Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingTools/Private/WeldMeshEdgesTool.cpp
Marc Audy 4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00

202 lines
5.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "WeldMeshEdgesTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "DynamicMesh3.h"
#include "DynamicMeshAttributeSet.h"
#include "Operations/MergeCoincidentMeshEdges.h"
#include "SimpleDynamicMeshComponent.h"
#include "SceneManagement.h" // for FPrimitiveDrawInterface
#include "Async/ParallelFor.h"
#define LOCTEXT_NAMESPACE "UWeldMeshEdgesTool"
/*
* ToolBuilder
*/
bool UWeldMeshEdgesToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return ToolBuilderUtil::CountComponents(SceneState, CanMakeComponentTarget) == 1;
}
UInteractiveTool* UWeldMeshEdgesToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
UWeldMeshEdgesTool* NewTool = NewObject<UWeldMeshEdgesTool>(SceneState.ToolManager);
UActorComponent* ActorComponent = ToolBuilderUtil::FindFirstComponent(SceneState, CanMakeComponentTarget);
auto* MeshComponent = Cast<UPrimitiveComponent>(ActorComponent);
check(MeshComponent != nullptr);
NewTool->SetSelection(MakeComponentTarget(MeshComponent));
return NewTool;
}
/*
* Tool
*/
UWeldMeshEdgesTool::UWeldMeshEdgesTool()
{
Tolerance = FMergeCoincidentMeshEdges::DEFAULT_TOLERANCE;
bOnlyUnique = false;
}
void UWeldMeshEdgesTool::Setup()
{
UInteractiveTool::Setup();
// create dynamic mesh component to use for live preview
DynamicMeshComponent = NewObject<USimpleDynamicMeshComponent>(ComponentTarget->GetOwnerActor(), "DynamicMesh");
DynamicMeshComponent->SetupAttachment(ComponentTarget->GetOwnerActor()->GetRootComponent());
DynamicMeshComponent->RegisterComponent();
DynamicMeshComponent->SetWorldTransform(ComponentTarget->GetWorldTransform());
// transfer materials
FComponentMaterialSet MaterialSet;
ComponentTarget->GetMaterialSet(MaterialSet);
for (int k = 0; k < MaterialSet.Materials.Num(); ++k)
{
DynamicMeshComponent->SetMaterial(k, MaterialSet.Materials[k]);
}
DynamicMeshComponent->TangentsType = EDynamicMeshTangentCalcType::AutoCalculated;
DynamicMeshComponent->InitializeMesh(ComponentTarget->GetMesh());
OriginalMesh.Copy(*DynamicMeshComponent->GetMesh());
// hide input StaticMeshComponent
ComponentTarget->SetOwnerVisibility(false);
// initialize our properties
ToolPropertyObjects.Add(this);
bResultValid = false;
GetToolManager()->DisplayMessage(
LOCTEXT("WeldMeshEdgesToolDescription", "Weld overlapping/identical border edges of the selected Mesh, by merging the vertices."),
EToolMessageLevel::UserNotification);
}
void UWeldMeshEdgesTool::Shutdown(EToolShutdownType ShutdownType)
{
if (DynamicMeshComponent != nullptr)
{
ComponentTarget->SetOwnerVisibility(true);
if (ShutdownType == EToolShutdownType::Accept)
{
// this block bakes the modified DynamicMeshComponent back into the StaticMeshComponent inside an undo transaction
GetToolManager()->BeginUndoTransaction(LOCTEXT("WeldMeshEdgesToolTransactionName", "Remesh Mesh"));
ComponentTarget->CommitMesh([=](const FPrimitiveComponentTarget::FCommitParams& CommitParams)
{
DynamicMeshComponent->Bake(CommitParams.MeshDescription, true);
});
GetToolManager()->EndUndoTransaction();
}
DynamicMeshComponent->UnregisterComponent();
DynamicMeshComponent->DestroyComponent();
DynamicMeshComponent = nullptr;
}
}
void UWeldMeshEdgesTool::Render(IToolsContextRenderAPI* RenderAPI)
{
UpdateResult();
FPrimitiveDrawInterface* PDI = RenderAPI->GetPrimitiveDrawInterface();
FTransform Transform = ComponentTarget->GetWorldTransform(); //Actor->GetTransform();
FColor LineColor(200, 200, 200);
float PDIScale = RenderAPI->GetCameraState().GetPDIScalingFactor();
FDynamicMesh3* TargetMesh = DynamicMeshComponent->GetMesh();
FDynamicMeshUVOverlay* UVOverlay = TargetMesh->Attributes()->PrimaryUV();
for (int eid : TargetMesh->EdgeIndicesItr())
{
if (UVOverlay->IsSeamEdge(eid))
{
FVector3d A, B;
TargetMesh->GetEdgeV(eid, A, B);
PDI->DrawLine(Transform.TransformPosition((FVector)A), Transform.TransformPosition((FVector)B),
LineColor, 0, 1.0f*PDIScale, 1.0f, true);
}
}
FColor LineColor2(255, 0, 0);
for (int eid : TargetMesh->BoundaryEdgeIndicesItr())
{
FVector3d A, B;
TargetMesh->GetEdgeV(eid, A, B);
PDI->DrawLine(Transform.TransformPosition((FVector)A), Transform.TransformPosition((FVector)B),
LineColor2, 0, 2.0f*PDIScale, 1.0f, true);
}
}
#if WITH_EDITOR
void UWeldMeshEdgesTool::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
FProperty* PropertyThatChanged = PropertyChangedEvent.Property;
bResultValid = false;
}
#endif
void UWeldMeshEdgesTool::UpdateResult()
{
if (bResultValid)
{
return;
}
FDynamicMesh3* TargetMesh = DynamicMeshComponent->GetMesh();
TargetMesh->Copy(OriginalMesh);
FMergeCoincidentMeshEdges Merger(TargetMesh);
Merger.MergeSearchTolerance = this->Tolerance;
Merger.OnlyUniquePairs = this->bOnlyUnique;
if (Merger.Apply() == false)
{
UE_LOG(LogTemp, Warning, TEXT("WeldMeshEdgesTool : Merger.Apply() returned false"));
TargetMesh->Copy(OriginalMesh);
}
if (TargetMesh->CheckValidity(true, EValidityCheckFailMode::ReturnOnly) == false)
{
UE_LOG(LogTemp, Warning, TEXT("WeldMeshEdgesTool : returned mesh is invalid"));
TargetMesh->Copy(OriginalMesh);
}
DynamicMeshComponent->NotifyMeshUpdated();
GetToolManager()->PostInvalidation();
bResultValid = true;
}
bool UWeldMeshEdgesTool::HasAccept() const
{
return true;
}
bool UWeldMeshEdgesTool::CanAccept() const
{
return true;
}
#undef LOCTEXT_NAMESPACE