Files
UnrealEngineUWP/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp
Matthew Griffin b159571760 Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none

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

Change 3267632 on 2017/01/23 by Jurre.deBaare

	Marker syncs not working correctly in Blend Spaces
	#fix Ensure that SampleIndexWithMarkers is serialized
	#JIRA UE-40975

Change 3266915 on 2017/01/20 by Arciel.Rekman

	Fix Persona crash on Linux (UE-38790).

	- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.

	#jira UE-38790

Change 3266785 on 2017/01/20 by Ian.Fox

	#OnlineSubsystemLive - Make usage of CachedUsers thread safe.  Duplicates CL 3245390
	#jira UE-40649

Change 3266762 on 2017/01/20 by Rolando.Caloca

	UE4.15 - Fix for reallocating scene color
	#jira UE-40633

Change 3266642 on 2017/01/20 by Lina.Halper

	Downgraded Warning to Info

	#jira: UE-40643

Change 3266532 on 2017/01/20 by Jeff.Campeau

	Fix multiplatform Windows includes defeating the safety check in MinWindows.h

	#jira UE-40778
	#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.

Change 3266523 on 2017/01/20 by Marc.Audy

	Fix case where child actor could avoid getting begin play call
	#jira UE-40960

Change 3266474 on 2017/01/20 by Peter.Sauerbrei

	fix for using an API not yet available in iOS 8
	#jira UE-40698

Change 3266339 on 2017/01/20 by Frank.Fella

	Sequencer - Fix UI issues with multi-track section rows.
	+ Don't show an empty sub-track when there are no sections.
	+ Expand parent tracks by default.

	#Jira UE-40487

Change 3266283 on 2017/01/20 by Jeff.Fisher

	UE-40683 GearVR projects rendering black
	-Fix from Remi Palandri
	#jira UE-40683
	#review-3265824 @nick.whiting @ryan.vance

Change 3266264 on 2017/01/20 by Lina.Halper

	Downgraded warning and changed log message

	#jira: UE-40643

Change 3266239 on 2017/01/20 by Peter.Sauerbrei

	fix for virtual joystick not showing up on some devices
	#jira UE-40472

Change 3266084 on 2017/01/20 by Mitchell.Wilson

	Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
	#jira UE-40887

Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt

	Fixed "Wait for Movies to Complete" flag being reversed

	#jira UE-40943

Change 3266076 on 2017/01/20 by Mitchell.Wilson

	Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
	Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
	#jira UE-40830 UE-40887

Change 3266034 on 2017/01/20 by Benn.Gallagher

	Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
	#jira UE-40911

Change 3266027 on 2017/01/20 by Ian.Fox

	#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure.  Duplicates CL 3262175
	#jira UE-39110

Change 3265906 on 2017/01/20 by Marcus.Wassmer

	Fix GPU particle AFR flickering and optimize injection transfers.
	Duplicate CL's 3260302, 3261252, 3265662, 3265678
	#jira UE-40915

Change 3265873 on 2017/01/20 by Mark.Satterthwaite

	Duplicate CL #3262535:
	Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
	#jira UE-40842

Change 3265857 on 2017/01/20 by Jamie.Dale

	Fixed font pathing issue that could happen in an out-of-source packaged build

	#jira UE-40855

Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt

	Move Dirt Mask Intensity to the correct post process category

	#jira UE-40851

Change 3265674 on 2017/01/20 by Rolando.Caloca

	UE4.15 - Revert
	#jira UE-40633

Change 3265647 on 2017/01/20 by Mitchell.Wilson

	Updating spawn location of the player pawn after unpossessing character in example 1.10.
	#jira UE-40870

Change 3265612 on 2017/01/20 by Alexis.Matte

	Prevent name clash warning when doing automation test
	#jira UE-40788

Change 3265553 on 2017/01/20 by Matthew.Griffin

	Fixed Shadow variable warning

Change 3265366 on 2017/01/20 by Dmitriy.Dyomin

	Fixed: Vulkan crashes on Adreno Galaxy S7
	#jira UE-40840

Change 3265294 on 2017/01/19 by Dmitriy.Dyomin

	Fixed typo which was causing assert on mobile
	#jira UE-40633

Change 3265111 on 2017/01/19 by Rolando.Caloca

	UE4.15 - Fix for scene color crash
	#jira UE-40633

Change 3264789 on 2017/01/19 by Josh.Adams

	- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
	#jira UE-40798

Change 3264780 on 2017/01/19 by Rolando.Caloca

	UE4.15 - Add Morph compute GPU stat
	#jira UE-40891

Change 3264486 on 2017/01/19 by Mark.Satterthwaite

	Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
	#jira UE-40863

Change 3264427 on 2017/01/19 by Rolando.Caloca

	UE4.15 - Track down crash
	#jira UE-40633

Change 3264393 on 2017/01/19 by Aaron.McLeran

	#jira UE-40850

	Re-fixing UE-39650 again in 4.15.

	I hope this bug doesn't regress yet again!

Change 3264364 on 2017/01/19 by Daniel.Wright

	In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available.  This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
	#jira UE-39658

Change 3264284 on 2017/01/19 by Mark.Satterthwaite

	Duplicate CL #3264251:
	Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
	#jira UE-40803

Change 3264282 on 2017/01/19 by Benn.Gallagher

	CIS fix, bad expression that failed to compile Mac
	#jira UE-40716

Change 3264257 on 2017/01/19 by Mike.Beach

	Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).

	#jira UE-40620

Change 3264242 on 2017/01/19 by Daniel.Wright

	[Copy] Sharing IndirectLightingCacheTextureSampler samplers
	#jira UE-40727

Change 3264191 on 2017/01/19 by Ori.Cohen

	Fix heightfield not working with traces underneath.

	#JIRA UE-39819

Change 3264139 on 2017/01/19 by Benn.Gallagher

	Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
	#jira UE-40716

Change 3264110 on 2017/01/19 by Max.Preussner

	MfMedia: Disabled plug-in on Windows 10, because it is currently broken

	#jira UE-406344

Change 3264108 on 2017/01/19 by Max.Preussner

	MfMedia: Fixed compile errors on Windows 10

	#jira UE-40644

Change 3264099 on 2017/01/19 by Jamie.Dale

	Adding deprecation warning for 4.14 style PO export

	#jira UE-40592

Change 3264089 on 2017/01/19 by Matthew.Griffin

	Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
	Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
	#jira UE-39968

Change 3264065 on 2017/01/19 by James.Golding

	Fix ModifyCurve node not calling init/update in SourcePose
	#jira UE-40852

Change 3263729 on 2017/01/19 by Alexis.Matte

	Fix a bad condition when filling the material sorting array
	#jira UE-40814

Change 3263704 on 2017/01/19 by Jack.Porter

	Fix compile error in AndroidESDeferredOpenGL.cpp when  " ES Deferred Shading Renderer" is enabled.
	#jira UE-40659

Change 3263627 on 2017/01/19 by Jack.Porter

	Fixed black textures when Vulkan is packaged for ETC1
	#jira UE-40658

Change 3263554 on 2017/01/19 by Jack.Porter

	Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
	#jira UE-38930

Change 3263535 on 2017/01/19 by Matthew.Griffin

	Removed unnecessary directories to always cook
	Problem was actually down to string asset references not being resolved in file set generation

Change 3263534 on 2017/01/19 by Matthew.Griffin

	Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights

Change 3263267 on 2017/01/18 by Dan.Oconnor

	Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
	#jira UE-40428

Change 3263219 on 2017/01/18 by Dan.Oconnor

	Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
	#jira UE-19425

Change 3262980 on 2017/01/18 by Maciej.Mroz

	#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770

	Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint

Change 3262908 on 2017/01/18 by Ori.Cohen

	When refreshing physics assets, don't do so on components that have no bodies.

	#JIRA UE-40764

Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt

	Fix a crash if a background blur widget ends up being negative or zero sized

	#jira UE-40820

Change 3262606 on 2017/01/18 by Marc.Audy

	Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
	#jira UE-40785

Change 3262416 on 2017/01/18 by Marc.Audy

	Reenable audio threading
	#jira UE-00000

Change 3262125 on 2017/01/18 by Chris.Wood

	Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
	[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac

	#jira UE-40293

Change 3262103 on 2017/01/18 by Jamie.Dale

	Merging some cooker fixes

	CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
	CL# 3262091 - Guarding against potentially invalid call to FString::Mid
	CL# 3262094 - Cook on the fly builds now resolve string asset references

	#jira UE-40790

Change 3262082 on 2017/01/18 by Chris.Bunner

	Accumulate used particle materials from final mesh material module, not first.
	#jira UE-39953

Change 3261996 on 2017/01/18 by Matthew.Griffin

	Allow Samples to be built in pre-flights if you are specifying an engine version

Change 3261995 on 2017/01/18 by Matthew.Griffin

	Resolve string asset references after loading packages to ensure that we find all required files

Change 3261934 on 2017/01/18 by Allan.Bentham

	Bump shader version to force changes in 3260307 to occur.
	#jira UE-39701

Change 3261842 on 2017/01/18 by Graeme.Thornton

	Manual copy of CL 3253580 from Dev-Core

	Added some validation of the class index in exportmap entries

	#jira UE-37873

Change 3261017 on 2017/01/17 by Mitchell.Wilson

	Resaving all levels to resolve short form string asset reference warnings.
	#jira UE-40732

Change 3260918 on 2017/01/17 by Andrew.Rodham

	Sequencer: Request unloaded levels to be loaded when being made visible through sequencer

	#jira UE-40082

Change 3260909 on 2017/01/17 by Ben.Marsh

	Fix error running "Clean" in installed build.

	#jira UE-40751

Change 3260757 on 2017/01/17 by Jeff.Fisher

	UE-39654 Crash when launching Google VR project
	-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw.  This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
	-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
	-I also added some asserts.
	#jira UE-39654
	#review-3260644

Change 3260637 on 2017/01/17 by Alexis.Matte

	Fix crash when importing skeletal mesh containing a texture or a material using the same name.
	#jira UE-40538

Change 3260630 on 2017/01/17 by Marc.Audy

	When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
	Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
	#jira UE-40730

Change 3260600 on 2017/01/17 by matt.barnes

	Test content for sequencer event tracks

	#jira UE-29618

Change 3260593 on 2017/01/17 by Mieszko.Zielinski

	Made FSupportedAreaData export as part of engine API #UE4

	#jira UE-40739

Change 3260538 on 2017/01/17 by Marc.Audy

	Always display axes in debug info, but show -- for value when we don't yet know the ranges
	#jira UE-40700

Change 3260422 on 2017/01/17 by Marc.Audy

	Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
	#jira UE-10109

Change 3260392 on 2017/01/17 by Ben.Woodhouse

	Duplicated from CL 3260107:
	Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
	#jira UE-40717

Change 3260358 on 2017/01/17 by Chris.Bunner

	Only validate tonemapper LUT input if actually hooked up.
	#jira UE-40467

Change 3260327 on 2017/01/17 by Frank.Fella

	PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.

	#jira UE-40709

Change 3260307 on 2017/01/17 by Allan.Bentham

	Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
	#jira UE-39701

Change 3260276 on 2017/01/17 by Alex.Delesky

	#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.

Change 3260274 on 2017/01/17 by Chris.Wood

	Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
	[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel

	#jira UE-40492

Change 3260230 on 2017/01/17 by Ben.Woodhouse

	Duplicated from dev-rendering@3232283
	D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
	#jira UE-36999

Change 3260096 on 2017/01/17 by Thomas.Sarkanen

	Fixed crash when rendering out a level sequence with layered animations

	When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.

	#jira UE-40654 - Render Movie using separate process crashes capture process

Change 3259875 on 2017/01/17 by Dmitriy.Dyomin

	Fixed: SunTemple is washed out in one color on some Android devices
	#jira UE-40689

Change 3259011 on 2017/01/16 by Max.Chen

	Matinee to Level Sequence: Make RegisterTrackConverters pure virtual

	#jira UE-37328

Change 3258992 on 2017/01/16 by Rolando.Caloca

	UE4.15 - Integrate fix for outlines (3258807)
	#jira UE-40690

Change 3258949 on 2017/01/16 by mason.seay

	Disabled TranslatedMass test

	#jira UE-29618

Change 3258860 on 2017/01/16 by Max.Preussner

	Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)

	#jira OR-34819

Change 3258846 on 2017/01/16 by Max.Preussner

	MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)

	#jira UE-39703

Change 3258813 on 2017/01/16 by Benn.Gallagher

	Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
	#jira UE-40614

Change 3258771 on 2017/01/16 by James.Golding

	Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
	#jira UE-40418

Change 3258747 on 2017/01/16 by Max.Chen

	Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.

	#jira UE-40665

Change 3258630 on 2017/01/16 by Jurre.deBaare

	CIS IfDef issue fix
	#JIRA UE-1234

Change 3258541 on 2017/01/16 by Phillip.Kavan

	[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.

	change summary:
	- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method

	#jira UE-40131

Change 3258532 on 2017/01/16 by Max.Chen

	Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.

	#jira UE-40642

Change 3258505 on 2017/01/16 by Marc.Audy

	Improve messaging when installing vehicle and vehicle adv C++ feature packs
	#jira UE-40647

Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)

	#jira UE-40567

Change 3258457 on 2017/01/16 by Jurre.deBaare

	SpeedTree Billboards rendering with Incorrect Material

	#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
	#jira UE-39677

Change 3258442 on 2017/01/16 by Alexis.Matte

	Skeletalmesh import, make sure we increment the lod index when animation is not imported
	#jira UE-40640

Change 3258431 on 2017/01/16 by Jurre.deBaare

	Back out changelist 3258392
	#fix issue was already resolved
	#jira UE-1234

Change 3258392 on 2017/01/16 by Jurre.deBaare

	Fix for non-unity CIS
	#JIRA UE-1234

Change 3258358 on 2017/01/16 by Matthew.Griffin

	Prevent warning from being shown when XMPP module is not built
	#jira UE-40616
	(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)

Change 3258144 on 2017/01/15 by Marc.Audy

	Fix non-unity CIS errors
	#jira UE-00000

Change 3258141 on 2017/01/15 by zachary.wilson

	Adding testing content for Distance Field Indirect Shadows

	#jira UE-29618

Change 3258049 on 2017/01/14 by Nick.Shin

	UFE sent incorrect header data on missing file

	also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)

	first, 404 was not sending the required double newline after headers
	second, since connection are not closed manually (server side) send a dummy payload with content-length data

	#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"

Change 3257984 on 2017/01/14 by Aaron.McLeran

	Attempting another fix for static analysis warning in CIS

	#jira UE-40645

Change 3257904 on 2017/01/14 by Aaron.McLeran

	Resolving static analysis warnings reported by CIS

	#jira UE-40645

Change 3257883 on 2017/01/14 by Aaron.McLeran

	Fixing build warning with CL 3257826

	#jira UE-40645

Change 3257826 on 2017/01/13 by Aaron.McLeran

	Integrating fixes from Dev-Framework and Odin to Release-415

	#jira UE-40645

Change 3257654 on 2017/01/13 by Marc.Audy

	Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
	#jira UE-40466

Change 3257608 on 2017/01/13 by John.Pollard

	PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays

	#jira OR-34522

Change 3257489 on 2017/01/13 by Mitchell.Wilson

	Removing preview mesh from multiple materials to resolve CIS warnings.
	#jira UE-40628

Change 3257485 on 2017/01/13 by Chris.Babcock

	Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
	#jira UE-40602
	#ue4
	#android

Change 3257444 on 2017/01/13 by Matt.Barnes

	Updating test assets for UEQATC-2967

	#jira UE-29618

Change 3257324 on 2017/01/13 by Arciel.Rekman

	Linux: Update runtime CEF lib as well (UE-401413).

	- Followup to CL 3256081.

	#jira UE-40413

	(Merging CL 3257241 from Dev-Platform to Release-4.15)

Change 3257140 on 2017/01/13 by Lina.Halper

	Fix crash with deleting all poses

	#jira: UE-40537

Change 3257066 on 2017/01/13 by Jurre.deBaare

	CIS fix for game builds
	#jira UE-1234

Change 3257056 on 2017/01/13 by Ben.Zeigler

	#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
	This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash

Change 3256839 on 2017/01/13 by Jurre.deBaare

	Added conversion of HLOD transition screen size to new transition screen area values
	#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
	#misc Updated the default value to a screen size to screen area equivalent
	#JIRA UE-40518

Change 3256761 on 2017/01/13 by Mieszko.Zielinski

	Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4

	#jira UE-40589

Change 3256177 on 2017/01/12 by Josh.Adams

	- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
	#jira UE-40391

Change 3256131 on 2017/01/12 by Jamie.Dale

	Fixing log spam when trying to load an empty font data

	#jira UE-40555

Change 3256081 on 2017/01/12 by Arciel.Rekman

	Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).

	- Also deleted Debug version of it.
	- Change by yaakuro.

	#jira UE-40413

	(Edigrating CL 3256065 from Dev-Platform to Release-4.15)

Change 3256046 on 2017/01/12 by Jon.Nabozny

	Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.

	#jira UE-39212

Change 3255939 on 2017/01/12 by mason.seay

	Rebuilt lighting

	#jira UE-29618

Change 3255912 on 2017/01/12 by Olaf.Piesche

	Replicating fix from 3246828 for
	#jira UE-39249

Change 3255909 on 2017/01/12 by Rolando.Caloca

	UE4.15 - Support for choosing discrete AMD GPU
	#jira UE-40546

Change 3255835 on 2017/01/12 by Martin.Wilson

	Fix newly added virtual bones not being on screen.

	#jira UE-40516

Change 3255774 on 2017/01/12 by Mark.Satterthwaite

	Merging 3251926 for Richard.Wallis:
	#jira UE-38828

	Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.

	Using TGlobalResource to avoid constant resource allocation.  Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.

Change 3255771 on 2017/01/12 by Alexis.Matte

	Fix a crash when re-importing asset with no material
	#jira UE-40510

Change 3255746 on 2017/01/12 by Jon.Nabozny

	Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp

	#jira UE-0000

Change 3255659 on 2017/01/12 by Jon.Nabozny

	Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.

	(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)

	#jira UE-39212

Change 3255617 on 2017/01/12 by Ori.Cohen

	Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor

	#JIRA UE-40458

Change 3255536 on 2017/01/12 by Jamie.Dale

	Fixed crash when using an object picker against the 'Object' type

	This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).

	#jira UE-40408

Change 3255451 on 2017/01/12 by Chris.Wood

	Fixed read only text color in SCommentBubble
	[UE-40384] - Reference Viewer comment text is difficult to read

	Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.

	#jira UE-40384

Change 3255448 on 2017/01/12 by Chris.Wood

	Removed blinking cursor/caret on read only editable text layouts.
	[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts

	#jira UE-40502

Change 3255445 on 2017/01/12 by Marc.Audy

	Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
	#jira UE-00000

Change 3255441 on 2017/01/12 by Jon.Nabozny

	Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.

	#jira UE-40478

Change 3255407 on 2017/01/12 by Yannick.Lange

	VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
	- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
	- Added extra checks for other possible future cases
	#jira UE-39786 	UE-39789

Change 3255393 on 2017/01/12 by Chris.Bunner

	Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
	#jira UE-40517

Change 3255375 on 2017/01/12 by Steve.Robb

	CIS fix.

	#jira UE-39556

Change 3255334 on 2017/01/12 by samuel.proctor

	Corrected QA Container asset to remove pin warning.

	#jira UE-29618

Change 3255319 on 2017/01/12 by james.cobbett

	Fixing motion blur issue with test content for Pose Snapshots.

	#jira UE-29618

Change 3255247 on 2017/01/12 by Nick.Darnell

	Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods.  In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.

	That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window.  To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.

	#jira UE-40313

Change 3255236 on 2017/01/12 by Phillip.Kavan

	[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.

	- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)

	#jira UE-40131

Change 3255216 on 2017/01/12 by Rolando.Caloca

	UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
	#jira UE-40506

Change 3255206 on 2017/01/12 by Steve.Robb

	Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.

	#fyi mike.beach
	#jira UE-39556

Change 3255195 on 2017/01/12 by mason.seay

	Adjusted slope to fix platform discrepancy

	#jira UE-29618

Change 3255086 on 2017/01/12 by Jack.Porter

	Fix XboxOneShaderCompiler.cpp non-unity compilation
	#jira None

Change 3255085 on 2017/01/12 by Jack.Porter

	Missing HTML5 changes from CL 3254907
	#jira UE-39111

Change 3255031 on 2017/01/12 by Jack.Porter

	More iOS GoogleVR changes missing from CL 3254907
	#jira UE-39111

Change 3254991 on 2017/01/12 by Jack.Porter

	Missing file from CL 3254907
	#jira UE-39111

Change 3254907 on 2017/01/11 by Jack.Porter

	Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
	#jira UE-39111
	#jira UE-35849
	#jira UEMOB-35

Change 3254810 on 2017/01/11 by Arciel.Rekman

	Linux: fix for crash on exit (UE-40488).

	#jira UE-40488

Change 3254617 on 2017/01/11 by Peter.Sauerbrei

	remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
	#jira UE-39349

Change 3254489 on 2017/01/11 by mason.seay

	Other minor improvements to the map

	#jira UE-29618

Change 3254477 on 2017/01/11 by mason.seay

	Map tweaks to prevent the vehicle from getting stuck

	#jira UE-29618

Change 3254431 on 2017/01/11 by Mitchell.Wilson

	Rebuilt lighting on all StarterContent levels.
	#jira UE-40468

Change 3254333 on 2017/01/11 by mason.seay

	Adjusted lightmap on mesh to remove odd rendering splotches

	#jira UE-29618

Change 3254131 on 2017/01/11 by Rolando.Caloca

	UE4.15 - Missing dumped shaders
	#jira UE-40465

Change 3254126 on 2017/01/11 by Jeff.Fisher

	UE-40422 Vive Motion Controllers unable to Play Haptic Effect
	-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
	#jira UE-40422
	#review-3254084

Change 3254046 on 2017/01/11 by Mark.Satterthwaite

	Merging 3233811:
	Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
	#jira UE-39935

Change 3254021 on 2017/01/11 by james.cobbett

	Test content for Pose Snapshot testing

	#jira UE-29618

Change 3253993 on 2017/01/11 by Alexis.Matte

	Fix the morph target import
	#jira UE-40424

Change 3253948 on 2017/01/11 by mason.seay

	Fixed Level BP logic that was causing Access None error

	#jira UE-29618

Change 3253884 on 2017/01/11 by mason.seay

	Updated mesh colors on map.  Disabled motion blur

	#jira UE-29618

Change 3253862 on 2017/01/11 by mason.seay

	Disabled Always Show Mobile Input (turned on by accident)

	#jira UE-29618

Change 3253859 on 2017/01/11 by Mark.Satterthwaite

	Merging 3252866:
	Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
	#jira UE-40357

Change 3253854 on 2017/01/11 by Mark.Satterthwaite

	Merging 3252859:
	Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
	#jira UE-40410

Change 3253853 on 2017/01/11 by Mark.Satterthwaite

	Merging 3237394:
	Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
	#jira UE-39799

Change 3253852 on 2017/01/11 by Mark.Satterthwaite

	Merging 3236850:
	Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
	#jira UE-39801

Change 3253834 on 2017/01/11 by mason.seay

	Updated mobile input textures to be power of two

	#jira UE-29618

Change 3253807 on 2017/01/11 by Mark.Satterthwaite

	Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:

	3232641:
	- Eliminate redundant state changes in MetalRHI in the state cache.
	- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
	- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
	- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.

	3236788:
	Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.

	3233854:
	More information about texture type validation errors in Metal.

	3249742:
	Fix missing GPU particles on Mac.
	Pointers getting reused is causing the blendstate equality operator to fail.
	Simple workaround until we have time for a proper fix.

	#jira UE-40200

Change 3253636 on 2017/01/11 by Chris.Wood

	Improved tracking of runtime and debugger attachment for analytics purposes.
	[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
	[UE-39777] - Update MTBF IsDebugger state for every heartbeat
	[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
	[UE-39779] - UnrealWatchdog to send total run time of process

	Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.

	#jira UE-39780, UE-39777, UE-39778, UE-39779

Change 3253281 on 2017/01/10 by Dan.Oconnor

	Typo fix caused parameter in local struct definition to shadow the local
	#jira UE-40027

Change 3253231 on 2017/01/10 by Dan.Oconnor

	Mirror of 3253220
	These pins should infer together
	#jira UE-40427

Change 3253125 on 2017/01/10 by Uriel.Doyon

	Brought back CL 3242117 and 3238685, which  got lost on the way:
	- Fix for possiblel check fail when changin mobility of actors.
	- Fix for possible check fail when processing streaming data.
	#jira UE-39996

Change 3252936 on 2017/01/10 by Marc.Audy

	CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
	Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
	#jira UE-40027

Change 3252886 on 2017/01/10 by Lina.Halper

	Fix for invalid AnimCurves when curve is added while running

	#jira: UE-39826

Change 3252753 on 2017/01/10 by Frank.Fella

	Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.

	#jira UE-39836

Change 3252640 on 2017/01/10 by Lukasz.Furman

	fixed NavCollision losing user settings after any property change
	copy of 3252628
	#jira UE-40388

Change 3252614 on 2017/01/10 by Daniel.Wright

	UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty.  Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
	#jira UE-40406

Change 3252609 on 2017/01/10 by mason.seay

	Updated map with text actors for more visual clarity

	#jira UE-29618

Change 3252477 on 2017/01/10 by Daniel.Wright

	[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
	#jira UE-39852

Change 3252451 on 2017/01/10 by Daniel.Wright

	Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
	* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
	#jira UE-30089

Change 3252418 on 2017/01/10 by Ben.Zeigler

	#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.

Change 3252410 on 2017/01/10 by Max.Chen

	Sequencer : Filter sections on select in range

	Copy from Dev-Sequencer

	#jira UE-37854

Change 3252385 on 2017/01/10 by Max.Chen

	Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.

	#jira UE-39923

Change 3252360 on 2017/01/10 by Allan.Bentham

	Remove incorrect assert for iOS.
	#jira UE-40385

Change 3252297 on 2017/01/10 by mason.seay

	Test assets for suspending cloth simulation

	#jira UE-29618

Change 3252125 on 2017/01/10 by Mieszko.Zielinski

	Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4

	#jira UE-40099

Change 3251987 on 2017/01/10 by Allan.Bentham

	Fix HQ DoF
	#jira UE-35548

Change 3251856 on 2017/01/10 by Jack.Porter

	Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
	Added MakeBox and MakeBox2D kismet native functions
	Fixed box overlap test ignoring instance scale
	#jira UE-34409

Change 3251519 on 2017/01/09 by Daniel.Wright

	[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
	#jira UE-40055

Change 3251146 on 2017/01/09 by Lina.Halper

	Fix on stable track data carrying over to pose asset

	- decided to clean up track data in anim sequence since we don't really need that data anymore

	#jira: UE-40351
	#code review: Martin.Wilson

Change 3251056 on 2017/01/09 by Lina.Halper

	fixed crash when pose node contains stale data when updating source.

	#jira: UE-40258
	#code review; Thomas.Sarkanen

Change 3251035 on 2017/01/09 by Mitchell.Wilson

	Removed preview mesh in M_GodRay to resolve CIS warning.
	Relinked textures used in two materials to resolve CIS warnings.
	#jira UE-40350

Change 3250959 on 2017/01/09 by Mitchell.Wilson

	Updating master sequence playback end time so the final audio track can be heard.
	Updating multiple shots to resolve issues with audio not playing back properly.
	#jira UE-40321 UE-40335

Change 3250896 on 2017/01/09 by Andrew.Rodham

	Sequencer: Fixed level visibility not working in PIE

	#jira UE-40082

Change 3250895 on 2017/01/09 by Andrew.Rodham

	Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
	  - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.

	#jira UE-40320

Change 3250830 on 2017/01/09 by Ben.Woodhouse

	Duplicated from //ue4/Release-4.14

	CL 3238182
	Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.

	It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.

	#jira UE-38818

Change 3250790 on 2017/01/09 by Lauren.Ridge

	Fixing backspace on VR Editor numberpad menu.

	#jira UE-39770

Change 3250681 on 2017/01/09 by Ben.Woodhouse

	Duplicated from dev-rendering@3249296:
	XB1/Fast semantics:
	Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
	This fixes bloom and diffuse irradiance issues
	The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
	#jira UE-39727
	#jira UE-40238

Change 3250680 on 2017/01/09 by Ben.Woodhouse

	Duplicated from dev-rendering@3238664
	Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
	Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
	#jira UT-6891
	#jira UE-39842
	#jira UE-39949

Change 3250609 on 2017/01/09 by Steve.Robb

	Maximum number of stats-using threads increased to 512.

	#jira UE-38153

Change 3250604 on 2017/01/09 by Andrew.Rodham

	Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties

	#jira UE-40327

Change 3250589 on 2017/01/09 by Matthew.Griffin

	Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
	Avoids unused configs and VS2013 files
	#jira UE-39171

Change 3250578 on 2017/01/09 by Matthew.Griffin

	Removed art tools from released build now that they are available separately on the Marketplace

Change 3250282 on 2017/01/07 by Mieszko.Zielinski

	Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4

	Reported by UT team.
	Replication of a fix from Dev-Framework that didn't make it to 4.15 stream

	#jira UE-40324

Change 3250276 on 2017/01/07 by Mieszko.Zielinski

	Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4

	#jira UE-31711

Change 3250219 on 2017/01/07 by Mieszko.Zielinski

	Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4

	#jira UE-31731

Change 3250147 on 2017/01/07 by Andrew.Rodham

	Added missing includes
	#jira UE-40019

Change 3250096 on 2017/01/06 by Nick.Shin

	refetch on timed out GET/POST requests

	correction to: UE_MakeHTTPDataRequest

	#jira UE-39992  Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"

Change 3249963 on 2017/01/06 by Mieszko.Zielinski

	removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4

	#jira UE-40099

Change 3249829 on 2017/01/06 by Alexis.Matte

	turn on the material name clash feature for the content browser importer.
	#jira UE-40298

Change 3249791 on 2017/01/06 by andrew.porter

	QAGame:  Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings

	#jira UE-29618

Change 3249755 on 2017/01/06 by Jamie.Dale

	Some fixes for object reference detection and notification when deleting assets

	#jira UE-40121

Change 3249727 on 2017/01/06 by James.Golding

	#jira UE-40242

Change 3249707 on 2017/01/06 by Mitchell.Wilson

	Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
	#jira UE-40311

Change 3249543 on 2017/01/06 by Michael.Dupuis

	#jira UE-40299: validate if UISettings is valid

Change 3249506 on 2017/01/06 by Alexis.Matte

	Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
	#jira UE-40240

Change 3249477 on 2017/01/06 by Ori.Cohen

	Fix incorrect warning when moving kinematic objects during simulation.

	#JIRA UE-40290

Change 3249472 on 2017/01/06 by Andrew.Rodham

	Sequencer: Undo now works as expected when editing the properties of a key

	#jira UE-40019

Change 3249390 on 2017/01/06 by Mitchell.Wilson

	Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
	#jira UE-40300

Change 3249317 on 2017/01/06 by Alexis.Matte

	Fix a crash when loading skeletalmesh with no section
	#jira UE-40249

Change 3249294 on 2017/01/06 by Mitchell.Wilson

	Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
	#jira UE-40295

Change 3249213 on 2017/01/06 by Chris.Bunner

	Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
	#jira OR-33525, OR-33536, OR-33540, OR-33520

Change 3249135 on 2017/01/06 by Martin.Wilson

	Fix root motion issues on additive animations.
	- Fix scale issue on resetting root bone
	- Fix loss of root motion when animation is additive.

	#jira UE-40232

Change 3248522 on 2017/01/05 by Alexis.Matte

	Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
	#jira UE-40201

Change 3248271 on 2017/01/05 by Andrew.Rodham

	Sequencer: Only reset persistent evaluation data when the sequence has changed
	  - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence

	#jira UE-40234

Change 3248092 on 2017/01/05 by Ben.Marsh

	UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.

Change 3248091 on 2017/01/05 by Marcus.Wassmer

	Tick renderthreadtickables in -onethread to avoid leaks.
	#jira UE-40248

Change 3248063 on 2017/01/05 by Marc.Audy

	Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
	#jira UE-40243

Change 3247995 on 2017/01/05 by Maciej.Mroz

	NativizationSummary object is always present.

	manually merged cl#3247985 from Dev-Blueprints
	#jira UE-40035

Change 3247873 on 2017/01/05 by Chad.Garyet

	Adding "Generate QA Labels" buildgraph node and automation script.
	Port of createNewLabel and createMinimumLabel python scripts into UAT
	#jira UEB-725

Change 3247855 on 2017/01/05 by Nick.Shin

	refetch on timed out GET/POST requests

	#jira UE-39992  Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"

Change 3247737 on 2017/01/05 by Marc.Audy

	static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
	#jira UE-40053

Change 3247723 on 2017/01/05 by mason.seay

	Asset for suspend cloth bug

	#jira UE-29618

Change 3247708 on 2017/01/05 by Mitchell.Wilson

	Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
	#jira UE-40195

Change 3247652 on 2017/01/05 by Martin.Wilson

	Fixes for animation notifies window
	-Fix notify not being removed from skeleton
	-Fix crash where editor is not refreshed after notify removal

	#jira UE-40154

Change 3247638 on 2017/01/05 by mason.seay

	Test assets for cloth suspension

	#jira UE-29618

Change 3247630 on 2017/01/05 by Alexis.Matte

	Prevent crash when the import fail and we have no staticmesh created
	#jira UE-40024

Change 3247556 on 2017/01/05 by Ben.Marsh

	Fix non-unity compile error.

Change 3247547 on 2017/01/05 by Jurre.deBaare

	Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
	#fix Unify path for both delete cluster options in the outliner UI
	#jira UE-40066

Change 3247539 on 2017/01/05 by Benn.Gallagher

	Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
	#jira UE-40199

Change 3247515 on 2017/01/05 by Allan.Bentham

	Fix inverted planar reflections when mobileLDR
	Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
	#jira UE-32868

Change 3247502 on 2017/01/05 by Dmitriy.Dyomin

	Fixed: Single digit frame rate when sculpting landscape foliage.
	#jira UE-39532

Change 3247232 on 2017/01/04 by Ben.Marsh

	Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.

	#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144

Change 3247002 on 2017/01/04 by Chris.Babcock

	Changed Vulkan hitchy pipeline log message verbosity
	#jira UE-38354
	#ue4
	#android
	#dontbackcopy

Change 3246927 on 2017/01/04 by matt.barnes

	Updating QAGame content to facilitate UEQATC-2969

	#jira UE-29618

Change 3246894 on 2017/01/04 by Mike.Beach

	Mirroring CL 3245322 from Dev-BP

	Fixed a crash when implementing a native interface in a BP

	#jira UE-40155, UE-40203

Change 3246830 on 2017/01/04 by Chris.Bunner

	Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
	#jira UE-39756

Change 3246816 on 2017/01/04 by Jon.Nabozny

	Fix Anim Notifies Tab not opening in Animation Editor.

	#JIRA UE-40134

Change 3246804 on 2017/01/04 by Ori.Cohen

	Touch engine file to trigger re-link.

	#JIRA UE-40156

Change 3246709 on 2017/01/04 by mason.seay

	Updated map

	#jira UE-29618

Change 3246606 on 2017/01/04 by Ori.Cohen

	Fix for sweeps taking too long time (OR-32839).

	- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
	- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
	- NVidia is aware and will investigate a better solution.

	#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
	#JIRA UE-40156

Change 3246571 on 2017/01/04 by Marc.Audy

	Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
	#jira UE-39994

Change 3246527 on 2017/01/04 by tim.gautier

	QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback

	#jira UE-29618

Change 3246480 on 2017/01/04 by mason.seay

	Map update

	#jira UE-29618

Change 3246470 on 2017/01/04 by Ori.Cohen

	Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
	#JIRA UE-00000

Change 3246413 on 2017/01/04 by Jon.Nabozny

	Cube asset did not have Tri Meshes. Reimported to fix the issue.
	-- Copied from 3233164 --

	#jira UE-39657

Change 3246388 on 2017/01/04 by Jon.Nabozny

	Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
	-- Copied from 3239735 (bot health fixed by a different CL) --

	#jira UE-39387

Change 3246352 on 2017/01/04 by Jon.Nabozny

	Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
	This requires the use of a new bool bTraceWithChannel which is enabled by default.
	-- Copied from 3239765 --

	#JIRA UE-39726

Change 3246341 on 2017/01/04 by Ori.Cohen

	Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.

	#JIRA UE-39508

Change 3246178 on 2017/01/04 by Andrew.Rodham

	Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
	  - This is to reconcile the movie scene sequence player with previous behaviour

	#jira UE-40076

Change 3246102 on 2017/01/04 by Benn.Gallagher

	Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
	#jira UE-39811

Change 3246100 on 2017/01/04 by Benn.Gallagher

	Fixed ensure triggered when using root motion with sub instances
	Fixed crash reinstancing an active anim class that had subinstances
	#jira UE-39582
	#jira UE-39579

Change 3246092 on 2017/01/04 by Marc.Audy

	PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
	#jira UE-40098

Change 3246084 on 2017/01/04 by Matthew.Griffin

	Remove bad files

Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt

	Fixed all non-editable text properties having a double disabled effect.  The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.

	#jira UE-39652

Change 3246043 on 2017/01/04 by Steve.Robb

	Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty.  This is both more efficient and will hopefully make it easier to diagnose the issue.

	#jira UE-39872

Change 3246032 on 2017/01/04 by Martin.Wilson

	Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)

	#jira UE-40105

Change 3246016 on 2017/01/04 by Andrew.Rodham

	Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
	  - This allows us to edit such properties on context menus

	#jira UE-39998

Change 3246005 on 2017/01/04 by Thomas.Sarkanen

	Fixed asset attachment issues in Skeleton Tree

	Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
	The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
	The attach parent name was not initialized, so assets could not be deleted one at a time.

	#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
	#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree

Change 3246002 on 2017/01/04 by Andrew.Rodham

	Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences

	#jira UE-39975

Change 3245979 on 2017/01/04 by Andrew.Rodham

	Sequencer: Fixed scrubbing audio tracks not working propertly

	#jira UE-40048

Change 3245978 on 2017/01/04 by Andrew.Rodham

	Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction

	#jira UE-39998

Change 3245977 on 2017/01/04 by Andrew.Rodham

	Sequencer: Fixed crash caused by lingering persistent evaluation data

	#jira UE-40064

Change 3245971 on 2017/01/04 by Dmitriy.Dyomin

	Fixed: Using Set World Origin Location will cause the player pawn to stutter
	#jira UE-40022

Change 3245725 on 2017/01/03 by Matt.Barnes

	Further improvments on test assets for UEQATC-2963

	#jira UE-29618

Change 3245658 on 2017/01/03 by Arciel.Rekman

	Linux: fix ARM32 build (UE-39913).

	#jira UE-39913

	(Redoing CL 3240982 from Dev-Platform in Release-4.15)

Change 3245577 on 2017/01/03 by Mason.Seay

	More vehicle updates

	#jira UE-29618

Change 3245556 on 2017/01/03 by Matt.Barnes

	Updating test content for UEQATC-2963

	#jira UEQATC-2963

Change 3245461 on 2017/01/03 by mason.seay

	Updating Inertia Tensor Scale to improve Vehicle Handling

	#jira UE-40013

Change 3245442 on 2017/01/03 by Jeff.Fisher

	UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
	-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread.  The flush fixes that.  The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
	#jira UEVR-495
	#review-3245374

Change 3245427 on 2017/01/03 by Jeff.Fisher

	UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
	-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
	-This is useful for apps that have 2d and vr modes.
	#jira UEVR-456
	#review-3245372

Change 3245329 on 2017/01/03 by mason.seay

	Level and vehicle tweaks

	#jira UE-29618

Change 3245275 on 2017/01/03 by Chris.Babcock

	Added EngineVersion to AndroidManfiest.xml metadata
	#jira UE-40123
	#ue4
	#android

Change 3245235 on 2017/01/03 by Guillaume.Abadie

	Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.

	#jira UE-39527

Change 3245183 on 2017/01/03 by Chris.Babcock

	Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
	#jira UE-40103
	#PR #3085
	#ue4
	#android

Change 3245120 on 2017/01/03 by mason.seay

	Missed some assets

	#jira UE-29618

Change 3245116 on 2017/01/03 by mason.seay

	Mass fucntional test

	#jira UE-29618

Change 3245049 on 2017/01/03 by Ben.Marsh

	PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)

Change 3244924 on 2017/01/03 by Ben.Zeigler

	#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072

Change 3244831 on 2017/01/03 by Mitchell.Wilson

	Fixed hole in collision around level.
	#jira UE-39576

Change 3244817 on 2017/01/03 by Matthew.Griffin

	Change check for files being under engine directory to avoid problems with relative paths
	#jira UE-40096

Change 3244801 on 2017/01/03 by Andrew.Rodham

	Editor: Fixed color picker not working when opened from a details panel on a context menu
	  - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
	  - Added the ability to find an open menu from a widget path to FSlateApplication

	#jira UE-39932

Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt

	Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS.  This is an invalid state on linux and using some vr devices.

	#jira UE-7388

Change 3244672 on 2017/01/03 by Ben.Marsh

	Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.

Change 3244668 on 2017/01/03 by Thomas.Sarkanen

	Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar

	Options were in the asset menu before.

	#jira UE-39643 - Missing "Reimport" option for animation assets

Change 3244667 on 2017/01/03 by Thomas.Sarkanen

	Reduced default URO distances in-line with new LOD calculations

	New values should give (roughly) the same effect as the older values with the older system.

	#jira UE-39939 - URO LOD distance factors different with the new screen size metric

Change 3244654 on 2017/01/03 by Matthew.Griffin

	Added functionality to specify Loading Phase for plugin templates
	Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
	#jira UE-38826

Change 3244631 on 2017/01/03 by Dmitriy.Dyomin

	Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
	#jira UE-37368

Change 3244548 on 2017/01/02 by Jack.Porter

	Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
	#jira UE-39905

Change 3244389 on 2016/12/30 by Phillip.Kavan

	[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.

	Mirrored from //UE4/Dev-Blueprints (CL# 3244388).

	#jira UE-39816

Change 3244248 on 2016/12/29 by laz.matech

	Saved the new sublevel in the persistent level and set it to hidden by default

	#jira UE-29618

Change 3244213 on 2016/12/29 by laz.matech

	Added a sublevel to QA-Sequencer map

	#jira UE-29618

Change 3243857 on 2016/12/27 by samuel.proctor

	Altered Container asset to have proper console input

	#jira UE-29618

Change 3243852 on 2016/12/27 by Mason.Seay

	Forgot config file

	#jira UE-29618

Change 3243847 on 2016/12/27 by mason.seay

	Improved mobile input

	#jira UE-29618

Change 3243536 on 2016/12/24 by Phillip.Kavan

	[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).

	Mirrored from //UE4/Dev-Blueprints (CL# 3243210).

	#jira UE-39944

Change 3243535 on 2016/12/24 by Phillip.Kavan

	[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.

	Mirrored from //UE4/Dev-Blueprints (CL# 3243207).

	#jira UE-39816

Change 3243534 on 2016/12/24 by Phillip.Kavan

	[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.

	Mirrored from //UE4/Dev-Blueprints (CL# 3239965).

	#jira UE-39733

Change 3243532 on 2016/12/24 by Phillip.Kavan

	[UE-39854] Fix nativized assets build error when there are no native code dependencies.

	Mirrored from //UE4/Dev-Blueprints (CL# 3239778).

	#jira UE-39854

Change 3243529 on 2016/12/24 by Phillip.Kavan

	[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.

	Mirrored from //UE4/Dev-Blueprints (CL# 3239289).

	#jira UE-38999

Change 3243442 on 2016/12/23 by mason.seay

	QAGame cleanup - Replacing copy pose from mesh test assets

	#jira UE-29618

Change 3243215 on 2016/12/22 by Dmitriy.Dyomin

	Fixed: Switching to ES2 feature level preview renders black in editor
	#jira UE-40009

Change 3243185 on 2016/12/22 by Ryan.Vance

	#jira UEVR-478
	Integrating 3235308 Mono changes from DevVR.

Change 3243183 on 2016/12/22 by Ryan.Vance

	#jira UEVR-455
	Integrating 3243173 post present call back implementation from 4.14.1

Change 3243182 on 2016/12/22 by Ryan.Vance

	#jira UE-39269
	Working around a nullptr deref in the Oculus runtime.

Change 3243153 on 2016/12/22 by mason.seay

	WIP map update

	#jira UE-29618

Change 3243128 on 2016/12/22 by andrew.porter

	QAGame: Adding Actor Sequence test content for a crash.

	#jira UE-29618

Change 3243117 on 2016/12/22 by Jeff.Fisher

	UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
	-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
	-We now defer setting up controllers that are disconnected.  This lets connected controllers, that may have hand preference from steam, occupy their desired hands first.  If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
	-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference.  Power off the 'right' prefering controller.  Start the game with only the no-preference controller on.  The game will put that controller in the right slot, because the api gives it no other hints.  Then power on the controller that preferred 'right'.  That controller will now be assigned left, because right is occupied.  I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
	-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well.  That did not work before either.  A new Jira was created for that.
	#2659
	#jira UE-34004
	#review-3231154

Change 3243093 on 2016/12/22 by mason.seay

	Some tweaks to vehicle levels

	#jira UE-29618

Change 3243084 on 2016/12/22 by andrew.porter

	QAGame: Cleaned up Sequencer_OverrideBindings

	#jira UE-29618

Change 3243009 on 2016/12/22 by andrew.porter

	QAGame: Renaming actor in Sequencer_OverrideBindings.

	#jira UE-29618

Change 3243003 on 2016/12/22 by andrew.porter

	QAGame: Removing override bindings from level sequence

	#jira UE-29618

Change 3242996 on 2016/12/22 by andrew.porter

	QAGame: Slight tweak to QA-Sequencer.

	#jira UE-29618

Change 3242982 on 2016/12/22 by Marc.Audy

	Properly reenable stats sounds in both game and level editor
	#jira UE-40015

Change 3242959 on 2016/12/22 by mason.seay

	Test map for vehicles and moving meshes

	#jira UE-29618

Change 3242934 on 2016/12/22 by andrew.porter

	QAGame: Adding test content to QA-Sequencer for Override Bindings

	#jira UE-29618

Change 3242870 on 2016/12/22 by Mason.Seay

	QAGame footprint reduction: Clearing out content (were in for old bug reports)

	#jira UE-29618

Change 3242799 on 2016/12/22 by tim.gautier

	QAGame - Adding the following assets for Sequencer Event Track testing:

	-TM-Sequencer_EventTrack + BuildData

	-QA_LightStruct

	-Sequencer_EventTrack

	#jira UE-29618

Change 3242792 on 2016/12/22 by samuel.proctor

	Correcting Container test asset for proper output

	#jira UE-29618

Change 3242727 on 2016/12/22 by Dmitriy.Dyomin

	Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
	#jira UE-40005

Change 3242666 on 2016/12/22 by Dmitriy.Dyomin

	Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
	#jira UE-39534

Change 3242373 on 2016/12/21 by Ori.Cohen

	Allow vehicles to override inertia tensor after any mass properties have changed.
	#JIRA UE-39566

Change 3242323 on 2016/12/21 by Josh.Adams

	- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
	#jira UE-39966

Change 3242286 on 2016/12/21 by mason.seay

	Vehicle Assets and Maps

	#jira UE-29618

Change 3242284 on 2016/12/21 by Marc.Audy

	Fix "stat sounds" not working after PIE completes and a new one is begun
	#jira UE-32743
	#jira UE-39511

Change 3242281 on 2016/12/21 by Ori.Cohen

	Fix multi select being very slow in phat
	#JIRA UE-39559

Change 3242229 on 2016/12/21 by Ben.Marsh

	Fixup workspace for building PhysX.

Change 3242227 on 2016/12/21 by Marc.Audy

	Properly update listener position for stat sounds
	#jira UE-38850

Change 3242218 on 2016/12/21 by Ori.Cohen

	Fix physx html5 compilation APEX issue.

	#JIRA UE-39566

Change 3242174 on 2016/12/21 by Ori.Cohen

	Fix incorrect moment of inertia for convex elements with translation.

	#JIRA UE-39566

Change 3242145 on 2016/12/21 by Ori.Cohen

	Port 4.14 hotfix for vehicle stability

	#JIRA UE-38710

Change 3242139 on 2016/12/21 by Ori.Cohen

	Port 4.14 hotfix:
	Fix crash when setting collision trace in construction script.

	#JIRA UE-39341

Change 3242088 on 2016/12/21 by Alexis.Matte

	Fix the drag and drop material on level instance to drop on the correct material slot
	Fix the serialization of the staticmesh property FMeshSectionInfoMap
	#jira UE-39952

Change 3242081 on 2016/12/21 by Andrew.Rodham

	Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.

	#jira UE-39851

Change 3242079 on 2016/12/21 by Andrew.Rodham

	Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
	  - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
	  - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer

	#jira UE-39882

Change 3242078 on 2016/12/21 by Andrew.Rodham

	Sequencer: Fixed crash when deactivating a section in sequencer

	#jira UE-39880

Change 3242026 on 2016/12/21 by Josh.Adams

	- Fixed compile errors in tools after NVNRHI move
	#jira UE-39966

Change 3241994 on 2016/12/21 by andrew.porter

	QAGame: Disabled auto play on Sequencer_AnimNotify.

	#jira UE-29618

Change 3241989 on 2016/12/21 by Mitchell.Wilson

	Resolving CIS warnings in Content examples.
	Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
	#jira UE-39984

Change 3241986 on 2016/12/21 by mason.seay

	Vehicle Landscape Test map (mainly for crash investigation)

	#jira UE-29618

Change 3241914 on 2016/12/21 by Josh.Adams

	- Removed invalid and confusing .ini settings
	#jira UE-39982

Change 3241902 on 2016/12/21 by Josh.Adams

	- Moved NVNRHI stuff out of RHI.Build.cs
	#jira UE-39966

Change 3241889 on 2016/12/21 by andrew.porter

	QAGame: Added new level sequence to QA-Sequencer level

	#jira UE-29618

Change 3241884 on 2016/12/21 by Alexis.Matte

	Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
	#jira UE-39834

Change 3241869 on 2016/12/21 by andrew.porter

	QAGame: Adding test content for Sequencer Animation Notifies

	#jira UE-29618

Change 3241809 on 2016/12/21 by Chris.Wood

	Fix non-unity build errors in UnrealWatchdog.
	[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp

	PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)

	#jira UE-39940

Change 3241806 on 2016/12/21 by Marc.Audy

	Don't unload and then reload streaming levels that are marked to be hidden.
	#jira UE-39883

Change 3241802 on 2016/12/21 by Marc.Audy

	Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
	Do not allow Modify calls on Objects that have not been initialized
	#jira UE-39731

Change 3241790 on 2016/12/21 by Marc.Audy

	Don't rerun construction scripts when an actor has seamless traveled from another level
	#jira UE-39699

Change 3241789 on 2016/12/21 by Marc.Audy

	Check Owner has a valid world before trying to access Scene (4.14.2)
	#jira UE-39560

Change 3241786 on 2016/12/21 by Marc.Audy

	Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
	#jira UE-39407

Change 3241781 on 2016/12/21 by Mitchell.Wilson

	Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
	#jira UE-30953

Change 3241747 on 2016/12/21 by mason.seay

	Tag Query test map and assets

	#jira UE-29618

Change 3240938 on 2016/12/20 by Ben.Marsh

	Remaking QFE fixes from 4.14 branch.

Change 3240740 on 2016/12/20 by Ben.Marsh

	Update branch name for analytics.

[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00

8902 lines
305 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "MeshUtilities.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 "DistanceFieldAtlas.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"
//@todo - implement required vector intrinsics for other implementations
#if PLATFORM_ENABLE_VECTORINTRINSICS
#include "kDOP.h"
#endif
#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_LOG_CATEGORY_STATIC(LogMeshUtilities, Verbose, All);
#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);
class FMeshUtilities : public IMeshUtilities
{
public:
/** Default constructor. */
FMeshUtilities()
: StaticMeshReduction(NULL)
, SkeletalMeshReduction(NULL)
, MeshMerging(NULL)
, DistributedMeshMerging(NULL)
, Processor(NULL)
{
}
void 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());
}
}
}
}
private:
/** Cached pointer to the mesh reduction interface. */
IMeshReduction* StaticMeshReduction;
/** Cached pointer to the mesh reduction interface. */
IMeshReduction* SkeletalMeshReduction;
/** Cached pointer to the mesh merging interface. */
IMeshMerging* MeshMerging;
/** Cached pointer to the distributed mesh merging interface. */
IMeshMerging* DistributedMeshMerging;
/** Cached version string. */
FString VersionString;
/** True if Simplygon is being used for mesh reduction. */
bool bUsingSimplygon;
/** True if NvTriStrip is being used for tri order optimization. */
bool bUsingNvTriStrip;
/** True if we disable triangle order optimization. For debugging purposes only */
bool bDisableTriangleOrderOptimization;
class FProxyGenerationProcessor* Processor;
// IMeshUtilities interface.
virtual const FString& GetVersionString() const override
{
return VersionString;
}
virtual bool BuildStaticMesh(
FStaticMeshRenderData& OutRenderData,
TArray<FStaticMeshSourceModel>& SourceModels,
const FStaticMeshLODGroup& LODGroup,
int32 ImportVersion = EImportStaticMeshVersion::LastVersion
) override;
virtual void 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
) override;
virtual bool GenerateStaticMeshLODs(TArray<FStaticMeshSourceModel>& Models, const FStaticMeshLODGroup& LODGroup) override;
virtual void GenerateSignedDistanceFieldVolumeData(
const FStaticMeshLODResources& LODModel,
class FQueuedThreadPool& ThreadPool,
const TArray<EBlendMode>& MaterialBlendModes,
const FBoxSphereBounds& Bounds,
float DistanceFieldResolutionScale,
bool bGenerateAsIfTwoSided,
FDistanceFieldVolumeData& OutData) override;
virtual bool 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 = MeshBuildOptions(), TArray<FText> * OutWarningMessages = NULL, TArray<FName> * OutWarningNames = NULL) override;
bool 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 = false, bool bComputeNormals = true, bool bComputeTangents = true, TArray<FText> * OutWarningMessages = NULL, TArray<FName> * OutWarningNames = NULL);
virtual IMeshReduction* GetStaticMeshReductionInterface() override;
virtual IMeshReduction* GetSkeletalMeshReductionInterface() override;
virtual IMeshMerging* GetMeshMergingInterface() override;
virtual void CacheOptimizeIndexBuffer(TArray<uint16>& Indices) override;
virtual void CacheOptimizeIndexBuffer(TArray<uint32>& Indices) override;
void CacheOptimizeVertexAndIndexBuffer(TArray<FStaticMeshBuildVertex>& Vertices, TArray<TArray<uint32> >& PerSectionIndices, TArray<int32>& WedgeMap);
virtual void BuildSkeletalAdjacencyIndexBuffer(
const TArray<FSoftSkinVertex>& VertexBuffer,
const uint32 TexCoordCount,
const TArray<uint32>& Indices,
TArray<uint32>& OutPnAenIndices
) override;
virtual void RechunkSkeletalMeshModels(USkeletalMesh* SrcMesh, int32 MaxBonesPerChunk) override;
virtual void CalcBoneVertInfos(USkeletalMesh* SkeletalMesh, TArray<FBoneVertInfo>& Infos, bool bOnlyDominant) override;
/**
* Convert a set of mesh components in their current pose to a static mesh.
* @param InMeshComponents The mesh components we want to convert
* @param InRootTransform The transform of the root of the mesh we want to output
* @param InPackageName The package name to create the static mesh in. If this is empty then a dialog will be displayed to pick the mesh.
* @return a new static mesh (specified by the user)
*/
virtual UStaticMesh* ConvertMeshesToStaticMesh(const TArray<UMeshComponent*>& InMeshComponents, const FTransform& InRootTransform = FTransform::Identity, const FString& InPackageName = FString()) override;
/**
* 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 BuildSkeletalModelFromChunks(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, TArray<FSkinnedMeshChunk*>& Chunks, const TArray<int32>& PointToOriginalMap);
// IModuleInterface interface.
virtual void StartupModule() override;
virtual void ShutdownModule() override;
DEPRECATED(4.12, "Please use MergeActor with new signature instead")
virtual void 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 = false) const override;
virtual void MergeActors(
const TArray<AActor*>& SourceActors,
const FMeshMergingSettings& InSettings,
UPackage* InOuter,
const FString& InBasePackageName,
TArray<UObject*>& OutAssetsToSync,
FVector& OutMergedActorLocation,
bool bSilent = false) const override;
DEPRECATED(4.12, "Please use MergeStaticMeshComponents with new signature instead")
virtual void 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 ScreenSize,
bool bSilent = false) const override;
virtual void 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 override;
virtual void CreateProxyMesh(const TArray<AActor*>& InActors, const struct FMeshProxySettings& InMeshProxySettings, UPackage* InOuter, const FString& InProxyBasePackageName, const FGuid InGuid, FCreateProxyDelegate InProxyCreatedDelegate, const bool bAllowAsync,
const float ScreenAreaSize = 1.0f) override;
DEPRECATED(4.11, "Please use CreateProxyMesh with new signature")
virtual void CreateProxyMesh(
const TArray<AActor*>& Actors,
const struct FMeshProxySettings& InProxySettings,
UPackage* InOuter,
const FString& ProxyBasePackageName,
TArray<UObject*>& OutAssetsToSync,
FVector& OutProxyLocation
) override;
virtual void CreateProxyMesh(
const TArray<AActor*>& Actors,
const struct FMeshProxySettings& InProxySettings,
UPackage* InOuter,
const FString& ProxyBasePackageName,
TArray<UObject*>& OutAssetsToSync,
const float ScreenAreaSize = 1.0f) override;
virtual void FlattenMaterialsWithMeshData(TArray<UMaterialInterface*>& InMaterials, TArray<FRawMeshExt>& InSourceMeshes, TMap<FMeshIdAndLOD, TArray<int32>>& InMaterialIndexMap, TArray<bool>& InMeshShouldBakeVertexData, const FMaterialProxySettings &InMaterialProxySettings, TArray<FFlattenMaterial> &OutFlattenedMaterials) const override;
bool ConstructRawMesh(
const UStaticMeshComponent* InMeshComponent,
int32 InLODIndex,
const bool bPropagateVertexColours,
FRawMesh& OutRawMesh,
TArray<FSectionInfo>& OutUniqueSections,
TArray<int32>& OutGlobalMaterialIndices
) const;
virtual void ExtractMeshDataForGeometryCache(FRawMesh& RawMesh, const FMeshBuildSettings& BuildSettings, TArray<FStaticMeshBuildVertex>& OutVertices, TArray<TArray<uint32> >& OutPerSectionIndices, int32 ImportVersion);
virtual bool PropagatePaintedColorsToRawMesh(const UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, FRawMesh& RawMesh) const override;
virtual void CalculateTextureCoordinateBoundsForRawMesh(const FRawMesh& InRawMesh, TArray<FBox2D>& OutBounds) const override;
virtual void CalculateTextureCoordinateBoundsForSkeletalMesh(const FStaticLODModel& LODModel, TArray<FBox2D>& OutBounds) const override;
virtual bool GenerateUniqueUVsForStaticMesh(const FRawMesh& RawMesh, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const override;
virtual bool GenerateUniqueUVsForSkeletalMesh(const FStaticLODModel& LODModel, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const override;
virtual bool RemoveBonesFromMesh(USkeletalMesh* SkeletalMesh, int32 LODIndex, const TArray<FName>* BoneNamesToRemove) const override;
virtual void 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 override;
// Need to call some members from this class, (which is internal to this module)
friend class FStaticMeshUtilityBuilder;
protected:
void AddAnimationBlueprintEditorToolbarExtender();
void RemoveAnimationBlueprintEditorToolbarExtender();
TSharedRef<FExtender> GetAnimationBlueprintEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationBlueprintEditor> InAnimationBlueprintEditor);
void AddAnimationEditorToolbarExtender();
void RemoveAnimationEditorToolbarExtender();
TSharedRef<FExtender> GetAnimationEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationEditor> InAnimationEditor);
void AddSkeletalMeshEditorToolbarExtender();
void RemoveSkeletalMeshEditorToolbarExtender();
TSharedRef<FExtender> GetSkeletalMeshEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletalMeshEditor> InSkeletalMeshEditor);
void AddSkeletonEditorToolbarExtender();
void RemoveSkeletonEditorToolbarExtender();
TSharedRef<FExtender> GetSkeletonEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletonEditor> InSkeletonEditor);
void HandleAddConvertComponentToStaticMeshToToolbar(FToolBarBuilder& ParentToolbarBuilder, UMeshComponent* MeshComponent);
void AddLevelViewportMenuExtender();
void RemoveLevelViewportMenuExtender();
TSharedRef<FExtender> GetLevelViewportContextMenuExtender(const TSharedRef<FUICommandList> CommandList, const TArray<AActor*> InActors);
void ConvertActorMeshesToStaticMesh(const TArray<AActor*> InActors);
FDelegateHandle ModuleLoadedDelegateHandle;
FDelegateHandle LevelViewportExtenderHandle;
FDelegateHandle AnimationBlueprintEditorExtenderHandle;
FDelegateHandle AnimationEditorExtenderHandle;
FDelegateHandle SkeletalMeshEditorExtenderHandle;
FDelegateHandle SkeletonEditorExtenderHandle;
};
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;
};
//@todo - implement required vector intrinsics for other implementations
#if PLATFORM_ENABLE_VECTORINTRINSICS
class FMeshBuildDataProvider
{
public:
/** Initialization constructor. */
FMeshBuildDataProvider(
const TkDOPTree<const FMeshBuildDataProvider, uint32>& InkDopTree) :
kDopTree(InkDopTree)
{}
// kDOP data provider interface.
FORCEINLINE const TkDOPTree<const FMeshBuildDataProvider, uint32>& GetkDOPTree(void) const
{
return kDopTree;
}
FORCEINLINE const FMatrix& GetLocalToWorld(void) const
{
return FMatrix::Identity;
}
FORCEINLINE const FMatrix& GetWorldToLocal(void) const
{
return FMatrix::Identity;
}
FORCEINLINE FMatrix GetLocalToWorldTransposeAdjoint(void) const
{
return FMatrix::Identity;
}
FORCEINLINE float GetDeterminant(void) const
{
return 1.0f;
}
private:
const TkDOPTree<const FMeshBuildDataProvider, uint32>& kDopTree;
};
/** Generates unit length, stratified and uniformly distributed direction samples in a hemisphere. */
void GenerateStratifiedUniformHemisphereSamples(int32 NumThetaSteps, int32 NumPhiSteps, FRandomStream& RandomStream, TArray<FVector4>& Samples)
{
Samples.Empty(NumThetaSteps * NumPhiSteps);
for (int32 ThetaIndex = 0; ThetaIndex < NumThetaSteps; ThetaIndex++)
{
for (int32 PhiIndex = 0; PhiIndex < NumPhiSteps; PhiIndex++)
{
const float U1 = RandomStream.GetFraction();
const float U2 = RandomStream.GetFraction();
const float Fraction1 = (ThetaIndex + U1) / (float)NumThetaSteps;
const float Fraction2 = (PhiIndex + U2) / (float)NumPhiSteps;
const float R = FMath::Sqrt(1.0f - Fraction1 * Fraction1);
const float Phi = 2.0f * (float)PI * Fraction2;
// Convert to Cartesian
Samples.Add(FVector4(FMath::Cos(Phi) * R, FMath::Sin(Phi) * R, Fraction1));
}
}
}
class FMeshDistanceFieldAsyncTask : public FNonAbandonableTask
{
public:
FMeshDistanceFieldAsyncTask(TkDOPTree<const FMeshBuildDataProvider, uint32>* InkDopTree,
const TArray<FVector4>* InSampleDirections,
FBox InVolumeBounds,
FIntVector InVolumeDimensions,
float InVolumeMaxDistance,
int32 InZIndex,
TArray<FFloat16>* DistanceFieldVolume)
:
kDopTree(InkDopTree),
SampleDirections(InSampleDirections),
VolumeBounds(InVolumeBounds),
VolumeDimensions(InVolumeDimensions),
VolumeMaxDistance(InVolumeMaxDistance),
ZIndex(InZIndex),
OutDistanceFieldVolume(DistanceFieldVolume),
bNegativeAtBorder(false)
{}
void DoWork();
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FMeshDistanceFieldAsyncTask, STATGROUP_ThreadPoolAsyncTasks);
}
bool WasNegativeAtBorder() const
{
return bNegativeAtBorder;
}
private:
// Readonly inputs
TkDOPTree<const FMeshBuildDataProvider, uint32>* kDopTree;
const TArray<FVector4>* SampleDirections;
FBox VolumeBounds;
FIntVector VolumeDimensions;
float VolumeMaxDistance;
int32 ZIndex;
// Output
TArray<FFloat16>* OutDistanceFieldVolume;
bool bNegativeAtBorder;
};
void FMeshDistanceFieldAsyncTask::DoWork()
{
FMeshBuildDataProvider kDOPDataProvider(*kDopTree);
const FVector DistanceFieldVoxelSize(VolumeBounds.GetSize() / FVector(VolumeDimensions.X, VolumeDimensions.Y, VolumeDimensions.Z));
const float VoxelDiameterSqr = DistanceFieldVoxelSize.SizeSquared();
for (int32 YIndex = 0; YIndex < VolumeDimensions.Y; YIndex++)
{
for (int32 XIndex = 0; XIndex < VolumeDimensions.X; XIndex++)
{
const FVector VoxelPosition = FVector(XIndex + .5f, YIndex + .5f, ZIndex + .5f) * DistanceFieldVoxelSize + VolumeBounds.Min;
const int32 Index = (ZIndex * VolumeDimensions.Y * VolumeDimensions.X + YIndex * VolumeDimensions.X + XIndex);
float MinDistance = VolumeMaxDistance;
int32 Hit = 0;
int32 HitBack = 0;
for (int32 SampleIndex = 0; SampleIndex < SampleDirections->Num(); SampleIndex++)
{
const FVector RayDirection = (*SampleDirections)[SampleIndex];
if (FMath::LineBoxIntersection(VolumeBounds, VoxelPosition, VoxelPosition + RayDirection * VolumeMaxDistance, RayDirection))
{
FkHitResult Result;
TkDOPLineCollisionCheck<const FMeshBuildDataProvider, uint32> kDOPCheck(
VoxelPosition,
VoxelPosition + RayDirection * VolumeMaxDistance,
true,
kDOPDataProvider,
&Result);
bool bHit = kDopTree->LineCheck(kDOPCheck);
if (bHit)
{
Hit++;
const FVector HitNormal = kDOPCheck.GetHitNormal();
if (FVector::DotProduct(RayDirection, HitNormal) > 0
// MaterialIndex on the build triangles was set to 1 if two-sided, or 0 if one-sided
&& kDOPCheck.Result->Item == 0)
{
HitBack++;
}
const float CurrentDistance = VolumeMaxDistance * Result.Time;
if (CurrentDistance < MinDistance)
{
MinDistance = CurrentDistance;
}
}
}
}
const float UnsignedDistance = MinDistance;
// Consider this voxel 'inside' an object if more than 50% of the rays hit back faces
MinDistance *= (Hit == 0 || HitBack < SampleDirections->Num() * .5f) ? 1 : -1;
// If we are very close to a surface and nearly all of our rays hit backfaces, treat as inside
// This is important for one sided planes
if (FMath::Square(UnsignedDistance) < VoxelDiameterSqr && HitBack > .95f * Hit)
{
MinDistance = -UnsignedDistance;
}
MinDistance = FMath::Min(MinDistance, VolumeMaxDistance);
const float VolumeSpaceDistance = MinDistance / VolumeBounds.GetExtent().GetMax();
if (MinDistance < 0 &&
(XIndex == 0 || XIndex == VolumeDimensions.X - 1 ||
YIndex == 0 || YIndex == VolumeDimensions.Y - 1 ||
ZIndex == 0 || ZIndex == VolumeDimensions.Z - 1))
{
bNegativeAtBorder = true;
}
(*OutDistanceFieldVolume)[Index] = FFloat16(VolumeSpaceDistance);
}
}
}
void FMeshUtilities::GenerateSignedDistanceFieldVolumeData(
const FStaticMeshLODResources& LODModel,
class FQueuedThreadPool& ThreadPool,
const TArray<EBlendMode>& MaterialBlendModes,
const FBoxSphereBounds& Bounds,
float DistanceFieldResolutionScale,
bool bGenerateAsIfTwoSided,
FDistanceFieldVolumeData& OutData)
{
if (DistanceFieldResolutionScale > 0)
{
const double StartTime = FPlatformTime::Seconds();
const FPositionVertexBuffer& PositionVertexBuffer = LODModel.PositionVertexBuffer;
FIndexArrayView Indices = LODModel.IndexBuffer.GetArrayView();
TArray<FkDOPBuildCollisionTriangle<uint32> > BuildTriangles;
FVector BoundsSize = Bounds.GetBox().GetExtent() * 2;
float MaxDimension = FMath::Max(FMath::Max(BoundsSize.X, BoundsSize.Y), BoundsSize.Z);
// Consider the mesh a plane if it is very flat
const bool bMeshWasPlane = BoundsSize.Z * 100 < MaxDimension
// And it lies mostly on the origin
&& Bounds.Origin.Z - Bounds.BoxExtent.Z < KINDA_SMALL_NUMBER
&& Bounds.Origin.Z + Bounds.BoxExtent.Z > -KINDA_SMALL_NUMBER;
for (int32 i = 0; i < Indices.Num(); i += 3)
{
FVector V0 = PositionVertexBuffer.VertexPosition(Indices[i + 0]);
FVector V1 = PositionVertexBuffer.VertexPosition(Indices[i + 1]);
FVector V2 = PositionVertexBuffer.VertexPosition(Indices[i + 2]);
if (bMeshWasPlane)
{
// Flatten out the mesh into an actual plane, this will allow us to manipulate the component's Z scale at runtime without artifacts
V0.Z = 0;
V1.Z = 0;
V2.Z = 0;
}
const FVector LocalNormal = ((V1 - V2) ^ (V0 - V2)).GetSafeNormal();
// No degenerates
if (LocalNormal.IsUnit())
{
bool bTriangleIsOpaqueOrMasked = false;
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
const FStaticMeshSection& Section = LODModel.Sections[SectionIndex];
if ((uint32)i >= Section.FirstIndex && (uint32)i < Section.FirstIndex + Section.NumTriangles * 3)
{
if (MaterialBlendModes.IsValidIndex(Section.MaterialIndex))
{
bTriangleIsOpaqueOrMasked = !IsTranslucentBlendMode(MaterialBlendModes[Section.MaterialIndex]);
}
break;
}
}
if (bTriangleIsOpaqueOrMasked)
{
BuildTriangles.Add(FkDOPBuildCollisionTriangle<uint32>(
bGenerateAsIfTwoSided,
V0,
V1,
V2));
}
}
}
TkDOPTree<const FMeshBuildDataProvider, uint32> kDopTree;
kDopTree.Build(BuildTriangles);
//@todo - project setting
const int32 NumVoxelDistanceSamples = 1200;
TArray<FVector4> SampleDirections;
const int32 NumThetaSteps = FMath::TruncToInt(FMath::Sqrt(NumVoxelDistanceSamples / (2.0f * (float)PI)));
const int32 NumPhiSteps = FMath::TruncToInt(NumThetaSteps * (float)PI);
FRandomStream RandomStream(0);
GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, SampleDirections);
TArray<FVector4> OtherHemisphereSamples;
GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, OtherHemisphereSamples);
for (int32 i = 0; i < OtherHemisphereSamples.Num(); i++)
{
FVector4 Sample = OtherHemisphereSamples[i];
Sample.Z *= -1;
SampleDirections.Add(Sample);
}
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DistanceFields.MaxPerMeshResolution"));
const int32 PerMeshMax = CVar->GetValueOnAnyThread();
// Meshes with explicit artist-specified scale can go higher
const int32 MaxNumVoxelsOneDim = DistanceFieldResolutionScale <= 1 ? PerMeshMax / 2 : PerMeshMax;
const int32 MinNumVoxelsOneDim = 8;
static const auto CVarDensity = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.DistanceFields.DefaultVoxelDensity"));
const float VoxelDensity = CVarDensity->GetValueOnAnyThread();
const float NumVoxelsPerLocalSpaceUnit = VoxelDensity * DistanceFieldResolutionScale;
FBox MeshBounds(Bounds.GetBox());
{
const float MaxOriginalExtent = MeshBounds.GetExtent().GetMax();
// Expand so that the edges of the volume are guaranteed to be outside of the mesh
// Any samples outside the bounds will be clamped to the border, so they must be outside
const FVector NewExtent(MeshBounds.GetExtent() + FVector(.2f * MaxOriginalExtent).ComponentMax(4 * MeshBounds.GetExtent() / MinNumVoxelsOneDim));
FBox DistanceFieldVolumeBounds = FBox(MeshBounds.GetCenter() - NewExtent, MeshBounds.GetCenter() + NewExtent);
const float DistanceFieldVolumeMaxDistance = DistanceFieldVolumeBounds.GetExtent().Size();
const FVector DesiredDimensions(DistanceFieldVolumeBounds.GetSize() * FVector(NumVoxelsPerLocalSpaceUnit));
const FIntVector VolumeDimensions(
FMath::Clamp(FMath::TruncToInt(DesiredDimensions.X), MinNumVoxelsOneDim, MaxNumVoxelsOneDim),
FMath::Clamp(FMath::TruncToInt(DesiredDimensions.Y), MinNumVoxelsOneDim, MaxNumVoxelsOneDim),
FMath::Clamp(FMath::TruncToInt(DesiredDimensions.Z), MinNumVoxelsOneDim, MaxNumVoxelsOneDim));
OutData.Size = VolumeDimensions;
OutData.LocalBoundingBox = DistanceFieldVolumeBounds;
OutData.DistanceFieldVolume.AddZeroed(VolumeDimensions.X * VolumeDimensions.Y * VolumeDimensions.Z);
TIndirectArray<FAsyncTask<FMeshDistanceFieldAsyncTask>> AsyncTasks;
for (int32 ZIndex = 0; ZIndex < VolumeDimensions.Z; ZIndex++)
{
FAsyncTask<FMeshDistanceFieldAsyncTask>* Task = new FAsyncTask<class FMeshDistanceFieldAsyncTask>(
&kDopTree,
&SampleDirections,
DistanceFieldVolumeBounds,
VolumeDimensions,
DistanceFieldVolumeMaxDistance,
ZIndex,
&OutData.DistanceFieldVolume);
Task->StartBackgroundTask(&ThreadPool);
AsyncTasks.Add(Task);
}
bool bNegativeAtBorder = false;
for (int32 TaskIndex = 0; TaskIndex < AsyncTasks.Num(); TaskIndex++)
{
FAsyncTask<FMeshDistanceFieldAsyncTask>& Task = AsyncTasks[TaskIndex];
Task.EnsureCompletion(false);
bNegativeAtBorder = bNegativeAtBorder || Task.GetTask().WasNegativeAtBorder();
}
OutData.bMeshWasClosed = !bNegativeAtBorder;
OutData.bBuiltAsIfTwoSided = bGenerateAsIfTwoSided;
OutData.bMeshWasPlane = bMeshWasPlane;
UE_LOG(LogMeshUtilities, Log, TEXT("Finished distance field build in %.1fs - %ux%ux%u distance field, %u triangles"),
(float)(FPlatformTime::Seconds() - StartTime),
VolumeDimensions.X,
VolumeDimensions.Y,
VolumeDimensions.Z,
Indices.Num() / 3);
// Toss distance field if mesh was not closed
if (bNegativeAtBorder)
{
OutData.Size = FIntVector(0, 0, 0);
OutData.DistanceFieldVolume.Empty();
UE_LOG(LogMeshUtilities, Log, TEXT("Discarded distance field as mesh was not closed! Assign a two-sided material to fix."));
}
}
}
}
#else
void FMeshUtilities::GenerateSignedDistanceFieldVolumeData(
const FStaticMeshLODResources& LODModel,
class FQueuedThreadPool& ThreadPool,
const TArray<EBlendMode>& MaterialBlendModes,
const FBoxSphereBounds& Bounds,
float DistanceFieldResolutionScale,
bool bGenerateAsIfTwoSided,
FDistanceFieldVolumeData& OutData)
{
if (DistanceFieldResolutionScale > 0)
{
UE_LOG(LogMeshUtilities, Error, TEXT("Couldn't generate distance field for mesh, platform is missing required Vector intrinsics."));
}
}
#endif
/*------------------------------------------------------------------------------
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]);
}
}
LODModel.ActiveBoneIndices.Sort();
// 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=*/ true))
{
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)
{
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.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(0);
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 ImportVersion)
{
FStaticMeshUtilityBuilder Builder;
if (!Builder.GatherSourceMeshesPerLOD(SourceModels, StaticMeshReduction))
{
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)
{
FStaticMeshUtilityBuilder Builder;
if (!Builder.GatherSourceMeshesPerLOD(Models, StaticMeshReduction))
{
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
static void ExportStaticMeshLOD(const FStaticMeshLODResources& StaticMeshLOD, FRawMesh& OutRawMesh)
{
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
for (const FStaticMeshSection& Section : SourceStaticMesh->RenderData->LODResources[InLODIndex].Sections)
{
// Add material and store the material ID
UMaterialInterface* MaterialToAdd = InMeshComponent->GetMaterial(Section.MaterialIndex);
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.bCollisionEnabled = Section.bEnableCollision;
SectionInfo.bShadowCastingEnabled = Section.bCastShadow;
const int32 MaterialIdx = OutUniqueSections.Add(SectionInfo);
const int32 MaterialMapIdx = OutGlobalMaterialIndices.Add(MaterialIdx);
// Update face material indices?
if (OutRawMesh.FaceMaterialIndices.Num())
{
for (int32& MaterialIndex : OutRawMesh.FaceMaterialIndices)
{
if (MaterialIndex == Section.MaterialIndex)
{
MaterialIndex = MaterialMapIdx;
}
}
}
}
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);
#if WITH_APEX_CLOTHING
const uint32 SectionCount = (uint32)LODModel.NumNonClothingSections();
#else
const uint32 SectionCount = LODModel.Sections.Num();
#endif // #if WITH_APEX_CLOTHING
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);
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));
}
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