Files
UnrealEngineUWP/Engine/Source/Runtime/StaticMeshDescription/Private/StaticMeshDescription.cpp
Chris Gagnon 8ab0638182 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.24
#rb none

[CL 9325047 by Chris Gagnon in Main branch]
2019-10-01 20:41:42 -04:00

134 lines
5.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "StaticMeshDescription.h"
#include "StaticMeshAttributes.h"
#include "StaticMeshOperations.h"
void UStaticMeshDescription::RegisterAttributes()
{
RequiredAttributes = MakeUnique<FStaticMeshAttributes>(MeshDescription);
RequiredAttributes->Register();
}
FVector2D UStaticMeshDescription::GetVertexInstanceUV(FVertexInstanceID VertexInstanceID, int32 UVIndex) const
{
if (!MeshDescription.IsVertexInstanceValid(VertexInstanceID))
{
UE_LOG(LogMeshDescription, Warning, TEXT("GetVertexInstanceUV: VertexInstanceID %d doesn't exist."), VertexInstanceID.GetValue());
return FVector2D::ZeroVector;
}
if (!MeshDescription.VertexInstanceAttributes().HasAttribute(MeshAttribute::VertexInstance::TextureCoordinate))
{
UE_LOG(LogMeshDescription, Warning, TEXT("GetVertexInstanceUV: VertexInstanceAttribute TextureCoordinate doesn't exist."));
return FVector2D::ZeroVector;
}
return MeshDescription.VertexInstanceAttributes().GetAttribute<FVector2D>(VertexInstanceID, MeshAttribute::VertexInstance::TextureCoordinate, UVIndex);
}
void UStaticMeshDescription::SetVertexInstanceUV(FVertexInstanceID VertexInstanceID, FVector2D UV, int32 UVIndex)
{
if (!MeshDescription.IsVertexInstanceValid(VertexInstanceID))
{
UE_LOG(LogMeshDescription, Warning, TEXT("SetVertexInstanceUV: VertexInstanceID %d doesn't exist."), VertexInstanceID.GetValue());
return;
}
if (!MeshDescription.VertexInstanceAttributes().HasAttribute(MeshAttribute::VertexInstance::TextureCoordinate))
{
UE_LOG(LogMeshDescription, Warning, TEXT("SetVertexInstanceUV: VertexInstanceAttribute TextureCoordinate doesn't exist."));
return;
}
MeshDescription.VertexInstanceAttributes().SetAttribute(VertexInstanceID, MeshAttribute::VertexInstance::TextureCoordinate, UVIndex, UV);
}
void UStaticMeshDescription::SetPolygonGroupMaterialSlotName(FPolygonGroupID PolygonGroupID, const FName& SlotName)
{
if (!MeshDescription.IsPolygonGroupValid(PolygonGroupID))
{
UE_LOG(LogMeshDescription, Warning, TEXT("SetPolygonGroupMaterialSlotName: PolygonGroupID %d doesn't exist."), PolygonGroupID.GetValue());
return;
}
if (!MeshDescription.PolygonGroupAttributes().HasAttribute(MeshAttribute::PolygonGroup::ImportedMaterialSlotName))
{
UE_LOG(LogMeshDescription, Warning, TEXT("SetPolygonGroupMaterialSlotName: PolygonGroupAttribute ImportedMaterialSlotName doesn't exist."));
return;
}
MeshDescription.PolygonGroupAttributes().SetAttribute(PolygonGroupID, MeshAttribute::PolygonGroup::ImportedMaterialSlotName, 0, SlotName);
}
void UStaticMeshDescription::CreateCube(FVector Center, FVector HalfExtents, FPolygonGroupID PolygonGroup,
FPolygonID& PolygonID_PlusX,
FPolygonID& PolygonID_MinusX,
FPolygonID& PolygonID_PlusY,
FPolygonID& PolygonID_MinusY,
FPolygonID& PolygonID_PlusZ,
FPolygonID& PolygonID_MinusZ)
{
TVertexAttributesRef<FVector> Positions = GetVertexPositions();
FVertexID VertexIDs[8];
MeshDescription.ReserveNewVertices(8);
for (int32 Index = 0; Index < 8; ++Index)
{
VertexIDs[Index] = MeshDescription.CreateVertex();
}
Positions[VertexIDs[0]] = Center + HalfExtents * FVector( 1.0f, -1.0f, 1.0f);
Positions[VertexIDs[1]] = Center + HalfExtents * FVector( 1.0f, 1.0f, 1.0f);
Positions[VertexIDs[2]] = Center + HalfExtents * FVector(-1.0f, 1.0f, 1.0f);
Positions[VertexIDs[3]] = Center + HalfExtents * FVector(-1.0f, -1.0f, 1.0f);
Positions[VertexIDs[4]] = Center + HalfExtents * FVector(-1.0f, 1.0f, -1.0f);
Positions[VertexIDs[5]] = Center + HalfExtents * FVector(-1.0f, -1.0f, -1.0f);
Positions[VertexIDs[6]] = Center + HalfExtents * FVector( 1.0f, -1.0f, -1.0f);
Positions[VertexIDs[7]] = Center + HalfExtents * FVector( 1.0f, 1.0f, -1.0f);
auto MakePolygon = [this, &VertexIDs, PolygonGroup](int32 P0, int32 P1, int32 P2, int32 P3) -> FPolygonID
{
FVertexInstanceID VertexInstanceIDs[4];
VertexInstanceIDs[0] = MeshDescription.CreateVertexInstance(VertexIDs[P0]);
VertexInstanceIDs[1] = MeshDescription.CreateVertexInstance(VertexIDs[P1]);
VertexInstanceIDs[2] = MeshDescription.CreateVertexInstance(VertexIDs[P2]);
VertexInstanceIDs[3] = MeshDescription.CreateVertexInstance(VertexIDs[P3]);
TArray<FEdgeID> EdgeIDs;
EdgeIDs.Reserve(4);
FPolygonID PolygonID = MeshDescription.CreatePolygon(PolygonGroup, VertexInstanceIDs, &EdgeIDs);
for (FEdgeID EdgeID : EdgeIDs)
{
GetEdgeHardnesses()[EdgeID] = true;
}
return PolygonID;
};
PolygonID_PlusX = MakePolygon(0, 1, 7, 6);
PolygonID_MinusX = MakePolygon(2, 3, 5, 4);
PolygonID_PlusY = MakePolygon(1, 2, 4, 7);
PolygonID_MinusY = MakePolygon(3, 0, 6, 5);
PolygonID_PlusZ = MakePolygon(1, 0, 3, 2);
PolygonID_MinusZ = MakePolygon(5, 4, 7, 6);
MeshDescription.PolygonAttributes().RegisterAttribute<FVector>(MeshAttribute::Polygon::Normal, 1, FVector::ZeroVector, EMeshAttributeFlags::Transient);
MeshDescription.PolygonAttributes().RegisterAttribute<FVector>(MeshAttribute::Polygon::Tangent, 1, FVector::ZeroVector, EMeshAttributeFlags::Transient);
MeshDescription.PolygonAttributes().RegisterAttribute<FVector>(MeshAttribute::Polygon::Binormal, 1, FVector::ZeroVector, EMeshAttributeFlags::Transient);
MeshDescription.PolygonAttributes().RegisterAttribute<FVector>(MeshAttribute::Polygon::Center, 1, FVector::ZeroVector, EMeshAttributeFlags::Transient);
FStaticMeshOperations::ComputePolygonTangentsAndNormals(MeshDescription);
FStaticMeshOperations::ComputeTangentsAndNormals(MeshDescription, EComputeNTBsFlags::Normals | EComputeNTBsFlags::Tangents);
}