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b6f7dafdb15941d2faa1c2b2195c35c40af20fd9
UnrealEngineUWP
/
Engine
/
Plugins
/
Experimental
/
MeshModelingToolset
/
Source
/
ModelingComponents
/
Private
History
Zousar Shaker
b6f7dafdb1
Fixing callsites for new raw pointer to TObjectPtr upgrade pass on Engine + ShooterGame.
...
#rb none [CL 16640949 by Zousar Shaker in ue5-main branch]
2021-06-11 10:09:47 -04:00
..
AssetUtils
ModelingTools: add support for creating Volumes directly from DrawPolygon, DrawRevolve, DrawPolyPath, and AddPrimitive, CombineMeshes, CutMeshWithMesh, PlaneCut, BaseCreateFromSelected Tools. Improve support for Editing volumes, eg handling mesh/volume interactions, and add configurable auto-simplification for volumes to avoid painful Editor hangs.
2021-06-04 16:04:03 -04:00
BaseTools
ModelingTools: add support for creating Volumes directly from DrawPolygon, DrawRevolve, DrawPolyPath, and AddPrimitive, CombineMeshes, CutMeshWithMesh, PlaneCut, BaseCreateFromSelected Tools. Improve support for Editing volumes, eg handling mesh/volume interactions, and add configurable auto-simplification for volumes to avoid painful Editor hangs.
2021-06-04 16:04:03 -04:00
Changes
GeometryProcessing: move all public types in GeometryProcessing plugin into UE::Geometry:: namespace, as well as some code in MeshModelingToolset. Fix fallout in Water, Paint Mode, ChaosEditor, DataPrep, Text3D, Unit Tests, internal projects.
2021-03-09 19:33:56 -04:00
ConversionUtils
MeshModelingTools: Added tool targets that operate on static and skeletal mesh assets without an underlying component, and refactored to use the same code. Also changed the dynamic mesh shared pointers in the tool targets to be thread safe ones.
2021-06-09 19:21:27 -04:00
Drawing
Fixing callsites for new raw pointer to TObjectPtr upgrade pass on Engine + ShooterGame.
2021-06-11 10:09:47 -04:00
Mechanics
Gizmos: refactor Modeling Mode gizmo creation out of InteractiveGizmoManager. Editor will use other "default" transform gizmo implementations, and so the UTransformGizmo creation helper functions do not belong in GizmoManager. Instead a UTransformGizmoContextObject now provides this functionality. ModelingToolsEditorMode (and any other modes/systems that want to use these gizmo convenience functions) creates an instance of UTransformGizmoContextObject and registers it with the ContextObjectStore. Calling code can spawn a new UTransformGizmo by looking this object up in the ContextStore and calling it's helper functions. Static versions of the helper functions in the UE::TransformGizmoUtil:: namespace provide a single-line interface that replaces the previous GizmoManager call sites in the MeshModelingTools library.
2021-05-20 16:39:39 -04:00
Physics
ModelingTools: add support for creating Volumes directly from DrawPolygon, DrawRevolve, DrawPolyPath, and AddPrimitive, CombineMeshes, CutMeshWithMesh, PlaneCut, BaseCreateFromSelected Tools. Improve support for Editing volumes, eg handling mesh/volume interactions, and add configurable auto-simplification for volumes to avoid painful Editor hangs.
2021-06-04 16:04:03 -04:00
PropertySets
add Keep First and Keep Last Source options to the modeling tool OnAcceptProperties, so users can keep the "operator" mesh(es) around when doing mesh booleans and similar
2021-03-10 23:10:46 -04:00
Scene
ApproximateActors: Implement support for detection of thin-slabs (ie thin planar meshes that are not single-sided) in FMeshSceneAdapter. Add support for sub-mesh instancing, to reduce number of times that repeated meshes are unique'd when used with the same scaling transform. Reorganize computation so that spatial builds are processed in decreasing-mesh-size order, and do other parallel improvements, such that time to process a large assembly (total ~2.2b triangles from 37k instances of 415 unique meshes w/~44m unique triangles) reduces from 58s to 22s (with ~10s of this time being loading source mesh data) on 64-core threadripper.
2021-06-08 02:55:00 -04:00
Selection
UVEditor: Added live preview to UV editor. To support this, did major refactoring in the way that the UV editor supplies its tools with input. Also added scaling of islands and tweaked the used material to make gizmo more visible.
2021-06-09 23:53:59 -04:00
Snapping
Merge up from //UE5/Dev-LargeWorldCoordinates
2021-05-05 15:07:25 -04:00
Transforms
Gizmos: refactor Modeling Mode gizmo creation out of InteractiveGizmoManager. Editor will use other "default" transform gizmo implementations, and so the UTransformGizmo creation helper functions do not belong in GizmoManager. Instead a UTransformGizmoContextObject now provides this functionality. ModelingToolsEditorMode (and any other modes/systems that want to use these gizmo convenience functions) creates an instance of UTransformGizmoContextObject and registers it with the ContextObjectStore. Calling code can spawn a new UTransformGizmo by looking this object up in the ContextStore and calling it's helper functions. Static versions of the helper functions in the UE::TransformGizmoUtil:: namespace provide a single-line interface that replaces the previous GizmoManager call sites in the MeshModelingTools library.
2021-05-20 16:39:39 -04:00
BaseDynamicMeshComponent.cpp
MeshModelingTools: Added the ability to use a transparent or custom material to the sculpt tools.
2021-04-01 17:33:33 -04:00
BaseDynamicMeshSceneProxy.h
ModelingComponents: Add UDynamicMesh class, wraps FDynamicMesh3 in a UObject. Use as mesh storage inside SimpleDynamicMeshComponent and OctreeDynamicMeshComponent. Clean up SimpleDynamicMeshComponent and BaseDynamicMeshComponent API and headers.
2021-06-10 18:37:34 -04:00
MeshOpPreviewHelpers.cpp
MeshModelingTools: Tweaking UMeshOpPreviewWithBackgroundCompute to allow calculations to be cancelled without shutting down the preview entirely, and to allow the op generator to be swapped out. This will be useful when sharing a preview object between tools or tool mechanics.
2021-06-09 11:53:46 -04:00
ModelingComponentsModule.cpp
…
ModelingObjectsCreationAPI.cpp
MeshModeling: add ModelingObjectsCreationAPI, replaces existing usage of IToolsContextAssetAPI in Modeling Tools/Mode
2021-06-02 15:58:00 -04:00
ModelingToolTargetUtil.cpp
ModelingTools: Add basic Transfer Mesh Tool that can copy a mesh from one object to another. Add UE::ToolTarget::CommitMeshDescriptionUpdate() helper function.
2021-06-08 03:51:23 -04:00
OctreeDynamicMeshComponent.cpp
ModelingComponents: Add UDynamicMesh class, wraps FDynamicMesh3 in a UObject. Use as mesh storage inside SimpleDynamicMeshComponent and OctreeDynamicMeshComponent. Clean up SimpleDynamicMeshComponent and BaseDynamicMeshComponent API and headers.
2021-06-10 18:37:34 -04:00
OctreeDynamicMeshSceneProxy.h
Geometry Processing: Add Color Overlay as FVector4f to the default Dynamic Mesh Attribute Set. This should be used in place the mesh vertex color as it mirrors the wedge-instance granularity of MeshDescription used in static meshes, and the SkeletalMeshLODModel used in skeletal meshes. Also fix up the mesh conversion code to support this, as well as the undo system, and previous clients of the mesh vertex color.
2021-04-19 10:47:52 -04:00
PreviewMesh.cpp
ModelingComponents: Add UDynamicMesh class, wraps FDynamicMesh3 in a UObject. Use as mesh storage inside SimpleDynamicMeshComponent and OctreeDynamicMeshComponent. Clean up SimpleDynamicMeshComponent and BaseDynamicMeshComponent API and headers.
2021-06-10 18:37:34 -04:00
SimpleDynamicMeshComponent.cpp
ModelingComponents: Add UDynamicMesh class, wraps FDynamicMesh3 in a UObject. Use as mesh storage inside SimpleDynamicMeshComponent and OctreeDynamicMeshComponent. Clean up SimpleDynamicMeshComponent and BaseDynamicMeshComponent API and headers.
2021-06-10 18:37:34 -04:00
SimpleDynamicMeshSceneProxy.h
ModelingComponents: Add UDynamicMesh class, wraps FDynamicMesh3 in a UObject. Use as mesh storage inside SimpleDynamicMeshComponent and OctreeDynamicMeshComponent. Clean up SimpleDynamicMeshComponent and BaseDynamicMeshComponent API and headers.
2021-06-10 18:37:34 -04:00
ToolSceneQueriesUtil.cpp
GeometryProcessing: replace UE::Geometry::FVector3d/FVector3f with UE Core versions based on TVector<T>. FVector3<T> is now an extension of TVector<T>. Update all affected call sites.
2021-03-30 21:25:22 -04:00
ToolSetupUtil.cpp
MeshModelingTools: Multiple default material fixes. Made LineSetComponentMaterial thicken in the correct direction in ortho, added dashed/dimmed occlusion for overlaid version, disabled EyeAdaptationInverse for ortho in translucent materials because it does not work there, made depth offset work in ortho, split translucent-mode materials from opaque ones since opaque has fewer limitations, changed several mechanics to get material via ToolSetupUtil instead of directly, changed the "soft" point material to be a proper round points material since this is what it was used for. Made MeshInspector not use too large values for its depth offset.
2021-04-30 09:22:12 -04:00
UDynamicMesh.cpp
ModelingComponents: Add UDynamicMesh class, wraps FDynamicMesh3 in a UObject. Use as mesh storage inside SimpleDynamicMeshComponent and OctreeDynamicMeshComponent. Clean up SimpleDynamicMeshComponent and BaseDynamicMeshComponent API and headers.
2021-06-10 18:37:34 -04:00
WeightMapUtil.cpp
…