesh->Materials.Num());
}
// copy face info
for (uint32 TriIndex = 0; TriIndex < SkelMeshSection.NumTriangles; TriIndex++)
{
RawMesh.FaceMaterialIndices.Add(BaseMaterialIndex + MaterialIndex);
RawMesh.FaceSmoothingMasks.Add(0); // Assume this is ignored as bRecomputeNormals is false
}
}
}
}
ProcessMaterials<USkinnedMeshComponent>(InSkinnedMeshComponent, InPackageName, OutMaterials);
}
// Helper function for ConvertMeshesToStaticMesh
static bool IsValidStaticMeshComponent(UStaticMeshComponent* InComponent)
{
return InComponent && InComponent->GetStaticMesh() && InComponent->GetStaticMesh()->RenderData && InComponent->IsVisible();
}
// Helper function for ConvertMeshesToStaticMesh
static void StaticMeshToRawMeshes(UStaticMeshComponent* InStaticMeshComponent, int32 InOverallMaxLODs, const FMatrix& InComponentToWorld, const FString& InPackageName, TArray<FRawMeshTracker>& OutRawMeshTrackers, TArray<FRawMesh>& OutRawMeshes, TArray<UMaterialInterface*>& OutMaterials)
{
const int32 BaseMaterialIndex = OutMaterials.Num();
const int32 NumLODs = InStaticMeshComponent->GetStaticMesh()->RenderData->LODResources.Num();
for (int32 OverallLODIndex = 0; OverallLODIndex < InOverallMaxLODs; OverallLODIndex++)
{
int32 LODIndexRead = FMath::Min(OverallLODIndex, NumLODs - 1);
FRawMesh& RawMesh = OutRawMeshes[OverallLODIndex];
FRawMeshTracker& RawMeshTracker = OutRawMeshTrackers[OverallLODIndex];
const FStaticMeshLODResources& LODResource = InStaticMeshComponent->GetStaticMesh()->RenderData->LODResources[LODIndexRead];
const int32 BaseVertexIndex = RawMesh.VertexPositions.Num();
for (int32 VertIndex = 0; VertIndex < LODResource.GetNumVertices(); ++VertIndex)
{
RawMesh.VertexPositions.Add(InComponentToWorld.TransformPosition(LODResource.PositionVertexBuffer.VertexPosition((uint32)VertIndex)));
}
const FIndexArrayView IndexArrayView = LODResource.IndexBuffer.GetArrayView();
const FStaticMeshVertexBuffer& StaticMeshVertexBuffer = LODResource.VertexBuffer;
const int32 NumTexCoords = FMath::Min(StaticMeshVertexBuffer.GetNumTexCoords(), (uint32)MAX_MESH_TEXTURE_COORDS);
const int32 NumSections = LODResource.Sections.Num();
for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
{
const FStaticMeshSection& StaticMeshSection = LODResource.Sections[SectionIndex];
const int32 NumIndices = StaticMeshSection.NumTriangles * 3;
for (int32 IndexIndex = 0; IndexIndex < NumIndices; IndexIndex++)
{
int32 Index = IndexArrayView[StaticMeshSection.FirstIndex + IndexIndex];
RawMesh.WedgeIndices.Add(BaseVertexIndex + Index);
RawMesh.WedgeTangentX.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentX(Index)));
RawMesh.WedgeTangentY.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentY(Index)));
RawMesh.WedgeTangentZ.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentZ(Index)));
for (int32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
{
if (TexCoordIndex >= NumTexCoords)
{
RawMesh.WedgeTexCoords[TexCoordIndex].AddDefaulted();
}
else
{
RawMesh.WedgeTexCoords[TexCoordIndex].Add(StaticMeshVertexBuffer.GetVertexUV(Index, TexCoordIndex));
RawMeshTracker.bValidTexCoords[TexCoordIndex] = true;
}
}
if (LODResource.ColorVertexBuffer.IsInitialized())
{
RawMesh.WedgeColors.Add(LODResource.ColorVertexBuffer.VertexColor(Index));
RawMeshTracker.bValidColors = true;
}
else
{
RawMesh.WedgeColors.Add(FColor::White);
}
}
// copy face info
for (uint32 TriIndex = 0; TriIndex < StaticMeshSection.NumTriangles; TriIndex++)
{
RawMesh.FaceMaterialIndices.Add(BaseMaterialIndex + StaticMeshSection.MaterialIndex);
RawMesh.FaceSmoothingMasks.Add(0); // Assume this is ignored as bRecomputeNormals is false
}
}
}
ProcessMaterials<UStaticMeshComponent>(InStaticMeshComponent, InPackageName, OutMaterials);
}
UStaticMesh* FMeshUtilities::ConvertMeshesToStaticMesh(const TArray<UMeshComponent*>& InMeshComponents, const FTransform& InRootTransform, const FString& InPackageName)
{
// Build a package name to use
FString MeshName;
FString PackageName;
if (InPackageName.IsEmpty())
{
FString NewNameSuggestion = FString(TEXT("StaticMesh"));
FString PackageNameSuggestion = FString(TEXT("/Game/Meshes/")) + NewNameSuggestion;
FString Name;
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
AssetToolsModule.Get().CreateUniqueAssetName(PackageNameSuggestion, TEXT(""), PackageNameSuggestion, Name);
TSharedPtr<SDlgPickAssetPath> PickAssetPathWidget =
SNew(SDlgPickAssetPath)
.Title(LOCTEXT("ConvertToStaticMeshPickName", "Choose New StaticMesh Location"))
.DefaultAssetPath(FText::FromString(PackageNameSuggestion));
if (PickAssetPathWidget->ShowModal() == EAppReturnType::Ok)
{
// Get the full name of where we want to create the mesh asset.
PackageName = PickAssetPathWidget->GetFullAssetPath().ToString();
MeshName = FPackageName::GetLongPackageAssetName(PackageName);
// Check if the user inputed a valid asset name, if they did not, give it the generated default name
if (MeshName.IsEmpty())
{
// Use the defaults that were already generated.
PackageName = PackageNameSuggestion;
MeshName = *Name;
}
}
}
else
{
PackageName = InPackageName;
MeshName = *FPackageName::GetLongPackageAssetName(PackageName);
}
if(!PackageName.IsEmpty() && !MeshName.IsEmpty())
{
TArray<FRawMesh> RawMeshes;
TArray<UMaterialInterface*> Materials;
TArray<FRawMeshTracker> RawMeshTrackers;
FMatrix WorldToRoot = InRootTransform.ToMatrixWithScale().Inverse();
// first do a pass to determine the max LOD level we will be combining meshes into
int32 OverallMaxLODs = 0;
for (UMeshComponent* MeshComponent : InMeshComponents)
{
USkinnedMeshComponent* SkinnedMeshComponent = Cast<USkinnedMeshComponent>(MeshComponent);
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(MeshComponent);
if (IsValidSkinnedMeshComponent(SkinnedMeshComponent))
{
OverallMaxLODs = FMath::Max(SkinnedMeshComponent->MeshObject->GetSkeletalMeshResource().LODModels.Num(), OverallMaxLODs);
}
else if(IsValidStaticMeshComponent(StaticMeshComponent))
{
OverallMaxLODs = FMath::Max(StaticMeshComponent->GetStaticMesh()->RenderData->LODResources.Num(), OverallMaxLODs);
}
}
// Resize raw meshes to accommodate the number of LODs we will need
RawMeshes.SetNum(OverallMaxLODs);
RawMeshTrackers.SetNum(OverallMaxLODs);
// Export all visible components
for (UMeshComponent* MeshComponent : InMeshComponents)
{
FMatrix ComponentToWorld = MeshComponent->GetComponentTransform().ToMatrixWithScale() * WorldToRoot;
USkinnedMeshComponent* SkinnedMeshComponent = Cast<USkinnedMeshComponent>(MeshComponent);
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(MeshComponent);
if (IsValidSkinnedMeshComponent(SkinnedMeshComponent))
{
SkinnedMeshToRawMeshes(SkinnedMeshComponent, OverallMaxLODs, ComponentToWorld, PackageName, RawMeshTrackers, RawMeshes, Materials);
}
else if (IsValidStaticMeshComponent(StaticMeshComponent))
{
StaticMeshToRawMeshes(StaticMeshComponent, OverallMaxLODs, ComponentToWorld, PackageName, RawMeshTrackers, RawMeshes, Materials);
}
}
uint32 MaxInUseTextureCoordinate = 0;
// scrub invalid vert color & tex coord data
check(RawMeshes.Num() == RawMeshTrackers.Num());
for (int32 RawMeshIndex = 0; RawMeshIndex < RawMeshes.Num(); RawMeshIndex++)
{
if (!RawMeshTrackers[RawMeshIndex].bValidColors)
{
RawMeshes[RawMeshIndex].WedgeColors.Empty();
}
for (uint32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
{
if (!RawMeshTrackers[RawMeshIndex].bValidTexCoords[TexCoordIndex])
{
RawMeshes[RawMeshIndex].WedgeTexCoords[TexCoordIndex].Empty();
}
else
{
// Store first texture coordinate index not in use
MaxInUseTextureCoordinate = FMath::Max(MaxInUseTextureCoordinate, TexCoordIndex);
}
}
}
// Check if we got some valid data.
bool bValidData = false;
for (FRawMesh& RawMesh : RawMeshes)
{
if (RawMesh.IsValidOrFixable())
{
bValidData = true;
break;
}
}
if (bValidData)
{
// Then find/create it.
UPackage* Package = CreatePackage(NULL, *PackageName);
check(Package);
// Create StaticMesh object
UStaticMesh* StaticMesh = NewObject<UStaticMesh>(Package, *MeshName, RF_Public | RF_Standalone);
StaticMesh->InitResources();
StaticMesh->LightingGuid = FGuid::NewGuid();
// Determine which texture coordinate map should be used for storing/generating the lightmap UVs
const uint32 LightMapIndex = FMath::Min(MaxInUseTextureCoordinate + 1, (uint32)MAX_MESH_TEXTURE_COORDS - 1);
// Add source to new StaticMesh
for (FRawMesh& RawMesh : RawMeshes)
{
if (RawMesh.IsValidOrFixable())
{
FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel();
SrcModel->BuildSettings.bRecomputeNormals = false;
SrcModel->BuildSettings.bRecomputeTangents = false;
SrcModel->BuildSettings.bRemoveDegenerates = true;
SrcModel->BuildSettings.bUseHighPrecisionTangentBasis = false;
SrcModel->BuildSettings.bUseFullPrecisionUVs = false;
SrcModel->BuildSettings.bGenerateLightmapUVs = true;
SrcModel->BuildSettings.SrcLightmapIndex = 0;
SrcModel->BuildSettings.DstLightmapIndex = LightMapIndex;
SrcModel->RawMeshBulkData->SaveRawMesh(RawMesh);
}
}
// Copy materials to new mesh
for(UMaterialInterface* Material : Materials)
{
StaticMesh->StaticMaterials.Add(FStaticMaterial(Material));
}
//Set the Imported version before calling the build
StaticMesh->ImportVersion = EImportStaticMeshVersion::LastVersion;
// Set light map coordinate index to match DstLightmapIndex
StaticMesh->LightMapCoordinateIndex = LightMapIndex;
// setup section info map
for (int32 RawMeshLODIndex = 0; RawMeshLODIndex < RawMeshes.Num(); RawMeshLODIndex++)
{
const FRawMesh& RawMesh = RawMeshes[RawMeshLODIndex];
TArray<int32> UniqueMaterialIndices;
for (int32 MaterialIndex : RawMesh.FaceMaterialIndices)
{
UniqueMaterialIndices.AddUnique(MaterialIndex);
}
int32 SectionIndex = 0;
for (int32 UniqueMaterialIndex : UniqueMaterialIndices)
{
StaticMesh->SectionInfoMap.Set(RawMeshLODIndex, SectionIndex, FMeshSectionInfo(UniqueMaterialIndex));
SectionIndex++;
}
}
// Build mesh from source
StaticMesh->Build(false);
StaticMesh->PostEditChange();
StaticMesh->MarkPackageDirty();
// Notify asset registry of new asset
FAssetRegistryModule::AssetCreated(StaticMesh);
// Display notification so users can quickly access the mesh
if (GIsEditor)
{
FNotificationInfo Info(FText::Format(LOCTEXT("SkeletalMeshConverted", "Successfully Converted Mesh"), FText::FromString(StaticMesh->GetName())));
Info.ExpireDuration = 8.0f;
Info.bUseLargeFont = false;
Info.Hyperlink = FSimpleDelegate::CreateLambda([=]() { FAssetEditorManager::Get().OpenEditorForAssets(TArray<UObject*>({ StaticMesh })); });
Info.HyperlinkText = FText::Format(LOCTEXT("OpenNewAnimationHyperlink", "Open {0}"), FText::FromString(StaticMesh->GetName()));
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
if ( Notification.IsValid() )
{
Notification->SetCompletionState( SNotificationItem::CS_Success );
}
}
}
}
return nullptr;
}
/**
* Builds a renderable skeletal mesh LOD model. Note that the array of chunks
* will be destroyed during this process!
* @param LODModel Upon return contains a renderable skeletal mesh LOD model.
* @param RefSkeleton The reference skeleton associated with the model.
* @param Chunks Skinned mesh chunks from which to build the renderable model.
* @param PointToOriginalMap Maps a vertex's RawPointIdx to its index at import time.
*/
void FMeshUtilities::BuildSkeletalModelFromChunks(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, TArray<FSkinnedMeshChunk*>& Chunks, const TArray<int32>& PointToOriginalMap)
{
#if WITH_EDITORONLY_DATA
// Clear out any data currently held in the LOD model.
LODModel.Sections.Empty();
LODModel.NumVertices = 0;
if (LODModel.MultiSizeIndexContainer.IsIndexBufferValid())
{
LODModel.MultiSizeIndexContainer.GetIndexBuffer()->Empty();
}
// Setup the section and chunk arrays on the model.
for (int32 ChunkIndex = 0; ChunkIndex < Chunks.Num(); ++ChunkIndex)
{
FSkinnedMeshChunk* SrcChunk = Chunks[ChunkIndex];
FSkelMeshSection& Section = *new(LODModel.Sections) FSkelMeshSection();
Section.MaterialIndex = SrcChunk->MaterialIndex;
Exchange(Section.BoneMap, SrcChunk->BoneMap);
// Update the active bone indices on the LOD model.
for (int32 BoneIndex = 0; BoneIndex < Section.BoneMap.Num(); ++BoneIndex)
{
LODModel.ActiveBoneIndices.AddUnique(Section.BoneMap[BoneIndex]);
}
}
// ensure parent exists with incoming active bone indices, and the result should be sorted
RefSkeleton.EnsureParentExists(LODModel.ActiveBoneIndices);
// Reset 'final vertex to import vertex' map info
LODModel.MeshToImportVertexMap.Empty();
LODModel.MaxImportVertex = 0;
// Keep track of index mapping to chunk vertex offsets
TArray< TArray<uint32> > VertexIndexRemap;
VertexIndexRemap.Empty(LODModel.Sections.Num());
// Pack the chunk vertices into a single vertex buffer.
TArray<uint32> RawPointIndices;
LODModel.NumVertices = 0;
int32 PrevMaterialIndex = -1;
int32 CurrentChunkBaseVertexIndex = -1; // base vertex index for all chunks of the same material
int32 CurrentChunkVertexCount = -1; // total vertex count for all chunks of the same material
int32 CurrentVertexIndex = 0; // current vertex index added to the index buffer for all chunks of the same material
// rearrange the vert order to minimize the data fetched by the GPU
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
if (IsInGameThread())
{
GWarn->StatusUpdate(SectionIndex, LODModel.Sections.Num(), NSLOCTEXT("UnrealEd", "ProcessingSections", "Processing Sections"));
}
FSkinnedMeshChunk* SrcChunk = Chunks[SectionIndex];
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
TArray<FSoftSkinBuildVertex>& ChunkVertices = SrcChunk->Vertices;
TArray<uint32>& ChunkIndices = SrcChunk->Indices;
// Reorder the section index buffer for better vertex cache efficiency.
CacheOptimizeIndexBuffer(ChunkIndices);
// Calculate the number of triangles in the section. Note that CacheOptimize may change the number of triangles in the index buffer!
Section.NumTriangles = ChunkIndices.Num() / 3;
TArray<FSoftSkinBuildVertex> OriginalVertices;
Exchange(ChunkVertices, OriginalVertices);
ChunkVertices.AddUninitialized(OriginalVertices.Num());
TArray<int32> IndexCache;
IndexCache.AddUninitialized(ChunkVertices.Num());
FMemory::Memset(IndexCache.GetData(), INDEX_NONE, IndexCache.Num() * IndexCache.GetTypeSize());
int32 NextAvailableIndex = 0;
// Go through the indices and assign them new values that are coherent where possible
for (int32 Index = 0; Index < ChunkIndices.Num(); Index++)
{
const int32 OriginalIndex = ChunkIndices[Index];
const int32 CachedIndex = IndexCache[OriginalIndex];
if (CachedIndex == INDEX_NONE)
{
// No new index has been allocated for this existing index, assign a new one
ChunkIndices[Index] = NextAvailableIndex;
// Mark what this index has been assigned to
IndexCache[OriginalIndex] = NextAvailableIndex;
NextAvailableIndex++;
}
else
{
// Reuse an existing index assignment
ChunkIndices[Index] = CachedIndex;
}
// Reorder the vertices based on the new index assignment
ChunkVertices[ChunkIndices[Index]] = OriginalVertices[OriginalIndex];
}
}
// Build the arrays of rigid and soft vertices on the model's chunks.
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
TArray<FSoftSkinBuildVertex>& ChunkVertices = Chunks[SectionIndex]->Vertices;
if (IsInGameThread())
{
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
GWarn->StatusUpdate(SectionIndex, LODModel.Sections.Num(), NSLOCTEXT("UnrealEd", "ProcessingChunks", "Processing Chunks"));
}
CurrentVertexIndex = 0;
CurrentChunkVertexCount = 0;
PrevMaterialIndex = Section.MaterialIndex;
// Calculate the offset to this chunk's vertices in the vertex buffer.
Section.BaseVertexIndex = CurrentChunkBaseVertexIndex = LODModel.NumVertices;
// Update the size of the vertex buffer.
LODModel.NumVertices += ChunkVertices.Num();
// Separate the section's vertices into rigid and soft vertices.
TArray<uint32>& ChunkVertexIndexRemap = *new(VertexIndexRemap)TArray<uint32>();
ChunkVertexIndexRemap.AddUninitialized(ChunkVertices.Num());
for (int32 VertexIndex = 0; VertexIndex < ChunkVertices.Num(); VertexIndex++)
{
const FSoftSkinBuildVertex& SoftVertex = ChunkVertices[VertexIndex];
FSoftSkinVertex NewVertex;
NewVertex.Position = SoftVertex.Position;
NewVertex.TangentX = SoftVertex.TangentX;
NewVertex.TangentY = SoftVertex.TangentY;
NewVertex.TangentZ = SoftVertex.TangentZ;
FMemory::Memcpy(NewVertex.UVs, SoftVertex.UVs, sizeof(FVector2D)*MAX_TEXCOORDS);
NewVertex.Color = SoftVertex.Color;
for (int32 i = 0; i < MAX_TOTAL_INFLUENCES; ++i)
{
// it only adds to the bone map if it has weight on it
// BoneMap contains only the bones that has influence with weight of >0.f
// so here, just make sure it is included before setting the data
if (Section.BoneMap.IsValidIndex(SoftVertex.InfluenceBones[i]))
{
NewVertex.InfluenceBones[i] = SoftVertex.InfluenceBones[i];
NewVertex.InfluenceWeights[i] = SoftVertex.InfluenceWeights[i];
}
}
Section.SoftVertices.Add(NewVertex);
ChunkVertexIndexRemap[VertexIndex] = (uint32)(Section.BaseVertexIndex + CurrentVertexIndex);
CurrentVertexIndex++;
// add the index to the original wedge point source of this vertex
RawPointIndices.Add(SoftVertex.PointWedgeIdx);
// Also remember import index
const int32 RawVertIndex = PointToOriginalMap[SoftVertex.PointWedgeIdx];
LODModel.MeshToImportVertexMap.Add(RawVertIndex);
LODModel.MaxImportVertex = FMath::Max<float>(LODModel.MaxImportVertex, RawVertIndex);
}
// update NumVertices
Section.NumVertices = Section.SoftVertices.Num();
// update max bone influences
Section.CalcMaxBoneInfluences();
// Log info about the chunk.
UE_LOG(LogSkeletalMesh, Log, TEXT("Section %u: %u vertices, %u active bones"),
SectionIndex,
Section.GetNumVertices(),
Section.BoneMap.Num()
);
}
// Copy raw point indices to LOD model.
LODModel.RawPointIndices.RemoveBulkData();
if (RawPointIndices.Num())
{
LODModel.RawPointIndices.Lock(LOCK_READ_WRITE);
void* Dest = LODModel.RawPointIndices.Realloc(RawPointIndices.Num());
FMemory::Memcpy(Dest, RawPointIndices.GetData(), LODModel.RawPointIndices.GetBulkDataSize());
LODModel.RawPointIndices.Unlock();
}
#if DISALLOW_32BIT_INDICES
LODModel.MultiSizeIndexContainer.CreateIndexBuffer(sizeof(uint16));
#else
LODModel.MultiSizeIndexContainer.CreateIndexBuffer((LODModel.NumVertices < MAX_uint16) ? sizeof(uint16) : sizeof(uint32));
#endif
// Finish building the sections.
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
const TArray<uint32>& SectionIndices = Chunks[SectionIndex]->Indices;
FRawStaticIndexBuffer16or32Interface* IndexBuffer = LODModel.MultiSizeIndexContainer.GetIndexBuffer();
Section.BaseIndex = IndexBuffer->Num();
const int32 NumIndices = SectionIndices.Num();
const TArray<uint32>& SectionVertexIndexRemap = VertexIndexRemap[SectionIndex];
for (int32 Index = 0; Index < NumIndices; Index++)
{
uint32 VertexIndex = SectionVertexIndexRemap[SectionIndices[Index]];
IndexBuffer->AddItem(VertexIndex);
}
}
// Free the skinned mesh chunks which are no longer needed.
for (int32 i = 0; i < Chunks.Num(); ++i)
{
delete Chunks[i];
Chunks[i] = NULL;
}
Chunks.Empty();
// Build the adjacency index buffer used for tessellation.
{
TArray<FSoftSkinVertex> Vertices;
LODModel.GetVertices(Vertices);
FMultiSizeIndexContainerData IndexData;
LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
FMultiSizeIndexContainerData AdjacencyIndexData;
AdjacencyIndexData.DataTypeSize = IndexData.DataTypeSize;
BuildSkeletalAdjacencyIndexBuffer(Vertices, LODModel.NumTexCoords, IndexData.Indices, AdjacencyIndexData.Indices);
LODModel.AdjacencyMultiSizeIndexContainer.RebuildIndexBuffer(AdjacencyIndexData);
}
// Compute the required bones for this model.
USkeletalMesh::CalculateRequiredBones(LODModel, RefSkeleton, NULL);
#endif // #if WITH_EDITORONLY_DATA
}
/*------------------------------------------------------------------------------
Common functionality.
------------------------------------------------------------------------------*/
/** Helper struct for building acceleration structures. */
struct FIndexAndZ
{
float Z;
int32 Index;
/** Default constructor. */
FIndexAndZ() {}
/** Initialization constructor. */
FIndexAndZ(int32 InIndex, FVector V)
{
Z = 0.30f * V.X + 0.33f * V.Y + 0.37f * V.Z;
Index = InIndex;
}
};
/** Sorting function for vertex Z/index pairs. */
struct FCompareIndexAndZ
{
FORCEINLINE bool operator()(FIndexAndZ const& A, FIndexAndZ const& B) const { return A.Z < B.Z; }
};
static int32 ComputeNumTexCoords(FRawMesh const& RawMesh, int32 MaxSupportedTexCoords)
{
int32 NumWedges = RawMesh.WedgeIndices.Num();
int32 NumTexCoords = 0;
for (int32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; ++TexCoordIndex)
{
if (RawMesh.WedgeTexCoords[TexCoordIndex].Num() != NumWedges)
{
break;
}
NumTexCoords++;
}
return FMath::Min(NumTexCoords, MaxSupportedTexCoords);
}
/**
* Returns true if the specified points are about equal
*/
inline bool PointsEqual(const FVector& V1, const FVector& V2, float ComparisonThreshold)
{
if (FMath::Abs(V1.X - V2.X) > ComparisonThreshold
|| FMath::Abs(V1.Y - V2.Y) > ComparisonThreshold
|| FMath::Abs(V1.Z - V2.Z) > ComparisonThreshold)
{
return false;
}
return true;
}
static inline FVector GetPositionForWedge(FRawMesh const& Mesh, int32 WedgeIndex)
{
int32 VertexIndex = Mesh.WedgeIndices[WedgeIndex];
return Mesh.VertexPositions[VertexIndex];
}
struct FMeshEdge
{
int32 Vertices[2];
int32 Faces[2];
};
/**
* This helper class builds the edge list for a mesh. It uses a hash of vertex
* positions to edges sharing that vertex to remove the n^2 searching of all
* previously added edges. This class is templatized so it can be used with
* either static mesh or skeletal mesh vertices
*/
template <class VertexClass> class TEdgeBuilder
{
protected:
/**
* The list of indices to build the edge data from
*/
const TArray<uint32>& Indices;
/**
* The array of verts for vertex position comparison
*/
const TArray<VertexClass>& Vertices;
/**
* The array of edges to create
*/
TArray<FMeshEdge>& Edges;
/**
* List of edges that start with a given vertex
*/
TMultiMap<FVector, FMeshEdge*> VertexToEdgeList;
/**
* This function determines whether a given edge matches or not. It must be
* provided by derived classes since they have the specific information that
* this class doesn't know about (vertex info, influences, etc)
*
* @param Index1 The first index of the edge being checked
* @param Index2 The second index of the edge
* @param OtherEdge The edge to compare. Was found via the map
*
* @return true if the edge is a match, false otherwise
*/
virtual bool DoesEdgeMatch(int32 Index1, int32 Index2, FMeshEdge* OtherEdge) = 0;
/**
* Searches the list of edges to see if this one matches an existing and
* returns a pointer to it if it does
*
* @param Index1 the first index to check for
* @param Index2 the second index to check for
*
* @return NULL if no edge was found, otherwise the edge that was found
*/
inline FMeshEdge* FindOppositeEdge(int32 Index1, int32 Index2)
{
FMeshEdge* Edge = NULL;
TArray<FMeshEdge*> EdgeList;
// Search the hash for a corresponding vertex
VertexToEdgeList.MultiFind(Vertices[Index2].Position, EdgeList);
// Now search through the array for a match or not
for (int32 EdgeIndex = 0; EdgeIndex < EdgeList.Num() && Edge == NULL;
EdgeIndex++)
{
FMeshEdge* OtherEdge = EdgeList[EdgeIndex];
// See if this edge matches the passed in edge
if (OtherEdge != NULL && DoesEdgeMatch(Index1, Index2, OtherEdge))
{
// We have a match
Edge = OtherEdge;
}
}
return Edge;
}
/**
* Updates an existing edge if found or adds the new edge to the list
*
* @param Index1 the first index in the edge
* @param Index2 the second index in the edge
* @param Triangle the triangle that this edge was found in
*/
inline void AddEdge(int32 Index1, int32 Index2, int32 Triangle)
{
// If this edge matches another then just fill the other triangle
// otherwise add it
FMeshEdge* OtherEdge = FindOppositeEdge(Index1, Index2);
if (OtherEdge == NULL)
{
// Add a new edge to the array
int32 EdgeIndex = Edges.AddZeroed();
Edges[EdgeIndex].Vertices[0] = Index1;
Edges[EdgeIndex].Vertices[1] = Index2;
Edges[EdgeIndex].Faces[0] = Triangle;
Edges[EdgeIndex].Faces[1] = -1;
// Also add this edge to the hash for faster searches
// NOTE: This relies on the array never being realloced!
VertexToEdgeList.Add(Vertices[Index1].Position, &Edges[EdgeIndex]);
}
else
{
OtherEdge->Faces[1] = Triangle;
}
}
public:
/**
* Initializes the values for the code that will build the mesh edge list
*/
TEdgeBuilder(const TArray<uint32>& InIndices,
const TArray<VertexClass>& InVertices,
TArray<FMeshEdge>& OutEdges) :
Indices(InIndices), Vertices(InVertices), Edges(OutEdges)
{
// Presize the array so that there are no extra copies being done
// when adding edges to it
Edges.Empty(Indices.Num());
}
/**
* Virtual dtor
*/
virtual ~TEdgeBuilder(){}
/**
* Uses a hash of indices to edge lists so that it can avoid the n^2 search
* through the full edge list
*/
void FindEdges(void)
{
// @todo Handle something other than trilists when building edges
int32 TriangleCount = Indices.Num() / 3;
int32 EdgeCount = 0;
// Work through all triangles building the edges
for (int32 Triangle = 0; Triangle < TriangleCount; Triangle++)
{
// Determine the starting index
int32 TriangleIndex = Triangle * 3;
// Get the indices for the triangle
int32 Index1 = Indices[TriangleIndex];
int32 Index2 = Indices[TriangleIndex + 1];
int32 Index3 = Indices[TriangleIndex + 2];
// Add the first to second edge
AddEdge(Index1, Index2, Triangle);
// Now add the second to third
AddEdge(Index2, Index3, Triangle);
// Add the third to first edge
AddEdge(Index3, Index1, Triangle);
}
}
};
/**
* This is the static mesh specific version for finding edges
*/
class FStaticMeshEdgeBuilder : public TEdgeBuilder<FStaticMeshBuildVertex>
{
public:
/**
* Constructor that passes all work to the parent class
*/
FStaticMeshEdgeBuilder(const TArray<uint32>& InIndices,
const TArray<FStaticMeshBuildVertex>& InVertices,
TArray<FMeshEdge>& OutEdges) :
TEdgeBuilder<FStaticMeshBuildVertex>(InIndices, InVertices, OutEdges)
{
}
/**
* This function determines whether a given edge matches or not for a static mesh
*
* @param Index1 The first index of the edge being checked
* @param Index2 The second index of the edge
* @param OtherEdge The edge to compare. Was found via the map
*
* @return true if the edge is a match, false otherwise
*/
bool DoesEdgeMatch(int32 Index1, int32 Index2, FMeshEdge* OtherEdge)
{
return Vertices[OtherEdge->Vertices[1]].Position == Vertices[Index1].Position &&
OtherEdge->Faces[1] == -1;
}
};
static void ComputeTriangleTangents(
const TArray<FVector>& InVertices,
const TArray<uint32>& InIndices,
const TArray<FVector2D>& InUVs,
TArray<FVector>& OutTangentX,
TArray<FVector>& OutTangentY,
TArray<FVector>& OutTangentZ,
float ComparisonThreshold
)
{
const int32 NumTriangles = InIndices.Num() / 3;
OutTangentX.Empty(NumTriangles);
OutTangentY.Empty(NumTriangles);
OutTangentZ.Empty(NumTriangles);
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
{
int32 UVIndex = 0;
FVector P[3];
for (int32 i = 0; i < 3; ++i)
{
P[i] = InVertices[InIndices[TriangleIndex * 3 + i]];
}
const FVector Normal = ((P[1] - P[2]) ^ (P[0] - P[2])).GetSafeNormal(ComparisonThreshold);
FMatrix ParameterToLocal(
FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0),
FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0),
FPlane(P[0].X, P[0].Y, P[0].Z, 0),
FPlane(0, 0, 0, 1)
);
const FVector2D T1 = InUVs[TriangleIndex * 3 + 0];
const FVector2D T2 = InUVs[TriangleIndex * 3 + 1];
const FVector2D T3 = InUVs[TriangleIndex * 3 + 2];
FMatrix ParameterToTexture(
FPlane(T2.X - T1.X, T2.Y - T1.Y, 0, 0),
FPlane(T3.X - T1.X, T3.Y - T1.Y, 0, 0),
FPlane(T1.X, T1.Y, 1, 0),
FPlane(0, 0, 0, 1)
);
// Use InverseSlow to catch singular matrices. Inverse can miss this sometimes.
const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
OutTangentX.Add(TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal());
OutTangentY.Add(TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal());
OutTangentZ.Add(Normal);
FVector::CreateOrthonormalBasis(
OutTangentX[TriangleIndex],
OutTangentY[TriangleIndex],
OutTangentZ[TriangleIndex]
);
}
check(OutTangentX.Num() == NumTriangles);
check(OutTangentY.Num() == NumTriangles);
check(OutTangentZ.Num() == NumTriangles);
}
static void ComputeTriangleTangents(
TArray<FVector>& OutTangentX,
TArray<FVector>& OutTangentY,
TArray<FVector>& OutTangentZ,
FRawMesh const& RawMesh,
float ComparisonThreshold
)
{
ComputeTriangleTangents(RawMesh.VertexPositions, RawMesh.WedgeIndices, RawMesh.WedgeTexCoords[0], OutTangentX, OutTangentY, OutTangentZ, ComparisonThreshold);
/*int32 NumTriangles = RawMesh.WedgeIndices.Num() / 3;
TriangleTangentX.Empty(NumTriangles);
TriangleTangentY.Empty(NumTriangles);
TriangleTangentZ.Empty(NumTriangles);
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
{
int32 UVIndex = 0;
FVector P[3];
for (int32 i = 0; i < 3; ++i)
{
P[i] = GetPositionForWedge(RawMesh, TriangleIndex * 3 + i);
}
const FVector Normal = ((P[1] - P[2]) ^ (P[0] - P[2])).GetSafeNormal(ComparisonThreshold);
FMatrix ParameterToLocal(
FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0),
FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0),
FPlane(P[0].X, P[0].Y, P[0].Z, 0),
FPlane(0, 0, 0, 1)
);
FVector2D T1 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 0];
FVector2D T2 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 1];
FVector2D T3 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 2];
FMatrix ParameterToTexture(
FPlane(T2.X - T1.X, T2.Y - T1.Y, 0, 0),
FPlane(T3.X - T1.X, T3.Y - T1.Y, 0, 0),
FPlane(T1.X, T1.Y, 1, 0),
FPlane(0, 0, 0, 1)
);
// Use InverseSlow to catch singular matrices. Inverse can miss this sometimes.
const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
TriangleTangentX.Add(TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal());
TriangleTangentY.Add(TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal());
TriangleTangentZ.Add(Normal);
FVector::CreateOrthonormalBasis(
TriangleTangentX[TriangleIndex],
TriangleTangentY[TriangleIndex],
TriangleTangentZ[TriangleIndex]
);
}
check(TriangleTangentX.Num() == NumTriangles);
check(TriangleTangentY.Num() == NumTriangles);
check(TriangleTangentZ.Num() == NumTriangles);*/
}
/**
* Create a table that maps the corner of each face to its overlapping corners.
* @param OutOverlappingCorners - Maps a corner index to the indices of all overlapping corners.
* @param RawMesh - The mesh for which to compute overlapping corners.
*/
static void FindOverlappingCorners(
TMultiMap<int32, int32>& OutOverlappingCorners,
const TArray<FVector>& InVertices,
const TArray<uint32>& InIndices,
float ComparisonThreshold
)
{
const int32 NumWedges = InIndices.Num();
// Create a list of vertex Z/index pairs
TArray<FIndexAndZ> VertIndexAndZ;
VertIndexAndZ.Reserve(NumWedges);
for (int32 WedgeIndex = 0; WedgeIndex < NumWedges; WedgeIndex++)
{
new(VertIndexAndZ)FIndexAndZ(WedgeIndex, InVertices[InIndices[WedgeIndex]]);
}
// Sort the vertices by z value
VertIndexAndZ.Sort(FCompareIndexAndZ());
// Search for duplicates, quickly!
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
{
// only need to search forward, since we add pairs both ways
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
{
if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > ComparisonThreshold)
break; // can't be any more dups
const FVector& PositionA = InVertices[InIndices[VertIndexAndZ[i].Index]];
const FVector& PositionB = InVertices[InIndices[VertIndexAndZ[j].Index]];
if (PointsEqual(PositionA, PositionB, ComparisonThreshold))
{
OutOverlappingCorners.Add(VertIndexAndZ[i].Index, VertIndexAndZ[j].Index);
OutOverlappingCorners.Add(VertIndexAndZ[j].Index, VertIndexAndZ[i].Index);
}
}
}
}
/**
* Create a table that maps the corner of each face to its overlapping corners.
* @param OutOverlappingCorners - Maps a corner index to the indices of all overlapping corners.
* @param RawMesh - The mesh for which to compute overlapping corners.
*/
static void FindOverlappingCorners(
TMultiMap<int32, int32>& OutOverlappingCorners,
FRawMesh const& RawMesh,
float ComparisonThreshold
)
{
FindOverlappingCorners(OutOverlappingCorners, RawMesh.VertexPositions, RawMesh.WedgeIndices, ComparisonThreshold);
}
/**
* Smoothing group interpretation helper structure.
*/
struct FFanFace
{
int32 FaceIndex;
int32 LinkedVertexIndex;
bool bFilled;
bool bBlendTangents;
bool bBlendNormals;
};
static void ComputeTangents(
const TArray<FVector>& InVertices,
const TArray<uint32>& InIndices,
const TArray<FVector2D>& InUVs,
const TArray<uint32>& SmoothingGroupIndices,
TMultiMap<int32, int32> const& OverlappingCorners,
TArray<FVector>& OutTangentX,
TArray<FVector>& OutTangentY,
TArray<FVector>& OutTangentZ,
const uint32 TangentOptions
)
{
bool bBlendOverlappingNormals = (TangentOptions & ETangentOptions::BlendOverlappingNormals) != 0;
bool bIgnoreDegenerateTriangles = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) != 0;
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
// Compute per-triangle tangents.
TArray<FVector> TriangleTangentX;
TArray<FVector> TriangleTangentY;
TArray<FVector> TriangleTangentZ;
ComputeTriangleTangents(
InVertices,
InIndices,
InUVs,
TriangleTangentX,
TriangleTangentY,
TriangleTangentZ,
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
);
// Declare these out here to avoid reallocations.
TArray<FFanFace> RelevantFacesForCorner[3];
TArray<int32> AdjacentFaces;
TArray<int32> DupVerts;
int32 NumWedges = InIndices.Num();
int32 NumFaces = NumWedges / 3;
// Allocate storage for tangents if none were provided.
if (OutTangentX.Num() != NumWedges)
{
OutTangentX.Empty(NumWedges);
OutTangentX.AddZeroed(NumWedges);
}
if (OutTangentY.Num() != NumWedges)
{
OutTangentY.Empty(NumWedges);
OutTangentY.AddZeroed(NumWedges);
}
if (OutTangentZ.Num() != NumWedges)
{
OutTangentZ.Empty(NumWedges);
OutTangentZ.AddZeroed(NumWedges);
}
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
int32 WedgeOffset = FaceIndex * 3;
FVector CornerPositions[3];
FVector CornerTangentX[3];
FVector CornerTangentY[3];
FVector CornerTangentZ[3];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerTangentX[CornerIndex] = FVector::ZeroVector;
CornerTangentY[CornerIndex] = FVector::ZeroVector;
CornerTangentZ[CornerIndex] = FVector::ZeroVector;
CornerPositions[CornerIndex] = InVertices[InIndices[WedgeOffset + CornerIndex]];
RelevantFacesForCorner[CornerIndex].Reset();
}
// Don't process degenerate triangles.
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
{
continue;
}
// No need to process triangles if tangents already exist.
bool bCornerHasTangents[3] = { 0 };
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
bCornerHasTangents[CornerIndex] = !OutTangentX[WedgeOffset + CornerIndex].IsZero()
&& !OutTangentY[WedgeOffset + CornerIndex].IsZero()
&& !OutTangentZ[WedgeOffset + CornerIndex].IsZero();
}
if (bCornerHasTangents[0] && bCornerHasTangents[1] && bCornerHasTangents[2])
{
continue;
}
// Calculate smooth vertex normals.
float Determinant = FVector::Triple(
TriangleTangentX[FaceIndex],
TriangleTangentY[FaceIndex],
TriangleTangentZ[FaceIndex]
);
// Start building a list of faces adjacent to this face.
AdjacentFaces.Reset();
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
DupVerts.Reset();
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
for (int32 k = 0; k < DupVerts.Num(); k++)
{
AdjacentFaces.AddUnique(DupVerts[k] / 3);
}
}
// We need to sort these here because the criteria for point equality is
// exact, so we must ensure the exact same order for all dups.
AdjacentFaces.Sort();
// Process adjacent faces
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
{
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
{
if (bCornerHasTangents[OurCornerIndex])
continue;
FFanFace NewFanFace;
int32 CommonIndexCount = 0;
// Check for vertices in common.
if (FaceIndex == OtherFaceIndex)
{
CommonIndexCount = 3;
NewFanFace.LinkedVertexIndex = OurCornerIndex;
}
else
{
// Check matching vertices against main vertex .
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
if (PointsEqual(
CornerPositions[OurCornerIndex],
InVertices[InIndices[OtherFaceIndex * 3 + OtherCornerIndex]],
ComparisonThreshold
))
{
CommonIndexCount++;
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
}
}
}
// Add if connected by at least one point. Smoothing matches are considered later.
if (CommonIndexCount > 0)
{
NewFanFace.FaceIndex = OtherFaceIndex;
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
NewFanFace.bBlendTangents = NewFanFace.bFilled;
NewFanFace.bBlendNormals = NewFanFace.bFilled;
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
}
}
}
// Find true relevance of faces for a vertex normal by traversing
// smoothing-group-compatible connected triangle fans around common vertices.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasTangents[CornerIndex])
continue;
int32 NewConnections;
do
{
NewConnections = 0;
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
{
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
// The vertex' own face is initially the only face with bFilled == true.
if (OtherFace.bFilled)
{
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
{
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
{
if ((NextFaceIndex != OtherFaceIdx)
&& (SmoothingGroupIndices[NextFace.FaceIndex] & SmoothingGroupIndices[OtherFace.FaceIndex]))
{
int32 CommonVertices = 0;
int32 CommonTangentVertices = 0;
int32 CommonNormalVertices = 0;
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
{
int32 NextVertexIndex = InIndices[NextFace.FaceIndex * 3 + NextCornerIndex];
int32 OtherVertexIndex = InIndices[OtherFace.FaceIndex * 3 + OtherCornerIndex];
if (PointsEqual(
InVertices[NextVertexIndex],
InVertices[OtherVertexIndex],
ComparisonThreshold))
{
CommonVertices++;
const FVector2D& UVOne = InUVs[NextFace.FaceIndex * 3 + NextCornerIndex];
const FVector2D& UVTwo = InUVs[OtherFace.FaceIndex * 3 + OtherCornerIndex];
if (UVsEqual(UVOne, UVTwo))
{
CommonTangentVertices++;
}
if (bBlendOverlappingNormals
|| NextVertexIndex == OtherVertexIndex)
{
CommonNormalVertices++;
}
}
}
}
// Flood fill faces with more than one common vertices which must be touching edges.
if (CommonVertices > 1)
{
NextFace.bFilled = true;
NextFace.bBlendNormals = (CommonNormalVertices > 1);
NewConnections++;
// Only blend tangents if there is no UV seam along the edge with this face.
if (OtherFace.bBlendTangents && CommonTangentVertices > 1)
{
float OtherDeterminant = FVector::Triple(
TriangleTangentX[NextFace.FaceIndex],
TriangleTangentY[NextFace.FaceIndex],
TriangleTangentZ[NextFace.FaceIndex]
);
if ((Determinant * OtherDeterminant) > 0.0f)
{
NextFace.bBlendTangents = true;
}
}
}
}
}
}
}
}
} while (NewConnections > 0);
}
// Vertex normal construction.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasTangents[CornerIndex])
{
CornerTangentX[CornerIndex] = OutTangentX[WedgeOffset + CornerIndex];
CornerTangentY[CornerIndex] = OutTangentY[WedgeOffset + CornerIndex];
CornerTangentZ[CornerIndex] = OutTangentZ[WedgeOffset + CornerIndex];
}
else
{
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
{
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
if (RelevantFace.bFilled)
{
int32 OtherFaceIndex = RelevantFace.FaceIndex;
if (RelevantFace.bBlendTangents)
{
CornerTangentX[CornerIndex] += TriangleTangentX[OtherFaceIndex];
CornerTangentY[CornerIndex] += TriangleTangentY[OtherFaceIndex];
}
if (RelevantFace.bBlendNormals)
{
CornerTangentZ[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
}
}
}
if (!OutTangentX[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentX[CornerIndex] = OutTangentX[WedgeOffset + CornerIndex];
}
if (!OutTangentY[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentY[CornerIndex] = OutTangentY[WedgeOffset + CornerIndex];
}
if (!OutTangentZ[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentZ[CornerIndex] = OutTangentZ[WedgeOffset + CornerIndex];
}
}
}
// Normalization.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerTangentX[CornerIndex].Normalize();
CornerTangentY[CornerIndex].Normalize();
CornerTangentZ[CornerIndex].Normalize();
// Gram-Schmidt orthogonalization
CornerTangentY[CornerIndex] -= CornerTangentX[CornerIndex] * (CornerTangentX[CornerIndex] | CornerTangentY[CornerIndex]);
CornerTangentY[CornerIndex].Normalize();
CornerTangentX[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentX[CornerIndex]);
CornerTangentX[CornerIndex].Normalize();
CornerTangentY[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentY[CornerIndex]);
CornerTangentY[CornerIndex].Normalize();
}
// Copy back to the mesh.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
OutTangentX[WedgeOffset + CornerIndex] = CornerTangentX[CornerIndex];
OutTangentY[WedgeOffset + CornerIndex] = CornerTangentY[CornerIndex];
OutTangentZ[WedgeOffset + CornerIndex] = CornerTangentZ[CornerIndex];
}
}
check(OutTangentX.Num() == NumWedges);
check(OutTangentY.Num() == NumWedges);
check(OutTangentZ.Num() == NumWedges);
}
static void ComputeTangents(
FRawMesh& RawMesh,
TMultiMap<int32, int32> const& OverlappingCorners,
uint32 TangentOptions
)
{
const float ComparisonThreshold = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) ? THRESH_POINTS_ARE_SAME : 0.0f;
ComputeTangents(RawMesh.VertexPositions, RawMesh.WedgeIndices, RawMesh.WedgeTexCoords[0], RawMesh.FaceSmoothingMasks, OverlappingCorners, RawMesh.WedgeTangentX, RawMesh.WedgeTangentY, RawMesh.WedgeTangentZ, TangentOptions);
}
/*------------------------------------------------------------------------------
MikkTSpace for computing tangents.
------------------------------------------------------------------------------*/
static int MikkGetNumFaces(const SMikkTSpaceContext* Context)
{
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
return UserData->WedgeIndices.Num() / 3;
}
static int MikkGetNumVertsOfFace(const SMikkTSpaceContext* Context, const int FaceIdx)
{
// All of our meshes are triangles.
return 3;
}
static void MikkGetPosition(const SMikkTSpaceContext* Context, float Position[3], const int FaceIdx, const int VertIdx)
{
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
FVector VertexPosition = UserData->GetWedgePosition(FaceIdx * 3 + VertIdx);
Position[0] = VertexPosition.X;
Position[1] = VertexPosition.Y;
Position[2] = VertexPosition.Z;
}
static void MikkGetNormal(const SMikkTSpaceContext* Context, float Normal[3], const int FaceIdx, const int VertIdx)
{
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
FVector &VertexNormal = UserData->WedgeTangentZ[FaceIdx * 3 + VertIdx];
for (int32 i = 0; i < 3; ++i)
{
Normal[i] = VertexNormal[i];
}
}
static void MikkSetTSpaceBasic(const SMikkTSpaceContext* Context, const float Tangent[3], const float BitangentSign, const int FaceIdx, const int VertIdx)
{
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
FVector &VertexTangent = UserData->WedgeTangentX[FaceIdx * 3 + VertIdx];
for (int32 i = 0; i < 3; ++i)
{
VertexTangent[i] = Tangent[i];
}
FVector Bitangent = BitangentSign * FVector::CrossProduct(UserData->WedgeTangentZ[FaceIdx * 3 + VertIdx], VertexTangent);
FVector &VertexBitangent = UserData->WedgeTangentY[FaceIdx * 3 + VertIdx];
for (int32 i = 0; i < 3; ++i)
{
VertexBitangent[i] = -Bitangent[i];
}
}
static void MikkGetTexCoord(const SMikkTSpaceContext* Context, float UV[2], const int FaceIdx, const int VertIdx)
{
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
FVector2D &TexCoord = UserData->WedgeTexCoords[0][FaceIdx * 3 + VertIdx];
UV[0] = TexCoord.X;
UV[1] = TexCoord.Y;
}
// MikkTSpace implementations for skeletal meshes, where tangents/bitangents are ultimately derived from lists of attributes.
// Holder for skeletal data to be passed to MikkTSpace.
// Holds references to the wedge, face and points vectors that BuildSkeletalMesh is given.
// Holds reference to the calculated normals array, which will be fleshed out if they've been calculated.
// Holds reference to the newly created tangent and bitangent arrays, which MikkTSpace will fleshed out if required.
class MikkTSpace_Skeletal_Mesh
{
public:
const TArray<FMeshWedge> &wedges; //Reference to wedge list.
const TArray<FMeshFace> &faces; //Reference to face list. Also contains normal/tangent/bitanget/UV coords for each vertex of the face.
const TArray<FVector> &points; //Reference to position list.
bool bComputeNormals; //Copy of bComputeNormals.
TArray<FVector> &TangentsX; //Reference to newly created tangents list.
TArray<FVector> &TangentsY; //Reference to newly created bitangents list.
TArray<FVector> &TangentsZ; //Reference to computed normals, will be empty otherwise.
MikkTSpace_Skeletal_Mesh(
const TArray<FMeshWedge> &Wedges,
const TArray<FMeshFace> &Faces,
const TArray<FVector> &Points,
bool bInComputeNormals,
TArray<FVector> &VertexTangentsX,
TArray<FVector> &VertexTangentsY,
TArray<FVector> &VertexTangentsZ
)
:
wedges(Wedges),
faces(Faces),
points(Points),
bComputeNormals(bInComputeNormals),
TangentsX(VertexTangentsX),
TangentsY(VertexTangentsY),
TangentsZ(VertexTangentsZ)
{
}
};
static int MikkGetNumFaces_Skeletal(const SMikkTSpaceContext* Context)
{
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
return UserData->faces.Num();
}
static int MikkGetNumVertsOfFace_Skeletal(const SMikkTSpaceContext* Context, const int FaceIdx)
{
// Confirmed?
return 3;
}
static void MikkGetPosition_Skeletal(const SMikkTSpaceContext* Context, float Position[3], const int FaceIdx, const int VertIdx)
{
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
const FVector &VertexPosition = UserData->points[UserData->wedges[UserData->faces[FaceIdx].iWedge[VertIdx]].iVertex];
Position[0] = VertexPosition.X;
Position[1] = VertexPosition.Y;
Position[2] = VertexPosition.Z;
}
static void MikkGetNormal_Skeletal(const SMikkTSpaceContext* Context, float Normal[3], const int FaceIdx, const int VertIdx)
{
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
// Get different normals depending on whether they've been calculated or not.
if (UserData->bComputeNormals) {
FVector &VertexNormal = UserData->TangentsZ[FaceIdx * 3 + VertIdx];
Normal[0] = VertexNormal.X;
Normal[1] = VertexNormal.Y;
Normal[2] = VertexNormal.Z;
}
else
{
const FVector &VertexNormal = UserData->faces[FaceIdx].TangentZ[VertIdx];
Normal[0] = VertexNormal.X;
Normal[1] = VertexNormal.Y;
Normal[2] = VertexNormal.Z;
}
}
static void MikkSetTSpaceBasic_Skeletal(const SMikkTSpaceContext* Context, const float Tangent[3], const float BitangentSign, const int FaceIdx, const int VertIdx)
{
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
FVector &VertexTangent = UserData->TangentsX[FaceIdx * 3 + VertIdx];
VertexTangent.X = Tangent[0];
VertexTangent.Y = Tangent[1];
VertexTangent.Z = Tangent[2];
FVector Bitangent;
// Get different normals depending on whether they've been calculated or not.
if (UserData->bComputeNormals) {
Bitangent = BitangentSign * FVector::CrossProduct(UserData->TangentsZ[FaceIdx * 3 + VertIdx], VertexTangent);
}
else
{
Bitangent = BitangentSign * FVector::CrossProduct(UserData->faces[FaceIdx].TangentZ[VertIdx], VertexTangent);
}
FVector &VertexBitangent = UserData->TangentsY[FaceIdx * 3 + VertIdx];
// Switch the tangent space swizzle to X+Y-Z+ for legacy reasons.
VertexBitangent.X = -Bitangent[0];
VertexBitangent.Y = -Bitangent[1];
VertexBitangent.Z = -Bitangent[2];
}
static void MikkGetTexCoord_Skeletal(const SMikkTSpaceContext* Context, float UV[2], const int FaceIdx, const int VertIdx)
{
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
const FVector2D &TexCoord = UserData->wedges[UserData->faces[FaceIdx].iWedge[VertIdx]].UVs[0];
UV[0] = TexCoord.X;
UV[1] = TexCoord.Y;
}
static void ComputeTangents_MikkTSpace(
FRawMesh& RawMesh,
TMultiMap<int32, int32> const& OverlappingCorners,
uint32 TangentOptions
)
{
bool bBlendOverlappingNormals = (TangentOptions & ETangentOptions::BlendOverlappingNormals) != 0;
bool bIgnoreDegenerateTriangles = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) != 0;
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
// Compute per-triangle tangents.
TArray<FVector> TriangleTangentX;
TArray<FVector> TriangleTangentY;
TArray<FVector> TriangleTangentZ;
ComputeTriangleTangents(
TriangleTangentX,
TriangleTangentY,
TriangleTangentZ,
RawMesh,
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
);
// Declare these out here to avoid reallocations.
TArray<FFanFace> RelevantFacesForCorner[3];
TArray<int32> AdjacentFaces;
TArray<int32> DupVerts;
int32 NumWedges = RawMesh.WedgeIndices.Num();
int32 NumFaces = NumWedges / 3;
bool bWedgeNormals = true;
bool bWedgeTSpace = false;
for (int32 WedgeIdx = 0; WedgeIdx < RawMesh.WedgeTangentZ.Num(); ++WedgeIdx)
{
bWedgeNormals = bWedgeNormals && (!RawMesh.WedgeTangentZ[WedgeIdx].IsNearlyZero());
}
if (RawMesh.WedgeTangentX.Num() > 0 && RawMesh.WedgeTangentY.Num() > 0)
{
bWedgeTSpace = true;
for (int32 WedgeIdx = 0; WedgeIdx < RawMesh.WedgeTangentX.Num()
&& WedgeIdx < RawMesh.WedgeTangentY.Num(); ++WedgeIdx)
{
bWedgeTSpace = bWedgeTSpace && (!RawMesh.WedgeTangentX[WedgeIdx].IsNearlyZero()) && (!RawMesh.WedgeTangentY[WedgeIdx].IsNearlyZero());
}
}
// Allocate storage for tangents if none were provided, and calculate normals for MikkTSpace.
if (RawMesh.WedgeTangentZ.Num() != NumWedges || !bWedgeNormals)
{
// normals are not included, so we should calculate them
RawMesh.WedgeTangentZ.Empty(NumWedges);
RawMesh.WedgeTangentZ.AddZeroed(NumWedges);
// we need to calculate normals for MikkTSpace
UE_LOG(LogMeshUtilities, Log, TEXT("Invalid vertex normals found for mesh. Forcing recomputation of vertex normals for MikkTSpace. Fix mesh or disable \"Use MikkTSpace Tangent Space\" to avoid forced recomputation of normals."));
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
int32 WedgeOffset = FaceIndex * 3;
FVector CornerPositions[3];
FVector CornerNormal[3];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerNormal[CornerIndex] = FVector::ZeroVector;
CornerPositions[CornerIndex] = GetPositionForWedge(RawMesh, WedgeOffset + CornerIndex);
RelevantFacesForCorner[CornerIndex].Reset();
}
// Don't process degenerate triangles.
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
{
continue;
}
// No need to process triangles if tangents already exist.
bool bCornerHasNormal[3] = { 0 };
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
bCornerHasNormal[CornerIndex] = !RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex].IsZero();
}
if (bCornerHasNormal[0] && bCornerHasNormal[1] && bCornerHasNormal[2])
{
continue;
}
// Start building a list of faces adjacent to this face.
AdjacentFaces.Reset();
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
DupVerts.Reset();
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
for (int32 k = 0; k < DupVerts.Num(); k++)
{
AdjacentFaces.AddUnique(DupVerts[k] / 3);
}
}
// We need to sort these here because the criteria for point equality is
// exact, so we must ensure the exact same order for all dups.
AdjacentFaces.Sort();
// Process adjacent faces
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
{
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
{
if (bCornerHasNormal[OurCornerIndex])
continue;
FFanFace NewFanFace;
int32 CommonIndexCount = 0;
// Check for vertices in common.
if (FaceIndex == OtherFaceIndex)
{
CommonIndexCount = 3;
NewFanFace.LinkedVertexIndex = OurCornerIndex;
}
else
{
// Check matching vertices against main vertex .
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
if (PointsEqual(
CornerPositions[OurCornerIndex],
GetPositionForWedge(RawMesh, OtherFaceIndex * 3 + OtherCornerIndex),
ComparisonThreshold
))
{
CommonIndexCount++;
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
}
}
}
// Add if connected by at least one point. Smoothing matches are considered later.
if (CommonIndexCount > 0)
{
NewFanFace.FaceIndex = OtherFaceIndex;
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
NewFanFace.bBlendTangents = NewFanFace.bFilled;
NewFanFace.bBlendNormals = NewFanFace.bFilled;
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
}
}
}
// Find true relevance of faces for a vertex normal by traversing
// smoothing-group-compatible connected triangle fans around common vertices.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasNormal[CornerIndex])
continue;
int32 NewConnections;
do
{
NewConnections = 0;
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
{
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
// The vertex' own face is initially the only face with bFilled == true.
if (OtherFace.bFilled)
{
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
{
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
{
if ((NextFaceIndex != OtherFaceIdx)
&& (RawMesh.FaceSmoothingMasks[NextFace.FaceIndex] & RawMesh.FaceSmoothingMasks[OtherFace.FaceIndex]))
{
int32 CommonVertices = 0;
int32 CommonNormalVertices = 0;
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
{
int32 NextVertexIndex = RawMesh.WedgeIndices[NextFace.FaceIndex * 3 + NextCornerIndex];
int32 OtherVertexIndex = RawMesh.WedgeIndices[OtherFace.FaceIndex * 3 + OtherCornerIndex];
if (PointsEqual(
RawMesh.VertexPositions[NextVertexIndex],
RawMesh.VertexPositions[OtherVertexIndex],
ComparisonThreshold))
{
CommonVertices++;
if (bBlendOverlappingNormals
|| NextVertexIndex == OtherVertexIndex)
{
CommonNormalVertices++;
}
}
}
}
// Flood fill faces with more than one common vertices which must be touching edges.
if (CommonVertices > 1)
{
NextFace.bFilled = true;
NextFace.bBlendNormals = (CommonNormalVertices > 1);
NewConnections++;
}
}
}
}
}
}
}
while (NewConnections > 0);
}
// Vertex normal construction.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasNormal[CornerIndex])
{
CornerNormal[CornerIndex] = RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex];
}
else
{
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
{
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
if (RelevantFace.bFilled)
{
int32 OtherFaceIndex = RelevantFace.FaceIndex;
if (RelevantFace.bBlendNormals)
{
CornerNormal[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
}
}
}
if (!RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex].IsZero())
{
CornerNormal[CornerIndex] = RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex];
}
}
}
// Normalization.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerNormal[CornerIndex].Normalize();
}
// Copy back to the mesh.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex] = CornerNormal[CornerIndex];
}
}
}
if (RawMesh.WedgeTangentX.Num() != NumWedges)
{
RawMesh.WedgeTangentX.Empty(NumWedges);
RawMesh.WedgeTangentX.AddZeroed(NumWedges);
}
if (RawMesh.WedgeTangentY.Num() != NumWedges)
{
RawMesh.WedgeTangentY.Empty(NumWedges);
RawMesh.WedgeTangentY.AddZeroed(NumWedges);
}
if (!bWedgeTSpace)
{
// we can use mikktspace to calculate the tangents
SMikkTSpaceInterface MikkTInterface;
MikkTInterface.m_getNormal = MikkGetNormal;
MikkTInterface.m_getNumFaces = MikkGetNumFaces;
MikkTInterface.m_getNumVerticesOfFace = MikkGetNumVertsOfFace;
MikkTInterface.m_getPosition = MikkGetPosition;
MikkTInterface.m_getTexCoord = MikkGetTexCoord;
MikkTInterface.m_setTSpaceBasic = MikkSetTSpaceBasic;
MikkTInterface.m_setTSpace = nullptr;
SMikkTSpaceContext MikkTContext;
MikkTContext.m_pInterface = &MikkTInterface;
MikkTContext.m_pUserData = (void*)(&RawMesh);
MikkTContext.m_bIgnoreDegenerates = bIgnoreDegenerateTriangles;
genTangSpaceDefault(&MikkTContext);
}
check(RawMesh.WedgeTangentX.Num() == NumWedges);
check(RawMesh.WedgeTangentY.Num() == NumWedges);
check(RawMesh.WedgeTangentZ.Num() == NumWedges);
}
static void BuildDepthOnlyIndexBuffer(
TArray<uint32>& OutDepthIndices,
const TArray<FStaticMeshBuildVertex>& InVertices,
const TArray<uint32>& InIndices,
const TArray<FStaticMeshSection>& InSections
)
{
int32 NumVertices = InVertices.Num();
if (InIndices.Num() <= 0 || NumVertices <= 0)
{
OutDepthIndices.Empty();
return;
}
// Create a mapping of index -> first overlapping index to accelerate the construction of the shadow index buffer.
TArray<FIndexAndZ> VertIndexAndZ;
VertIndexAndZ.Empty(NumVertices);
for (int32 VertIndex = 0; VertIndex < NumVertices; VertIndex++)
{
new(VertIndexAndZ)FIndexAndZ(VertIndex, InVertices[VertIndex].Position);
}
VertIndexAndZ.Sort(FCompareIndexAndZ());
// Setup the index map. 0xFFFFFFFF == not set.
TArray<uint32> IndexMap;
IndexMap.AddUninitialized(NumVertices);
FMemory::Memset(IndexMap.GetData(), 0xFF, NumVertices * sizeof(uint32));
// Search for duplicates, quickly!
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
{
uint32 SrcIndex = VertIndexAndZ[i].Index;
float Z = VertIndexAndZ[i].Z;
IndexMap[SrcIndex] = FMath::Min(IndexMap[SrcIndex], SrcIndex);
// Search forward since we add pairs both ways.
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
{
if (FMath::Abs(VertIndexAndZ[j].Z - Z) > THRESH_POINTS_ARE_SAME * 4.01f)
break; // can't be any more dups
uint32 OtherIndex = VertIndexAndZ[j].Index;
if (PointsEqual(InVertices[SrcIndex].Position, InVertices[OtherIndex].Position,/*bUseEpsilonCompare=*/ false))
{
IndexMap[SrcIndex] = FMath::Min(IndexMap[SrcIndex], OtherIndex);
IndexMap[OtherIndex] = FMath::Min(IndexMap[OtherIndex], SrcIndex);
}
}
}
// Build the depth-only index buffer by remapping all indices to the first overlapping
// vertex in the vertex buffer.
OutDepthIndices.Empty();
for (int32 SectionIndex = 0; SectionIndex < InSections.Num(); ++SectionIndex)
{
const FStaticMeshSection& Section = InSections[SectionIndex];
int32 FirstIndex = Section.FirstIndex;
int32 LastIndex = FirstIndex + Section.NumTriangles * 3;
for (int32 SrcIndex = FirstIndex; SrcIndex < LastIndex; ++SrcIndex)
{
uint32 VertIndex = InIndices[SrcIndex];
OutDepthIndices.Add(IndexMap[VertIndex]);
}
}
}
static float GetComparisonThreshold(FMeshBuildSettings const& BuildSettings)
{
return BuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f;
}
/*------------------------------------------------------------------------------
Static mesh building.
------------------------------------------------------------------------------*/
static FStaticMeshBuildVertex BuildStaticMeshVertex(FRawMesh const& RawMesh, int32 WedgeIndex, FVector BuildScale)
{
FStaticMeshBuildVertex Vertex;
Vertex.Position = GetPositionForWedge(RawMesh, WedgeIndex) * BuildScale;
const FMatrix ScaleMatrix = FScaleMatrix(BuildScale).Inverse().GetTransposed();
Vertex.TangentX = ScaleMatrix.TransformVector(RawMesh.WedgeTangentX[WedgeIndex]).GetSafeNormal();
Vertex.TangentY = ScaleMatrix.TransformVector(RawMesh.WedgeTangentY[WedgeIndex]).GetSafeNormal();
Vertex.TangentZ = ScaleMatrix.TransformVector(RawMesh.WedgeTangentZ[WedgeIndex]).GetSafeNormal();
if (RawMesh.WedgeColors.IsValidIndex(WedgeIndex))
{
Vertex.Color = RawMesh.WedgeColors[WedgeIndex];
}
else
{
Vertex.Color = FColor::White;
}
int32 NumTexCoords = FMath::Min<int32>(MAX_MESH_TEXTURE_COORDS, MAX_STATIC_TEXCOORDS);
for (int32 i = 0; i < NumTexCoords; ++i)
{
if (RawMesh.WedgeTexCoords[i].IsValidIndex(WedgeIndex))
{
Vertex.UVs[i] = RawMesh.WedgeTexCoords[i][WedgeIndex];
}
else
{
Vertex.UVs[i] = FVector2D(0.0f, 0.0f);
}
}
return Vertex;
}
static bool AreVerticesEqual(
FStaticMeshBuildVertex const& A,
FStaticMeshBuildVertex const& B,
float ComparisonThreshold
)
{
if (!PointsEqual(A.Position, B.Position, ComparisonThreshold)
|| !NormalsEqual(A.TangentX, B.TangentX)
|| !NormalsEqual(A.TangentY, B.TangentY)
|| !NormalsEqual(A.TangentZ, B.TangentZ)
|| A.Color != B.Color)
{
return false;
}
// UVs
for (int32 UVIndex = 0; UVIndex < MAX_STATIC_TEXCOORDS; UVIndex++)
{
if (!UVsEqual(A.UVs[UVIndex], B.UVs[UVIndex]))
{
return false;
}
}
return true;
}
void FMeshUtilities::BuildStaticMeshVertexAndIndexBuffers(
TArray<FStaticMeshBuildVertex>& OutVertices,
TArray<TArray<uint32> >& OutPerSectionIndices,
TArray<int32>& OutWedgeMap,
const FRawMesh& RawMesh,
const TMultiMap<int32, int32>& OverlappingCorners,
const TMap<uint32, uint32>& MaterialToSectionMapping,
float ComparisonThreshold,
FVector BuildScale,
int32 ImportVersion
)
{
TMap<int32, int32> FinalVerts;
TArray<int32> DupVerts;
int32 NumFaces = RawMesh.WedgeIndices.Num() / 3;
// Process each face, build vertex buffer and per-section index buffers.
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
int32 VertexIndices[3];
FVector CornerPositions[3];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerPositions[CornerIndex] = GetPositionForWedge(RawMesh, FaceIndex * 3 + CornerIndex);
}
// Don't process degenerate triangles.
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
{
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
OutWedgeMap.Add(INDEX_NONE);
}
continue;
}
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
int32 WedgeIndex = FaceIndex * 3 + CornerIndex;
FStaticMeshBuildVertex ThisVertex = BuildStaticMeshVertex(RawMesh, WedgeIndex, BuildScale);
DupVerts.Reset();
OverlappingCorners.MultiFind(WedgeIndex, DupVerts);
DupVerts.Sort();
int32 Index = INDEX_NONE;
for (int32 k = 0; k < DupVerts.Num(); k++)
{
if (DupVerts[k] >= WedgeIndex)
{
// the verts beyond me haven't been placed yet, so these duplicates are not relevant
break;
}
int32 *Location = FinalVerts.Find(DupVerts[k]);
if (Location != NULL
&& AreVerticesEqual(ThisVertex, OutVertices[*Location], ComparisonThreshold))
{
Index = *Location;
break;
}
}
if (Index == INDEX_NONE)
{
Index = OutVertices.Add(ThisVertex);
FinalVerts.Add(WedgeIndex, Index);
}
VertexIndices[CornerIndex] = Index;
}
// Reject degenerate triangles.
if (VertexIndices[0] == VertexIndices[1]
|| VertexIndices[1] == VertexIndices[2]
|| VertexIndices[0] == VertexIndices[2])
{
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
OutWedgeMap.Add(INDEX_NONE);
}
continue;
}
// Put the indices in the material index buffer.
uint32 SectionIndex = 0;
if (ImportVersion < RemoveStaticMeshSkinxxWorkflow)
{
SectionIndex = FMath::Clamp(RawMesh.FaceMaterialIndices[FaceIndex], 0, OutPerSectionIndices.Num() - 1);
}
else
{
SectionIndex = MaterialToSectionMapping.FindChecked(RawMesh.FaceMaterialIndices[FaceIndex]);
}
TArray<uint32>& SectionIndices = OutPerSectionIndices[SectionIndex];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
SectionIndices.Add(VertexIndices[CornerIndex]);
OutWedgeMap.Add(VertexIndices[CornerIndex]);
}
}
}
void FMeshUtilities::CacheOptimizeVertexAndIndexBuffer(
TArray<FStaticMeshBuildVertex>& Vertices,
TArray<TArray<uint32> >& PerSectionIndices,
TArray<int32>& WedgeMap
)
{
// Copy the vertices since we will be reordering them
TArray<FStaticMeshBuildVertex> OriginalVertices = Vertices;
// Initialize a cache that stores which indices have been assigned
TArray<int32> IndexCache;
IndexCache.AddUninitialized(Vertices.Num());
FMemory::Memset(IndexCache.GetData(), INDEX_NONE, IndexCache.Num() * IndexCache.GetTypeSize());
int32 NextAvailableIndex = 0;
// Iterate through the section index buffers,
// Optimizing index order for the post transform cache (minimizes the number of vertices transformed),
// And vertex order for the pre transform cache (minimizes the amount of vertex data fetched by the GPU).
for (int32 SectionIndex = 0; SectionIndex < PerSectionIndices.Num(); SectionIndex++)
{
TArray<uint32>& Indices = PerSectionIndices[SectionIndex];
if (Indices.Num())
{
// Optimize the index buffer for the post transform cache with.
CacheOptimizeIndexBuffer(Indices);
// Copy the index buffer since we will be reordering it
TArray<uint32> OriginalIndices = Indices;
// Go through the indices and assign them new values that are coherent where possible
for (int32 Index = 0; Index < Indices.Num(); Index++)
{
const int32 CachedIndex = IndexCache[OriginalIndices[Index]];
if (CachedIndex == INDEX_NONE)
{
// No new index has been allocated for this existing index, assign a new one
Indices[Index] = NextAvailableIndex;
// Mark what this index has been assigned to
IndexCache[OriginalIndices[Index]] = NextAvailableIndex;
NextAvailableIndex++;
}
else
{
// Reuse an existing index assignment
Indices[Index] = CachedIndex;
}
// Reorder the vertices based on the new index assignment
Vertices[Indices[Index]] = OriginalVertices[OriginalIndices[Index]];
}
}
}
for (int32 i = 0; i < WedgeMap.Num(); i++)
{
int32 MappedIndex = WedgeMap[i];
if (MappedIndex != INDEX_NONE)
{
WedgeMap[i] = IndexCache[MappedIndex];
}
}
}
class FStaticMeshUtilityBuilder
{
public:
FStaticMeshUtilityBuilder() : Stage(EStage::Uninit), NumValidLODs(0) {}
bool GatherSourceMeshesPerLOD(TArray<FStaticMeshSourceModel>& SourceModels, IMeshReduction* MeshReduction, ELightmapUVVersion LightmapUVVersion)
{
check(Stage == EStage::Uninit);
// Gather source meshes for each LOD.
for (int32 LODIndex = 0; LODIndex < SourceModels.Num(); ++LODIndex)
{
FStaticMeshSourceModel& SrcModel = SourceModels[LODIndex];
FRawMesh& RawMesh = *new(LODMeshes)FRawMesh;
TMultiMap<int32, int32>& OverlappingCorners = *new(LODOverlappingCorners)TMultiMap<int32, int32>;
if (!SrcModel.RawMeshBulkData->IsEmpty())
{
SrcModel.RawMeshBulkData->LoadRawMesh(RawMesh);
// Make sure the raw mesh is not irreparably malformed.
if (!RawMesh.IsValidOrFixable())
{
UE_LOG(LogMeshUtilities, Error, TEXT("Raw mesh is corrupt for LOD%d."), LODIndex);
return false;
}
LODBuildSettings[LODIndex] = SrcModel.BuildSettings;
float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[LODIndex]);
int32 NumWedges = RawMesh.WedgeIndices.Num();
// Find overlapping corners to accelerate adjacency.
FindOverlappingCorners(OverlappingCorners, RawMesh, ComparisonThreshold);
// Figure out if we should recompute normals and tangents.
bool bRecomputeNormals = SrcModel.BuildSettings.bRecomputeNormals || RawMesh.WedgeTangentZ.Num() != NumWedges;
bool bRecomputeTangents = SrcModel.BuildSettings.bRecomputeTangents || RawMesh.WedgeTangentX.Num() != NumWedges || RawMesh.WedgeTangentY.Num() != NumWedges;
// Dump normals and tangents if we are recomputing them.
if (bRecomputeTangents)
{
RawMesh.WedgeTangentX.Empty(NumWedges);
RawMesh.WedgeTangentX.AddZeroed(NumWedges);
RawMesh.WedgeTangentY.Empty(NumWedges);
RawMesh.WedgeTangentY.AddZeroed(NumWedges);
}
if (bRecomputeNormals)
{
RawMesh.WedgeTangentZ.Empty(NumWedges);
RawMesh.WedgeTangentZ.AddZeroed(NumWedges);
}
// Compute any missing tangents.
{
// Static meshes always blend normals of overlapping corners.
uint32 TangentOptions = ETangentOptions::BlendOverlappingNormals;
if (SrcModel.BuildSettings.bRemoveDegenerates)
{
// If removing degenerate triangles, ignore them when computing tangents.
TangentOptions |= ETangentOptions::IgnoreDegenerateTriangles;
}
//MikkTSpace should be use only when the user want to recompute the normals or tangents otherwise should always fallback on builtin
if (SrcModel.BuildSettings.bUseMikkTSpace && (SrcModel.BuildSettings.bRecomputeNormals || SrcModel.BuildSettings.bRecomputeTangents))
{
ComputeTangents_MikkTSpace(RawMesh, OverlappingCorners, TangentOptions);
}
else
{
ComputeTangents(RawMesh, OverlappingCorners, TangentOptions);
}
}
// At this point the mesh will have valid tangents.
check(RawMesh.WedgeTangentX.Num() == NumWedges);
check(RawMesh.WedgeTangentY.Num() == NumWedges);
check(RawMesh.WedgeTangentZ.Num() == NumWedges);
// Generate lightmap UVs
if (SrcModel.BuildSettings.bGenerateLightmapUVs)
{
if (RawMesh.WedgeTexCoords[SrcModel.BuildSettings.SrcLightmapIndex].Num() == 0)
{
SrcModel.BuildSettings.SrcLightmapIndex = 0;
}
FLayoutUV Packer(&RawMesh, SrcModel.BuildSettings.SrcLightmapIndex, SrcModel.BuildSettings.DstLightmapIndex, SrcModel.BuildSettings.MinLightmapResolution);
Packer.SetVersion(LightmapUVVersion);
Packer.FindCharts(OverlappingCorners);
bool bPackSuccess = Packer.FindBestPacking();
if (bPackSuccess)
{
Packer.CommitPackedUVs();
}
}
HasRawMesh[LODIndex] = true;
}
else if (LODIndex > 0 && MeshReduction)
{
// If a raw mesh is not explicitly provided, use the raw mesh of the
// next highest LOD.
RawMesh = LODMeshes[LODIndex - 1];
OverlappingCorners = LODOverlappingCorners[LODIndex - 1];
LODBuildSettings[LODIndex] = LODBuildSettings[LODIndex - 1];
HasRawMesh[LODIndex] = false;
}
}
check(LODMeshes.Num() == SourceModels.Num());
check(LODOverlappingCorners.Num() == SourceModels.Num());
// Bail if there is no raw mesh data from which to build a renderable mesh.
if (LODMeshes.Num() == 0 || LODMeshes[0].WedgeIndices.Num() == 0)
{
return false;
}
Stage = EStage::Gathered;
return true;
}
bool ReduceLODs(TArray<FStaticMeshSourceModel>& SourceModels, const FStaticMeshLODGroup& LODGroup, IMeshReduction* MeshReduction, bool& bOutWasReduced)
{
check(Stage == EStage::Gathered);
// Reduce each LOD mesh according to its reduction settings.
for (int32 LODIndex = 0; LODIndex < SourceModels.Num(); ++LODIndex)
{
const FStaticMeshSourceModel& SrcModel = SourceModels[LODIndex];
FMeshReductionSettings ReductionSettings = LODGroup.GetSettings(SrcModel.ReductionSettings, LODIndex);
LODMaxDeviation[NumValidLODs] = 0.0f;
if (LODIndex != NumValidLODs)
{
LODBuildSettings[NumValidLODs] = LODBuildSettings[LODIndex];
LODOverlappingCorners[NumValidLODs] = LODOverlappingCorners[LODIndex];
}
if (MeshReduction && (ReductionSettings.PercentTriangles < 1.0f || ReductionSettings.MaxDeviation > 0.0f))
{
FRawMesh& InMesh = LODMeshes[ReductionSettings.BaseLODModel];
FRawMesh& DestMesh = LODMeshes[NumValidLODs];
TMultiMap<int32, int32>& InOverlappingCorners = LODOverlappingCorners[ReductionSettings.BaseLODModel];
TMultiMap<int32, int32>& DestOverlappingCorners = LODOverlappingCorners[NumValidLODs];
MeshReduction->Reduce(DestMesh, LODMaxDeviation[NumValidLODs], InMesh, InOverlappingCorners, ReductionSettings);
if (DestMesh.WedgeIndices.Num() > 0 && !DestMesh.IsValid())
{
UE_LOG(LogMeshUtilities, Error, TEXT("Mesh reduction produced a corrupt mesh for LOD%d"), LODIndex);
return false;
}
bOutWasReduced = true;
// Recompute adjacency information.
DestOverlappingCorners.Reset();
float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[NumValidLODs]);
FindOverlappingCorners(DestOverlappingCorners, DestMesh, ComparisonThreshold);
}
if (LODMeshes[NumValidLODs].WedgeIndices.Num() > 0)
{
NumValidLODs++;
}
}
if (NumValidLODs < 1)
{
return false;
}
Stage = EStage::Reduce;
return true;
}
bool GenerateRenderingMeshes(FMeshUtilities& MeshUtilities, FStaticMeshRenderData& OutRenderData, TArray<FStaticMeshSourceModel>& InOutModels, int32 ImportVersion)
{
check(Stage == EStage::Reduce);
// Generate per-LOD rendering data.
OutRenderData.AllocateLODResources(NumValidLODs);
for (int32 LODIndex = 0; LODIndex < NumValidLODs; ++LODIndex)
{
FStaticMeshLODResources& LODModel = OutRenderData.LODResources[LODIndex];
FRawMesh& RawMesh = LODMeshes[LODIndex];
LODModel.MaxDeviation = LODMaxDeviation[LODIndex];
TArray<FStaticMeshBuildVertex> Vertices;
TArray<TArray<uint32> > PerSectionIndices;
TMap<uint32, uint32> MaterialToSectionMapping;
// Find out how many sections are in the mesh.
TArray<int32> MaterialIndices;
for ( const int32 MaterialIndex : RawMesh.FaceMaterialIndices )
{
// Find all unique material indices
MaterialIndices.AddUnique(MaterialIndex);
}
// Need X number of sections for X number of material indices
//for (const int32 MaterialIndex : MaterialIndices)
for ( int32 Index = 0; Index < MaterialIndices.Num(); ++Index)
{
const int32 MaterialIndex = MaterialIndices[Index];
FStaticMeshSection* Section = new(LODModel.Sections) FStaticMeshSection();
Section->MaterialIndex = MaterialIndex;
if (ImportVersion < RemoveStaticMeshSkinxxWorkflow)
{
MaterialToSectionMapping.Add(MaterialIndex, MaterialIndex);
}
else
{
MaterialToSectionMapping.Add(MaterialIndex, Index);
}
new(PerSectionIndices)TArray<uint32>;
}
// Build and cache optimize vertex and index buffers.
{
// TODO_STATICMESH: The wedge map is only valid for LODIndex 0 if no reduction has been performed.
// We can compute an approximate one instead for other LODs.
TArray<int32> TempWedgeMap;
TArray<int32>& WedgeMap = (LODIndex == 0 && InOutModels[0].ReductionSettings.PercentTriangles >= 1.0f) ? OutRenderData.WedgeMap : TempWedgeMap;
float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[LODIndex]);
MeshUtilities.BuildStaticMeshVertexAndIndexBuffers(Vertices, PerSectionIndices, WedgeMap, RawMesh, LODOverlappingCorners[LODIndex], MaterialToSectionMapping, ComparisonThreshold, LODBuildSettings[LODIndex].BuildScale3D, ImportVersion);
check(WedgeMap.Num() == RawMesh.WedgeIndices.Num());
if (RawMesh.WedgeIndices.Num() < 100000 * 3)
{
MeshUtilities.CacheOptimizeVertexAndIndexBuffer(Vertices, PerSectionIndices, WedgeMap);
check(WedgeMap.Num() == RawMesh.WedgeIndices.Num());
}
}
verifyf(Vertices.Num() != 0, TEXT("No valid vertices found for the mesh."));
// Initialize the vertex buffer.
int32 NumTexCoords = ComputeNumTexCoords(RawMesh, MAX_STATIC_TEXCOORDS);
LODModel.VertexBuffer.SetUseHighPrecisionTangentBasis(LODBuildSettings[LODIndex].bUseHighPrecisionTangentBasis);
LODModel.VertexBuffer.SetUseFullPrecisionUVs(LODBuildSettings[LODIndex].bUseFullPrecisionUVs);
LODModel.VertexBuffer.Init(Vertices, NumTexCoords);
LODModel.PositionVertexBuffer.Init(Vertices);
LODModel.ColorVertexBuffer.Init(Vertices);
// Concatenate the per-section index buffers.
TArray<uint32> CombinedIndices;
bool bNeeds32BitIndices = false;
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
FStaticMeshSection& Section = LODModel.Sections[SectionIndex];
TArray<uint32> const& SectionIndices = PerSectionIndices[SectionIndex];
Section.FirstIndex = 0;
Section.NumTriangles = 0;
Section.MinVertexIndex = 0;
Section.MaxVertexIndex = 0;
if (SectionIndices.Num())
{
Section.FirstIndex = CombinedIndices.Num();
Section.NumTriangles = SectionIndices.Num() / 3;
CombinedIndices.AddUninitialized(SectionIndices.Num());
uint32* DestPtr = &CombinedIndices[Section.FirstIndex];
uint32 const* SrcPtr = SectionIndices.GetData();
Section.MinVertexIndex = *SrcPtr;
Section.MaxVertexIndex = *SrcPtr;
for (int32 Index = 0; Index < SectionIndices.Num(); Index++)
{
uint32 VertIndex = *SrcPtr++;
bNeeds32BitIndices |= (VertIndex > MAX_uint16);
Section.MinVertexIndex = FMath::Min<uint32>(VertIndex, Section.MinVertexIndex);
Section.MaxVertexIndex = FMath::Max<uint32>(VertIndex, Section.MaxVertexIndex);
*DestPtr++ = VertIndex;
}
}
}
LODModel.IndexBuffer.SetIndices(CombinedIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
// Build the reversed index buffer.
if (InOutModels[0].BuildSettings.bBuildReversedIndexBuffer)
{
TArray<uint32> InversedIndices;
const int32 IndexCount = CombinedIndices.Num();
InversedIndices.AddUninitialized(IndexCount);
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); ++SectionIndex)
{
const FStaticMeshSection& SectionInfo = LODModel.Sections[SectionIndex];
const int32 SectionIndexCount = SectionInfo.NumTriangles * 3;
for (int32 i = 0; i < SectionIndexCount; ++i)
{
InversedIndices[SectionInfo.FirstIndex + i] = CombinedIndices[SectionInfo.FirstIndex + SectionIndexCount - 1 - i];
}
}
LODModel.ReversedIndexBuffer.SetIndices(InversedIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
}
// Build the depth-only index buffer.
TArray<uint32> DepthOnlyIndices;
{
BuildDepthOnlyIndexBuffer(
DepthOnlyIndices,
Vertices,
CombinedIndices,
LODModel.Sections
);
if (DepthOnlyIndices.Num() < 50000 * 3)
{
MeshUtilities.CacheOptimizeIndexBuffer(DepthOnlyIndices);
}
LODModel.DepthOnlyIndexBuffer.SetIndices(DepthOnlyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
}
// Build the inversed depth only index buffer.
if (InOutModels[0].BuildSettings.bBuildReversedIndexBuffer)
{
TArray<uint32> ReversedDepthOnlyIndices;
const int32 IndexCount = DepthOnlyIndices.Num();
ReversedDepthOnlyIndices.AddUninitialized(IndexCount);
for (int32 i = 0; i < IndexCount; ++i)
{
ReversedDepthOnlyIndices[i] = DepthOnlyIndices[IndexCount - 1 - i];
}
LODModel.ReversedDepthOnlyIndexBuffer.SetIndices(ReversedDepthOnlyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
}
// Build a list of wireframe edges in the static mesh.
{
TArray<FMeshEdge> Edges;
TArray<uint32> WireframeIndices;
FStaticMeshEdgeBuilder(CombinedIndices, Vertices, Edges).FindEdges();
WireframeIndices.Empty(2 * Edges.Num());
for (int32 EdgeIndex = 0; EdgeIndex < Edges.Num(); EdgeIndex++)
{
FMeshEdge& Edge = Edges[EdgeIndex];
WireframeIndices.Add(Edge.Vertices[0]);
WireframeIndices.Add(Edge.Vertices[1]);
}
LODModel.WireframeIndexBuffer.SetIndices(WireframeIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
}
// Build the adjacency index buffer used for tessellation.
if (InOutModels[0].BuildSettings.bBuildAdjacencyBuffer)
{
TArray<uint32> AdjacencyIndices;
BuildStaticAdjacencyIndexBuffer(
LODModel.PositionVertexBuffer,
LODModel.VertexBuffer,
CombinedIndices,
AdjacencyIndices
);
LODModel.AdjacencyIndexBuffer.SetIndices(AdjacencyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
}
}
// Copy the original material indices to fixup meshes before compacting of materials was done.
if (NumValidLODs > 0)
{
OutRenderData.MaterialIndexToImportIndex = LODMeshes[0].MaterialIndexToImportIndex;
}
// Calculate the bounding box.
FBox BoundingBox(ForceInit);
FPositionVertexBuffer& BasePositionVertexBuffer = OutRenderData.LODResources[0].PositionVertexBuffer;
for (uint32 VertexIndex = 0; VertexIndex < BasePositionVertexBuffer.GetNumVertices(); VertexIndex++)
{
BoundingBox += BasePositionVertexBuffer.VertexPosition(VertexIndex);
}
BoundingBox.GetCenterAndExtents(OutRenderData.Bounds.Origin, OutRenderData.Bounds.BoxExtent);
// Calculate the bounding sphere, using the center of the bounding box as the origin.
OutRenderData.Bounds.SphereRadius = 0.0f;
for (uint32 VertexIndex = 0; VertexIndex < BasePositionVertexBuffer.GetNumVertices(); VertexIndex++)
{
OutRenderData.Bounds.SphereRadius = FMath::Max(
(BasePositionVertexBuffer.VertexPosition(VertexIndex) - OutRenderData.Bounds.Origin).Size(),
OutRenderData.Bounds.SphereRadius
);
}
Stage = EStage::GenerateRendering;
return true;
}
bool ReplaceRawMeshModels(TArray<FStaticMeshSourceModel>& SourceModels)
{
check(Stage == EStage::Reduce);
check(HasRawMesh[0]);
check(SourceModels.Num() >= NumValidLODs);
bool bDirty = false;
for (int32 Index = 1; Index < NumValidLODs; ++Index)
{
if (!HasRawMesh[Index])
{
SourceModels[Index].RawMeshBulkData->SaveRawMesh(LODMeshes[Index]);
bDirty = true;
}
}
Stage = EStage::ReplaceRaw;
return true;
}
private:
enum class EStage
{
Uninit,
Gathered,
Reduce,
GenerateRendering,
ReplaceRaw,
};
EStage Stage;
int32 NumValidLODs;
TIndirectArray<FRawMesh> LODMeshes;
TIndirectArray<TMultiMap<int32, int32> > LODOverlappingCorners;
float LODMaxDeviation[MAX_STATIC_MESH_LODS];
FMeshBuildSettings LODBuildSettings[MAX_STATIC_MESH_LODS];
bool HasRawMesh[MAX_STATIC_MESH_LODS];
};
bool FMeshUtilities::BuildStaticMesh(FStaticMeshRenderData& OutRenderData, TArray<FStaticMeshSourceModel>& SourceModels, const FStaticMeshLODGroup& LODGroup, int32 LightmapUVVersion, int32 ImportVersion)
{
FStaticMeshUtilityBuilder Builder;
if (!Builder.GatherSourceMeshesPerLOD(SourceModels, StaticMeshReduction, (ELightmapUVVersion)LightmapUVVersion))
{
return false;
}
bool bWasReduced = false;
if (!Builder.ReduceLODs(SourceModels, LODGroup, StaticMeshReduction, bWasReduced))
{
return false;
}
return Builder.GenerateRenderingMeshes(*this, OutRenderData, SourceModels, ImportVersion);
}
bool FMeshUtilities::GenerateStaticMeshLODs(TArray<FStaticMeshSourceModel>& Models, const FStaticMeshLODGroup& LODGroup, int32 LightmapUVVersion)
{
FStaticMeshUtilityBuilder Builder;
if (!Builder.GatherSourceMeshesPerLOD(Models, StaticMeshReduction, (ELightmapUVVersion)LightmapUVVersion))
{
return false;
}
bool bWasReduced = false;
if (!Builder.ReduceLODs(Models, LODGroup, StaticMeshReduction, bWasReduced))
{
return false;
}
if (bWasReduced)
{
return Builder.ReplaceRawMeshModels(Models);
}
return false;
}
class IMeshBuildData
{
public:
virtual uint32 GetWedgeIndex(uint32 FaceIndex, uint32 TriIndex) = 0;
virtual uint32 GetVertexIndex(uint32 WedgeIndex) = 0;
virtual uint32 GetVertexIndex(uint32 FaceIndex, uint32 TriIndex) = 0;
virtual FVector GetVertexPosition(uint32 WedgeIndex) = 0;
virtual FVector GetVertexPosition(uint32 FaceIndex, uint32 TriIndex) = 0;
virtual FVector2D GetVertexUV(uint32 FaceIndex, uint32 TriIndex, uint32 UVIndex) = 0;
virtual uint32 GetFaceSmoothingGroups(uint32 FaceIndex) = 0;
virtual uint32 GetNumFaces() = 0;
virtual uint32 GetNumWedges() = 0;
virtual TArray<FVector>& GetTangentArray(uint32 Axis) = 0;
virtual void ValidateTangentArraySize() = 0;
virtual SMikkTSpaceInterface* GetMikkTInterface() = 0;
virtual void* GetMikkTUserData() = 0;
const IMeshUtilities::MeshBuildOptions& BuildOptions;
TArray<FText>* OutWarningMessages;
TArray<FName>* OutWarningNames;
bool bTooManyVerts;
protected:
IMeshBuildData(
const IMeshUtilities::MeshBuildOptions& InBuildOptions,
TArray<FText>* InWarningMessages,
TArray<FName>* InWarningNames)
: BuildOptions(InBuildOptions)
, OutWarningMessages(InWarningMessages)
, OutWarningNames(InWarningNames)
, bTooManyVerts(false)
{
}
};
class SkeletalMeshBuildData : public IMeshBuildData
{
public:
SkeletalMeshBuildData(
FStaticLODModel& InLODModel,
const FReferenceSkeleton& InRefSkeleton,
const TArray<FVertInfluence>& InInfluences,
const TArray<FMeshWedge>& InWedges,
const TArray<FMeshFace>& InFaces,
const TArray<FVector>& InPoints,
const TArray<int32>& InPointToOriginalMap,
const IMeshUtilities::MeshBuildOptions& InBuildOptions,
TArray<FText>* InWarningMessages,
TArray<FName>* InWarningNames)
: IMeshBuildData(InBuildOptions, InWarningMessages, InWarningNames)
, MikkTUserData(InWedges, InFaces, InPoints, InBuildOptions.bComputeNormals, TangentX, TangentY, TangentZ)
, LODModel(InLODModel)
, RefSkeleton(InRefSkeleton)
, Influences(InInfluences)
, Wedges(InWedges)
, Faces(InFaces)
, Points(InPoints)
, PointToOriginalMap(InPointToOriginalMap)
{
MikkTInterface.m_getNormal = MikkGetNormal_Skeletal;
MikkTInterface.m_getNumFaces = MikkGetNumFaces_Skeletal;
MikkTInterface.m_getNumVerticesOfFace = MikkGetNumVertsOfFace_Skeletal;
MikkTInterface.m_getPosition = MikkGetPosition_Skeletal;
MikkTInterface.m_getTexCoord = MikkGetTexCoord_Skeletal;
MikkTInterface.m_setTSpaceBasic = MikkSetTSpaceBasic_Skeletal;
MikkTInterface.m_setTSpace = nullptr;
}
virtual uint32 GetWedgeIndex(uint32 FaceIndex, uint32 TriIndex) override
{
return Faces[FaceIndex].iWedge[TriIndex];
}
virtual uint32 GetVertexIndex(uint32 WedgeIndex) override
{
return Wedges[WedgeIndex].iVertex;
}
virtual uint32 GetVertexIndex(uint32 FaceIndex, uint32 TriIndex) override
{
return Wedges[Faces[FaceIndex].iWedge[TriIndex]].iVertex;
}
virtual FVector GetVertexPosition(uint32 WedgeIndex) override
{
return Points[Wedges[WedgeIndex].iVertex];
}
virtual FVector GetVertexPosition(uint32 FaceIndex, uint32 TriIndex) override
{
return Points[Wedges[Faces[FaceIndex].iWedge[TriIndex]].iVertex];
}
virtual FVector2D GetVertexUV(uint32 FaceIndex, uint32 TriIndex, uint32 UVIndex) override
{
return Wedges[Faces[FaceIndex].iWedge[TriIndex]].UVs[UVIndex];
}
virtual uint32 GetFaceSmoothingGroups(uint32 FaceIndex)
{
return Faces[FaceIndex].SmoothingGroups;
}
virtual uint32 GetNumFaces() override
{
return Faces.Num();
}
virtual uint32 GetNumWedges() override
{
return Wedges.Num();
}
virtual TArray<FVector>& GetTangentArray(uint32 Axis) override
{
if (Axis == 0)
{
return TangentX;
}
else if (Axis == 1)
{
return TangentY;
}
return TangentZ;
}
virtual void ValidateTangentArraySize() override
{
check(TangentX.Num() == Wedges.Num());
check(TangentY.Num() == Wedges.Num());
check(TangentZ.Num() == Wedges.Num());
}
virtual SMikkTSpaceInterface* GetMikkTInterface() override
{
return &MikkTInterface;
}
virtual void* GetMikkTUserData() override
{
return (void*)&MikkTUserData;
}
TArray<FVector> TangentX;
TArray<FVector> TangentY;
TArray<FVector> TangentZ;
TArray<FSkinnedMeshChunk*> Chunks;
SMikkTSpaceInterface MikkTInterface;
MikkTSpace_Skeletal_Mesh MikkTUserData;
FStaticLODModel& LODModel;
const FReferenceSkeleton& RefSkeleton;
const TArray<FVertInfluence>& Influences;
const TArray<FMeshWedge>& Wedges;
const TArray<FMeshFace>& Faces;
const TArray<FVector>& Points;
const TArray<int32>& PointToOriginalMap;
};
class FSkeletalMeshUtilityBuilder
{
public:
FSkeletalMeshUtilityBuilder()
: Stage(EStage::Uninit)
{
}
public:
void Skeletal_FindOverlappingCorners(
TMultiMap<int32, int32>& OutOverlappingCorners,
IMeshBuildData* BuildData,
float ComparisonThreshold
)
{
int32 NumFaces = BuildData->GetNumFaces();
int32 NumWedges = BuildData->GetNumWedges();
check(NumFaces * 3 <= NumWedges);
// Create a list of vertex Z/index pairs
TArray<FIndexAndZ> VertIndexAndZ;
VertIndexAndZ.Empty(NumWedges);
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
for (int32 TriIndex = 0; TriIndex < 3; ++TriIndex)
{
uint32 Index = BuildData->GetWedgeIndex(FaceIndex, TriIndex);
new(VertIndexAndZ)FIndexAndZ(Index, BuildData->GetVertexPosition(Index));
}
}
// Sort the vertices by z value
VertIndexAndZ.Sort(FCompareIndexAndZ());
// Search for duplicates, quickly!
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
{
// only need to search forward, since we add pairs both ways
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
{
if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > ComparisonThreshold)
break; // can't be any more dups
FVector PositionA = BuildData->GetVertexPosition(VertIndexAndZ[i].Index);
FVector PositionB = BuildData->GetVertexPosition(VertIndexAndZ[j].Index);
if (PointsEqual(PositionA, PositionB, ComparisonThreshold))
{
OutOverlappingCorners.Add(VertIndexAndZ[i].Index, VertIndexAndZ[j].Index);
OutOverlappingCorners.Add(VertIndexAndZ[j].Index, VertIndexAndZ[i].Index);
}
}
}
}
void Skeletal_ComputeTriangleTangents(
TArray<FVector>& TriangleTangentX,
TArray<FVector>& TriangleTangentY,
TArray<FVector>& TriangleTangentZ,
IMeshBuildData* BuildData,
float ComparisonThreshold
)
{
int32 NumTriangles = BuildData->GetNumFaces();
TriangleTangentX.Empty(NumTriangles);
TriangleTangentY.Empty(NumTriangles);
TriangleTangentZ.Empty(NumTriangles);
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
{
const int32 UVIndex = 0;
FVector P[3];
for (int32 i = 0; i < 3; ++i)
{
P[i] = BuildData->GetVertexPosition(TriangleIndex, i);
}
const FVector Normal = ((P[1] - P[2]) ^ (P[0] - P[2])).GetSafeNormal(ComparisonThreshold);
FMatrix ParameterToLocal(
FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0),
FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0),
FPlane(P[0].X, P[0].Y, P[0].Z, 0),
FPlane(0, 0, 0, 1)
);
FVector2D T1 = BuildData->GetVertexUV(TriangleIndex, 0, UVIndex);
FVector2D T2 = BuildData->GetVertexUV(TriangleIndex, 1, UVIndex);
FVector2D T3 = BuildData->GetVertexUV(TriangleIndex, 2, UVIndex);
FMatrix ParameterToTexture(
FPlane(T2.X - T1.X, T2.Y - T1.Y, 0, 0),
FPlane(T3.X - T1.X, T3.Y - T1.Y, 0, 0),
FPlane(T1.X, T1.Y, 1, 0),
FPlane(0, 0, 0, 1)
);
// Use InverseSlow to catch singular matrices. Inverse can miss this sometimes.
const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
TriangleTangentX.Add(TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal());
TriangleTangentY.Add(TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal());
TriangleTangentZ.Add(Normal);
FVector::CreateOrthonormalBasis(
TriangleTangentX[TriangleIndex],
TriangleTangentY[TriangleIndex],
TriangleTangentZ[TriangleIndex]
);
}
}
void Skeletal_ComputeTangents(
IMeshBuildData* BuildData,
TMultiMap<int32, int32> const& OverlappingCorners
)
{
bool bBlendOverlappingNormals = true;
bool bIgnoreDegenerateTriangles = BuildData->BuildOptions.bRemoveDegenerateTriangles;
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
// Compute per-triangle tangents.
TArray<FVector> TriangleTangentX;
TArray<FVector> TriangleTangentY;
TArray<FVector> TriangleTangentZ;
Skeletal_ComputeTriangleTangents(
TriangleTangentX,
TriangleTangentY,
TriangleTangentZ,
BuildData,
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
);
TArray<FVector>& WedgeTangentX = BuildData->GetTangentArray(0);
TArray<FVector>& WedgeTangentY = BuildData->GetTangentArray(1);
TArray<FVector>& WedgeTangentZ = BuildData->GetTangentArray(2);
// Declare these out here to avoid reallocations.
TArray<FFanFace> RelevantFacesForCorner[3];
TArray<int32> AdjacentFaces;
TArray<int32> DupVerts;
int32 NumFaces = BuildData->GetNumFaces();
int32 NumWedges = BuildData->GetNumWedges();
check(NumFaces * 3 <= NumWedges);
// Allocate storage for tangents if none were provided.
if (WedgeTangentX.Num() != NumWedges)
{
WedgeTangentX.Empty(NumWedges);
WedgeTangentX.AddZeroed(NumWedges);
}
if (WedgeTangentY.Num() != NumWedges)
{
WedgeTangentY.Empty(NumWedges);
WedgeTangentY.AddZeroed(NumWedges);
}
if (WedgeTangentZ.Num() != NumWedges)
{
WedgeTangentZ.Empty(NumWedges);
WedgeTangentZ.AddZeroed(NumWedges);
}
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
int32 WedgeOffset = FaceIndex * 3;
FVector CornerPositions[3];
FVector CornerTangentX[3];
FVector CornerTangentY[3];
FVector CornerTangentZ[3];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerTangentX[CornerIndex] = FVector::ZeroVector;
CornerTangentY[CornerIndex] = FVector::ZeroVector;
CornerTangentZ[CornerIndex] = FVector::ZeroVector;
CornerPositions[CornerIndex] = BuildData->GetVertexPosition(FaceIndex, CornerIndex);
RelevantFacesForCorner[CornerIndex].Reset();
}
// Don't process degenerate triangles.
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
{
continue;
}
// No need to process triangles if tangents already exist.
bool bCornerHasTangents[3] = { 0 };
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
bCornerHasTangents[CornerIndex] = !WedgeTangentX[WedgeOffset + CornerIndex].IsZero()
&& !WedgeTangentY[WedgeOffset + CornerIndex].IsZero()
&& !WedgeTangentZ[WedgeOffset + CornerIndex].IsZero();
}
if (bCornerHasTangents[0] && bCornerHasTangents[1] && bCornerHasTangents[2])
{
continue;
}
// Calculate smooth vertex normals.
float Determinant = FVector::Triple(
TriangleTangentX[FaceIndex],
TriangleTangentY[FaceIndex],
TriangleTangentZ[FaceIndex]
);
// Start building a list of faces adjacent to this face.
AdjacentFaces.Reset();
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
DupVerts.Reset();
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
for (int32 k = 0; k < DupVerts.Num(); k++)
{
AdjacentFaces.AddUnique(DupVerts[k] / 3);
}
}
// We need to sort these here because the criteria for point equality is
// exact, so we must ensure the exact same order for all dups.
AdjacentFaces.Sort();
// Process adjacent faces
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
{
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
{
if (bCornerHasTangents[OurCornerIndex])
continue;
FFanFace NewFanFace;
int32 CommonIndexCount = 0;
// Check for vertices in common.
if (FaceIndex == OtherFaceIndex)
{
CommonIndexCount = 3;
NewFanFace.LinkedVertexIndex = OurCornerIndex;
}
else
{
// Check matching vertices against main vertex .
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
if (PointsEqual(
CornerPositions[OurCornerIndex],
BuildData->GetVertexPosition(OtherFaceIndex, OtherCornerIndex),
ComparisonThreshold
))
{
CommonIndexCount++;
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
}
}
}
// Add if connected by at least one point. Smoothing matches are considered later.
if (CommonIndexCount > 0)
{
NewFanFace.FaceIndex = OtherFaceIndex;
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
NewFanFace.bBlendTangents = NewFanFace.bFilled;
NewFanFace.bBlendNormals = NewFanFace.bFilled;
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
}
}
}
// Find true relevance of faces for a vertex normal by traversing
// smoothing-group-compatible connected triangle fans around common vertices.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasTangents[CornerIndex])
continue;
int32 NewConnections;
do
{
NewConnections = 0;
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
{
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
// The vertex' own face is initially the only face with bFilled == true.
if (OtherFace.bFilled)
{
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
{
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
{
if (NextFaceIndex != OtherFaceIdx)
//&& (RawMesh.FaceSmoothingMasks[NextFace.FaceIndex] & RawMesh.FaceSmoothingMasks[OtherFace.FaceIndex]))
{
int32 CommonVertices = 0;
int32 CommonTangentVertices = 0;
int32 CommonNormalVertices = 0;
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
{
int32 NextVertexIndex = BuildData->GetVertexIndex(NextFace.FaceIndex, NextCornerIndex);
int32 OtherVertexIndex = BuildData->GetVertexIndex(OtherFace.FaceIndex, OtherCornerIndex);
if (PointsEqual(
BuildData->GetVertexPosition(NextFace.FaceIndex, NextCornerIndex),
BuildData->GetVertexPosition(OtherFace.FaceIndex, OtherCornerIndex),
ComparisonThreshold))
{
CommonVertices++;
if (UVsEqual(
BuildData->GetVertexUV(NextFace.FaceIndex, NextCornerIndex, 0),
BuildData->GetVertexUV(OtherFace.FaceIndex, OtherCornerIndex, 0)))
{
CommonTangentVertices++;
}
if (bBlendOverlappingNormals
|| NextVertexIndex == OtherVertexIndex)
{
CommonNormalVertices++;
}
}
}
}
// Flood fill faces with more than one common vertices which must be touching edges.
if (CommonVertices > 1)
{
NextFace.bFilled = true;
NextFace.bBlendNormals = (CommonNormalVertices > 1);
NewConnections++;
// Only blend tangents if there is no UV seam along the edge with this face.
if (OtherFace.bBlendTangents && CommonTangentVertices > 1)
{
float OtherDeterminant = FVector::Triple(
TriangleTangentX[NextFace.FaceIndex],
TriangleTangentY[NextFace.FaceIndex],
TriangleTangentZ[NextFace.FaceIndex]
);
if ((Determinant * OtherDeterminant) > 0.0f)
{
NextFace.bBlendTangents = true;
}
}
}
}
}
}
}
}
}
while (NewConnections > 0);
}
// Vertex normal construction.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasTangents[CornerIndex])
{
CornerTangentX[CornerIndex] = WedgeTangentX[WedgeOffset + CornerIndex];
CornerTangentY[CornerIndex] = WedgeTangentY[WedgeOffset + CornerIndex];
CornerTangentZ[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
}
else
{
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
{
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
if (RelevantFace.bFilled)
{
int32 OtherFaceIndex = RelevantFace.FaceIndex;
if (RelevantFace.bBlendTangents)
{
CornerTangentX[CornerIndex] += TriangleTangentX[OtherFaceIndex];
CornerTangentY[CornerIndex] += TriangleTangentY[OtherFaceIndex];
}
if (RelevantFace.bBlendNormals)
{
CornerTangentZ[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
}
}
}
if (!WedgeTangentX[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentX[CornerIndex] = WedgeTangentX[WedgeOffset + CornerIndex];
}
if (!WedgeTangentY[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentY[CornerIndex] = WedgeTangentY[WedgeOffset + CornerIndex];
}
if (!WedgeTangentZ[WedgeOffset + CornerIndex].IsZero())
{
CornerTangentZ[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
}
}
}
// Normalization.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerTangentX[CornerIndex].Normalize();
CornerTangentY[CornerIndex].Normalize();
CornerTangentZ[CornerIndex].Normalize();
// Gram-Schmidt orthogonalization
CornerTangentY[CornerIndex] -= CornerTangentX[CornerIndex] * (CornerTangentX[CornerIndex] | CornerTangentY[CornerIndex]);
CornerTangentY[CornerIndex].Normalize();
CornerTangentX[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentX[CornerIndex]);
CornerTangentX[CornerIndex].Normalize();
CornerTangentY[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentY[CornerIndex]);
CornerTangentY[CornerIndex].Normalize();
}
// Copy back to the mesh.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
WedgeTangentX[WedgeOffset + CornerIndex] = CornerTangentX[CornerIndex];
WedgeTangentY[WedgeOffset + CornerIndex] = CornerTangentY[CornerIndex];
WedgeTangentZ[WedgeOffset + CornerIndex] = CornerTangentZ[CornerIndex];
}
}
check(WedgeTangentX.Num() == NumWedges);
check(WedgeTangentY.Num() == NumWedges);
check(WedgeTangentZ.Num() == NumWedges);
}
void Skeletal_ComputeTangents_MikkTSpace(
IMeshBuildData* BuildData,
TMultiMap<int32, int32> const& OverlappingCorners
)
{
bool bBlendOverlappingNormals = true;
bool bIgnoreDegenerateTriangles = BuildData->BuildOptions.bRemoveDegenerateTriangles;
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
// Compute per-triangle tangents.
TArray<FVector> TriangleTangentX;
TArray<FVector> TriangleTangentY;
TArray<FVector> TriangleTangentZ;
Skeletal_ComputeTriangleTangents(
TriangleTangentX,
TriangleTangentY,
TriangleTangentZ,
BuildData,
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
);
TArray<FVector>& WedgeTangentX = BuildData->GetTangentArray(0);
TArray<FVector>& WedgeTangentY = BuildData->GetTangentArray(1);
TArray<FVector>& WedgeTangentZ = BuildData->GetTangentArray(2);
// Declare these out here to avoid reallocations.
TArray<FFanFace> RelevantFacesForCorner[3];
TArray<int32> AdjacentFaces;
TArray<int32> DupVerts;
int32 NumFaces = BuildData->GetNumFaces();
int32 NumWedges = BuildData->GetNumWedges();
check(NumFaces * 3 == NumWedges);
bool bWedgeNormals = true;
bool bWedgeTSpace = false;
for (int32 WedgeIdx = 0; WedgeIdx < WedgeTangentZ.Num(); ++WedgeIdx)
{
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
bWedgeNormals = bWedgeNormals && (!WedgeTangentZ[WedgeIdx].IsNearlyZero());
}
if (WedgeTangentX.Num() > 0 && WedgeTangentY.Num() > 0)
{
bWedgeTSpace = true;
for (int32 WedgeIdx = 0; WedgeIdx < WedgeTangentX.Num()
&& WedgeIdx < WedgeTangentY.Num(); ++WedgeIdx)
{
bWedgeTSpace = bWedgeTSpace && (!WedgeTangentX[WedgeIdx].IsNearlyZero()) && (!WedgeTangentY[WedgeIdx].IsNearlyZero());
}
}
// Allocate storage for tangents if none were provided, and calculate normals for MikkTSpace.
if (WedgeTangentZ.Num() != NumWedges || !bWedgeNormals)
{
// normals are not included, so we should calculate them
WedgeTangentZ.Empty(NumWedges);
WedgeTangentZ.AddZeroed(NumWedges);
// we need to calculate normals for MikkTSpace
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
{
int32 WedgeOffset = FaceIndex * 3;
FVector CornerPositions[3];
FVector CornerNormal[3];
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerNormal[CornerIndex] = FVector::ZeroVector;
CornerPositions[CornerIndex] = BuildData->GetVertexPosition(FaceIndex, CornerIndex);
RelevantFacesForCorner[CornerIndex].Reset();
}
// Don't process degenerate triangles.
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
{
continue;
}
// No need to process triangles if tangents already exist.
bool bCornerHasNormal[3] = { 0 };
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
bCornerHasNormal[CornerIndex] = !WedgeTangentZ[WedgeOffset + CornerIndex].IsZero();
}
if (bCornerHasNormal[0] && bCornerHasNormal[1] && bCornerHasNormal[2])
{
continue;
}
// Start building a list of faces adjacent to this face.
AdjacentFaces.Reset();
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
DupVerts.Reset();
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
for (int32 k = 0; k < DupVerts.Num(); k++)
{
AdjacentFaces.AddUnique(DupVerts[k] / 3);
}
}
// We need to sort these here because the criteria for point equality is
// exact, so we must ensure the exact same order for all dups.
AdjacentFaces.Sort();
// Process adjacent faces
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
{
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
{
if (bCornerHasNormal[OurCornerIndex])
continue;
FFanFace NewFanFace;
int32 CommonIndexCount = 0;
// Check for vertices in common.
if (FaceIndex == OtherFaceIndex)
{
CommonIndexCount = 3;
NewFanFace.LinkedVertexIndex = OurCornerIndex;
}
else
{
// Check matching vertices against main vertex .
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
if (PointsEqual(
CornerPositions[OurCornerIndex],
BuildData->GetVertexPosition(OtherFaceIndex, OtherCornerIndex),
ComparisonThreshold
))
{
CommonIndexCount++;
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
}
}
}
// Add if connected by at least one point. Smoothing matches are considered later.
if (CommonIndexCount > 0)
{
NewFanFace.FaceIndex = OtherFaceIndex;
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
NewFanFace.bBlendTangents = NewFanFace.bFilled;
NewFanFace.bBlendNormals = NewFanFace.bFilled;
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
}
}
}
// Find true relevance of faces for a vertex normal by traversing
// smoothing-group-compatible connected triangle fans around common vertices.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasNormal[CornerIndex])
continue;
int32 NewConnections;
do
{
NewConnections = 0;
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
{
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
// The vertex' own face is initially the only face with bFilled == true.
if (OtherFace.bFilled)
{
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
{
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
{
if ((NextFaceIndex != OtherFaceIdx)
&& (BuildData->GetFaceSmoothingGroups(NextFace.FaceIndex) & BuildData->GetFaceSmoothingGroups(OtherFace.FaceIndex)))
{
int32 CommonVertices = 0;
int32 CommonNormalVertices = 0;
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
{
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
{
int32 NextVertexIndex = BuildData->GetVertexIndex(NextFace.FaceIndex, NextCornerIndex);
int32 OtherVertexIndex = BuildData->GetVertexIndex(OtherFace.FaceIndex, OtherCornerIndex);
if (PointsEqual(
BuildData->GetVertexPosition(NextFace.FaceIndex, NextCornerIndex),
BuildData->GetVertexPosition(OtherFace.FaceIndex, OtherCornerIndex),
ComparisonThreshold))
{
CommonVertices++;
if (bBlendOverlappingNormals
|| NextVertexIndex == OtherVertexIndex)
{
CommonNormalVertices++;
}
}
}
}
// Flood fill faces with more than one common vertices which must be touching edges.
if (CommonVertices > 1)
{
NextFace.bFilled = true;
NextFace.bBlendNormals = (CommonNormalVertices > 1);
NewConnections++;
}
}
}
}
}
}
}
while (NewConnections > 0);
}
// Vertex normal construction.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
if (bCornerHasNormal[CornerIndex])
{
CornerNormal[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
}
else
{
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
{
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
if (RelevantFace.bFilled)
{
int32 OtherFaceIndex = RelevantFace.FaceIndex;
if (RelevantFace.bBlendNormals)
{
CornerNormal[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
}
}
}
if (!WedgeTangentZ[WedgeOffset + CornerIndex].IsZero())
{
CornerNormal[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
}
}
}
// Normalization.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
CornerNormal[CornerIndex].Normalize();
}
// Copy back to the mesh.
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
{
WedgeTangentZ[WedgeOffset + CornerIndex] = CornerNormal[CornerIndex];
}
}
}
if (WedgeTangentX.Num() != NumWedges)
{
WedgeTangentX.Empty(NumWedges);
WedgeTangentX.AddZeroed(NumWedges);
}
if (WedgeTangentY.Num() != NumWedges)
{
WedgeTangentY.Empty(NumWedges);
WedgeTangentY.AddZeroed(NumWedges);
}
//if (!bWedgeTSpace)
{
// we can use mikktspace to calculate the tangents
SMikkTSpaceContext MikkTContext;
MikkTContext.m_pInterface = BuildData->GetMikkTInterface();
MikkTContext.m_pUserData = BuildData->GetMikkTUserData();
//MikkTContext.m_bIgnoreDegenerates = bIgnoreDegenerateTriangles;
genTangSpaceDefault(&MikkTContext);
}
check(WedgeTangentX.Num() == NumWedges);
check(WedgeTangentY.Num() == NumWedges);
check(WedgeTangentZ.Num() == NumWedges);
}
bool PrepareSourceMesh(IMeshBuildData* BuildData)
{
check(Stage == EStage::Uninit);
BeginSlowTask();
TMultiMap<int32, int32>& OverlappingCorners = *new(LODOverlappingCorners)TMultiMap<int32, int32>;
float ComparisonThreshold = THRESH_POINTS_ARE_SAME;//GetComparisonThreshold(LODBuildSettings[LODIndex]);
int32 NumWedges = BuildData->GetNumWedges();
// Find overlapping corners to accelerate adjacency.
Skeletal_FindOverlappingCorners(OverlappingCorners, BuildData, ComparisonThreshold);
// Figure out if we should recompute normals and tangents.
bool bRecomputeNormals = BuildData->BuildOptions.bComputeNormals;
bool bRecomputeTangents = BuildData->BuildOptions.bComputeTangents;
// Dump normals and tangents if we are recomputing them.
if (bRecomputeTangents)
{
TArray<FVector>& TangentX = BuildData->GetTangentArray(0);
TArray<FVector>& TangentY = BuildData->GetTangentArray(1);
TangentX.Empty(NumWedges);
TangentX.AddZeroed(NumWedges);
TangentY.Empty(NumWedges);
TangentY.AddZeroed(NumWedges);
}
if (bRecomputeNormals)
{
TArray<FVector>& TangentZ = BuildData->GetTangentArray(2);
TangentZ.Empty(NumWedges);
TangentZ.AddZeroed(NumWedges);
}
// Compute any missing tangents. MikkTSpace should be use only when the user want to recompute the normals or tangents otherwise should always fallback on builtin
if (BuildData->BuildOptions.bUseMikkTSpace && (BuildData->BuildOptions.bComputeNormals || BuildData->BuildOptions.bComputeTangents))
{
Skeletal_ComputeTangents_MikkTSpace(BuildData, OverlappingCorners);
}
else
{
Skeletal_ComputeTangents(BuildData, OverlappingCorners);
}
// At this point the mesh will have valid tangents.
BuildData->ValidateTangentArraySize();
check(LODOverlappingCorners.Num() == 1);
EndSlowTask();
Stage = EStage::Prepared;
return true;
}
bool GenerateSkeletalRenderMesh(IMeshBuildData* InBuildData)
{
check(Stage == EStage::Prepared);
SkeletalMeshBuildData& BuildData = *(SkeletalMeshBuildData*)InBuildData;
BeginSlowTask();
// Find wedge influences.
TArray<int32> WedgeInfluenceIndices;
TMap<uint32, uint32> VertexIndexToInfluenceIndexMap;
for (uint32 LookIdx = 0; LookIdx < (uint32)BuildData.Influences.Num(); LookIdx++)
{
// Order matters do not allow the map to overwrite an existing value.
if (!VertexIndexToInfluenceIndexMap.Find(BuildData.Influences[LookIdx].VertIndex))
{
VertexIndexToInfluenceIndexMap.Add(BuildData.Influences[LookIdx].VertIndex, LookIdx);
}
}
for (int32 WedgeIndex = 0; WedgeIndex < BuildData.Wedges.Num(); WedgeIndex++)
{
uint32* InfluenceIndex = VertexIndexToInfluenceIndexMap.Find(BuildData.Wedges[WedgeIndex].iVertex);
if (InfluenceIndex)
{
WedgeInfluenceIndices.Add(*InfluenceIndex);
}
else
{
// we have missing influence vert, we weight to root
WedgeInfluenceIndices.Add(0);
// add warning message
if (BuildData.OutWarningMessages)
{
BuildData.OutWarningMessages->Add(FText::Format(FText::FromString("Missing influence on vert {0}. Weighting it to root."), FText::FromString(FString::FromInt(BuildData.Wedges[WedgeIndex].iVertex))));
if (BuildData.OutWarningNames)
{
BuildData.OutWarningNames->Add(FFbxErrors::SkeletalMesh_VertMissingInfluences);
}
}
}
}
check(BuildData.Wedges.Num() == WedgeInfluenceIndices.Num());
TArray<FSkeletalMeshVertIndexAndZ> VertIndexAndZ;
TArray<FSoftSkinBuildVertex> RawVertices;
VertIndexAndZ.Empty(BuildData.Points.Num());
RawVertices.Reserve(BuildData.Points.Num());
for (int32 FaceIndex = 0; FaceIndex < BuildData.Faces.Num(); FaceIndex++)
{
// Only update the status progress bar if we are in the game thread and every thousand faces.
// Updating status is extremely slow
if (FaceIndex % 5000 == 0)
{
UpdateSlowTask(FaceIndex, BuildData.Faces.Num());
}
const FMeshFace& Face = BuildData.Faces[FaceIndex];
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
FSoftSkinBuildVertex Vertex;
const uint32 WedgeIndex = BuildData.GetWedgeIndex(FaceIndex, VertexIndex);
const FMeshWedge& Wedge = BuildData.Wedges[WedgeIndex];
Vertex.Position = BuildData.GetVertexPosition(FaceIndex, VertexIndex);
FVector TangentX, TangentY, TangentZ;
TangentX = BuildData.TangentX[WedgeIndex].GetSafeNormal();
TangentY = BuildData.TangentY[WedgeIndex].GetSafeNormal();
TangentZ = BuildData.TangentZ[WedgeIndex].GetSafeNormal();
/*if (BuildData.BuildOptions.bComputeNormals || BuildData.BuildOptions.bComputeTangents)
{
TangentX = BuildData.TangentX[VertexIndex].GetSafeNormal();
TangentY = BuildData.TangentY[VertexIndex].GetSafeNormal();
if( BuildData.BuildOptions.bComputeNormals )
{
TangentZ = BuildData.TangentZ[VertexIndex].GetSafeNormal();
}
else
{
//TangentZ = Face.TangentZ[VertexIndex];
}
TangentY -= TangentX * (TangentX | TangentY);
TangentY.Normalize();
TangentX -= TangentZ * (TangentZ | TangentX);
TangentY -= TangentZ * (TangentZ | TangentY);
TangentX.Normalize();
TangentY.Normalize();
}
else*/
{
//TangentX = Face.TangentX[VertexIndex];
//TangentY = Face.TangentY[VertexIndex];
//TangentZ = Face.TangentZ[VertexIndex];
// Normalize overridden tangents. Its possible for them to import un-normalized.
TangentX.Normalize();
TangentY.Normalize();
TangentZ.Normalize();
}
Vertex.TangentX = TangentX;
Vertex.TangentY = TangentY;
Vertex.TangentZ = TangentZ;
FMemory::Memcpy(Vertex.UVs, Wedge.UVs, sizeof(FVector2D)*MAX_TEXCOORDS);
Vertex.Color = Wedge.Color;
{
// Count the influences.
int32 InfIdx = WedgeInfluenceIndices[Face.iWedge[VertexIndex]];
int32 LookIdx = InfIdx;
uint32 InfluenceCount = 0;
while (BuildData.Influences.IsValidIndex(LookIdx) && (BuildData.Influences[LookIdx].VertIndex == Wedge.iVertex))
{
InfluenceCount++;
LookIdx++;
}
InfluenceCount = FMath::Min<uint32>(InfluenceCount, MAX_TOTAL_INFLUENCES);
// Setup the vertex influences.
Vertex.InfluenceBones[0] = 0;
Vertex.InfluenceWeights[0] = 255;
for (uint32 i = 1; i < MAX_TOTAL_INFLUENCES; i++)
{
Vertex.InfluenceBones[i] = 0;
Vertex.InfluenceWeights[i] = 0;
}
uint32 TotalInfluenceWeight = 0;
for (uint32 i = 0; i < InfluenceCount; i++)
{
FBoneIndexType BoneIndex = (FBoneIndexType)BuildData.Influences[InfIdx + i].BoneIndex;
if (BoneIndex >= BuildData.RefSkeleton.GetRawBoneNum())
continue;
Vertex.InfluenceBones[i] = BoneIndex;
Vertex.InfluenceWeights[i] = (uint8)(BuildData.Influences[InfIdx + i].Weight * 255.0f);
TotalInfluenceWeight += Vertex.InfluenceWeights[i];
}
Vertex.InfluenceWeights[0] += 255 - TotalInfluenceWeight;
}
// Add the vertex as well as its original index in the points array
Vertex.PointWedgeIdx = Wedge.iVertex;
int32 RawIndex = RawVertices.Add(Vertex);
// Add an efficient way to find dupes of this vertex later for fast combining of vertices
FSkeletalMeshVertIndexAndZ IAndZ;
IAndZ.Index = RawIndex;
IAndZ.Z = Vertex.Position.Z;
VertIndexAndZ.Add(IAndZ);
}
}
// Generate chunks and their vertices and indices
SkeletalMeshTools::BuildSkeletalMeshChunks(BuildData.Faces, RawVertices, VertIndexAndZ, BuildData.BuildOptions.bKeepOverlappingVertices, BuildData.Chunks, BuildData.bTooManyVerts);
// Chunk vertices to satisfy the requested limit.
const uint32 MaxGPUSkinBones = FGPUBaseSkinVertexFactory::GetMaxGPUSkinBones();
check(MaxGPUSkinBones <= FGPUBaseSkinVertexFactory::GHardwareMaxGPUSkinBones);
SkeletalMeshTools::ChunkSkinnedVertices(BuildData.Chunks, MaxGPUSkinBones);
EndSlowTask();
Stage = EStage::GenerateRendering;
return true;
}
void BeginSlowTask()
{
if (IsInGameThread())
{
GWarn->BeginSlowTask(NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"), true);
}
}
void UpdateSlowTask(int32 Numerator, int32 Denominator)
{
if (IsInGameThread())
{
GWarn->StatusUpdate(Numerator, Denominator, NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"));
}
}
void EndSlowTask()
{
if (IsInGameThread())
{
GWarn->EndSlowTask();
}
}
private:
enum class EStage
{
Uninit,
Prepared,
GenerateRendering,
};
TIndirectArray<TMultiMap<int32, int32> > LODOverlappingCorners;
EStage Stage;
};
bool FMeshUtilities::BuildSkeletalMesh(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray<FVertInfluence>& Influences, const TArray<FMeshWedge>& Wedges, const TArray<FMeshFace>& Faces, const TArray<FVector>& Points, const TArray<int32>& PointToOriginalMap, const MeshBuildOptions& BuildOptions, TArray<FText> * OutWarningMessages, TArray<FName> * OutWarningNames)
{
#if WITH_EDITORONLY_DATA
// Temporarily supporting both import paths
if (!BuildOptions.bUseMikkTSpace)
{
return BuildSkeletalMesh_Legacy(LODModel, RefSkeleton, Influences, Wedges, Faces, Points, PointToOriginalMap, BuildOptions.bKeepOverlappingVertices, BuildOptions.bComputeNormals, BuildOptions.bComputeTangents, OutWarningMessages, OutWarningNames);
}
SkeletalMeshBuildData BuildData(
LODModel,
RefSkeleton,
Influences,
Wedges,
Faces,
Points,
PointToOriginalMap,
BuildOptions,
OutWarningMessages,
OutWarningNames);
FSkeletalMeshUtilityBuilder Builder;
if (!Builder.PrepareSourceMesh(&BuildData))
{
return false;
}
if (!Builder.GenerateSkeletalRenderMesh(&BuildData))
{
return false;
}
// Build the skeletal model from chunks.
Builder.BeginSlowTask();
BuildSkeletalModelFromChunks(BuildData.LODModel, BuildData.RefSkeleton, BuildData.Chunks, BuildData.PointToOriginalMap);
Builder.EndSlowTask();
// Only show these warnings if in the game thread. When importing morph targets, this function can run in another thread and these warnings dont prevent the mesh from importing
if (IsInGameThread())
{
bool bHasBadSections = false;
for (int32 SectionIndex = 0; SectionIndex < BuildData.LODModel.Sections.Num(); SectionIndex++)
{
FSkelMeshSection& Section = BuildData.LODModel.Sections[SectionIndex];
bHasBadSections |= (Section.NumTriangles == 0);
// Log info about the section.
UE_LOG(LogSkeletalMesh, Log, TEXT("Section %u: Material=%u, %u triangles"),
SectionIndex,
Section.MaterialIndex,
Section.NumTriangles
);
}
if (bHasBadSections)
{
FText BadSectionMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshHasBadSections", "Input mesh has a section with no triangles. This mesh may not render properly."));
if (BuildData.OutWarningMessages)
{
BuildData.OutWarningMessages->Add(BadSectionMessage);
if (BuildData.OutWarningNames)
{
BuildData.OutWarningNames->Add(FFbxErrors::SkeletalMesh_SectionWithNoTriangle);
}
}
else
{
FMessageDialog::Open(EAppMsgType::Ok, BadSectionMessage);
}
}
if (BuildData.bTooManyVerts)
{
FText TooManyVertsMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshTooManyVertices", "Input mesh has too many vertices. The generated mesh will be corrupt! Consider adding extra materials to split up the source mesh into smaller chunks."));
if (BuildData.OutWarningMessages)
{
BuildData.OutWarningMessages->Add(TooManyVertsMessage);
if (BuildData.OutWarningNames)
{
BuildData.OutWarningNames->Add(FFbxErrors::SkeletalMesh_TooManyVertices);
}
}
else
{
FMessageDialog::Open(EAppMsgType::Ok, TooManyVertsMessage);
}
}
}
return true;
#else
if (OutWarningMessages)
{
OutWarningMessages->Add(FText::FromString(TEXT("Cannot call FMeshUtilities::BuildSkeletalMesh on a console!")));
}
else
{
UE_LOG(LogSkeletalMesh, Fatal, TEXT("Cannot call FMeshUtilities::BuildSkeletalMesh on a console!"));
}
return false;
#endif
}
//@TODO: The OutMessages has to be a struct that contains FText/FName, or make it Token and add that as error. Needs re-work. Temporary workaround for now.
bool FMeshUtilities::BuildSkeletalMesh_Legacy(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray<FVertInfluence>& Influences, const TArray<FMeshWedge>& Wedges, const TArray<FMeshFace>& Faces, const TArray<FVector>& Points, const TArray<int32>& PointToOriginalMap, bool bKeepOverlappingVertices, bool bComputeNormals, bool bComputeTangents, TArray<FText> * OutWarningMessages, TArray<FName> * OutWarningNames)
{
bool bTooManyVerts = false;
check(PointToOriginalMap.Num() == Points.Num());
// Calculate face tangent vectors.
TArray<FVector> FaceTangentX;
TArray<FVector> FaceTangentY;
FaceTangentX.AddUninitialized(Faces.Num());
FaceTangentY.AddUninitialized(Faces.Num());
if (bComputeNormals || bComputeTangents)
{
for (int32 FaceIndex = 0; FaceIndex < Faces.Num(); FaceIndex++)
{
FVector P1 = Points[Wedges[Faces[FaceIndex].iWedge[0]].iVertex],
P2 = Points[Wedges[Faces[FaceIndex].iWedge[1]].iVertex],
P3 = Points[Wedges[Faces[FaceIndex].iWedge[2]].iVertex];
FVector TriangleNormal = FPlane(P3, P2, P1);
FMatrix ParameterToLocal(
FPlane(P2.X - P1.X, P2.Y - P1.Y, P2.Z - P1.Z, 0),
FPlane(P3.X - P1.X, P3.Y - P1.Y, P3.Z - P1.Z, 0),
FPlane(P1.X, P1.Y, P1.Z, 0),
FPlane(0, 0, 0, 1)
);
float U1 = Wedges[Faces[FaceIndex].iWedge[0]].UVs[0].X,
U2 = Wedges[Faces[FaceIndex].iWedge[1]].UVs[0].X,
U3 = Wedges[Faces[FaceIndex].iWedge[2]].UVs[0].X,
V1 = Wedges[Faces[FaceIndex].iWedge[0]].UVs[0].Y,
V2 = Wedges[Faces[FaceIndex].iWedge[1]].UVs[0].Y,
V3 = Wedges[Faces[FaceIndex].iWedge[2]].UVs[0].Y;
FMatrix ParameterToTexture(
FPlane(U2 - U1, V2 - V1, 0, 0),
FPlane(U3 - U1, V3 - V1, 0, 0),
FPlane(U1, V1, 1, 0),
FPlane(0, 0, 0, 1)
);
FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
FVector TangentX = TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal(),
TangentY = TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal(),
TangentZ;
TangentX = TangentX - TriangleNormal * (TangentX | TriangleNormal);
TangentY = TangentY - TriangleNormal * (TangentY | TriangleNormal);
FaceTangentX[FaceIndex] = TangentX.GetSafeNormal();
FaceTangentY[FaceIndex] = TangentY.GetSafeNormal();
}
}
TArray<int32> WedgeInfluenceIndices;
// Find wedge influences.
TMap<uint32, uint32> VertexIndexToInfluenceIndexMap;
for (uint32 LookIdx = 0; LookIdx < (uint32)Influences.Num(); LookIdx++)
{
// Order matters do not allow the map to overwrite an existing value.
if (!VertexIndexToInfluenceIndexMap.Find(Influences[LookIdx].VertIndex))
{
VertexIndexToInfluenceIndexMap.Add(Influences[LookIdx].VertIndex, LookIdx);
}
}
for (int32 WedgeIndex = 0; WedgeIndex < Wedges.Num(); WedgeIndex++)
{
uint32* InfluenceIndex = VertexIndexToInfluenceIndexMap.Find(Wedges[WedgeIndex].iVertex);
if (InfluenceIndex)
{
WedgeInfluenceIndices.Add(*InfluenceIndex);
}
else
{
// we have missing influence vert, we weight to root
WedgeInfluenceIndices.Add(0);
// add warning message
if (OutWarningMessages)
{
OutWarningMessages->Add(FText::Format(FText::FromString("Missing influence on vert {0}. Weighting it to root."), FText::FromString(FString::FromInt(Wedges[WedgeIndex].iVertex))));
if (OutWarningNames)
{
OutWarningNames->Add(FFbxErrors::SkeletalMesh_VertMissingInfluences);
}
}
}
}
check(Wedges.Num() == WedgeInfluenceIndices.Num());
// Calculate smooth wedge tangent vectors.
if (IsInGameThread())
{
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
GWarn->BeginSlowTask(NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"), true);
}
// To accelerate generation of adjacency, we'll create a table that maps each vertex index
// to its overlapping vertices, and a table that maps a vertex to the its influenced faces
TMultiMap<int32, int32> Vert2Duplicates;
TMultiMap<int32, int32> Vert2Faces;
TArray<FSkeletalMeshVertIndexAndZ> VertIndexAndZ;
{
// Create a list of vertex Z/index pairs
VertIndexAndZ.Empty(Points.Num());
for (int32 i = 0; i < Points.Num(); i++)
{
FSkeletalMeshVertIndexAndZ iandz;
iandz.Index = i;
iandz.Z = Points[i].Z;
VertIndexAndZ.Add(iandz);
}
// Sorting function for vertex Z/index pairs
struct FCompareFSkeletalMeshVertIndexAndZ
{
FORCEINLINE bool operator()(const FSkeletalMeshVertIndexAndZ& A, const FSkeletalMeshVertIndexAndZ& B) const
{
return A.Z < B.Z;
}
};
// Sort the vertices by z value
VertIndexAndZ.Sort(FCompareFSkeletalMeshVertIndexAndZ());
// Search for duplicates, quickly!
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
{
// only need to search forward, since we add pairs both ways
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
{
if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > THRESH_POINTS_ARE_SAME)
{
// our list is sorted, so there can't be any more dupes
break;
}
// check to see if the points are really overlapping
if (PointsEqual(
Points[VertIndexAndZ[i].Index],
Points[VertIndexAndZ[j].Index]))
{
Vert2Duplicates.Add(VertIndexAndZ[i].Index, VertIndexAndZ[j].Index);
Vert2Duplicates.Add(VertIndexAndZ[j].Index, VertIndexAndZ[i].Index);
}
}
}
// we are done with this
VertIndexAndZ.Reset();
// now create a map from vert indices to faces
for (int32 FaceIndex = 0; FaceIndex < Faces.Num(); FaceIndex++)
{
const FMeshFace& Face = Faces[FaceIndex];
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
Vert2Faces.AddUnique(Wedges[Face.iWedge[VertexIndex]].iVertex, FaceIndex);
}
}
}
TArray<FSkinnedMeshChunk*> Chunks;
TArray<int32> AdjacentFaces;
TArray<int32> DupVerts;
TArray<int32> DupFaces;
// List of raw calculated vertices that will be merged later
TArray<FSoftSkinBuildVertex> RawVertices;
RawVertices.Reserve(Points.Num());
// Create a list of vertex Z/index pairs
for (int32 FaceIndex = 0; FaceIndex < Faces.Num(); FaceIndex++)
{
// Only update the status progress bar if we are in the gamethread and every thousand faces.
// Updating status is extremely slow
if (FaceIndex % 5000 == 0 && IsInGameThread())
{
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
GWarn->StatusUpdate(FaceIndex, Faces.Num(), NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"));
}
const FMeshFace& Face = Faces[FaceIndex];
FVector VertexTangentX[3],
VertexTangentY[3],
VertexTangentZ[3];
if (bComputeNormals || bComputeTangents)
{
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
VertexTangentX[VertexIndex] = FVector::ZeroVector;
VertexTangentY[VertexIndex] = FVector::ZeroVector;
VertexTangentZ[VertexIndex] = FVector::ZeroVector;
}
FVector TriangleNormal = FPlane(
Points[Wedges[Face.iWedge[2]].iVertex],
Points[Wedges[Face.iWedge[1]].iVertex],
Points[Wedges[Face.iWedge[0]].iVertex]
);
float Determinant = FVector::Triple(FaceTangentX[FaceIndex], FaceTangentY[FaceIndex], TriangleNormal);
// Start building a list of faces adjacent to this triangle
AdjacentFaces.Reset();
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
int32 vert = Wedges[Face.iWedge[VertexIndex]].iVertex;
DupVerts.Reset();
Vert2Duplicates.MultiFind(vert, DupVerts);
DupVerts.Add(vert); // I am a "dupe" of myself
for (int32 k = 0; k < DupVerts.Num(); k++)
{
DupFaces.Reset();
Vert2Faces.MultiFind(DupVerts[k], DupFaces);
for (int32 l = 0; l < DupFaces.Num(); l++)
{
AdjacentFaces.AddUnique(DupFaces[l]);
}
}
}
// Process adjacent faces
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
{
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
const FMeshFace& OtherFace = Faces[OtherFaceIndex];
FVector OtherTriangleNormal = FPlane(
Points[Wedges[OtherFace.iWedge[2]].iVertex],
Points[Wedges[OtherFace.iWedge[1]].iVertex],
Points[Wedges[OtherFace.iWedge[0]].iVertex]
);
float OtherFaceDeterminant = FVector::Triple(FaceTangentX[OtherFaceIndex], FaceTangentY[OtherFaceIndex], OtherTriangleNormal);
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
for (int32 OtherVertexIndex = 0; OtherVertexIndex < 3; OtherVertexIndex++)
{
if (PointsEqual(
Points[Wedges[OtherFace.iWedge[OtherVertexIndex]].iVertex],
Points[Wedges[Face.iWedge[VertexIndex]].iVertex]
))
{
if (Determinant * OtherFaceDeterminant > 0.0f && SkeletalMeshTools::SkeletalMesh_UVsEqual(Wedges[OtherFace.iWedge[OtherVertexIndex]], Wedges[Face.iWedge[VertexIndex]]))
{
VertexTangentX[VertexIndex] += FaceTangentX[OtherFaceIndex];
VertexTangentY[VertexIndex] += FaceTangentY[OtherFaceIndex];
}
// Only contribute 'normal' if the vertices are truly one and the same to obey hard "smoothing" edges baked into
// the mesh by vertex duplication
if (Wedges[OtherFace.iWedge[OtherVertexIndex]].iVertex == Wedges[Face.iWedge[VertexIndex]].iVertex)
{
VertexTangentZ[VertexIndex] += OtherTriangleNormal;
}
}
}
}
}
}
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
{
FSoftSkinBuildVertex Vertex;
Vertex.Position = Points[Wedges[Face.iWedge[VertexIndex]].iVertex];
FVector TangentX, TangentY, TangentZ;
if (bComputeNormals || bComputeTangents)
{
TangentX = VertexTangentX[VertexIndex].GetSafeNormal();
TangentY = VertexTangentY[VertexIndex].GetSafeNormal();
if (bComputeNormals)
{
TangentZ = VertexTangentZ[VertexIndex].GetSafeNormal();
}
else
{
TangentZ = Face.TangentZ[VertexIndex];
}
TangentY -= TangentX * (TangentX | TangentY);
TangentY.Normalize();
TangentX -= TangentZ * (TangentZ | TangentX);
TangentY -= TangentZ * (TangentZ | TangentY);
TangentX.Normalize();
TangentY.Normalize();
}
else
{
TangentX = Face.TangentX[VertexIndex];
TangentY = Face.TangentY[VertexIndex];
TangentZ = Face.TangentZ[VertexIndex];
// Normalize overridden tangents. Its possible for them to import un-normalized.
TangentX.Normalize();
TangentY.Normalize();
TangentZ.Normalize();
}
Vertex.TangentX = TangentX;
Vertex.TangentY = TangentY;
Vertex.TangentZ = TangentZ;
FMemory::Memcpy(Vertex.UVs, Wedges[Face.iWedge[VertexIndex]].UVs, sizeof(FVector2D)*MAX_TEXCOORDS);
Vertex.Color = Wedges[Face.iWedge[VertexIndex]].Color;
{
// Count the influences.
int32 InfIdx = WedgeInfluenceIndices[Face.iWedge[VertexIndex]];
int32 LookIdx = InfIdx;
uint32 InfluenceCount = 0;
while (Influences.IsValidIndex(LookIdx) && (Influences[LookIdx].VertIndex == Wedges[Face.iWedge[VertexIndex]].iVertex))
{
InfluenceCount++;
LookIdx++;
}
InfluenceCount = FMath::Min<uint32>(InfluenceCount, MAX_TOTAL_INFLUENCES);
// Setup the vertex influences.
Vertex.InfluenceBones[0] = 0;
Vertex.InfluenceWeights[0] = 255;
for (uint32 i = 1; i < MAX_TOTAL_INFLUENCES; i++)
{
Vertex.InfluenceBones[i] = 0;
Vertex.InfluenceWeights[i] = 0;
}
uint32 TotalInfluenceWeight = 0;
for (uint32 i = 0; i < InfluenceCount; i++)
{
FBoneIndexType BoneIndex = (FBoneIndexType)Influences[InfIdx + i].BoneIndex;
if (BoneIndex >= RefSkeleton.GetRawBoneNum())
continue;
Vertex.InfluenceBones[i] = BoneIndex;
Vertex.InfluenceWeights[i] = (uint8)(Influences[InfIdx + i].Weight * 255.0f);
TotalInfluenceWeight += Vertex.InfluenceWeights[i];
}
Vertex.InfluenceWeights[0] += 255 - TotalInfluenceWeight;
}
// Add the vertex as well as its original index in the points array
Vertex.PointWedgeIdx = Wedges[Face.iWedge[VertexIndex]].iVertex;
int32 RawIndex = RawVertices.Add(Vertex);
// Add an efficient way to find dupes of this vertex later for fast combining of vertices
FSkeletalMeshVertIndexAndZ IAndZ;
IAndZ.Index = RawIndex;
IAndZ.Z = Vertex.Position.Z;
VertIndexAndZ.Add(IAndZ);
}
}
// Generate chunks and their vertices and indices
SkeletalMeshTools::BuildSkeletalMeshChunks(Faces, RawVertices, VertIndexAndZ, bKeepOverlappingVertices, Chunks, bTooManyVerts);
// Chunk vertices to satisfy the requested limit.
const uint32 MaxGPUSkinBones = FGPUBaseSkinVertexFactory::GetMaxGPUSkinBones();
check(MaxGPUSkinBones <= FGPUBaseSkinVertexFactory::GHardwareMaxGPUSkinBones);
SkeletalMeshTools::ChunkSkinnedVertices(Chunks, MaxGPUSkinBones);
// Build the skeletal model from chunks.
BuildSkeletalModelFromChunks(LODModel, RefSkeleton, Chunks, PointToOriginalMap);
if (IsInGameThread())
{
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
GWarn->EndSlowTask();
}
// Only show these warnings if in the game thread. When importing morph targets, this function can run in another thread and these warnings dont prevent the mesh from importing
if (IsInGameThread())
{
bool bHasBadSections = false;
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
bHasBadSections |= (Section.NumTriangles == 0);
// Log info about the section.
UE_LOG(LogSkeletalMesh, Log, TEXT("Section %u: Material=%u, %u triangles"),
SectionIndex,
Section.MaterialIndex,
Section.NumTriangles
);
}
if (bHasBadSections)
{
FText BadSectionMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshHasBadSections", "Input mesh has a section with no triangles. This mesh may not render properly."));
if (OutWarningMessages)
{
OutWarningMessages->Add(BadSectionMessage);
if (OutWarningNames)
{
OutWarningNames->Add(FFbxErrors::SkeletalMesh_SectionWithNoTriangle);
}
}
else
{
FMessageDialog::Open(EAppMsgType::Ok, BadSectionMessage);
}
}
if (bTooManyVerts)
{
FText TooManyVertsMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshTooManyVertices", "Input mesh has too many vertices. The generated mesh will be corrupt! Consider adding extra materials to split up the source mesh into smaller chunks."));
if (OutWarningMessages)
{
OutWarningMessages->Add(TooManyVertsMessage);
if (OutWarningNames)
{
OutWarningNames->Add(FFbxErrors::SkeletalMesh_TooManyVertices);
}
}
else
{
FMessageDialog::Open(EAppMsgType::Ok, TooManyVertsMessage);
}
}
}
return true;
}
static bool NonOpaqueMaterialPredicate(UStaticMeshComponent* InMesh)
{
TArray<UMaterialInterface*> OutMaterials;
InMesh->GetUsedMaterials(OutMaterials);
for (auto Material : OutMaterials)
{
if (Material == nullptr || Material->GetBlendMode() != BLEND_Opaque)
{
return true;
}
}
return false;
}
static FIntPoint ConditionalImageResize(const FIntPoint& SrcSize, const FIntPoint& DesiredSize, TArray<FColor>& InOutImage, bool bLinearSpace)
{
const int32 NumDesiredSamples = DesiredSize.X*DesiredSize.Y;
if (InOutImage.Num() && InOutImage.Num() != NumDesiredSamples)
{
check(InOutImage.Num() == SrcSize.X*SrcSize.Y);
TArray<FColor> OutImage;
if (NumDesiredSamples > 0)
{
FImageUtils::ImageResize(SrcSize.X, SrcSize.Y, InOutImage, DesiredSize.X, DesiredSize.Y, OutImage, bLinearSpace);
}
Exchange(InOutImage, OutImage);
return DesiredSize;
}
return SrcSize;
}
static void RetrieveValidStaticMeshComponentsForMerging(AActor* InActor, TArray<UStaticMeshComponent*>& OutComponents)
{
TInlineComponentArray<UStaticMeshComponent*> Components;
InActor->GetComponents<UStaticMeshComponent>(Components);
// TODO: support derived classes from static component
Components.RemoveAll([](UStaticMeshComponent* Val){ return !(Val->GetClass() == UStaticMeshComponent::StaticClass() || Val->IsA(USplineMeshComponent::StaticClass())); });
// TODO: support non-opaque materials
//Components.RemoveAll(&NonOpaqueMaterialPredicate);
OutComponents.Append(Components);
}
static void CheckWrappingUVs(TArray<FRawMeshExt>& SourceMeshes, TArray<bool>& MeshShouldBakeVertexData)
{
const uint32 MeshCount = SourceMeshes.Num();
for (uint32 MeshIndex = 0; MeshIndex < MeshCount; ++MeshIndex)
{
FRawMeshExt& SourceMesh = SourceMeshes[MeshIndex];
const int32 LODIndex = SourceMeshes[MeshIndex].ExportLODIndex;
if (SourceMesh.bShouldExportLOD[LODIndex])
{
FRawMesh* RawMesh = SourceMesh.MeshLODData[LODIndex].RawMesh;
check(RawMesh);
for (uint32 ChannelIndex = 0; ChannelIndex < MAX_MESH_TEXTURE_COORDS; ++ChannelIndex)
{
bool bProcessed = false;
bool bHasCoordinates = (RawMesh->WedgeTexCoords[ChannelIndex].Num() != 0);
if (bHasCoordinates)
{
FVector2D Min(FLT_MAX, FLT_MAX);
FVector2D Max(-FLT_MAX, -FLT_MAX);
for (const FVector2D& Coordinate : RawMesh->WedgeTexCoords[ChannelIndex])
{
if ((FMath::IsNegativeFloat(Coordinate.X) || FMath::IsNegativeFloat(Coordinate.Y)) || (Coordinate.X > (1.0f + KINDA_SMALL_NUMBER) || Coordinate.Y > (1.0f + KINDA_SMALL_NUMBER)))
{
MeshShouldBakeVertexData[MeshIndex] = true;
bProcessed = true;
break;
}
}
}
if (bProcessed)
{
break;
}
}
}
}
}
void FMeshUtilities::CreateProxyMesh(const TArray<AActor*>& InActors, const struct FMeshProxySettings& InMeshProxySettings, UPackage* InOuter, const FString& InProxyBasePackageName, const FGuid InGuid, FCreateProxyDelegate InProxyCreatedDelegate, const bool bAllowAsync, const float ScreenSize)
{
// Error/warning checking for input
if (MeshMerging == NULL)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No automatic mesh merging module available"));
return;
}
// Check that the delegate has a func-ptr bound to it
if (!InProxyCreatedDelegate.IsBound())
{
UE_LOG(LogMeshUtilities, Log, TEXT("Invalid (unbound) delegate for returning generated proxy mesh"));
return;
}
// No actors given as input
if (InActors.Num() == 0)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No actors specified to generate a proxy mesh for"));
return;
}
// Base asset name for a new assets
// In case outer is null ProxyBasePackageName has to be long package name
if (InOuter == nullptr && FPackageName::IsShortPackageName(InProxyBasePackageName))
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Invalid long package name: '%s'."), *InProxyBasePackageName);
return;
}
FScopedSlowTask SlowTask(100.f, (LOCTEXT("CreateProxyMesh_CreateMesh", "Creating Mesh Proxy")));
SlowTask.MakeDialog();
// Retrieve static mesh components valid for merging from the given set of actors
TArray<UStaticMeshComponent*> ComponentsToMerge;
{
// Collect components to merge
for (AActor* Actor : InActors)
{
RetrieveValidStaticMeshComponentsForMerging(Actor, ComponentsToMerge);
}
}
// Check if there are actually any static mesh components to merge
if (ComponentsToMerge.Num() == 0)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No valid static mesh components found in given set of Actors"));
return;
}
typedef FIntPoint FMeshIdAndLOD;
TArray<FRawMeshExt> SourceMeshes;
TArray<FSectionInfo> UniqueSections;
TMap<FMeshIdAndLOD, TArray<int32>> GlobalMaterialMap;
static const int32 ProxyMeshTargetLODLevel = 0;
FBoxSphereBounds EstimatedBounds(ForceInitToZero);
for (const UStaticMeshComponent* StaticMeshComponent : ComponentsToMerge)
{
EstimatedBounds = EstimatedBounds + StaticMeshComponent->Bounds;
}
static const float FOVRad = 90.0f * (float)PI / 360.0f;
static const FMatrix ProjectionMatrix = FPerspectiveMatrix(FOVRad, 1920, 1080, 0.01f);
FHierarchicalLODUtilitiesModule& Module = FModuleManager::LoadModuleChecked<FHierarchicalLODUtilitiesModule>("HierarchicalLODUtilities");
IHierarchicalLODUtilities* Utilities = Module.GetUtilities();
float EstimatedDistance = Utilities->CalculateDrawDistanceFromScreenSize(EstimatedBounds.SphereRadius, ScreenSize, ProjectionMatrix);
SlowTask.EnterProgressFrame(5.0f, LOCTEXT("CreateProxyMesh_CollectingMeshes", "Collecting Input Static Meshes"));
// Retrieve mesh / material data
for (const UStaticMeshComponent* StaticMeshComponent : ComponentsToMerge)
{
TArray<int32> StaticMeshGlobalMaterialMap;
FRawMesh* RawMesh = new FRawMesh();
FMemory::Memzero(RawMesh, sizeof(FRawMesh));
const int32 ProxyMeshSourceLODLevel = InMeshProxySettings.bCalculateCorrectLODModel ? Utilities->GetLODLevelForScreenSize(StaticMeshComponent, Utilities->CalculateScreenSizeFromDrawDistance(StaticMeshComponent->Bounds.SphereRadius, ProjectionMatrix, EstimatedDistance)) : 0;
// Proxy meshes should always propagate vertex colours for material baking
static const bool bPropagateVertexColours = true;
const bool bValidRawMesh = ConstructRawMesh(StaticMeshComponent, ProxyMeshSourceLODLevel, bPropagateVertexColours, *RawMesh, UniqueSections, StaticMeshGlobalMaterialMap);
if ( bValidRawMesh )
{
// Add constructed raw mesh to source mesh array
const int32 SourceMeshIndex = SourceMeshes.AddZeroed();
SourceMeshes[SourceMeshIndex].MeshLODData[ProxyMeshTargetLODLevel].RawMesh = RawMesh;
SourceMeshes[SourceMeshIndex].bShouldExportLOD[ProxyMeshTargetLODLevel] = true;
SourceMeshes[SourceMeshIndex].ExportLODIndex = ProxyMeshTargetLODLevel;
// Make sure we do now the bounds of our UVs
//CalculateTextureCoordinateBoundsForRawMesh(*SourceMeshes[SourceMeshIndex].MeshLODData[ProxyMeshTargetLODLevel].RawMesh, SourceMeshes[SourceMeshIndex].MeshLODData[ProxyMeshTargetLODLevel].TexCoordBounds);
// Append retrieved materials for this static mesh component to the global material map
GlobalMaterialMap.Add(FMeshIdAndLOD(SourceMeshIndex, ProxyMeshTargetLODLevel), StaticMeshGlobalMaterialMap);
}
}
if (SourceMeshes.Num() == 0)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No valid (or completely culled) raw meshes constructed from static mesh components"));
return;
}
SlowTask.EnterProgressFrame(InMeshProxySettings.bUseLandscapeCulling ? 40.0f : 45.0f, LOCTEXT("CreateProxyMesh_RemapAndFlatten", "Remapping and Flattening Materials"));
TArray<bool> MeshShouldBakeVertexData;
MeshShouldBakeVertexData.AddZeroed(SourceMeshes.Num());
CheckWrappingUVs(SourceMeshes, MeshShouldBakeVertexData);
TMap<FMeshIdAndLOD, TArray<int32> > NewGlobalMaterialMap;
TArray<FSectionInfo> NewUniqueSections;
FMaterialUtilities::RemapUniqueMaterialIndices(
UniqueSections,
SourceMeshes,
GlobalMaterialMap,
InMeshProxySettings.MaterialSettings,
true, // Always need vertex data for baking materials
true, // Always want to merge materials
MeshShouldBakeVertexData,
NewGlobalMaterialMap,
NewUniqueSections);
// Use shared material data.
Exchange(GlobalMaterialMap, NewGlobalMaterialMap);
Exchange(UniqueSections, NewUniqueSections);
// Flatten Materials
TArray<FFlattenMaterial> FlattenedMaterials;
TArray<UMaterialInterface*> Materials;
for (const FSectionInfo& Section : UniqueSections)
{
Materials.Push(Section.Material);
}
FlattenMaterialsWithMeshData(Materials, SourceMeshes, GlobalMaterialMap, MeshShouldBakeVertexData, InMeshProxySettings.MaterialSettings, FlattenedMaterials);
for (FRawMeshExt& MeshData : SourceMeshes)
{
if (MeshData.MeshLODData[MeshData.ExportLODIndex].NewUVs.Num() == 0)
{
MeshData.MeshLODData[MeshData.ExportLODIndex].TexCoordBounds.Empty();
}
}
for (FFlattenMaterial& InMaterial : FlattenedMaterials)
{
FMaterialUtilities::OptimizeFlattenMaterial(InMaterial);
}
//For each raw mesh, re-map the material indices from Local to Global material indices space
for (int32 RawMeshIndex = 0; RawMeshIndex < SourceMeshes.Num(); ++RawMeshIndex)
{
const TArray<int32>& GlobalMaterialIndices = *GlobalMaterialMap.Find(FMeshIdAndLOD(RawMeshIndex, ProxyMeshTargetLODLevel));
TArray<int32>& MaterialIndices = SourceMeshes[RawMeshIndex].MeshLODData[ProxyMeshTargetLODLevel].RawMesh->FaceMaterialIndices;
int32 MaterialIndicesCount = MaterialIndices.Num();
for (int32 TriangleIndex = 0; TriangleIndex < MaterialIndicesCount; ++TriangleIndex)
{
int32 LocalMaterialIndex = MaterialIndices[TriangleIndex];
int32 GlobalMaterialIndex = GlobalMaterialIndices[LocalMaterialIndex];
//Assign the new material index to the raw mesh
MaterialIndices[TriangleIndex] = GlobalMaterialIndex;
}
}
// Build proxy mesh
// Landscape culling
TArray<FRawMesh*> CullingRawMeshes;
if (InMeshProxySettings.bUseLandscapeCulling)
{
SlowTask.EnterProgressFrame(5.0f, LOCTEXT("CreateProxyMesh_LandscapeCulling", "Applying Landscape Culling"));
// Extract landscape proxies and cull volumes from the world
TArray<ALandscapeProxy*> LandscapeActors;
TArray<AMeshMergeCullingVolume*> CullVolumes;
UWorld* InWorld = InActors[0]->GetWorld();
uint32 MaxLandscapeExportLOD = 0;
if (InWorld->IsValidLowLevel())
{
for (FConstLevelIterator Iterator = InWorld->GetLevelIterator(); Iterator; ++Iterator)
{
for (AActor* Actor : (*Iterator)->Actors)
{
if (Actor)
{
ALandscapeProxy* LandscapeProxy = Cast<ALandscapeProxy>(Actor);
if (LandscapeProxy && LandscapeProxy->bUseLandscapeForCullingInvisibleHLODVertices)
{
// Retrieve highest landscape LOD level possible
MaxLandscapeExportLOD = FMath::Max(MaxLandscapeExportLOD, FMath::CeilLogTwo(LandscapeProxy->SubsectionSizeQuads + 1) - 1);
LandscapeActors.Add(LandscapeProxy);
}
// Check for culling volumes
AMeshMergeCullingVolume* Volume = Cast<AMeshMergeCullingVolume>(Actor);
if (Volume)
{
// If the mesh's bounds intersect with the volume there is a possibility of culling
const bool bIntersecting = Volume->EncompassesPoint(EstimatedBounds.Origin, EstimatedBounds.SphereRadius, nullptr);
if (bIntersecting)
{
CullVolumes.Add(Volume);
}
}
}
}
}
}
// Setting determines the precision at which we should export the landscape for culling (highest, half or lowest)
const uint32 LandscapeExportLOD = ((float)MaxLandscapeExportLOD * (0.5f * (float)InMeshProxySettings.LandscapeCullingPrecision));
for (ALandscapeProxy* Landscape : LandscapeActors)
{
// Export the landscape to raw mesh format
FRawMesh* LandscapeRawMesh = new FRawMesh();
FBoxSphereBounds LandscapeBounds = EstimatedBounds;
Landscape->ExportToRawMesh(LandscapeExportLOD, *LandscapeRawMesh, LandscapeBounds);
if (LandscapeRawMesh->VertexPositions.Num())
{
CullingRawMeshes.Add(LandscapeRawMesh);
}
}
// Also add volume mesh data as culling meshes
for (AMeshMergeCullingVolume* Volume : CullVolumes)
{
// Export the landscape to raw mesh format
FRawMesh* VolumeMesh = new FRawMesh();
TArray<FStaticMaterial> VolumeMaterials;
GetBrushMesh(Volume, Volume->Brush, *VolumeMesh, VolumeMaterials);
// Offset vertices to correct world position;
FVector VolumeLocation = Volume->GetActorLocation();
for (FVector& Position : VolumeMesh->VertexPositions)
{
Position += VolumeLocation;
}
CullingRawMeshes.Add(VolumeMesh);
}
}
// Allocate merge complete data
FMergeCompleteData* Data = new FMergeCompleteData();
Data->InOuter = InOuter;
Data->InProxySettings = InMeshProxySettings;
Data->ProxyBasePackageName = InProxyBasePackageName;
Data->CallbackDelegate = InProxyCreatedDelegate;
// Add this proxy job to map
Processor->AddProxyJob(InGuid, Data);
// We are only using LOD level 0 (ProxyMeshTargetLODLevel)
TArray<FMeshMergeData> MergeData;
for (FRawMeshExt& SourceMesh : SourceMeshes)
{
MergeData.Add(SourceMesh.MeshLODData[ProxyMeshTargetLODLevel]);
}
// Populate landscape clipping geometry
for (FRawMesh* RawMesh : CullingRawMeshes)
{
FMeshMergeData ClipData;
ClipData.bIsClippingMesh = true;
ClipData.RawMesh = RawMesh;
MergeData.Add(ClipData);
}
SlowTask.EnterProgressFrame(50.0f, LOCTEXT("CreateProxyMesh_GenerateProxy", "Generating Proxy Mesh"));
// Choose Simplygon Swarm (if available) or local proxy lod method
if (DistributedMeshMerging != nullptr && GetDefault<UEditorPerProjectUserSettings>()->bUseSimplygonSwarm && bAllowAsync)
{
DistributedMeshMerging->ProxyLOD(MergeData, Data->InProxySettings, FlattenedMaterials, InGuid);
}
else
{
MeshMerging->ProxyLOD(MergeData, Data->InProxySettings, FlattenedMaterials, InGuid);
Processor->Tick(0); // make sure caller gets merging results
}
for (FMeshMergeData& DataToRelease : MergeData)
{
DataToRelease.ReleaseData();
}
}
void FMeshUtilities::CreateProxyMesh(const TArray<AActor*>& Actors, const struct FMeshProxySettings& InProxySettings, UPackage* InOuter, const FString& ProxyBasePackageName, TArray<UObject*>& OutAssetsToSync, FVector& OutProxyLocation)
{
CreateProxyMesh(Actors, InProxySettings, InOuter, ProxyBasePackageName, OutAssetsToSync);
}
void FMeshUtilities::CreateProxyMesh(const TArray<AActor*>& Actors, const struct FMeshProxySettings& InProxySettings, UPackage* InOuter, const FString& ProxyBasePackageName, TArray<UObject*>& OutAssetsToSync, const float ScreenAreaSize)
{
FCreateProxyDelegate Delegate;
FGuid JobGuid = FGuid::NewGuid();
Delegate.BindLambda(
[&](const FGuid Guid, TArray<UObject*>& InAssetsToSync)
{
if (JobGuid == Guid)
{
OutAssetsToSync.Append(InAssetsToSync);
}
}
);
CreateProxyMesh(Actors, InProxySettings, InOuter, ProxyBasePackageName, JobGuid, Delegate, false, ScreenAreaSize);
}
void FMeshUtilities::FlattenMaterialsWithMeshData(TArray<UMaterialInterface*>& InMaterials, TArray<FRawMeshExt>& InSourceMeshes, TMap<FMeshIdAndLOD, TArray<int32>>& InMaterialIndexMap, TArray<bool>& InMeshShouldBakeVertexData, const FMaterialProxySettings &InMaterialProxySettings, TArray<FFlattenMaterial> &OutFlattenedMaterials) const
{
FScopedSlowTask SlowTask(InMaterials.Num(), (LOCTEXT("FlattenMaterialsWithMeshData", "Flattening Materials With Mesh Data")));
SlowTask.MakeDialog();
// Prepare container for cached shaders.
TMap<UMaterialInterface*, FExportMaterialProxyCache> CachedShaders;
CachedShaders.Empty(InMaterials.Num());
bool bDitheredLODTransition = false;
for (int32 MaterialIndex = 0; MaterialIndex < InMaterials.Num(); MaterialIndex++)
{
UMaterialInterface* CurrentMaterial = InMaterials[MaterialIndex];
SlowTask.EnterProgressFrame(1.0f, FText::FromString(FString::Printf(TEXT("Flattening out %s"), *CurrentMaterial->GetName())));
// Store if any material uses dithered transitions
bDitheredLODTransition |= CurrentMaterial->IsDitheredLODTransition();
// Check if we already have cached compiled shader for this material.
FExportMaterialProxyCache* CachedShader = CachedShaders.Find(CurrentMaterial);
if (CachedShader == nullptr)
{
CachedShader = &CachedShaders.Add(CurrentMaterial);
}
FFlattenMaterial FlattenMaterial = FMaterialUtilities::CreateFlattenMaterialWithSettings(InMaterialProxySettings);
/* Find a mesh which uses the current material. Materials using vertex data are added for each individual mesh using it,
which is why baking down the materials like this works. :) */
int32 UsedMeshIndex = 0;
int32 LocalMaterialIndex = 0;
int32 LocalTextureBoundIndex = 0;
FMeshMergeData* MergeData = nullptr;
for (int32 MeshIndex = 0; MeshIndex < InSourceMeshes.Num() && MergeData == nullptr; MeshIndex++)
{
const int32 LODIndex = InSourceMeshes[MeshIndex].ExportLODIndex;
if (InSourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh->VertexPositions.Num())
{
const TArray<int32>& GlobalMaterialIndices = *InMaterialIndexMap.Find(FMeshIdAndLOD(MeshIndex, LODIndex));
for (LocalMaterialIndex = 0; LocalMaterialIndex < GlobalMaterialIndices.Num(); LocalMaterialIndex++)
{
// Only need to set merge data if we need to bake out using vertex data for this specific mesh
if (InMeshShouldBakeVertexData[MeshIndex] && GlobalMaterialIndices[LocalMaterialIndex] == MaterialIndex)
{
UsedMeshIndex = MeshIndex;
MergeData = &InSourceMeshes[MeshIndex].MeshLODData[LODIndex];
LocalTextureBoundIndex = LocalMaterialIndex;
break;
}
}
}
else
{
break;
}
}
// If there is specific vertex data available and used in the material we should generate non-overlapping UVs
if (MergeData && InMeshShouldBakeVertexData[UsedMeshIndex])
{
// Generate new non-overlapping texture coordinates for mesh if needed
if (MergeData->TexCoordBounds.Num() == 0)
{
// Calculate the max bounds for this raw mesh
CalculateTextureCoordinateBoundsForRawMesh(*MergeData->RawMesh, MergeData->TexCoordBounds);
}
if (MergeData->NewUVs.Num() == 0)
{
// Generate unique UVs
GenerateUniqueUVsForStaticMesh(*MergeData->RawMesh, InMaterialProxySettings.TextureSize.GetMax(), MergeData->NewUVs);
}
FBox2D TextureBoundsForMesh(EForceInit::ForceInitToZero);
for (const FVector2D& UV : MergeData->NewUVs)
{
TextureBoundsForMesh += UV;
}
// Export the material using mesh data to support vertex based material properties
FMaterialUtilities::ExportMaterial(
CurrentMaterial,
MergeData->RawMesh,
LocalMaterialIndex,
TextureBoundsForMesh,
MergeData->NewUVs,
FlattenMaterial,
CachedShader);
}
else
{
// Export the material without vertex data
FMaterialUtilities::ExportMaterial(
CurrentMaterial,
FlattenMaterial,
CachedShader);
}
// Fill flatten material samples alpha values with 255 (for saving out textures correctly for Simplygon Swarm)
FlattenMaterial.FillAlphaValues(255);
// Add flattened material to outgoing array
OutFlattenedMaterials.Add(FlattenMaterial);
// Check if this material will be used later. If not - release shader.
bool bMaterialStillUsed = false;
for (int32 Index = MaterialIndex + 1; Index < InMaterials.Num(); Index++)
{
if (InMaterials[Index] == CurrentMaterial)
{
bMaterialStillUsed = true;
break;
}
}
if (!bMaterialStillUsed)
{
CachedShader->Release();
}
}
if (OutFlattenedMaterials.Num() > 1)
{
// Dither transition fix-up
for (FFlattenMaterial& FlatMaterial : OutFlattenedMaterials)
{
FlatMaterial.bDitheredLODTransition = bDitheredLODTransition;
}
// Start with determining maximum emissive scale
float MaxEmissiveScale = 0.0f;
for (FFlattenMaterial& FlatMaterial : OutFlattenedMaterials)
{
if (FlatMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Emissive))
{
if (FlatMaterial.EmissiveScale > MaxEmissiveScale)
{
MaxEmissiveScale = FlatMaterial.EmissiveScale;
}
}
}
if (MaxEmissiveScale > 0.001f)
{
// Rescale all materials.
for (FFlattenMaterial& FlatMaterial : OutFlattenedMaterials)
{
const float Scale = FlatMaterial.EmissiveScale / MaxEmissiveScale;
if (FMath::Abs(Scale - 1.0f) < 0.01f)
{
// Difference is not noticeable for this material, or this material has maximal emissive level.
continue;
}
// Rescale emissive data.
TArray<FColor>& EmissiveSamples = FlatMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive);
for (int32 PixelIndex = 0; PixelIndex < EmissiveSamples.Num(); PixelIndex++)
{
FColor& C = EmissiveSamples[PixelIndex];
C.R = FMath::RoundToInt(C.R * Scale);
C.G = FMath::RoundToInt(C.G * Scale);
C.B = FMath::RoundToInt(C.B * Scale);
}
// Update emissive scale to maximum
FlatMaterial.EmissiveScale = MaxEmissiveScale;
}
}
}
}
// Exports static mesh LOD render data to a RawMesh
void FMeshUtilities::ExportStaticMeshLOD(const FStaticMeshLODResources& StaticMeshLOD, FRawMesh& OutRawMesh) const
{
const int32 NumWedges = StaticMeshLOD.IndexBuffer.GetNumIndices();
const int32 NumVertexPositions = StaticMeshLOD.PositionVertexBuffer.GetNumVertices();
const int32 NumFaces = NumWedges / 3;
// Indices
StaticMeshLOD.IndexBuffer.GetCopy(OutRawMesh.WedgeIndices);
// Vertex positions
if (NumVertexPositions > 0)
{
OutRawMesh.VertexPositions.Empty(NumVertexPositions);
for (int32 PosIdx = 0; PosIdx < NumVertexPositions; ++PosIdx)
{
FVector Pos = StaticMeshLOD.PositionVertexBuffer.VertexPosition(PosIdx);
OutRawMesh.VertexPositions.Add(Pos);
}
}
// Vertex data
if (StaticMeshLOD.VertexBuffer.GetNumVertices() > 0)
{
OutRawMesh.WedgeTangentX.Empty(NumWedges);
OutRawMesh.WedgeTangentY.Empty(NumWedges);
OutRawMesh.WedgeTangentZ.Empty(NumWedges);
const int32 NumTexCoords = StaticMeshLOD.VertexBuffer.GetNumTexCoords();
for (int32 TexCoodIdx = 0; TexCoodIdx < NumTexCoords; ++TexCoodIdx)
{
OutRawMesh.WedgeTexCoords[TexCoodIdx].Empty(NumWedges);
}
for (int32 WedgeIndex : OutRawMesh.WedgeIndices)
{
FVector WedgeTangentX = StaticMeshLOD.VertexBuffer.VertexTangentX(WedgeIndex);
FVector WedgeTangentY = StaticMeshLOD.VertexBuffer.VertexTangentY(WedgeIndex);
FVector WedgeTangentZ = StaticMeshLOD.VertexBuffer.VertexTangentZ(WedgeIndex);
OutRawMesh.WedgeTangentX.Add(WedgeTangentX);
OutRawMesh.WedgeTangentY.Add(WedgeTangentY);
OutRawMesh.WedgeTangentZ.Add(WedgeTangentZ);
for (int32 TexCoodIdx = 0; TexCoodIdx < NumTexCoords; ++TexCoodIdx)
{
FVector2D WedgeTexCoord = StaticMeshLOD.VertexBuffer.GetVertexUV(WedgeIndex, TexCoodIdx);
OutRawMesh.WedgeTexCoords[TexCoodIdx].Add(WedgeTexCoord);
}
}
}
// Vertex colors
if (StaticMeshLOD.ColorVertexBuffer.GetNumVertices() > 0)
{
OutRawMesh.WedgeColors.Empty(NumWedges);
for (int32 WedgeIndex : OutRawMesh.WedgeIndices)
{
FColor VertexColor = StaticMeshLOD.ColorVertexBuffer.VertexColor(WedgeIndex);
OutRawMesh.WedgeColors.Add(VertexColor);
}
}
// Materials
{
OutRawMesh.FaceMaterialIndices.Empty(NumFaces);
OutRawMesh.FaceMaterialIndices.SetNumZeroed(NumFaces);
for (const FStaticMeshSection& Section : StaticMeshLOD.Sections)
{
uint32 FirstTriangle = Section.FirstIndex / 3;
for (uint32 TriangleIndex = 0; TriangleIndex < Section.NumTriangles; ++TriangleIndex)
{
OutRawMesh.FaceMaterialIndices[FirstTriangle + TriangleIndex] = Section.MaterialIndex;
}
}
}
// Smoothing masks
{
OutRawMesh.FaceSmoothingMasks.Empty(NumFaces);
OutRawMesh.FaceSmoothingMasks.SetNumUninitialized(NumFaces);
for (auto& SmoothingMask : OutRawMesh.FaceSmoothingMasks)
{
SmoothingMask = 1;
}
}
}
const bool IsLandscapeHit(const FVector& RayOrigin, const FVector& RayEndPoint, const UWorld* World, const TArray<ALandscapeProxy*>& LandscapeProxies, FVector& OutHitLocation)
{
static FName TraceTag = FName(TEXT("LandscapeTrace"));
TArray<FHitResult> Results;
// Each landscape component has 2 collision shapes, 1 of them is specific to landscape editor
// Trace only ECC_Visibility channel, so we do hit only Editor specific shape
World->LineTraceMultiByObjectType(Results, RayOrigin, RayEndPoint, FCollisionObjectQueryParams(ECollisionChannel::ECC_Visibility), FCollisionQueryParams(TraceTag, true));
bool bHitLandscape = false;
for (const FHitResult& HitResult : Results)
{
ULandscapeHeightfieldCollisionComponent* CollisionComponent = Cast<ULandscapeHeightfieldCollisionComponent>(HitResult.Component.Get());
if (CollisionComponent)
{
ALandscapeProxy* HitLandscape = CollisionComponent->GetLandscapeProxy();
if (HitLandscape && LandscapeProxies.Contains(HitLandscape))
{
// Could write a correct clipping algorithm, that clips the triangle to hit location
OutHitLocation = HitLandscape->LandscapeActorToWorld().InverseTransformPosition(HitResult.Location);
// Above landscape so visible
bHitLandscape = true;
}
}
}
return bHitLandscape;
}
void CullTrianglesFromVolumesAndUnderLandscapes(const UStaticMeshComponent* InMeshComponent, FRawMesh &OutRawMesh)
{
UWorld* World = InMeshComponent->GetWorld();
TArray<ALandscapeProxy*> Landscapes;
TArray<AMeshMergeCullingVolume*> CullVolumes;
FBox ComponentBox(InMeshComponent->Bounds.Origin - InMeshComponent->Bounds.BoxExtent, InMeshComponent->Bounds.Origin + InMeshComponent->Bounds.BoxExtent);
for (ULevel* Level : World->GetLevels())
{
for (AActor* Actor : Level->Actors)
{
ALandscape* Proxy = Cast<ALandscape>(Actor);
if (Proxy && Proxy->bUseLandscapeForCullingInvisibleHLODVertices)
{
FVector Origin, Extent;
Proxy->GetActorBounds(false, Origin, Extent);
FBox LandscapeBox(Origin - Extent, Origin + Extent);
// Ignore Z axis for 2d bounds check
if (LandscapeBox.IntersectXY(ComponentBox))
{
Landscapes.Add(Proxy->GetLandscapeActor());
}
}
// Check for culling volumes
AMeshMergeCullingVolume* Volume = Cast<AMeshMergeCullingVolume>(Actor);
if (Volume)
{
// If the mesh's bounds intersect with the volume there is a possibility of culling
const bool bIntersecting = Volume->EncompassesPoint(InMeshComponent->Bounds.Origin, InMeshComponent->Bounds.SphereRadius, nullptr);
if (bIntersecting)
{
CullVolumes.Add(Volume);
}
}
}
}
TArray<bool> VertexVisible;
VertexVisible.AddZeroed(OutRawMesh.VertexPositions.Num());
int32 Index = 0;
for (const FVector& Position : OutRawMesh.VertexPositions)
{
// Start with setting visibility to true on all vertices
VertexVisible[Index] = true;
// Check if this vertex is culled due to being underneath a landscape
if (Landscapes.Num() > 0)
{
bool bVertexWithinLandscapeBounds = false;
for (ALandscapeProxy* Proxy : Landscapes)
{
FVector Origin, Extent;
Proxy->GetActorBounds(false, Origin, Extent);
FBox LandscapeBox(Origin - Extent, Origin + Extent);
bVertexWithinLandscapeBounds |= LandscapeBox.IsInsideXY(Position);
}
if (bVertexWithinLandscapeBounds)
{
const FVector Start = Position;
FVector End = Position - (WORLD_MAX * FVector::UpVector);
FVector OutHit;
const bool IsAboveLandscape = IsLandscapeHit(Start, End, World, Landscapes, OutHit);
End = Position + (WORLD_MAX * FVector::UpVector);
const bool IsUnderneathLandscape = IsLandscapeHit(Start, End, World, Landscapes, OutHit);
// Vertex is visible when above landscape (with actual landscape underneath) or if there is no landscape beneath or above the vertex (falls outside of landscape bounds)
VertexVisible[Index] = (IsAboveLandscape && !IsUnderneathLandscape);// || (!IsAboveLandscape && !IsUnderneathLandscape);
}
}
// Volume culling
for (AMeshMergeCullingVolume* Volume : CullVolumes)
{
const bool bVertexIsInsideVolume = Volume->EncompassesPoint(Position, 0.0f, nullptr);
if (bVertexIsInsideVolume)
{
// Inside a culling volume so invisible
VertexVisible[Index] = false;
}
}
Index++;
}
// We now know which vertices are below the landscape
TArray<bool> TriangleVisible;
int32 NumTriangles = OutRawMesh.WedgeIndices.Num() / 3;
TriangleVisible.AddZeroed(NumTriangles);
bool bCreateNewMesh = false;
// Determine which triangles of the mesh are visible
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
{
bool AboveLandscape = false;
for (int32 WedgeIndex = 0; WedgeIndex < 3; ++WedgeIndex)
{
AboveLandscape |= VertexVisible[OutRawMesh.WedgeIndices[(TriangleIndex * 3) + WedgeIndex]];
}
TriangleVisible[TriangleIndex] = AboveLandscape;
bCreateNewMesh |= !AboveLandscape;
}
// Check whether or not we have to create a new mesh
if (bCreateNewMesh)
{
FRawMesh NewRawMesh;
TMap<int32, int32> VertexRemapping;
// Fill new mesh with data only from visible triangles
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; ++TriangleIndex)
{
if (!TriangleVisible[TriangleIndex])
continue;
for (int32 WedgeIndex = 0; WedgeIndex < 3; ++WedgeIndex)
{
int32 OldIndex = OutRawMesh.WedgeIndices[(TriangleIndex * 3) + WedgeIndex];
int32 NewIndex;
int32* RemappedIndex = VertexRemapping.Find(Index);
if (RemappedIndex)
{
NewIndex = *RemappedIndex;
}
else
{
NewIndex = NewRawMesh.VertexPositions.Add(OutRawMesh.VertexPositions[OldIndex]);
VertexRemapping.Add(OldIndex, NewIndex);
}
NewRawMesh.WedgeIndices.Add(NewIndex);
if (OutRawMesh.WedgeColors.Num()) NewRawMesh.WedgeColors.Add(OutRawMesh.WedgeColors[(TriangleIndex * 3) + WedgeIndex]);
if (OutRawMesh.WedgeTangentX.Num()) NewRawMesh.WedgeTangentX.Add(OutRawMesh.WedgeTangentX[(TriangleIndex * 3) + WedgeIndex]);
if (OutRawMesh.WedgeTangentY.Num()) NewRawMesh.WedgeTangentY.Add(OutRawMesh.WedgeTangentY[(TriangleIndex * 3) + WedgeIndex]);
if (OutRawMesh.WedgeTangentZ.Num()) NewRawMesh.WedgeTangentZ.Add(OutRawMesh.WedgeTangentZ[(TriangleIndex * 3) + WedgeIndex]);
for (int32 UVIndex = 0; UVIndex < MAX_MESH_TEXTURE_COORDS; ++UVIndex)
{
if (OutRawMesh.WedgeTexCoords[UVIndex].Num())
{
NewRawMesh.WedgeTexCoords[UVIndex].Add(OutRawMesh.WedgeTexCoords[UVIndex][(TriangleIndex * 3) + WedgeIndex]);
}
}
}
NewRawMesh.FaceMaterialIndices.Add(OutRawMesh.FaceMaterialIndices[TriangleIndex]);
NewRawMesh.FaceSmoothingMasks.Add(OutRawMesh.FaceSmoothingMasks[TriangleIndex]);
}
OutRawMesh = NewRawMesh;
}
}
void PropagateSplineDeformationToRawMesh(const USplineMeshComponent* InSplineMeshComponent, FRawMesh &OutRawMesh)
{
// Apply spline deformation for each vertex's tangents
for (int32 iVert = 0; iVert < OutRawMesh.WedgeIndices.Num(); ++iVert)
{
uint32 Index = OutRawMesh.WedgeIndices[iVert];
float& AxisValue = USplineMeshComponent::GetAxisValue(OutRawMesh.VertexPositions[Index], InSplineMeshComponent->ForwardAxis);
FTransform SliceTransform = InSplineMeshComponent->CalcSliceTransform(AxisValue);
// Transform tangents first
if (OutRawMesh.WedgeTangentX.Num())
{
OutRawMesh.WedgeTangentX[iVert] = SliceTransform.TransformVector(OutRawMesh.WedgeTangentX[iVert]);
}
if (OutRawMesh.WedgeTangentY.Num())
{
OutRawMesh.WedgeTangentY[iVert] = SliceTransform.TransformVector(OutRawMesh.WedgeTangentY[iVert]);
}
if (OutRawMesh.WedgeTangentZ.Num())
{
OutRawMesh.WedgeTangentZ[iVert] = SliceTransform.TransformVector(OutRawMesh.WedgeTangentZ[iVert]);
}
}
// Apply spline deformation for each vertex position
for (int32 iVert = 0; iVert < OutRawMesh.VertexPositions.Num(); ++iVert)
{
float& AxisValue = USplineMeshComponent::GetAxisValue(OutRawMesh.VertexPositions[iVert], InSplineMeshComponent->ForwardAxis);
FTransform SliceTransform = InSplineMeshComponent->CalcSliceTransform(AxisValue);
AxisValue = 0.0f;
OutRawMesh.VertexPositions[iVert] = SliceTransform.TransformPosition(OutRawMesh.VertexPositions[iVert]);
}
}
void TransformRawMeshVertexData(const FTransform& InTransform, FRawMesh &OutRawMesh )
{
for (FVector& Vertex : OutRawMesh.VertexPositions)
{
Vertex = InTransform.TransformPosition(Vertex);
}
for (FVector& TangentX : OutRawMesh.WedgeTangentX)
{
TangentX = InTransform.TransformVectorNoScale(TangentX);
}
for (FVector& TangentY : OutRawMesh.WedgeTangentY)
{
TangentY = InTransform.TransformVectorNoScale(TangentY);
}
for (FVector& TangentZ : OutRawMesh.WedgeTangentZ)
{
TangentZ = InTransform.TransformVectorNoScale(TangentZ);
}
const bool bIsMirrored = InTransform.GetDeterminant() < 0.f;
if (bIsMirrored)
{
// Flip faces
for (int32 FaceIdx = 0; FaceIdx < OutRawMesh.WedgeIndices.Num() / 3; FaceIdx++)
{
int32 I0 = FaceIdx * 3 + 0;
int32 I2 = FaceIdx * 3 + 2;
Swap(OutRawMesh.WedgeIndices[I0], OutRawMesh.WedgeIndices[I2]);
// seems like vertex colors and UVs are not indexed, so swap values instead
if (OutRawMesh.WedgeColors.Num())
{
Swap(OutRawMesh.WedgeColors[I0], OutRawMesh.WedgeColors[I2]);
}
for (int32 i = 0; i < MAX_MESH_TEXTURE_COORDS; ++i)
{
if (OutRawMesh.WedgeTexCoords[i].Num())
{
Swap(OutRawMesh.WedgeTexCoords[i][I0], OutRawMesh.WedgeTexCoords[i][I2]);
}
}
}
}
}
void RecomputeTangentsAndNormalsForRawMesh(bool bRecomputeTangents, bool bRecomputeNormals, const FMeshBuildSettings& InBuildSettings, FRawMesh &OutRawMesh )
{
const int32 NumWedges = OutRawMesh.WedgeIndices.Num();
// Dump normals and tangents if we are recomputing them.
if (bRecomputeTangents)
{
OutRawMesh.WedgeTangentX.Empty(NumWedges);
OutRawMesh.WedgeTangentX.AddZeroed(NumWedges);
OutRawMesh.WedgeTangentY.Empty(NumWedges);
OutRawMesh.WedgeTangentY.AddZeroed(NumWedges);
}
if (bRecomputeNormals)
{
OutRawMesh.WedgeTangentZ.Empty(NumWedges);
OutRawMesh.WedgeTangentZ.AddZeroed(NumWedges);
}
// Compute any missing tangents.
if (bRecomputeNormals || bRecomputeTangents)
{
float ComparisonThreshold = GetComparisonThreshold(InBuildSettings);
TMultiMap<int32, int32> OverlappingCorners;
FindOverlappingCorners(OverlappingCorners, OutRawMesh, ComparisonThreshold);
// Static meshes always blend normals of overlapping corners.
uint32 TangentOptions = ETangentOptions::BlendOverlappingNormals;
if (InBuildSettings.bRemoveDegenerates)
{
// If removing degenerate triangles, ignore them when computing tangents.
TangentOptions |= ETangentOptions::IgnoreDegenerateTriangles;
}
if (InBuildSettings.bUseMikkTSpace)
{
ComputeTangents_MikkTSpace(OutRawMesh, OverlappingCorners, TangentOptions);
}
else
{
ComputeTangents(OutRawMesh, OverlappingCorners, TangentOptions);
}
}
// At this point the mesh will have valid tangents.
check(OutRawMesh.WedgeTangentX.Num() == NumWedges);
check(OutRawMesh.WedgeTangentY.Num() == NumWedges);
check(OutRawMesh.WedgeTangentZ.Num() == NumWedges);
}
bool FMeshUtilities::ConstructRawMesh(
const UStaticMeshComponent* InMeshComponent,
int32 InLODIndex,
const bool bPropagateVertexColours,
FRawMesh& OutRawMesh,
TArray<FSectionInfo>& OutUniqueSections,
TArray<int32>& OutGlobalMaterialIndices) const
{
// Retrieve source static mesh
const UStaticMesh* SourceStaticMesh = InMeshComponent->GetStaticMesh();
if (SourceStaticMesh == NULL)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("No static mesh actor found in component %s."), *InMeshComponent->GetName());
return false;
}
if (!SourceStaticMesh->SourceModels.IsValidIndex(InLODIndex))
{
UE_LOG(LogMeshUtilities, Log, TEXT("No mesh data found for LOD%d %s."), InLODIndex, *SourceStaticMesh->GetName());
return false;
}
if (!SourceStaticMesh->RenderData->LODResources.IsValidIndex(InLODIndex))
{
UE_LOG(LogMeshUtilities, Warning, TEXT("No mesh render data found for LOD%d %s."), InLODIndex, *SourceStaticMesh->GetName());
return false;
}
const FStaticMeshSourceModel& SourceStaticMeshModel = SourceStaticMesh->SourceModels[InLODIndex];
// Imported meshes will have a filled RawMeshBulkData set
const bool bImportedMesh = !SourceStaticMeshModel.RawMeshBulkData->IsEmpty();
// Check whether or not this mesh has been reduced in-engine
const bool bReducedMesh = (SourceStaticMeshModel.ReductionSettings.PercentTriangles < 1.0f);
// rying to retrieve rawmesh from SourceStaticMeshModel was giving issues, which causes a mismatch
const bool bRenderDataMismatch = (InLODIndex > 0);
// Determine whether we load the raw mesh data from (original) import data or from the generated render data resources
if (bImportedMesh && !InMeshComponent->IsA<USplineMeshComponent>() && !bReducedMesh && !bRenderDataMismatch)
{
SourceStaticMeshModel.RawMeshBulkData->LoadRawMesh(OutRawMesh);
}
else
{
ExportStaticMeshLOD(SourceStaticMesh->RenderData->LODResources[InLODIndex], OutRawMesh);
}
// Make sure the raw mesh is not irreparably malformed.
if (!OutRawMesh.IsValidOrFixable())
{
UE_LOG(LogMeshUtilities, Error, TEXT("Raw mesh (%s) is corrupt for LOD%d."), *SourceStaticMesh->GetName(), InLODIndex);
return false;
}
// Handle spline mesh deformation
if (InMeshComponent->IsA<USplineMeshComponent>())
{
const USplineMeshComponent* SplineMeshComponent = Cast<USplineMeshComponent>(InMeshComponent);
// Deform raw mesh data according to the Spline Mesh Component's data
PropagateSplineDeformationToRawMesh(SplineMeshComponent, OutRawMesh);
}
// Use build settings from base mesh for LOD entries that was generated inside Editor.
const FMeshBuildSettings& BuildSettings = bImportedMesh ? SourceStaticMeshModel.BuildSettings : SourceStaticMesh->SourceModels[0].BuildSettings;
// Transform raw mesh to world space
FTransform ComponentToWorldTransform = InMeshComponent->ComponentToWorld;
// Take into account build scale settings only for meshes imported from raw data
// meshes reconstructed from render data already have build scale applied
if (bImportedMesh)
{
ComponentToWorldTransform.SetScale3D(ComponentToWorldTransform.GetScale3D()*BuildSettings.BuildScale3D);
}
// If specified propagate painted vertex colors into our raw mesh
if (bPropagateVertexColours)
{
PropagatePaintedColorsToRawMesh(InMeshComponent, InLODIndex, OutRawMesh);
}
// Transform raw mesh vertex data by the Static Mesh Component's component to world transformation
TransformRawMeshVertexData(ComponentToWorldTransform, OutRawMesh);
// Culling triangles could lead to an entirely empty RawMesh (all vertices culled)
if (!OutRawMesh.IsValid())
{
return false;
}
// Figure out if we should recompute normals and tangents. By default generated LODs should not recompute normals
const bool bIsMirrored = ComponentToWorldTransform.GetDeterminant() < 0.f;
bool bRecomputeNormals = (bImportedMesh && BuildSettings.bRecomputeNormals) || OutRawMesh.WedgeTangentZ.Num() == 0 || bIsMirrored;
bool bRecomputeTangents = (bImportedMesh && BuildSettings.bRecomputeTangents) || OutRawMesh.WedgeTangentX.Num() == 0 || OutRawMesh.WedgeTangentY.Num() == 0 || bIsMirrored;
if (bRecomputeNormals || bRecomputeTangents)
{
RecomputeTangentsAndNormalsForRawMesh(bRecomputeTangents, bRecomputeNormals, BuildSettings, OutRawMesh);
}
// Retrieving materials
UMaterialInterface* DefaultMaterial = Cast<UMaterialInterface>(UMaterial::GetDefaultMaterial(MD_Surface));
//Need to store the unique material indices in order to re-map the material indices in each rawmesh
TArray<int32> RemapMaterialArrayIndex;
RemapMaterialArrayIndex.AddZeroed(SourceStaticMesh->StaticMaterials.Num());
for (int32 ArrayIndex = 0; ArrayIndex < RemapMaterialArrayIndex.Num(); ++ArrayIndex)
{
RemapMaterialArrayIndex[ArrayIndex] = ArrayIndex;
}
for (const FStaticMeshSection& Section : SourceStaticMesh->RenderData->LODResources[InLODIndex].Sections)
{
// Add material and store the material ID
UMaterialInterface* MaterialToAdd = InMeshComponent->GetMaterial(Section.MaterialIndex);
FName MaterialSlotNameToAdd = SourceStaticMesh->StaticMaterials.IsValidIndex(Section.MaterialIndex) ? SourceStaticMesh->StaticMaterials[Section.MaterialIndex].MaterialSlotName : NAME_None;
if (MaterialToAdd)
{
//Need to check if the resource exists
FMaterialResource* Resource = MaterialToAdd->GetMaterialResource(GMaxRHIFeatureLevel);
if (!Resource)
{
MaterialToAdd = DefaultMaterial;
}
}
else
{
MaterialToAdd = DefaultMaterial;
}
FSectionInfo SectionInfo;
SectionInfo.Material = MaterialToAdd;
SectionInfo.MaterialSlotName = MaterialSlotNameToAdd;
SectionInfo.bCollisionEnabled = Section.bEnableCollision;
SectionInfo.bShadowCastingEnabled = Section.bCastShadow;
const int32 MaterialIdx = OutUniqueSections.Add(SectionInfo);
const int32 MaterialMapIdx = OutGlobalMaterialIndices.Add(MaterialIdx);
RemapMaterialArrayIndex[Section.MaterialIndex] = MaterialMapIdx;
}
// Update face material indices, only if we are merging old imported static mesh asset, since the new build do not allow to shuffle section at import.
if (SourceStaticMesh->ImportVersion < RemoveStaticMeshSkinxxWorkflow && OutRawMesh.FaceMaterialIndices.Num())
{
for (int32& MaterialIndex : OutRawMesh.FaceMaterialIndices)
{
int32 RemapMaterialIndex = RemapMaterialArrayIndex[MaterialIndex];
MaterialIndex = RemapMaterialIndex;
}
}
return true;
}
void FMeshUtilities::ExtractMeshDataForGeometryCache(FRawMesh& RawMesh, const FMeshBuildSettings& BuildSettings, TArray<FStaticMeshBuildVertex>& OutVertices, TArray<TArray<uint32> >& OutPerSectionIndices, int32 ImportVersion)
{
int32 NumWedges = RawMesh.WedgeIndices.Num();
// Figure out if we should recompute normals and tangents. By default generated LODs should not recompute normals
bool bRecomputeNormals = (BuildSettings.bRecomputeNormals) || RawMesh.WedgeTangentZ.Num() == 0;
bool bRecomputeTangents = (BuildSettings.bRecomputeTangents) || RawMesh.WedgeTangentX.Num() == 0 || RawMesh.WedgeTangentY.Num() == 0;
// Dump normals and tangents if we are recomputing them.
if (bRecomputeTangents)
{
RawMesh.WedgeTangentX.Empty(NumWedges);
RawMesh.WedgeTangentX.AddZeroed(NumWedges);
RawMesh.WedgeTangentY.Empty(NumWedges);
RawMesh.WedgeTangentY.AddZeroed(NumWedges);
}
if (bRecomputeNormals)
{
RawMesh.WedgeTangentZ.Empty(NumWedges);
RawMesh.WedgeTangentZ.AddZeroed(NumWedges);
}
// Compute any missing tangents.
TMultiMap<int32, int32> OverlappingCorners;
if (bRecomputeNormals || bRecomputeTangents)
{
float ComparisonThreshold = GetComparisonThreshold(BuildSettings);
FindOverlappingCorners(OverlappingCorners, RawMesh, ComparisonThreshold);
// Static meshes always blend normals of overlapping corners.
uint32 TangentOptions = ETangentOptions::BlendOverlappingNormals;
if (BuildSettings.bRemoveDegenerates)
{
// If removing degenerate triangles, ignore them when computing tangents.
TangentOptions |= ETangentOptions::IgnoreDegenerateTriangles;
}
if (BuildSettings.bUseMikkTSpace)
{
ComputeTangents_MikkTSpace(RawMesh, OverlappingCorners, TangentOptions);
}
else
{
ComputeTangents(RawMesh, OverlappingCorners, TangentOptions);
}
}
// At this point the mesh will have valid tangents.
check(RawMesh.WedgeTangentX.Num() == NumWedges);
check(RawMesh.WedgeTangentY.Num() == NumWedges);
check(RawMesh.WedgeTangentZ.Num() == NumWedges);
TArray<int32> OutWedgeMap;
int32 MaxMaterialIndex = 1;
for (int32 FaceIndex = 0; FaceIndex < RawMesh.FaceMaterialIndices.Num(); FaceIndex++)
{
MaxMaterialIndex = FMath::Max<int32>(RawMesh.FaceMaterialIndices[FaceIndex], MaxMaterialIndex);
}
TMap<uint32, uint32> MaterialToSectionMapping;
for (int32 i = 0; i <= MaxMaterialIndex; ++i)
{
OutPerSectionIndices.Push(TArray<uint32>());
MaterialToSectionMapping.Add(i, i);
}
BuildStaticMeshVertexAndIndexBuffers(OutVertices, OutPerSectionIndices, OutWedgeMap, RawMesh, OverlappingCorners, MaterialToSectionMapping, KINDA_SMALL_NUMBER, BuildSettings.BuildScale3D, ImportVersion);
if (RawMesh.WedgeIndices.Num() < 100000 * 3)
{
CacheOptimizeVertexAndIndexBuffer(OutVertices, OutPerSectionIndices, OutWedgeMap);
check(OutWedgeMap.Num() == RawMesh.WedgeIndices.Num());
}
}
/*------------------------------------------------------------------------------
Mesh merging
------------------------------------------------------------------------------*/
bool FMeshUtilities::PropagatePaintedColorsToRawMesh(const UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, FRawMesh& RawMesh) const
{
UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh();
if (StaticMesh->SourceModels.IsValidIndex(LODIndex) &&
StaticMeshComponent->LODData.IsValidIndex(LODIndex) &&
StaticMeshComponent->LODData[LODIndex].OverrideVertexColors != nullptr)
{
FColorVertexBuffer& ColorVertexBuffer = *StaticMeshComponent->LODData[LODIndex].OverrideVertexColors;
FStaticMeshSourceModel& SrcModel = StaticMesh->SourceModels[LODIndex];
FStaticMeshRenderData& RenderData = *StaticMesh->RenderData;
FStaticMeshLODResources& RenderModel = RenderData.LODResources[LODIndex];
if (ColorVertexBuffer.GetNumVertices() == RenderModel.GetNumVertices())
{
int32 NumWedges = RawMesh.WedgeIndices.Num();
const bool bUseWedgeMap = RenderData.WedgeMap.Num() > 0 && RenderData.WedgeMap.Num() == NumWedges && !StaticMeshComponent->IsA<USplineMeshComponent>();
// If we have a wedge map
if (bUseWedgeMap)
{
if (RenderData.WedgeMap.Num() == NumWedges)
{
int32 NumExistingColors = RawMesh.WedgeColors.Num();
if (NumExistingColors < NumWedges)
{
RawMesh.WedgeColors.AddUninitialized(NumWedges - NumExistingColors);
}
for (int32 i = 0; i < NumWedges; ++i)
{
FColor WedgeColor = FColor::White;
int32 Index = RenderData.WedgeMap[i];
if (Index != INDEX_NONE)
{
WedgeColor = ColorVertexBuffer.VertexColor(Index);
}
RawMesh.WedgeColors[i] = WedgeColor;
}
return true;
}
}
// No wedge map (this can happen when we poly reduce the LOD for example)
// Use index buffer directly
else
{
UE_LOG(LogMeshUtilities, Warning, TEXT("{%s} Wedge map size %d is wrong or empty. Expected %d. Falling back on using index buffer for propagating vertex painting"), *StaticMesh->GetName(), RenderData.WedgeMap.Num(), RawMesh.WedgeIndices.Num());
RawMesh.WedgeColors.SetNumUninitialized(NumWedges);
if (RawMesh.VertexPositions.Num() == ColorVertexBuffer.GetNumVertices())
{
for (int32 i = 0; i < NumWedges; ++i)
{
FColor WedgeColor = FColor::White;
uint32 VertIndex = RawMesh.WedgeIndices[i];
if (VertIndex < ColorVertexBuffer.GetNumVertices())
{
WedgeColor = ColorVertexBuffer.VertexColor(VertIndex);
}
RawMesh.WedgeColors[i] = WedgeColor;
}
return true;
}
}
}
}
return false;
}
static void TransformPhysicsGeometry(const FTransform& InTransform, FKAggregateGeom& AggGeom)
{
FTransform NoScaleInTransform = InTransform;
NoScaleInTransform.SetScale3D(FVector(1, 1, 1));
for (FKSphereElem& Elem : AggGeom.SphereElems)
{
FTransform ElemTM = Elem.GetTransform();
Elem.SetTransform(ElemTM*NoScaleInTransform);
}
for (FKBoxElem& Elem : AggGeom.BoxElems)
{
FTransform ElemTM = Elem.GetTransform();
Elem.SetTransform(ElemTM*NoScaleInTransform);
}
for (FKSphylElem& Elem : AggGeom.SphylElems)
{
FTransform ElemTM = Elem.GetTransform();
Elem.SetTransform(ElemTM*NoScaleInTransform);
}
for (FKConvexElem& Elem : AggGeom.ConvexElems)
{
FTransform ElemTM = Elem.GetTransform();
Elem.SetTransform(ElemTM*InTransform);
}
// seems like all primitives except Convex need separate scaling pass
const FVector Scale3D = InTransform.GetScale3D();
if (!Scale3D.Equals(FVector(1.f)))
{
const float MinPrimSize = KINDA_SMALL_NUMBER;
for (FKSphereElem& Elem : AggGeom.SphereElems)
{
Elem.ScaleElem(Scale3D, MinPrimSize);
}
for (FKBoxElem& Elem : AggGeom.BoxElems)
{
Elem.ScaleElem(Scale3D, MinPrimSize);
}
for (FKSphylElem& Elem : AggGeom.SphylElems)
{
Elem.ScaleElem(Scale3D, MinPrimSize);
}
}
}
static void ExtractPhysicsGeometry(UStaticMeshComponent* InMeshComponent, FKAggregateGeom& OutAggGeom)
{
UStaticMesh* SrcMesh = InMeshComponent->GetStaticMesh();
if (SrcMesh == nullptr)
{
return;
}
if (!SrcMesh->BodySetup)
{
return;
}
OutAggGeom = SrcMesh->BodySetup->AggGeom;
// Convert boxes to convex, so they can be sheared
for (int32 BoxIdx = 0; BoxIdx < OutAggGeom.BoxElems.Num(); BoxIdx++)
{
FKConvexElem* NewConvexColl = new(OutAggGeom.ConvexElems) FKConvexElem();
NewConvexColl->ConvexFromBoxElem(OutAggGeom.BoxElems[BoxIdx]);
}
OutAggGeom.BoxElems.Empty();
// we are not owner of this stuff
OutAggGeom.RenderInfo = nullptr;
for (FKConvexElem& Elem : OutAggGeom.ConvexElems)
{
Elem.SetConvexMesh(nullptr);
Elem.SetMirroredConvexMesh(nullptr);
}
// Transform geometry to world space
FTransform CtoM = InMeshComponent->ComponentToWorld;
TransformPhysicsGeometry(CtoM, OutAggGeom);
}
void FMeshUtilities::CalculateTextureCoordinateBoundsForRawMesh(const FRawMesh& InRawMesh, TArray<FBox2D>& OutBounds) const
{
const int32 NumWedges = InRawMesh.WedgeIndices.Num();
const int32 NumTris = NumWedges / 3;
OutBounds.Empty();
int32 WedgeIndex = 0;
for (int32 TriIndex = 0; TriIndex < NumTris; TriIndex++)
{
int MaterialIndex = InRawMesh.FaceMaterialIndices[TriIndex];
if (OutBounds.Num() <= MaterialIndex)
OutBounds.SetNumZeroed(MaterialIndex + 1);
{
int32 CachedWedgeIndex = WedgeIndex;
for (int32 UVIndex = 0; UVIndex < MAX_MESH_TEXTURE_COORDS; ++UVIndex)
{
WedgeIndex = CachedWedgeIndex;
if (InRawMesh.WedgeTexCoords[UVIndex].Num())
{
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++, WedgeIndex++)
{
OutBounds[MaterialIndex] += InRawMesh.WedgeTexCoords[UVIndex][WedgeIndex];
}
}
}
}
}
}
void FMeshUtilities::CalculateTextureCoordinateBoundsForSkeletalMesh(const FStaticLODModel& LODModel, TArray<FBox2D>& OutBounds) const
{
TArray<FSoftSkinVertex> Vertices;
FMultiSizeIndexContainerData IndexData;
LODModel.GetVertices(Vertices);
LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
const uint32 SectionCount = (uint32)LODModel.NumNonClothingSections();
check(OutBounds.Num() != 0);
for (uint32 SectionIndex = 0; SectionIndex < SectionCount; ++SectionIndex)
{
const FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
const uint32 FirstIndex = Section.BaseIndex;
const uint32 LastIndex = FirstIndex + Section.NumTriangles * 3;
const int32 MaterialIndex = Section.MaterialIndex;
if (OutBounds.Num() <= MaterialIndex)
{
OutBounds.SetNumZeroed(MaterialIndex + 1);
}
for (uint32 Index = FirstIndex; Index < LastIndex; ++Index)
{
uint32 VertexIndex = IndexData.Indices[Index];
FSoftSkinVertex& Vertex = Vertices[VertexIndex];
FVector2D TexCoord = Vertex.UVs[0];
OutBounds[MaterialIndex] += TexCoord;
}
}
}
static void CopyTextureRect(const FColor* Src, const FIntPoint& SrcSize, FColor* Dst, const FIntPoint& DstSize, const FIntPoint& DstPos)
{
int32 RowLength = SrcSize.X*sizeof(FColor);
FColor* RowDst = Dst + DstSize.X*DstPos.Y;
const FColor* RowSrc = Src;
for (int32 RowIdx = 0; RowIdx < SrcSize.Y; ++RowIdx)
{
FMemory::Memcpy(RowDst + DstPos.X, RowSrc, RowLength);
RowDst += DstSize.X;
RowSrc += SrcSize.X;
}
}
static void SetTextureRect(const FColor& ColorValue, const FIntPoint& SrcSize, FColor* Dst, const FIntPoint& DstSize, const FIntPoint& DstPos)
{
FColor* RowDst = Dst + DstSize.X*DstPos.Y;
for (int32 RowIdx = 0; RowIdx < SrcSize.Y; ++RowIdx)
{
for (int32 ColIdx = 0; ColIdx < SrcSize.X; ++ColIdx)
{
RowDst[DstPos.X + ColIdx] = ColorValue;
}
RowDst += DstSize.X;
}
}
struct FRawMeshUVTransform
{
FVector2D Offset;
FVector2D Scale;
bool IsValid() const
{
return (Scale != FVector2D::ZeroVector);
}
};
static FVector2D GetValidUV(const FVector2D& UV)
{
FVector2D NewUV = UV;
// first make sure they're positive
if (UV.X < 0.0f)
{
NewUV.X = UV.X + FMath::CeilToInt(FMath::Abs(UV.X));
}
if (UV.Y < 0.0f)
{
NewUV.Y = UV.Y + FMath::CeilToInt(FMath::Abs(UV.Y));
}
// now make sure they're within [0, 1]
if (UV.X > 1.0f)
{
NewUV.X = FMath::Fmod(NewUV.X, 1.0f);
}
if (UV.Y > 1.0f)
{
NewUV.Y = FMath::Fmod(NewUV.Y, 1.0f);
}
return NewUV;
}
static void MergeFlattenedMaterials(TArray<struct FFlattenMaterial>& InMaterialList, FFlattenMaterial& OutMergedMaterial, TArray<FRawMeshUVTransform>& OutUVTransforms)
{
OutUVTransforms.Reserve(InMaterialList.Num());
// Fill output UV transforms with invalid values
for (auto Material : InMaterialList)
{
// Invalid UV transform
FRawMeshUVTransform UVTransform;
UVTransform.Offset = FVector2D::ZeroVector;
UVTransform.Scale = FVector2D::ZeroVector;
OutUVTransforms.Add(UVTransform);
}
int32 AtlasGridSize = FMath::CeilToInt(FMath::Sqrt(InMaterialList.Num()));
FIntPoint AtlasTextureSize = OutMergedMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse);
FIntPoint ExportTextureSize = AtlasTextureSize / AtlasGridSize;
int32 AtlasNumSamples = AtlasTextureSize.X*AtlasTextureSize.Y;
for (int32 PropertyIndex = 0; PropertyIndex < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++PropertyIndex)
{
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)PropertyIndex;
if (OutMergedMaterial.ShouldGenerateDataForProperty(Property))
{
check(OutMergedMaterial.GetPropertySize(Property) == AtlasTextureSize);
TArray<FColor>& Samples = OutMergedMaterial.GetPropertySamples(Property);
Samples.SetNumZeroed(AtlasNumSamples);
}
}
int32 AtlasRowIdx = 0;
int32 AtlasColIdx = 0;
FIntPoint AtlasTargetPos = FIntPoint(0, 0);
bool bSamplesWritten[(uint32)EFlattenMaterialProperties::NumFlattenMaterialProperties];
FMemory::Memset(bSamplesWritten, 0);
// Flatten all materials and merge them into one material using texture atlases
for (int32 MatIdx = 0; MatIdx < InMaterialList.Num(); ++MatIdx)
{
FFlattenMaterial& FlatMaterial = InMaterialList[MatIdx];
for (int32 PropertyIndex = 0; PropertyIndex < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++PropertyIndex)
{
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)PropertyIndex;
if (OutMergedMaterial.ShouldGenerateDataForProperty(Property) && FlatMaterial.DoesPropertyContainData(Property))
{
TArray<FColor>& SourceSamples = FlatMaterial.GetPropertySamples(Property);
TArray<FColor>& TargetSamples = OutMergedMaterial.GetPropertySamples(Property);
if (FlatMaterial.IsPropertyConstant(Property))
{
SetTextureRect(SourceSamples[0], ExportTextureSize, TargetSamples.GetData(), AtlasTextureSize, AtlasTargetPos);
}
else
{
FIntPoint PropertySize = FlatMaterial.GetPropertySize(Property);
PropertySize = ConditionalImageResize(PropertySize, ExportTextureSize, SourceSamples, false);
CopyTextureRect(SourceSamples.GetData(), ExportTextureSize, TargetSamples.GetData(), AtlasTextureSize, AtlasTargetPos);
FlatMaterial.SetPropertySize(Property, PropertySize);
}
bSamplesWritten[PropertyIndex] |= true;
}
}
check(OutUVTransforms.IsValidIndex(MatIdx));
OutUVTransforms[MatIdx].Offset = FVector2D(
(float)AtlasTargetPos.X / AtlasTextureSize.X,
(float)AtlasTargetPos.Y / AtlasTextureSize.Y);
OutUVTransforms[MatIdx].Scale = FVector2D(
(float)ExportTextureSize.X / AtlasTextureSize.X,
(float)ExportTextureSize.Y / AtlasTextureSize.Y);
AtlasColIdx++;
if (AtlasColIdx >= AtlasGridSize)
{
AtlasColIdx = 0;
AtlasRowIdx++;
}
AtlasTargetPos = FIntPoint(AtlasColIdx*ExportTextureSize.X, AtlasRowIdx*ExportTextureSize.Y);
}
// Check if some properties weren't populated with data (which means we can empty them out)
for (int32 PropertyIndex = 0; PropertyIndex < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++PropertyIndex)
{
if (!bSamplesWritten[PropertyIndex])
{
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)PropertyIndex;
OutMergedMaterial.GetPropertySamples(Property).Empty();
OutMergedMaterial.SetPropertySize(Property, FIntPoint(0, 0));
}
}
}
static void FlattenBinnedMaterials(TArray<struct FFlattenMaterial>& InMaterialList, const TArray<FBox2D>& InMaterialBoxes, FFlattenMaterial& OutMergedMaterial, TArray<FRawMeshUVTransform>& OutUVTransforms)
{
OutUVTransforms.Reserve(InMaterialList.Num());
// We support merging only for opaque materials
// Fill output UV transforms with invalid values
for (auto Material : InMaterialList)
{
// Invalid UV transform
FRawMeshUVTransform UVTransform;
UVTransform.Offset = FVector2D::ZeroVector;
UVTransform.Scale = FVector2D::ZeroVector;
OutUVTransforms.Add(UVTransform);
}
// Merge all material properties
for (int32 Index = 0; Index < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++Index)
{
const EFlattenMaterialProperties Property = (EFlattenMaterialProperties)Index;
const FIntPoint& OutTextureSize = OutMergedMaterial.GetPropertySize(Property);
if (OutTextureSize != FIntPoint::ZeroValue)
{
TArray<FColor>& OutSamples = OutMergedMaterial.GetPropertySamples(Property);
OutSamples.Reserve(OutTextureSize.X * OutTextureSize.Y);
OutSamples.SetNumZeroed(OutTextureSize.X * OutTextureSize.Y);
bool bMaterialsWritten = false;
for (int32 MaterialIndex = 0; MaterialIndex < InMaterialList.Num(); ++MaterialIndex)
{
// Determine output size and offset
FFlattenMaterial& FlatMaterial = InMaterialList[MaterialIndex];
if (FlatMaterial.DoesPropertyContainData(Property))
{
FBox2D MaterialBox = InMaterialBoxes[MaterialIndex];
const FIntPoint& InputSize = FlatMaterial.GetPropertySize(Property);
TArray<FColor>& InputSamples = FlatMaterial.GetPropertySamples(Property);
// Resize material to match output (area) size
FIntPoint OutputSize = FIntPoint(OutTextureSize.X * MaterialBox.GetSize().X, OutTextureSize.Y * MaterialBox.GetSize().Y);
ConditionalImageResize(InputSize, OutputSize, InputSamples, false);
// Copy material data to the merged 'atlas' texture
FIntPoint OutputPosition = FIntPoint(OutTextureSize.X * MaterialBox.Min.X, OutTextureSize.Y * MaterialBox.Min.Y);
CopyTextureRect(InputSamples.GetData(), OutputSize, OutSamples.GetData(), OutTextureSize, OutputPosition);
// Set the UV tranforms only once
if (Index == 0)
{
FRawMeshUVTransform& UVTransform = OutUVTransforms[MaterialIndex];
UVTransform.Offset = MaterialBox.Min;
UVTransform.Scale = MaterialBox.GetSize();
}
bMaterialsWritten = true;
}
}
if (!bMaterialsWritten)
{
OutSamples.Empty();
OutMergedMaterial.SetPropertySize(Property, FIntPoint(0, 0));
}
}
}
}
void FMeshUtilities::MergeActors(
const TArray<AActor*>& SourceActors,
const FMeshMergingSettings& InSettings,
UPackage* InOuter,
const FString& InBasePackageName,
int32 UseLOD, // does not build all LODs but only use this LOD to create base mesh
TArray<UObject*>& OutAssetsToSync,
FVector& OutMergedActorLocation,
bool bSilent) const
{
MergeActors(SourceActors, InSettings, InOuter, InBasePackageName, OutAssetsToSync, OutMergedActorLocation, bSilent);
}
void FMeshUtilities::MergeActors(
const TArray<AActor*>& SourceActors,
const FMeshMergingSettings& InSettings,
UPackage* InOuter,
const FString& InBasePackageName,
TArray<UObject*>& OutAssetsToSync,
FVector& OutMergedActorLocation,
bool bSilent) const
{
checkf(SourceActors.Num(), TEXT("No actors supplied for merging"));
TArray<UStaticMeshComponent*> ComponentsToMerge;
ComponentsToMerge.Reserve(SourceActors.Num());
// Collect static mesh components
for (AActor* Actor : SourceActors)
{
TInlineComponentArray<UStaticMeshComponent*> Components;
Actor->GetComponents<UStaticMeshComponent>(Components);
// Filter out bad components
for (UStaticMeshComponent* MeshComponent : Components)
{
if (MeshComponent->GetStaticMesh() != nullptr &&
MeshComponent->GetStaticMesh()->SourceModels.Num() > 0)
{
ComponentsToMerge.Add(MeshComponent);
}
}
}
checkf(SourceActors.Num(), TEXT("No valid components found in actors supplied for merging"));
UWorld* World = SourceActors[0]->GetWorld();
checkf(World != nullptr, TEXT("Invalid world retrieved from Actor"));
const float ScreenSize = TNumericLimits<float>::Max();
MergeStaticMeshComponents(ComponentsToMerge, World, InSettings, InOuter, InBasePackageName, OutAssetsToSync, OutMergedActorLocation, ScreenSize, bSilent);
}
void FMeshUtilities::MergeStaticMeshComponents(const TArray<UStaticMeshComponent*>& ComponentsToMerge, UWorld* World, const FMeshMergingSettings& InSettings, UPackage* InOuter, const FString& InBasePackageName, TArray<UObject*>& OutAssetsToSync, FVector& OutMergedActorLocation, const float ScreenSize, bool bSilent /*= false*/) const
{
FScopedSlowTask SlowTask(100.f, (LOCTEXT("MergeStaticMeshComponents_BuildingMesh", "Merging Static Mesh Components")));
SlowTask.MakeDialog();
TArray<FSectionInfo> UniqueSections;
TMap<FMeshIdAndLOD, TArray<int32>> MaterialMap;
TArray<FRawMeshExt> SourceMeshes;
bool bWithVertexColors[MAX_STATIC_MESH_LODS] = {};
bool bOcuppiedUVChannels[MAX_STATIC_MESH_LODS][MAX_MESH_TEXTURE_COORDS] = {};
UBodySetup* BodySetupSource = nullptr;
checkf(ComponentsToMerge.Num(), TEXT("No valid components supplied for merging"));
SourceMeshes.AddZeroed(ComponentsToMerge.Num());
// Use first mesh for naming and pivot
FString MergedAssetPackageName;
FVector MergedAssetPivot;
int32 NumMaxLOD = 0;
for (int32 MeshId = 0; MeshId < ComponentsToMerge.Num(); ++MeshId)
{
UStaticMeshComponent* MeshComponent = ComponentsToMerge[MeshId];
// Determine the maximum number of LOD levels found in the source meshes
NumMaxLOD = FMath::Max(NumMaxLOD, MeshComponent->GetStaticMesh()->SourceModels.Num());
// Save the pivot and asset package name of the first mesh, will later be used for creating merged mesh asset
if (MeshId == 0)
{
// Mesh component pivot point
MergedAssetPivot = InSettings.bPivotPointAtZero ? FVector::ZeroVector : MeshComponent->ComponentToWorld.GetLocation();
// Source mesh asset package name
MergedAssetPackageName = MeshComponent->GetStaticMesh()->GetOutermost()->GetName();
}
}
// Cap the number of LOD levels to the max
NumMaxLOD = FMath::Min(NumMaxLOD, MAX_STATIC_MESH_LODS);
int32 BaseLODIndex = 0;
// Are we going to export a single LOD or not
if (InSettings.LODSelectionType == EMeshLODSelectionType::SpecificLOD && InSettings.SpecificLOD >= 0)
{
// Will export only one specified LOD as LOD0 for the merged mesh
BaseLODIndex = FMath::Max(0, FMath::Min(InSettings.SpecificLOD, MAX_STATIC_MESH_LODS));
}
const bool bMergeAllAvailableLODs = InSettings.LODSelectionType == EMeshLODSelectionType::AllLODs;
SlowTask.EnterProgressFrame(10.0f, LOCTEXT("MergeStaticMeshComponents_RetrievingStaticMeshes", "Collecting Source Static Meshes"));
for (int32 MeshId = 0; MeshId < ComponentsToMerge.Num(); ++MeshId)
{
UStaticMeshComponent* StaticMeshComponent = ComponentsToMerge[MeshId];
// LOD index will be overridden if the user has chosen to pick it according to the viewing distance
int32 CalculatedLODIndex = -1;
if (InSettings.LODSelectionType == EMeshLODSelectionType::CalculateLOD && FMath::IsWithinInclusive(ScreenSize, 0.0f, 1.0f))
{
FHierarchicalLODUtilitiesModule& Module = FModuleManager::LoadModuleChecked<FHierarchicalLODUtilitiesModule>("HierarchicalLODUtilities");
IHierarchicalLODUtilities* Utilities = Module.GetUtilities();
CalculatedLODIndex = Utilities->GetLODLevelForScreenSize(StaticMeshComponent, ScreenSize);
}
SourceMeshes[MeshId].SourceStaticMesh = StaticMeshComponent->GetStaticMesh();
// Retrieve the lowest available LOD level from the mesh
int32 StartLODIndex = InSettings.LODSelectionType == EMeshLODSelectionType::CalculateLOD ? CalculatedLODIndex : FMath::Min(BaseLODIndex, StaticMeshComponent->GetStaticMesh()->SourceModels.Num() - 1);
int32 EndLODIndex = bMergeAllAvailableLODs ? FMath::Min(StaticMeshComponent->GetStaticMesh()->SourceModels.Num(), MAX_STATIC_MESH_LODS) : StartLODIndex + 1;
SourceMeshes[MeshId].MaxLODExport = EndLODIndex - 1;
// Set export LOD index if we are exporting one specifically
SourceMeshes[MeshId].ExportLODIndex = !bMergeAllAvailableLODs ? StartLODIndex : -1;
for (int32 LODIndex = StartLODIndex; LODIndex < EndLODIndex; ++LODIndex)
{
// Store source static mesh and set LOD export flag
SourceMeshes[MeshId].SourceStaticMesh = StaticMeshComponent->GetStaticMesh();
SourceMeshes[MeshId].bShouldExportLOD[LODIndex] = false;
TArray<int32> MeshMaterialMap;
// Retrieve and construct raw mesh from source meshes
SourceMeshes[MeshId].MeshLODData[LODIndex].RawMesh = new FRawMesh();
FRawMesh* RawMeshLOD = SourceMeshes[MeshId].MeshLODData[LODIndex].RawMesh;
if ( ConstructRawMesh(StaticMeshComponent, LODIndex, InSettings.bBakeVertexDataToMesh || InSettings.bUseVertexDataForBakingMaterial, *RawMeshLOD, UniqueSections, MeshMaterialMap))
{
// Only flag the lod to be eligible for exporting if we found valid data
SourceMeshes[MeshId].bShouldExportLOD[LODIndex] = true;
// Check if vertex colours should be propagated
if (InSettings.bBakeVertexDataToMesh)
{
// Whether at least one of the meshes has vertex colors
bWithVertexColors[LODIndex] |= (RawMeshLOD->WedgeColors.Num() != 0);
}
// Which UV channels has data at least in one mesh
for (int32 ChannelIdx = 0; ChannelIdx < MAX_MESH_TEXTURE_COORDS; ++ChannelIdx)
{
bOcuppiedUVChannels[LODIndex][ChannelIdx] |= (RawMeshLOD->WedgeTexCoords[ChannelIdx].Num() != 0) && StaticMeshComponent->GetStaticMesh()->LightMapCoordinateIndex != ChannelIdx;
}
if ( InSettings.bUseLandscapeCulling )
{
// Landscape / volume culling
CullTrianglesFromVolumesAndUnderLandscapes(StaticMeshComponent, *RawMeshLOD);
if (!RawMeshLOD->IsValid())
{
RawMeshLOD = nullptr;
SourceMeshes[MeshId].bShouldExportLOD[LODIndex] = false;
}
}
if (SourceMeshes[MeshId].bShouldExportLOD[LODIndex])
{
MaterialMap.Add(FMeshIdAndLOD(MeshId, LODIndex), MeshMaterialMap);
//CalculateTextureCoordinateBoundsForRawMesh(*SourceMeshes[MeshId].MeshLODData[LODIndex].RawMesh, SourceMeshes[MeshId].MeshLODData[LODIndex].TexCoordBounds);
}
}
}
}
// Failed to retrieve static meshes/materials cannot merge anything
if (MaterialMap.Num() == 0)
{
return;
}
if (InSettings.bMergePhysicsData)
{
for (int32 MeshId = 0; MeshId < ComponentsToMerge.Num(); ++MeshId)
{
UStaticMeshComponent* MeshComponent = ComponentsToMerge[MeshId];
ExtractPhysicsGeometry(MeshComponent, SourceMeshes[MeshId].AggGeom);
// We will use first valid BodySetup as a source of physics settings
if (BodySetupSource == nullptr)
{
BodySetupSource = MeshComponent->GetStaticMesh()->BodySetup;
}
}
}
const bool bShouldBakeOutMaterials = InSettings.bMergeMaterials && !bMergeAllAvailableLODs;
SlowTask.EnterProgressFrame(bShouldBakeOutMaterials ? 10.0f : 40.0f, LOCTEXT("MergeStaticMeshComponents_RemapMaterials", "Remapping Duplicate Materials"));
// Remap material indices regardless of baking out materials or not (could give a draw call decrease)
TArray<bool> MeshShouldBakeVertexData;
MeshShouldBakeVertexData.AddZeroed(SourceMeshes.Num());
if (bShouldBakeOutMaterials && InSettings.bUseVertexDataForBakingMaterial)
{
// If we have UVs outside of the UV boundaries we should use unique UVs to render out the materials
CheckWrappingUVs(SourceMeshes, MeshShouldBakeVertexData);
}
TMap<FMeshIdAndLOD, TArray<int32> > NewMaterialMap;
TArray<FSectionInfo> NewSections;
FMaterialUtilities::RemapUniqueMaterialIndices(
UniqueSections,
SourceMeshes,
MaterialMap,
InSettings.MaterialSettings,
InSettings.bUseVertexDataForBakingMaterial,
InSettings.bMergeMaterials,
MeshShouldBakeVertexData,
NewMaterialMap,
NewSections);
// Use shared material data.
Exchange(MaterialMap, NewMaterialMap);
Exchange(UniqueSections, NewSections);
if (bShouldBakeOutMaterials)
{
// Should merge flattened materials into one texture
SlowTask.EnterProgressFrame(30.0f, LOCTEXT("MergeStaticMeshComponents_BakingDownMaterials", "Rendering out Materials"));
// Flatten Materials
TArray<FFlattenMaterial> FlattenedMaterials;
TArray<UMaterialInterface*> Materials;
for (const FSectionInfo& Section : UniqueSections)
{
Materials.Push(Section.Material);
}
FlattenMaterialsWithMeshData(Materials, SourceMeshes, MaterialMap, MeshShouldBakeVertexData, InSettings.MaterialSettings, FlattenedMaterials);
// Try to optimize materials where possible
for (FFlattenMaterial& InMaterial : FlattenedMaterials)
{
FMaterialUtilities::OptimizeFlattenMaterial(InMaterial);
}
FIntPoint AtlasTextureSize = InSettings.MaterialSettings.TextureSize;
FFlattenMaterial MergedFlatMaterial;
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Diffuse, AtlasTextureSize);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, InSettings.MaterialSettings.bNormalMap ? AtlasTextureSize : FIntPoint::ZeroValue);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Metallic, InSettings.MaterialSettings.bMetallicMap ? AtlasTextureSize : FIntPoint::ZeroValue);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Roughness, InSettings.MaterialSettings.bRoughnessMap ? AtlasTextureSize : FIntPoint::ZeroValue);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Specular, InSettings.MaterialSettings.bSpecularMap ? AtlasTextureSize : FIntPoint::ZeroValue);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Emissive, InSettings.MaterialSettings.bEmissiveMap ? AtlasTextureSize : FIntPoint::ZeroValue);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Opacity, InSettings.MaterialSettings.bOpacityMap ? AtlasTextureSize : FIntPoint::ZeroValue);
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::OpacityMask, InSettings.MaterialSettings.bOpacityMaskMap ? AtlasTextureSize : FIntPoint::ZeroValue);
TArray<FRawMeshUVTransform> UVTransforms;
if (InSettings.bUseTextureBinning)
{
TArray<float> MaterialImportance;
FMaterialUtilities::DetermineMaterialImportance(Materials, MaterialImportance);
TArray<FBox2D> MaterialBoxes;
FMaterialUtilities::GeneratedBinnedTextureSquares(FVector2D(1.0f, 1.0f), MaterialImportance, MaterialBoxes);
FlattenBinnedMaterials(FlattenedMaterials, MaterialBoxes, MergedFlatMaterial, UVTransforms);
}
else
{
MergeFlattenedMaterials(FlattenedMaterials, MergedFlatMaterial, UVTransforms);
}
FMaterialUtilities::OptimizeFlattenMaterial(MergedFlatMaterial);
// Adjust UVs and remap material indices
for (int32 MeshIndex = 0; MeshIndex < SourceMeshes.Num(); ++MeshIndex)
{
const int32 LODIndex = SourceMeshes[MeshIndex].ExportLODIndex;
FRawMesh& RawMesh = *SourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh;
if (RawMesh.VertexPositions.Num())
{
const TArray<int32> MaterialIndices = MaterialMap[FMeshIdAndLOD(MeshIndex, LODIndex)];
// If we end up in the situation where we have two of the same meshes which require baking vertex data (thus unique UVs), the first one to be found in the array will be used to bake out the material and generate new uvs for it. The other one however will not have the new UVs and thus the baked out material does not match up with its uvs which makes the mesh be UVed incorrectly with the new baked material.
if (!SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs.Num() && MeshShouldBakeVertexData[MeshIndex])
{
// Calculate the max bounds for this raw mesh
CalculateTextureCoordinateBoundsForRawMesh(*SourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh, SourceMeshes[MeshIndex].MeshLODData[LODIndex].TexCoordBounds);
// Generate unique UVs
GenerateUniqueUVsForStaticMesh(*SourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh, InSettings.MaterialSettings.TextureSize.GetMax(), SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs);
}
for (int32 UVChannelIdx = 0; UVChannelIdx < MAX_MESH_TEXTURE_COORDS; ++UVChannelIdx)
{
// Determine if we should use original or non-overlapping generated UVs
TArray<FVector2D>& UVs = SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs.Num() ? SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs : RawMesh.WedgeTexCoords[UVChannelIdx];
if (RawMesh.WedgeTexCoords[UVChannelIdx].Num() > 0)
{
int32 UVIdx = 0;
for (int32 FaceMaterialIndex : RawMesh.FaceMaterialIndices)
{
const FRawMeshUVTransform& UVTransform = UVTransforms[MaterialIndices[FaceMaterialIndex]];
if (UVTransform.IsValid())
{
FVector2D UV0 = GetValidUV(UVs[UVIdx + 0]);
FVector2D UV1 = GetValidUV(UVs[UVIdx + 1]);
FVector2D UV2 = GetValidUV(UVs[UVIdx + 2]);
RawMesh.WedgeTexCoords[UVChannelIdx][UVIdx + 0] = UV0 * UVTransform.Scale + UVTransform.Offset;
RawMesh.WedgeTexCoords[UVChannelIdx][UVIdx + 1] = UV1 * UVTransform.Scale + UVTransform.Offset;
RawMesh.WedgeTexCoords[UVChannelIdx][UVIdx + 2] = UV2 * UVTransform.Scale + UVTransform.Offset;
}
UVIdx += 3;
}
}
}
// Reset material indexes
for (int32& FaceMaterialIndex : RawMesh.FaceMaterialIndices)
{
FaceMaterialIndex = 0;
}
}
else
{
break;
}
}
// Create merged material asset
FString MaterialAssetName;
FString MaterialPackageName;
if (InBasePackageName.IsEmpty())
{
MaterialAssetName = TEXT("M_MERGED_") + FPackageName::GetShortName(MergedAssetPackageName);
MaterialPackageName = FPackageName::GetLongPackagePath(MergedAssetPackageName) + TEXT("/") + MaterialAssetName;
}
else
{
MaterialAssetName = TEXT("M_") + FPackageName::GetShortName(InBasePackageName);
MaterialPackageName = FPackageName::GetLongPackagePath(InBasePackageName) + TEXT("/") + MaterialAssetName;
}
UPackage* MaterialPackage = InOuter;
if (MaterialPackage == nullptr)
{
MaterialPackage = CreatePackage(nullptr, *MaterialPackageName);
check(MaterialPackage);
MaterialPackage->FullyLoad();
MaterialPackage->Modify();
}
UMaterialInstanceConstant* MergedMaterial = ProxyMaterialUtilities::CreateProxyMaterialInstance(MaterialPackage, InSettings.MaterialSettings, MergedFlatMaterial, MaterialAssetName, MaterialPackageName, OutAssetsToSync);
// Set material static lighting usage flag if project has static lighting enabled
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnGameThread() != 0);
if (bAllowStaticLighting)
{
MergedMaterial->CheckMaterialUsage(MATUSAGE_StaticLighting);
}
// Only end up with one material so clear array first
UniqueSections.Empty();
FSectionInfo NewSection;
NewSection.Material = MergedMaterial;
NewSection.bShadowCastingEnabled = true;
NewSection.bCollisionEnabled = false;
UniqueSections.Add(NewSection);
}
FRawMeshExt MergedMesh;
FMemory::Memset(&MergedMesh, 0, sizeof(MergedMesh));
// Flatten out the occupied UV channel flags, we need this to ensure the same amount of uv sets written out for each mesh
bool bFlattenedOcuppiedUVChannels[MAX_MESH_TEXTURE_COORDS];
FMemory::Memset(bFlattenedOcuppiedUVChannels, 0, sizeof(bool) * MAX_MESH_TEXTURE_COORDS);
bFlattenedOcuppiedUVChannels[0] = true; // Should always have one valid texture coordinate channel
for (int CoordinateIndex = 0; CoordinateIndex < MAX_MESH_TEXTURE_COORDS; ++CoordinateIndex)
{
for (int32 LODIndex = 0; LODIndex < MAX_STATIC_MESH_LODS; ++LODIndex)
{
bFlattenedOcuppiedUVChannels[CoordinateIndex] |= bOcuppiedUVChannels[LODIndex][CoordinateIndex];
}
}
SlowTask.EnterProgressFrame(40.0f, LOCTEXT("MergeStaticMeshComponents_MergingMeshesTogether", "Generating Output Static Mesh"));
FMeshSectionInfoMap SectionInfoMap;
int32 MaxExportLODs = bMergeAllAvailableLODs ? NumMaxLOD : 1;
// Merge meshes into single mesh
for (int32 SourceMeshIdx = 0; SourceMeshIdx < SourceMeshes.Num(); ++SourceMeshIdx)
{
for (int32 TargetLODIndex = 0; TargetLODIndex < MaxExportLODs; ++TargetLODIndex)
{
int32 SourceLODIndex = SourceMeshes[SourceMeshIdx].bShouldExportLOD[TargetLODIndex] ? TargetLODIndex : (SourceMeshes[SourceMeshIdx].MaxLODExport);
if (!bMergeAllAvailableLODs)
{
SourceLODIndex = SourceMeshes[SourceMeshIdx].ExportLODIndex;
}
// Allocate raw meshes where needed
if (MergedMesh.MeshLODData[TargetLODIndex].RawMesh == nullptr)
{
MergedMesh.MeshLODData[TargetLODIndex].RawMesh = new FRawMesh();
}
// Merge vertex data from source mesh list into single mesh
const FRawMesh& SourceRawMesh = *SourceMeshes[SourceMeshIdx].MeshLODData[SourceLODIndex].RawMesh;
if (SourceRawMesh.VertexPositions.Num() == 0)
{
continue;
}
const TArray<int32> MaterialIndices = MaterialMap[FMeshIdAndLOD(SourceMeshIdx, SourceLODIndex)];
check(MaterialIndices.Num() > 0);
FRawMesh& TargetRawMesh = *MergedMesh.MeshLODData[TargetLODIndex].RawMesh;
TargetRawMesh.FaceSmoothingMasks.Append(SourceRawMesh.FaceSmoothingMasks);
if (InSettings.bMergeMaterials && !bMergeAllAvailableLODs)
{
TargetRawMesh.FaceMaterialIndices.AddZeroed(SourceRawMesh.FaceMaterialIndices.Num());
}
else
{
for (const int32 Index : SourceRawMesh.FaceMaterialIndices)
{
TargetRawMesh.FaceMaterialIndices.Add(MaterialIndices[Index]);
}
}
int32 IndicesOffset = TargetRawMesh.VertexPositions.Num();
for (int32 Index : SourceRawMesh.WedgeIndices)
{
TargetRawMesh.WedgeIndices.Add(Index + IndicesOffset);
}
for (FVector VertexPos : SourceRawMesh.VertexPositions)
{
TargetRawMesh.VertexPositions.Add(VertexPos - MergedAssetPivot);
}
TargetRawMesh.WedgeTangentX.Append(SourceRawMesh.WedgeTangentX);
TargetRawMesh.WedgeTangentY.Append(SourceRawMesh.WedgeTangentY);
TargetRawMesh.WedgeTangentZ.Append(SourceRawMesh.WedgeTangentZ);
// Deal with vertex colors
// Some meshes may have it, in this case merged mesh will be forced to have vertex colors as well
if (InSettings.bBakeVertexDataToMesh)
{
if (bWithVertexColors[SourceLODIndex] && SourceRawMesh.WedgeColors.Num())
{
TargetRawMesh.WedgeColors.Append(SourceRawMesh.WedgeColors);
}
else
{
// In case this source mesh does not have vertex colors, fill target with 0xFF
int32 ColorsOffset = TargetRawMesh.WedgeColors.Num();
int32 ColorsNum = SourceRawMesh.WedgeIndices.Num();
TargetRawMesh.WedgeColors.AddUninitialized(ColorsNum);
FMemory::Memset(&TargetRawMesh.WedgeColors[ColorsOffset], 0xFF, ColorsNum*TargetRawMesh.WedgeColors.GetTypeSize());
}
}
// Merge all other UV channels
for (int32 ChannelIdx = 0; ChannelIdx < MAX_MESH_TEXTURE_COORDS; ++ChannelIdx)
{
// Whether this channel has data
if (bFlattenedOcuppiedUVChannels[ChannelIdx])
{
const TArray<FVector2D>& SourceChannel = SourceRawMesh.WedgeTexCoords[ChannelIdx];
TArray<FVector2D>& TargetChannel = TargetRawMesh.WedgeTexCoords[ChannelIdx];
// Whether source mesh has data in this channel
if (SourceChannel.Num())
{
TargetChannel.Append(SourceChannel);
}
else
{
// Fill with zero coordinates if source mesh has no data for this channel
const int32 TexCoordNum = SourceRawMesh.WedgeIndices.Num();
for (int32 CoordIdx = 0; CoordIdx < TexCoordNum; ++CoordIdx)
{
TargetChannel.Add(FVector2D::ZeroVector);
}
}
}
}
}
}
// Populate mesh section map
for (int32 TargetLODIndex = 0; TargetLODIndex < MaxExportLODs; ++TargetLODIndex)
{
TArray<uint32> UniqueMaterialIndices;
FRawMesh& TargetRawMesh = *MergedMesh.MeshLODData[TargetLODIndex].RawMesh;
for (uint32 MaterialIndex : TargetRawMesh.FaceMaterialIndices)
{
UniqueMaterialIndices.AddUnique(MaterialIndex);
}
for (int32 Index = 0; Index < UniqueMaterialIndices.Num(); ++Index)
{
const uint32 MaterialIndex = UniqueMaterialIndices[Index];
FSectionInfo StoredSectionInfo = UniqueSections[MaterialIndex];
FMeshSectionInfo SectionInfo;
SectionInfo.bCastShadow = StoredSectionInfo.bShadowCastingEnabled;
SectionInfo.bEnableCollision = StoredSectionInfo.bCollisionEnabled;
SectionInfo.MaterialIndex = MaterialIndex;
SectionInfoMap.Set(TargetLODIndex, Index, SectionInfo);
}
}
// Transform physics primitives to merged mesh pivot
if (InSettings.bMergePhysicsData && !MergedAssetPivot.IsZero())
{
FTransform PivotTM(-MergedAssetPivot);
for (auto& SourceMesh : SourceMeshes)
{
TransformPhysicsGeometry(PivotTM, SourceMesh.AggGeom);
}
}
// Compute target lightmap channel for each LOD, by looking at the first empty UV channel
int32 LightMapUVChannel = InSettings.bGenerateLightMapUV ? -1 : 0;
if (InSettings.bGenerateLightMapUV)
{
for (int32 ChannelIdx = 0; ChannelIdx < MAX_MESH_TEXTURE_COORDS; ++ChannelIdx)
{
bool bOccupied = false;
if (bFlattenedOcuppiedUVChannels[ChannelIdx])
{
continue;
}
else
{
LightMapUVChannel = ChannelIdx;
break;
}
}
if (LightMapUVChannel == -1)
{
// Output warning message
UE_LOG(LogMeshUtilities, Log, TEXT("Failed to find available lightmap uv channel"));
LightMapUVChannel = 0;
}
}
//
//Create merged mesh asset
//
SlowTask.EnterProgressFrame(10.0f, LOCTEXT("MergeStaticMeshComponents_CreatingAsset", "Creating Output Assets"));
{
FString AssetName;
FString PackageName;
if (InBasePackageName.IsEmpty())
{
AssetName = TEXT("SM_MERGED_") + FPackageName::GetShortName(MergedAssetPackageName);
PackageName = FPackageName::GetLongPackagePath(MergedAssetPackageName) + TEXT("/") + AssetName;
}
else
{
AssetName = FPackageName::GetShortName(InBasePackageName);
PackageName = InBasePackageName;
}
UPackage* Package = InOuter;
if (Package == nullptr)
{
Package = CreatePackage(NULL, *PackageName);
check(Package);
Package->FullyLoad();
Package->Modify();
}
UStaticMesh* StaticMesh = NewObject<UStaticMesh>(Package, *AssetName, RF_Public | RF_Standalone);
StaticMesh->InitResources();
FString OutputPath = StaticMesh->GetPathName();
// make sure it has a new lighting guid
StaticMesh->LightingGuid = FGuid::NewGuid();
if (InSettings.bGenerateLightMapUV)
{
StaticMesh->LightMapResolution = InSettings.TargetLightMapResolution;
StaticMesh->LightMapCoordinateIndex = LightMapUVChannel;
}
for (int32 LODIndex = 0; LODIndex < NumMaxLOD; ++LODIndex)
{
if (MergedMesh.MeshLODData[LODIndex].RawMesh != nullptr)
{
FRawMesh& MergedMeshLOD = *MergedMesh.MeshLODData[LODIndex].RawMesh;
if (MergedMeshLOD.VertexPositions.Num() > 0)
{
FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel();
/*Don't allow the engine to recalculate normals*/
SrcModel->BuildSettings.bRecomputeNormals = false;
SrcModel->BuildSettings.bRecomputeTangents = false;
SrcModel->BuildSettings.bRemoveDegenerates = false;
SrcModel->BuildSettings.bUseHighPrecisionTangentBasis = false;
SrcModel->BuildSettings.bUseFullPrecisionUVs = false;
SrcModel->BuildSettings.bGenerateLightmapUVs = InSettings.bGenerateLightMapUV;
SrcModel->BuildSettings.MinLightmapResolution = InSettings.TargetLightMapResolution;
SrcModel->BuildSettings.SrcLightmapIndex = 0;
SrcModel->BuildSettings.DstLightmapIndex = LightMapUVChannel;
SrcModel->RawMeshBulkData->SaveRawMesh(MergedMeshLOD);
}
}
}
// Assign materials
for (const FSectionInfo& Section : UniqueSections)
{
UMaterialInterface* Material = Section.Material;
if (Material && !Material->IsAsset())
{
Material = nullptr; // do not save non-asset materials
}
StaticMesh->StaticMaterials.Add(FStaticMaterial(Material, Section.MaterialSlotName));
}
if (InSettings.bMergePhysicsData)
{
StaticMesh->CreateBodySetup();
if (BodySetupSource)
{
StaticMesh->BodySetup->CopyBodyPropertiesFrom(BodySetupSource);
}
StaticMesh->BodySetup->AggGeom = FKAggregateGeom();
// Copy collision from the source meshes
for (const FRawMeshExt& SourceMesh : SourceMeshes)
{
StaticMesh->BodySetup->AddCollisionFrom(SourceMesh.AggGeom);
}
// Bake rotation into verts of convex hulls, so they scale correctly after rotation
for (FKConvexElem& ConvexElem : StaticMesh->BodySetup->AggGeom.ConvexElems)
{
ConvexElem.BakeTransformToVerts();
}
}
StaticMesh->SectionInfoMap.CopyFrom(SectionInfoMap);
//Set the Imported version before calling the build
StaticMesh->ImportVersion = EImportStaticMeshVersion::LastVersion;
StaticMesh->Build(bSilent);
StaticMesh->PostEditChange();
OutAssetsToSync.Add(StaticMesh);
OutMergedActorLocation = MergedAssetPivot;
}
for (FRawMeshExt& SourceMesh : SourceMeshes)
{
for (FMeshMergeData& Mergedata : SourceMesh.MeshLODData)
{
Mergedata.ReleaseData();
}
}
for (FMeshMergeData& Mergedata : MergedMesh.MeshLODData)
{
Mergedata.ReleaseData();
}
}
void FMeshUtilities::MergeStaticMeshComponents(const TArray<UStaticMeshComponent*>& ComponentsToMerge, UWorld* World, const FMeshMergingSettings& InSettings, UPackage* InOuter, const FString& InBasePackageName, int32 UseLOD, /* does not build all LODs but only use this LOD to create base mesh */ TArray<UObject*>& OutAssetsToSync, FVector& OutMergedActorLocation, const float ScreenAreaSize, bool bSilent /*= false*/) const
{
MergeStaticMeshComponents(ComponentsToMerge, World, InSettings, InOuter, InBasePackageName, OutAssetsToSync, OutMergedActorLocation, ScreenAreaSize, bSilent);
}
bool FMeshUtilities::RemoveBonesFromMesh(USkeletalMesh* SkeletalMesh, int32 LODIndex, const TArray<FName>* BoneNamesToRemove) const
{
IMeshBoneReductionModule& MeshBoneReductionModule = FModuleManager::Get().LoadModuleChecked<IMeshBoneReductionModule>("MeshBoneReduction");
IMeshBoneReduction * MeshBoneReductionInterface = MeshBoneReductionModule.GetMeshBoneReductionInterface();
return MeshBoneReductionInterface->ReduceBoneCounts(SkeletalMesh, LODIndex, BoneNamesToRemove);
}
/*------------------------------------------------------------------------------
Mesh reduction .
------------------------------------------------------------------------------*/
IMeshReduction* FMeshUtilities::GetStaticMeshReductionInterface()
{
return StaticMeshReduction;
}
IMeshReduction* FMeshUtilities::GetSkeletalMeshReductionInterface()
{
return SkeletalMeshReduction;
}
/*------------------------------------------------------------------------------
Mesh merging.
------------------------------------------------------------------------------*/
IMeshMerging* FMeshUtilities::GetMeshMergingInterface()
{
return MeshMerging;
}
class FMeshSimplifcationSettingsCustomization : public IDetailCustomization
{
public:
static TSharedRef<IDetailCustomization> MakeInstance()
{
return MakeShareable( new FMeshSimplifcationSettingsCustomization );
}
virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override
{
MeshReductionModuleProperty = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UMeshSimplificationSettings, MeshReductionModuleName));
IDetailCategoryBuilder& Category = DetailBuilder.EditCategory(TEXT("General"));
IDetailPropertyRow& PropertyRow = Category.AddProperty(MeshReductionModuleProperty);
FDetailWidgetRow& WidgetRow = PropertyRow.CustomWidget();
WidgetRow.NameContent()
[
MeshReductionModuleProperty->CreatePropertyNameWidget()
];
WidgetRow.ValueContent()
.MaxDesiredWidth(0)
[
SNew(SComboButton)
.OnGetMenuContent(this, &FMeshSimplifcationSettingsCustomization::GenerateMeshSimplifierMenu)
.ContentPadding(FMargin(2.0f, 2.0f))
.ButtonContent()
[
SNew(STextBlock)
.Font(IDetailLayoutBuilder::GetDetailFont())
.Text(this, &FMeshSimplifcationSettingsCustomization::GetCurrentMeshSimplifierName)
]
];
}
private:
FText GetCurrentMeshSimplifierName() const
{
if(MeshReductionModuleProperty->IsValidHandle())
{
FText Name;
MeshReductionModuleProperty->GetValueAsDisplayText(Name);
return Name;
}
else
{
return LOCTEXT("AutomaticMeshReductionPlugin", "Automatic");
}
}
TSharedRef<SWidget> GenerateMeshSimplifierMenu() const
{
FMenuBuilder MenuBuilder(true, nullptr);
TArray<FName> ModuleNames;
FModuleManager::Get().FindModules(TEXT("*MeshReduction"), ModuleNames);
MenuBuilder.BeginSection(NAME_None, LOCTEXT("AvailableReductionPluginsMenuSection", "Available Plugins"));
if(ModuleNames.Num() > 0)
{
for(FName ModuleName : ModuleNames)
{
FUIAction UIAction;
UIAction.ExecuteAction.BindSP(this, &FMeshSimplifcationSettingsCustomization::OnMeshSimplificationModuleChosen, ModuleName);
UIAction.GetActionCheckState.BindSP(this, &FMeshSimplifcationSettingsCustomization::IsMeshSimplificationModuleChosen, ModuleName);
MenuBuilder.AddMenuEntry( FText::FromName(ModuleName), FText::GetEmpty(), FSlateIcon(), UIAction, NAME_None, EUserInterfaceActionType::RadioButton );
}
MenuBuilder.AddMenuSeparator();
}
FUIAction OpenMarketplaceAction;
OpenMarketplaceAction.ExecuteAction.BindSP(this, &FMeshSimplifcationSettingsCustomization::OnFindReductionPluginsClicked);
FSlateIcon Icon = FSlateIcon(FEditorStyle::Get().GetStyleSetName(), "LevelEditor.OpenMarketplace.Menu");
MenuBuilder.AddMenuEntry( LOCTEXT("FindMoreReductionPluginsLink", "Search the Marketplace"), LOCTEXT("FindMoreReductionPluginsLink_Tooltip", "Opens the Marketplace to find more mesh reduction plugins"), Icon, OpenMarketplaceAction);
return MenuBuilder.MakeWidget();
}
void OnMeshSimplificationModuleChosen(FName ModuleName)
{
if(MeshReductionModuleProperty->IsValidHandle())
{
MeshReductionModuleProperty->SetValue(ModuleName);
}
}
ECheckBoxState IsMeshSimplificationModuleChosen(FName ModuleName)
{
if(MeshReductionModuleProperty->IsValidHandle())
{
FName CurrentModuleName;
MeshReductionModuleProperty->GetValue(CurrentModuleName);
return CurrentModuleName == ModuleName ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
return ECheckBoxState::Unchecked;
}
void OnFindReductionPluginsClicked()
{
FString URL;
FUnrealEdMisc::Get().GetURL(TEXT("MeshSimplificationPluginsURL"), URL);
FUnrealEdMisc::Get().OpenMarketplace(URL);
}
private:
TSharedPtr<IPropertyHandle> MeshReductionModuleProperty;
};
/*------------------------------------------------------------------------------
Module initialization / teardown.
------------------------------------------------------------------------------*/
void FMeshUtilities::StartupModule()
{
check(StaticMeshReduction == NULL);
check(SkeletalMeshReduction == NULL);
check(MeshMerging == NULL);
Processor = new FProxyGenerationProcessor();
FPropertyEditorModule& PropertyEditorModule = FModuleManager::Get().LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyEditorModule.RegisterCustomClassLayout("MeshSimplificationSettings", FOnGetDetailCustomizationInstance::CreateStatic(&FMeshSimplifcationSettingsCustomization::MakeInstance));
// This module could be launched very early by static meshes loading before the settings class that stores this value has had a chance to load. Have to read from the config file early in the startup process
FString MeshReductionModuleName;
GConfig->GetString(TEXT("/Script/Engine.MeshSimplificationSettings"), TEXT("r.MeshReductionModule"), MeshReductionModuleName, GEngineIni);
CVarMeshReductionModule->Set(*MeshReductionModuleName);
// Initially load the mesh reduction module that was previously saved in the settings
UpdateMeshReductionModule();
{
TArray<FName> SwarmModuleNames;
FModuleManager::Get().FindModules(TEXT("*SimplygonSwarm"), SwarmModuleNames);
// Look for MeshReduction interface
for (int32 Index = 0; Index < SwarmModuleNames.Num(); Index++)
{
IMeshReductionModule& MeshReductionModule = FModuleManager::LoadModuleChecked<IMeshReductionModule>(SwarmModuleNames[Index]);
// Look for distributed mesh merging interface
if (DistributedMeshMerging == NULL)
{
DistributedMeshMerging = MeshReductionModule.GetMeshMergingInterface();
if (DistributedMeshMerging)
{
UE_LOG(LogMeshUtilities, Log, TEXT("Using %s for distributed automatic mesh merging"), *SwarmModuleNames[Index].ToString());
}
}
}
if (!StaticMeshReduction)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No automatic static mesh reduction module available"));
}
if (!SkeletalMeshReduction)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No automatic skeletal mesh reduction module available"));
}
if (!MeshMerging)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No automatic mesh merging module available"));
}
else
{
MeshMerging->CompleteDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationComplete);
MeshMerging->FailedDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationFailed);
}
if (!DistributedMeshMerging)
{
UE_LOG(LogMeshUtilities, Log, TEXT("No distributed automatic mesh merging module available"));
}
else
{
DistributedMeshMerging->CompleteDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationComplete);
DistributedMeshMerging->FailedDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationFailed);
}
}
bDisableTriangleOrderOptimization = (CVarTriangleOrderOptimization.GetValueOnGameThread() == 2);
bUsingNvTriStrip = !bDisableTriangleOrderOptimization && (CVarTriangleOrderOptimization.GetValueOnGameThread() == 0);
// Construct and cache the version string for the mesh utilities module.
VersionString = FString::Printf(
TEXT("%s%s%s"),
MESH_UTILITIES_VER,
StaticMeshReduction ? *StaticMeshReduction->GetVersionString() : TEXT(""),
bUsingNvTriStrip ? TEXT("_NvTriStrip") : TEXT("")
);
bUsingSimplygon = VersionString.Contains(TEXT("Simplygon"));
// hook up level editor extension for skeletal mesh conversion
ModuleLoadedDelegateHandle = FModuleManager::Get().OnModulesChanged().AddLambda([this](FName InModuleName, EModuleChangeReason InChangeReason)
{
if (InChangeReason == EModuleChangeReason::ModuleLoaded)
{
if (InModuleName == "LevelEditor")
{
AddLevelViewportMenuExtender();
}
else if (InModuleName == "AnimationBlueprintEditor")
{
AddAnimationBlueprintEditorToolbarExtender();
}
else if (InModuleName == "AnimationEditor")
{
AddAnimationEditorToolbarExtender();
}
else if (InModuleName == "SkeletalMeshEditor")
{
AddSkeletalMeshEditorToolbarExtender();
}
else if (InModuleName == "SkeletonEditor")
{
AddSkeletonEditorToolbarExtender();
}
}
});
}
void FMeshUtilities::ShutdownModule()
{
static const FName PropertyEditorModuleName("PropertyEditor");
if(FModuleManager::Get().IsModuleLoaded(PropertyEditorModuleName))
{
FPropertyEditorModule& PropertyEditorModule = FModuleManager::Get().GetModuleChecked<FPropertyEditorModule>(PropertyEditorModuleName);
PropertyEditorModule.UnregisterCustomClassLayout("MeshSimplificationSettings");
}
RemoveLevelViewportMenuExtender();
RemoveAnimationBlueprintEditorToolbarExtender();
RemoveAnimationEditorToolbarExtender();
RemoveSkeletalMeshEditorToolbarExtender();
RemoveSkeletonEditorToolbarExtender();
FModuleManager::Get().OnModulesChanged().Remove(ModuleLoadedDelegateHandle);
StaticMeshReduction = NULL;
SkeletalMeshReduction = NULL;
MeshMerging = NULL;
VersionString.Empty();
}
bool FMeshUtilities::GenerateUniqueUVsForStaticMesh(const FRawMesh& RawMesh, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const
{
// Create a copy of original mesh
FRawMesh TempMesh = RawMesh;
// Find overlapping corners for UV generator. Allow some threshold - this should not produce any error in a case if resulting
// mesh will not merge these vertices.
TMultiMap<int32, int32> OverlappingCorners;
FindOverlappingCorners(OverlappingCorners, RawMesh, THRESH_POINTS_ARE_SAME);
// Generate new UVs
FLayoutUV Packer(&TempMesh, 0, 1, FMath::Clamp(TextureResolution / 4, 32, 512));
Packer.FindCharts(OverlappingCorners);
bool bPackSuccess = Packer.FindBestPacking();
if (bPackSuccess)
{
Packer.CommitPackedUVs();
// Save generated UVs
OutTexCoords = TempMesh.WedgeTexCoords[1];
}
return bPackSuccess;
}
bool FMeshUtilities::GenerateUniqueUVsForSkeletalMesh(const FStaticLODModel& LODModel, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const
{
// Get easy to use SkeletalMesh data
TArray<FSoftSkinVertex> Vertices;
FMultiSizeIndexContainerData IndexData;
LODModel.GetVertices(Vertices);
LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
int32 NumCorners = IndexData.Indices.Num();
// Generate FRawMesh from FStaticLODModel
FRawMesh TempMesh;
TempMesh.WedgeIndices.AddUninitialized(NumCorners);
TempMesh.WedgeTexCoords[0].AddUninitialized(NumCorners);
TempMesh.VertexPositions.AddUninitialized(NumCorners);
// Prepare vertex to wedge map
// PrevCorner[i] points to previous corner which shares the same wedge
TArray<int32> LastWedgeCorner;
LastWedgeCorner.AddUninitialized(Vertices.Num());
TArray<int32> PrevCorner;
PrevCorner.AddUninitialized(NumCorners);
for (int32 Index = 0; Index < Vertices.Num(); Index++)
{
LastWedgeCorner[Index] = -1;
}
for (int32 Index = 0; Index < NumCorners; Index++)
{
// Copy static vertex data
int32 VertexIndex = IndexData.Indices[Index];
FSoftSkinVertex& Vertex = Vertices[VertexIndex];
TempMesh.WedgeIndices[Index] = Index; // rudimental data, not really used by FLayoutUV - but array size matters
TempMesh.WedgeTexCoords[0][Index] = Vertex.UVs[0];
TempMesh.VertexPositions[Index] = Vertex.Position;
// Link all corners belonging to a single wedge into list
int32 PrevCornerIndex = LastWedgeCorner[VertexIndex];
LastWedgeCorner[VertexIndex] = Index;
PrevCorner[Index] = PrevCornerIndex;
}
// return GenerateUniqueUVsForStaticMesh(TempMesh, TextureResolution, OutTexCoords);
// Build overlapping corners map
TMultiMap<int32, int32> OverlappingCorners;
for (int32 Index = 0; Index < NumCorners; Index++)
{
int VertexIndex = IndexData.Indices[Index];
for (int32 CornerIndex = LastWedgeCorner[VertexIndex]; CornerIndex >= 0; CornerIndex = PrevCorner[CornerIndex])
{
if (CornerIndex != Index)
{
OverlappingCorners.Add(Index, CornerIndex);
}
}
}
// Generate new UVs
FLayoutUV Packer(&TempMesh, 0, 1, FMath::Clamp(TextureResolution / 4, 32, 512));
Packer.FindCharts(OverlappingCorners);
bool bPackSuccess = Packer.FindBestPacking();
if (bPackSuccess)
{
Packer.CommitPackedUVs();
// Save generated UVs
OutTexCoords = TempMesh.WedgeTexCoords[1];
}
return bPackSuccess;
}
void FMeshUtilities::CalculateTangents(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, const TArray<FVector2D>& InUVs, const TArray<uint32>& InSmoothingGroupIndices, const uint32 InTangentOptions, TArray<FVector>& OutTangentX, TArray<FVector>& OutTangentY, TArray<FVector>& OutNormals) const
{
const float ComparisonThreshold = (InTangentOptions & ETangentOptions::IgnoreDegenerateTriangles ) ? THRESH_POINTS_ARE_SAME : 0.0f;
TMultiMap<int32, int32> OverlappingCorners;
FindOverlappingCorners(OverlappingCorners, InVertices, InIndices, ComparisonThreshold);
ComputeTangents(InVertices, InIndices, InUVs, InSmoothingGroupIndices, OverlappingCorners, OutTangentX, OutTangentY, OutNormals, InTangentOptions);
}
void FMeshUtilities::AddAnimationBlueprintEditorToolbarExtender()
{
IAnimationBlueprintEditorModule& AnimationBlueprintEditorModule = FModuleManager::Get().LoadModuleChecked<IAnimationBlueprintEditorModule>("AnimationBlueprintEditor");
auto& ToolbarExtenders = AnimationBlueprintEditorModule.GetAllAnimationBlueprintEditorToolbarExtenders();
ToolbarExtenders.Add(IAnimationBlueprintEditorModule::FAnimationBlueprintEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetAnimationBlueprintEditorToolbarExtender));
AnimationBlueprintEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
}
void FMeshUtilities::RemoveAnimationBlueprintEditorToolbarExtender()
{
IAnimationBlueprintEditorModule* AnimationBlueprintEditorModule = FModuleManager::Get().GetModulePtr<IAnimationBlueprintEditorModule>("AnimationBlueprintEditor");
if (AnimationBlueprintEditorModule)
{
typedef IAnimationBlueprintEditorModule::FAnimationBlueprintEditorToolbarExtender DelegateType;
AnimationBlueprintEditorModule->GetAllAnimationBlueprintEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == AnimationBlueprintEditorExtenderHandle; });
}
}
TSharedRef<FExtender> FMeshUtilities::GetAnimationBlueprintEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationBlueprintEditor> InAnimationBlueprintEditor)
{
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InAnimationBlueprintEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
Extender->AddToolBarExtension(
"Asset",
EExtensionHook::After,
CommandList,
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
);
return Extender;
}
void FMeshUtilities::AddAnimationEditorToolbarExtender()
{
IAnimationEditorModule& AnimationEditorModule = FModuleManager::Get().LoadModuleChecked<IAnimationEditorModule>("AnimationEditor");
auto& ToolbarExtenders = AnimationEditorModule.GetAllAnimationEditorToolbarExtenders();
ToolbarExtenders.Add(IAnimationEditorModule::FAnimationEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetAnimationEditorToolbarExtender));
AnimationEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
}
void FMeshUtilities::RemoveAnimationEditorToolbarExtender()
{
IAnimationEditorModule* AnimationEditorModule = FModuleManager::Get().GetModulePtr<IAnimationEditorModule>("AnimationEditor");
if (AnimationEditorModule)
{
typedef IAnimationEditorModule::FAnimationEditorToolbarExtender DelegateType;
AnimationEditorModule->GetAllAnimationEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == AnimationEditorExtenderHandle; });
}
}
TSharedRef<FExtender> FMeshUtilities::GetAnimationEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationEditor> InAnimationEditor)
{
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InAnimationEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
Extender->AddToolBarExtension(
"Asset",
EExtensionHook::After,
CommandList,
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
);
return Extender;
}
void FMeshUtilities::AddSkeletalMeshEditorToolbarExtender()
{
ISkeletalMeshEditorModule& SkeletalMeshEditorModule = FModuleManager::Get().LoadModuleChecked<ISkeletalMeshEditorModule>("SkeletalMeshEditor");
auto& ToolbarExtenders = SkeletalMeshEditorModule.GetAllSkeletalMeshEditorToolbarExtenders();
ToolbarExtenders.Add(ISkeletalMeshEditorModule::FSkeletalMeshEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetSkeletalMeshEditorToolbarExtender));
SkeletalMeshEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
}
void FMeshUtilities::RemoveSkeletalMeshEditorToolbarExtender()
{
ISkeletalMeshEditorModule* SkeletalMeshEditorModule = FModuleManager::Get().GetModulePtr<ISkeletalMeshEditorModule>("SkeletalMeshEditor");
if (SkeletalMeshEditorModule)
{
typedef ISkeletalMeshEditorModule::FSkeletalMeshEditorToolbarExtender DelegateType;
SkeletalMeshEditorModule->GetAllSkeletalMeshEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == SkeletalMeshEditorExtenderHandle; });
}
}
TSharedRef<FExtender> FMeshUtilities::GetSkeletalMeshEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletalMeshEditor> InSkeletalMeshEditor)
{
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InSkeletalMeshEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
Extender->AddToolBarExtension(
"Asset",
EExtensionHook::After,
CommandList,
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
);
return Extender;
}
void FMeshUtilities::AddSkeletonEditorToolbarExtender()
{
ISkeletonEditorModule& SkeletonEditorModule = FModuleManager::Get().LoadModuleChecked<ISkeletonEditorModule>("SkeletonEditor");
auto& ToolbarExtenders = SkeletonEditorModule.GetAllSkeletonEditorToolbarExtenders();
ToolbarExtenders.Add(ISkeletonEditorModule::FSkeletonEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetSkeletonEditorToolbarExtender));
SkeletonEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
}
void FMeshUtilities::RemoveSkeletonEditorToolbarExtender()
{
ISkeletonEditorModule* SkeletonEditorModule = FModuleManager::Get().GetModulePtr<ISkeletonEditorModule>("SkeletonEditor");
if (SkeletonEditorModule)
{
typedef ISkeletonEditorModule::FSkeletonEditorToolbarExtender DelegateType;
SkeletonEditorModule->GetAllSkeletonEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == SkeletonEditorExtenderHandle; });
}
}
TSharedRef<FExtender> FMeshUtilities::GetSkeletonEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletonEditor> InSkeletonEditor)
{
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InSkeletonEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
Extender->AddToolBarExtension(
"Asset",
EExtensionHook::After,
CommandList,
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
);
return Extender;
}
void FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar(FToolBarBuilder& ParentToolbarBuilder, UMeshComponent* InMeshComponent)
{
ParentToolbarBuilder.AddToolBarButton(
FUIAction(FExecuteAction::CreateLambda([this, InMeshComponent]()
{
ConvertMeshesToStaticMesh(TArray<UMeshComponent*>({ InMeshComponent }), InMeshComponent->GetComponentToWorld());
})),
NAME_None,
LOCTEXT("MakeStaticMesh", "Make Static Mesh"),
LOCTEXT("MakeStaticMeshTooltip", "Make a new static mesh out of the preview's current pose."),
FSlateIcon("EditorStyle", "Persona.ConvertToStaticMesh")
);
}
void FMeshUtilities::AddLevelViewportMenuExtender()
{
FLevelEditorModule& LevelEditorModule = FModuleManager::Get().LoadModuleChecked<FLevelEditorModule>("LevelEditor");
auto& MenuExtenders = LevelEditorModule.GetAllLevelViewportContextMenuExtenders();
MenuExtenders.Add(FLevelEditorModule::FLevelViewportMenuExtender_SelectedActors::CreateRaw(this, &FMeshUtilities::GetLevelViewportContextMenuExtender));
LevelViewportExtenderHandle = MenuExtenders.Last().GetHandle();
}
void FMeshUtilities::RemoveLevelViewportMenuExtender()
{
if (LevelViewportExtenderHandle.IsValid())
{
FLevelEditorModule* LevelEditorModule = FModuleManager::Get().GetModulePtr<FLevelEditorModule>("LevelEditor");
if (LevelEditorModule)
{
typedef FLevelEditorModule::FLevelViewportMenuExtender_SelectedActors DelegateType;
LevelEditorModule->GetAllLevelViewportContextMenuExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == LevelViewportExtenderHandle; });
}
}
}
/** Util for getting all MeshComponents from a supplied set of Actors */
void GetSkinnedAndStaticMeshComponentsFromActors(const TArray<AActor*> InActors, TArray<UMeshComponent*>& OutMeshComponents)
{
for (AActor* Actor : InActors)
{
// add all components from this actor
TInlineComponentArray<UMeshComponent*> ActorComponents(Actor);
for (UMeshComponent* ActorComponent : ActorComponents)
{
if (ActorComponent->IsA(USkinnedMeshComponent::StaticClass()) || ActorComponent->IsA(UStaticMeshComponent::StaticClass()))
{
OutMeshComponents.AddUnique(ActorComponent);
}
}
// add all attached actors
TArray<AActor*> AttachedActors;
Actor->GetAttachedActors(AttachedActors);
for (AActor* AttachedActor : AttachedActors)
{
TInlineComponentArray<UMeshComponent*> AttachedActorComponents(AttachedActor);
for (UMeshComponent* AttachedActorComponent : AttachedActorComponents)
{
if (AttachedActorComponent->IsA(USkinnedMeshComponent::StaticClass()) || AttachedActorComponent->IsA(UStaticMeshComponent::StaticClass()))
{
OutMeshComponents.AddUnique(AttachedActorComponent);
}
}
}
}
}
TSharedRef<FExtender> FMeshUtilities::GetLevelViewportContextMenuExtender(const TSharedRef<FUICommandList> CommandList, const TArray<AActor*> InActors)
{
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
if (InActors.Num() > 0)
{
TArray<UMeshComponent*> Components;
GetSkinnedAndStaticMeshComponentsFromActors(InActors, Components);
if (Components.Num() > 0)
{
FText ActorName = InActors.Num() == 1 ? FText::Format(LOCTEXT("ActorNameSingular", "\"{0}\""), FText::FromString(InActors[0]->GetActorLabel())) : LOCTEXT("ActorNamePlural", "Actors");
FLevelEditorModule& LevelEditor = FModuleManager::GetModuleChecked<FLevelEditorModule>(TEXT("LevelEditor"));
TSharedRef<FUICommandList> LevelEditorCommandBindings = LevelEditor.GetGlobalLevelEditorActions();
Extender->AddMenuExtension("ActorControl", EExtensionHook::After, LevelEditorCommandBindings, FMenuExtensionDelegate::CreateLambda(
[this, ActorName, InActors](FMenuBuilder& MenuBuilder) {
MenuBuilder.AddMenuEntry(
FText::Format(LOCTEXT("ConvertSelectedActorsToStaticMeshText", "Convert {0} To Static Mesh"), ActorName),
LOCTEXT("ConvertSelectedActorsToStaticMeshTooltip", "Convert the selected actor's meshes to a new Static Mesh asset. Supports static and skeletal meshes."),
FSlateIcon(),
FUIAction(FExecuteAction::CreateRaw(this, &FMeshUtilities::ConvertActorMeshesToStaticMesh, InActors))
);
})
);
}
}
return Extender;
}
void FMeshUtilities::ConvertActorMeshesToStaticMesh(const TArray<AActor*> InActors)
{
TArray<UMeshComponent*> MeshComponents;
GetSkinnedAndStaticMeshComponentsFromActors(InActors, MeshComponents);
auto GetActorRootTransform = [](AActor* InActor)
{
FTransform RootTransform(FTransform::Identity);
if (ACharacter* Character = Cast<ACharacter>(InActor))
{
RootTransform = Character->GetTransform();
RootTransform.SetLocation(RootTransform.GetLocation() - FVector(0.0f, 0.0f, Character->GetCapsuleComponent()->GetScaledCapsuleHalfHeight()));
}
else
{
// otherwise just use the actor's origin
RootTransform = InActor->GetTransform();
}
return RootTransform;
};
// now pick a root transform
FTransform RootTransform(FTransform::Identity);
if (InActors.Num() == 1)
{
RootTransform = GetActorRootTransform(InActors[0]);
}
else
{
// multiple actors use the average of their origins, with Z being the min of all origins. Rotation is identity for simplicity
FVector Location(FVector::ZeroVector);
float MinZ = FLT_MAX;
for (AActor* Actor : InActors)
{
FTransform ActorTransform(GetActorRootTransform(Actor));
Location += ActorTransform.GetLocation();
MinZ = FMath::Min(ActorTransform.GetLocation().Z, MinZ);
}
Location /= (float)InActors.Num();
Location.Z = MinZ;
RootTransform.SetLocation(Location);
}
ConvertMeshesToStaticMesh(MeshComponents, RootTransform);
}
#undef LOCTEXT_NAMESPACE