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#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3813004 by Matt.Kuhlenschmidt Fix dpi scale being wrong when there is a mix of high dpi and low dpi monitors and the editor opens the window on the low dpi monitor Change 3946515 by Michael.Trepka Reverted CL 3813004. We need to save editor's root window size and position in DPI-independent units, as that's what the loading code expects. Change 4052825 by Brandon.Schaefer Add back -funwind-tables for arm This was removed an only tested on x86 which worked just fine. Arm reqiures this for backtrace #jira none Change 4055318 by Brandon.Schaefer Remove extra mallocs when crash handling Still need to look into gmalloc calls, such as using FStrings during Ensure/Crash handling [at]Arciel.Rekman #jira UE-58538 Change 4055623 by Brandon.Schaefer Replace std::endl with "\n" As std::endl is "\n" << std::flush. On windows dump_syms was taking 33 seconds to fflush with std::endl on a 1.2GB file. No longer with "\n". [at]Josh.Engebretson Change 4057102 by Jamie.Dale Added missing API export Change 4057384 by Rex.Hill Fix ReversePolygonFacing crash Change 4067426 by Matt.Kuhlenschmidt PR #4667: Source control history: remove empty spacing in the right of the detail panel (Contributed by SRombauts) Change 4067587 by Matt.Kuhlenschmidt PR #4311: PlacementModeTools shapes searchable and thumbnail (Contributed by projectgheist) Change 4068480 by Cody.Albert Fix display name for Display UI Extension Points Change 4070876 by Brandon.Schaefer Avoid printing when in a signal handler. Put that off until the end #jira UE-36663 [at]Arciel.Rekman, [at]Anthony.Bills Change 4071980 by Brandon.Schaefer Cache files that are invalid or the wrong case sensitivity #jira UE-58250 [at]Arciel.Rekman Change 4079967 by Matt.Kuhlenschmidt Added scale parameter to Canvas::DrawText #jira UE-59023 Change 4080228 by Alexis.Matte Fix the PerPlatformPropertiesWidget to be readable when there is many platform #jira UE-57556 Change 4081171 by Matt.Kuhlenschmidt PR #4272: Fix typo. (Contributed by Damianno19) Change 4081601 by Matt.Kuhlenschmidt GitHub 4077 : Hide SDetailView Filterbox when no actor selected Change 4090114 by Matt.Kuhlenschmidt Fixed touch events simulated through mouse not respecting high dpi #jira UE-59477 Change 4091999 by Matt.Kuhlenschmidt Fixed insert/delete/duplicate children calling PostEditChange on the existing child node not the array Change 4093187 by Arciel.Rekman Do not save window position if running with -nullrhi (UE-52498). - This also fixes a crash on exiting automation tests. #jira UE-52498 Change 4096404 by Richard.TalbotWatkin Resaved test assets to update to latest UStaticMesh serialization format. Change 4096445 by Richard.TalbotWatkin New serialization layout for UMeshDescription. - Only the bare minimum is serialized: any internal values which can be inferred from others in the Mesh Description are omitted. - Triangles are no longer serialized: a triangulation step is performed per polygon when serialized. - Attribute arrays of simple types are now serialized with BulkSerialize for speed; only FName requires element-by-element serialization. Change 4112843 by Brandon.Schaefer Rebuilt replacing std::endl with '\n' avoiding a std::flush *pre* write Was taking 30 seconds to std::flush on a 1.2 GB file #jira none Change 4113422 by Brandon.Schaefer If we are using the native bundled toolchain set LC_ALL=C to avoid locale issues #jira UE-59416 Change 4113849 by Cody.Albert Fix support for toolbar extensions in the UMG editor Change 4118758 by Richard.TalbotWatkin - Refactor to put UStaticMesh Mesh Descriptions in a separate object which is not loaded by default, but which can be requested when needed. This needs to be kept in sync with the number of SourceModel LODs. - Various refactors to import/building. - Changed UMeshDescription to FMeshDescription, and made its preferred semantics pass-by-reference rather than by pointer. - Deprecated UMeshDescription. Change 4119883 by Rex.Hill Cleanup blueprint callable categories Landscape Editor -> Landscape|Editor Landscape Runtime -> Landscape|Runtime Cloth -> Clothing Simulation Cinematics -> Cinematic Utility -> Utilities Change 4119898 by Rex.Hill Cleanup blueprint callable categories x|Magic Leap -> Magic Leap|x Apple ARKit * -> Apple ARKit|* Change 4119972 by Brandon.Schaefer Dont add colors if we are not outputing to a terminal #jira UE-58173 Change 4119994 by Brandon.Schaefer Only check once if we are outputing to a terminal #jira UE-58173 Change 4122654 by Alexis.Matte Fix re import assignment of sections #jira UE-59611 Change 4123536 by Alexis.Matte Add to the fbx importer the possibility to use different sample rate when importing an animation. #jira UE-59444 Change 4124702 by Brandon.Schaefer Fix duplicated struct/class from slightly different submit into main coming back into dev-editor #jira UE-60163 Change 4133449 by Mike.Erwin glTF importer work Foundations of work for Skeletal Mesh import; right now we just support Static Mesh. - node hierarchy - joint IDs & skinning weights - matrix & quaternion values #jira none Change 4133749 by Matt.Kuhlenschmidt PR #4771: Fix access violation for ImportAsset commandlet fbx reimport. (Contributed by UristMcRainmaker) Change 4133758 by Matt.Kuhlenschmidt PR #4675: Properly set TextScale for OnScreenDebugMessages (Contributed by projectgheist) Change 4134543 by Alexis.Matte Update the staticmesh LOD model max deviation when generating a LOD #jira UE-60353 Change 4134559 by Alexis.Matte Deprecate FRawMesh, replace by MeshDescription - Editor scripting utilities #jira UE-60666 Change 4134560 by Alexis.Matte Deprecate FRawMesh, replace by MeshDescription - SpeedTreeImporter #jira UE-60667 Change 4135335 by Alexis.Matte Deprecate FRawMesh - GLTF importer #jira UE-60670 Change 4135857 by Alexis.Matte Fix CIS build warning #jira none Change 4137249 by Matt.Kuhlenschmidt Fix tiny fonts from appearing in slow task dialogs Change 4137280 by Matt.Kuhlenschmidt Fix specifying relative paths for the auto-import commandlet not working Change 4137283 by Matt.Kuhlenschmidt PR #4305: Light map index was unintialized (Contributed by DSDambuster) Change 4137290 by Matt.Kuhlenschmidt PR #4382: Prevent error log due to non-existing plugin directory (Contributed by projectgheist) Change 4147032 by Alexis.Matte Deprecate FRawMesh, replace by MeshDescription - ABC Importer #jira UE-60702 Change 4147978 by Matt.Kuhlenschmidt Fix one of the CIS fails Change 4154874 by Matt.Kuhlenschmidt Fix hidden asset properties in struct details panels. We consider all object properties with "allowedclasses" metadata to be asset properties since they only show an asset picker. Change 4167303 by Matt.Kuhlenschmidt Work around for sync to content browser from details panels not working for interface properties Change 4167388 by Matt.Kuhlenschmidt Make sure when converting relative path filenames in automated import that we convert them relative to the project directory. Change 4171891 by Matt.Kuhlenschmidt Fix preview mesh actor becoming stuck to the cursor when the editor or viewport loses focus #jira UE-61246 Change 4175503 by Cody.Albert Updated variable details panels to not display unusable metadata options for UMG widget references #jira UE-55078 Change 4175736 by Cody.Albert PR #4663: UE-20103: Slate widgets retain their category name v2 (Contributed by projectgheist) Change 4178937 by Rex.Hill Fix crash opening level after removing as sublevel jira: UE-61305 Change 4181097 by Matt.Kuhlenschmidt Fix Linux/Mac CIS Change 4184333 by Alexis.Matte Fix the material ID assignation when re-importing static mesh #jira none Change 4199682 by Arciel.Rekman Linux: enable XGE during cross-builds to see whether the build issues persist. - Licensees are asking for this and XGE folks are eager to help investigating the crashes, if any. Change 4200944 by Cody.Albert Updated VR Mode button to become inactive during SIE (instead of disappearing altogether) #jira UE-50220 Change 4204817 by Alexis.Matte Enable or disable the morph target weight slider depending of the project settings. #jira UE-61671 Change4204821by Alexis.Matte Optimize import time for morph targets #jira UE-61670 Change4207394by Cody.Albert PR #3299: UMG Slider Additions (Contributed by Dzuelu) Change 4208299 by Brandon.Schaefer Fix warning/error with logical operators #jira none Change 4210660 by Cody.Albert PR #3458: UE-43728: Always show scrollbar when necessary (Contributed by projectgheist) #jira UE-43727, UE-43278 Change 4215684 by Brandon.Schaefer Linux: Implement minimized function for LinuxWindow #jira UE-56023 Change 4217350 by Brandon.Schaefer Linux: Clean up IsMaximized #jira none Change 4217489 by Brandon.Schaefer Linux: Make popup menus BORDERLESS. Slate will give the menu events This appears to fix a lot of our grabs causing compiz to do something issue. #jira UE-59237, UE-54085, UE-51407, UE-50018, UE-53915 Change 4225018 by Cody.Albert UMG Hierarchy now remembers expansion state when being destroyed and recreated (due to closing widget or switching to Graph view) #jira UE-61836 Change 4225088 by Cody.Albert Added hover style for color picker slider Change 4226081 by Richard.TalbotWatkin New attribute array API. Fixed some flaws in the original API, deprecated various methods, and introduced some new features. - Now attribute arrays are accessed via TAttributesRef or TAttributesView (and corresponding const versions). These value types hold references to attribute arrays, and individual elements can be accessed by their element ID and attribute index. Using a value type is safer than the previous method which required assignment to a const-ref (and not doing so would take a temporary copy of the attribute array). - The attribute set has been totally flattened, so all attributes of different types are added to the same container. This greatly improves compile times, prevents attributes from being created with the same name but different types, and permits the view feature. - The class hierarchy has changed to have generic base classes where possible with no particular ElementID type. This reduces the code footprint by no longer generating nearly identical copies of templated methods. - A TAttributesView allows the user to access an attribute array by the type of their choosing, regardless of its actual type. For example, the Normal attribute may be registered with type FPackedVector, but accessed as if it was an FVector. This allows us to move away from very strong typing, and instead transparently store attributes of a more efficient size, while the user is not affected. - A transient attribute flag has been added, to denote that a particular attribute should not be saved. Change 4226083 by Richard.TalbotWatkin Reinstated original mesh editor materials. Change 4226102 by Richard.TalbotWatkin Fixed some deprecation warnings, and a mistake in MeshAttributeArray.h. Change 4226118 by Richard.TalbotWatkin Fix build errors: - Added missing file - Corrected the last fix. Change 4226121 by Richard.TalbotWatkin Bumped static mesh mesh data GUID. Change 4226231 by Richard.TalbotWatkin Removed some test code which got checked in by mistake. Change 4226232 by Richard.TalbotWatkin Fixed typo which caused build errors. Change 4226234 by Richard.TalbotWatkin Fixed a typo in MeshDescriptionTests. Change 4226237 by Richard.TalbotWatkin Removed over-cautious deprecation warnings. Once GetAttributes() is changed to GetAttributesRef(), element access will still work with array syntax. Change 4226625 by Richard.TalbotWatkin Added missing asset. Change 4227365 by Matt.Kuhlenschmidt Fix brush actors not showing the correct icon in scene outliner. - Actors can now supply their own icon if needed #jira UE-61948 Change 4229632 by Alexis.Matte Make the namespace an import option #jira UE-62099 #jira UE-62067 Change 4229637 by Alexis.Matte Fix fbx importer staticmesh the light map index, the index was check before the build. #jira UE-62064 Change 4232793 by Chris.Gagnon Added include to fix non unity builds. #jira UE-62138 Change 4234206 by Brandon.Schaefer Linux: Allow windows that want to be resizable to be resizeable Github PR #3578 thanks hhyyrylainen #jira UE-45847 Change 4234322 by Brandon.Schaefer Continue after starting UnrealVersionSelector to avoid blocking a chain command #jira UE-61530 Change 4234446 by Chris.Gagnon Properly handled FPackageName::TryConvertFilenameToLongPackageName() failing in Cache Thumbnail. #jira UE-61990 Change 4235057 by Brandon.Schaefer Linux: Write to stderr when we fail to find expected to find sym file #jira none Change 4235121 by Brandon.Schaefer Linux: Mark the static bool as soon as we enter the scope #jira none Change4235399by Brandon.Schaefer Linux: Check we are not x86 otherwise add unwind tables Copying the change that went over into 4.20.1 here #jira none Change 4240539 by Jamie.Dale Made DataTableUtils::GetX functions take a const data pointer Change 4240646 by Chris.Gagnon Fix for delayed destruction of UWidgets when they are manually removed from a panel as part of tear down. Inspired by the pull request, however I put in a more generic fix. PR #4904: Fix late release of Slate resources managed by UMG slot widgets (Contributed by cmp-) Change 4242975 by Yuriy.ODonnell Moved duplicated code from MeshUtilities and MeshDescriptionOperations (FLayoutUV, FAllocator2D, FOverlappingCorners, etc.) into a new single module MeshUtilitiesCommon. Add a generic opaque mesh view interface FLayoutUV::IMeshView to abstract mesh data access and allow FLayoutUV to be used with any mesh type in any module. Replaced few instances of using an old version of overlapping corners data structure (multi-map) with new specialized FOverlappingCorners container. Change 4243112 by Yuriy.ODonnell Use new attribute array API for accessing FMeshDescription data. Change 4243131 by Brandon.Schaefer Cast our new resize w/h to int before checking if we are already that size #jira UE-52291 Change 4243172 by Brandon.Schaefer Ceil not trunk for this compare #jira none Change 4243271 by Brandon.Schaefer Change address to be more portable MS compiler does not place a '0x' on %p formating. Linux/Mac append a '0x' to the address #jira UE-62325 Change 4243276 by Richard.TalbotWatkin Fixed deprecated MeshDescription calls (merged with Yuriy's changes). Change 4244067 by Lauren.Ridge Preventing crash on floating text if asset container does not exist. VR Editor floating text is now not placeable or blueprintable. #jira UE-62139 Change 4244547 by Lauren.Ridge Changes to more accurately represent android behavior in PIE and UMG #jira UE-62301 Change 4244830 by Alexis.Matte Fix animation Range import, prevent changing the option when validating the anim range. #jira UE-62055 Change 4250565 by Yuriy.ODonnell Removed GeometryCache dependency on MeshUtilitiesCommon in non-editor configs. Change 4254733 by Matt.Kuhlenschmidt Slate Fast Path - Changed FSlateWindowElementList GetWindow to be thread safe. For fast path, this is accessed on multiple threads so it needs to be safe GetWindow is deprecated and GetPaintWindow should be used instead Edigrate from source CL 4254611 Change 4257092 by Chris.Gagnon Improved UMG rename validation to respect the errors from the blueprint validator. This fixes at least the case where it miss reported the issue when the name was greater than the length limit in blueprints. #jira UE-62417 Change 4257124 by Chris.Gagnon PR #4924: UE-62113 Fix Other filters toggling all assets to show up (Contributed by mamoniem) #jira UE-62457 Change 4258696 by Chris.Gagnon Removed Tab Spawner for Color Curve Editor is your not editing the color curve. #jira none Change 4258937 by Chris.Gagnon Simplifed the code in the case of a null CurveOwner. #jira UE-62443 Change 4259162 by Richard.TalbotWatkin Fixed crash when entering mesh editor mode after having loaded a new level. Change 4259909 by Chris.Gagnon Added better check output to try and learn more about a crash in the wild. Added some better const saftey while in there. #jira UE-60696 Change 4259995 by Chris.Gagnon Fix for possible crash if the mesh has invalid materials. Also fixed the fact the FindMaterialIndicesUsingTexture() didn't work as advertised at all. Seems like you'd attemp to paint all materials even when trying to only paint the ones using a particular texture. #jira UE-62488 Change 4261012 by Michael.Dupuis #jira UE-48899: Make sure the RootComponent is valid before trying to use it. Change 4261361 by Michael.Dupuis #jira UE-48899: Fixed the warning about scale Change 4261926 by Michael.Dupuis #jira UE-48899: Only check the root component validity as it's possible that the component is not registered when this get called. Change 4262163 by Richard.TalbotWatkin Fixed uninitialized member. #jira UE-62493 #jira UE-62506 Change 4262549 by Brandon.Schaefer Linux: Update the Slate application what the window size will most likely be As X11 takes a frame to send an Event that a window has had its size changed. This causes things such as the slate renderer to think the window size is different then it actually it. This causes streching of tooltips #jira UE-62555 Change 4262581 by Brandon.Schaefer Linux: Use Show so we preserve our bIsVisible bool and avoid sending SDL_ShowWindow twice (ie. if its already shown) #jira none Change 4262906 by Chris.Gagnon PR #4915: [UMG] Bind UWidgetAnimation from C++ to blueprint created animation (Contributed by TheCodez) Change 4262965 by Chris.Gagnon PR #4932: Fix to generate cleaner C++ files when using "New C++ Class" (Contributed by TheCodez) Change 4263177 by Chris.Gagnon PR #4935: Prevent crash when clicking use selected game mode multiple times (Contributed by projectgheist) Change 4264723 by Christina.TempelaarL Fixed SceneCaptureComponent so ShowOnlyActors property is writeable in blueprints. #jira UE-62547 Change 4266029 by Michael.Dupuis #jira none: Guarded against the scene being null Change 4266356 by Richard.TalbotWatkin Changed FMeshDescription to a struct from a class. Added log errors when loading UMeshDescription objects (now deprecated), in preparation to resave any which remain. Once all serialized UMeshDescriptions are wiped out (they only exist internally), FMeshDescription will become a USTRUCT. Change 4266621 by Matt.Kuhlenschmidt Fix UE4 icon to be the correct one Change 4266635 by Chris.Gagnon Added Message Log output for invalid software cursor as opposed to ensure/log. #jira UE-62554 Change 4268136 by Matt.Kuhlenschmidt Fix outline colors not updating when changing on the fly #jira UE-42116 Change 4269184 by Chris.Gagnon Fix for possible nullptr dereference. #jira none Change 4269902 by Brandon.Schaefer Slate dialog modal window was not settings its parent window #jira UE-62608 Change 4272083 by Chris.Gagnon Fix for case where the the property noded arn't rebuilt in time and custom property ui can be using stale data. #jira UE-62499 Change 4272869 by Michael.Trepka Make sure ShooterGame sets correct input modes/mouse capture in menus and in game to avoid problems with keyboard not working in menus after alt-tab #jira UE-61017 Change 4275155 by Michael.Dupuis #jira UE-62526: Update lightmap/shadow UV mapping after lighting build on HISMC. ISM will get also updated due to the Edit() that will reapply the values on CreateSceneProxy Change 4275298 by Lauren.Ridge Fixed string parsing when looking at parent cvar values #jira UE-62301 Change 4275391 by Lauren.Ridge Fix for resolutions increasing when swapping landscape/portrait Change 4275606 by Lauren.Ridge Moving all asset container access to PostActorCreated to avoid VR editor assets in cooks #jira UE-57797 Change 4275807 by Lauren.Ridge Duplicating color themes now dupllicates the color labels as well #jira UE-60697 Change 4275989 by Lauren.Ridge When selecting a node while the details panel is behind a different panel in the same dock tab, the details panel is brought forward #jira UETOOL-1325 Change 4276146 by Lauren.Ridge Fix for new texture sample nodes not taking the selected texture from the content browser as the starting value. #jira UETOOL-1322 Change 4276412 by Lauren.Ridge Assets that can be dragged into the material graph now indicate that with a checkmark #jira UE-56024 Change 4279549 by Lauren.Ridge Fixed recursion of calls through SetDesignerFlags to avoid double-recursion with many nested panels #jira none Change 4279894 by Lauren.Ridge Adding check for RootWidget existing Change 4279969 by Michael.Trepka Updated FDesktopPlatformMac::FileDialogShared() to handle a case where no extensions were specified in FileTypes string #jira UE-62421 Change 4280317 by Lauren.Ridge Adding if WITH_EDITOR Change 4280716 by Chris.Gagnon PR #4979: UE-62795: Deprecate bAutoWrapText in TextBlock (Contributed by projectgheist) Slightly modified, the base syncronize sets the autowrap value. Change 4280847 by Lauren.Ridge Single property setting changes will now also call OnModified delegate for their section #jira UE-58276 Change 4280850 by Chris.Gagnon Added early out and log if focus is attempted to be set when the window is suppost to be be disabled due to a modal window being up. #jira UE-62742 Change 4280931 by Brandon.Schaefer Linux: Use MallocCrash when hitting out of memory issues in BinnedAllocFromOS #jira FORT-108267 Change 4281460 by Lauren.Ridge Clearing focus on a variable once it is committed. Fixes assert on undo #jira UE-61872 Change 4283706 by tim.gautier QAGame: Adding HISM test map / assets Change 4283980 by Michael.Trepka Unshelved from pending changelist '4238012': Xcode project generator improvements - Per-project precompiled header that wraps UnrealEd.h with #ifdef __cplusplus to allow Xcode to compile the pch in ObjC mode. Later we could replace UnrealEd.h with some other header file for non-editor targets - Moved commands that disable compile warnings from MacToolChain's GetCompileArguments_Global to ApplePlatformCompilerPreSetup.h. Thanks to this we can have all the Xcode recommended warnings enabled in the project, but still allow Clang to index our code without reporting warnings - Few more minor changes to fix Xcode's project validation and indexing warnings Also, unify compile warning flags across all Apple platforms. #jira UE-47965, UE-44327 Change 4284062 by Michael.Trepka Copy of CL 4222794 from 4.20 Fixed a crash at exit in Mac editor caused by an attempt to use MetalProfiler after deleting it #jira none Change 4284266 by Brandon.Schaefer Linux: Fix deadlock in a file cache which could be locked in a crash handler #jira UE-62808 Change 4284469 by Lauren.Ridge Fix for material parameter node crashing Change 4284541 by Lauren.Ridge Blueprints inheriting from UWidget will now show up in the palette view even if they are not loaded. #jira UE-59164 Change 4284542 by Michael.Trepka Copy of CL 4222797 Fixed a problem with FMacPlatformMisc::NormalizePath allocating an autorelease pool during crash handling, which resulted in the OS killing the process before we spawn CrashReportClient. Now this function is identical to Linux version. #jira UE-61779 Change 4285288 by Cody.Albert Fixed crash when changing "Show Coalesced" setting in profiler Change 4285483 by Chris.Gagnon PR #4936: Duplicate widget functionality for UMG editor (Contributed by projectgheist) Fixed up some variable names. #jira UE-62528 Change 4287219 by Brandon.Schaefer dump_syms: Replace inline file/line with their callsite over the inline location Fix <name omitted> appearing as the names for the function Disable CFI generation for Windows (Linux theres a command line). Speeds up symbol generation #jira FORT-670 Change 4287247 by Brandon.Schaefer BreakpadSymbolEncoder: If the file doesnt have a newline at EOF handle that as a seperate case #jira none Change 4287259 by Brandon.Schaefer dump_syms: Build on centos7 #jira none Change 4287269 by Brandon.Schaefer Linux: Disable generating CFI info when running dump_syms #jira none Change 4287326 by Brandon.Schaefer dump_syms: Update to disabling the CFI generation version #jira none Change 4287902 by Brandon.Schaefer TestPAL: Add cases for testing inline callstacks #jira UEENGQA-21414 Change 4288365 by Lauren.Ridge PR #4422: Set default material parameter name (Contributed by projectgheist) Change 4292002 by Brandon.Schaefer Linux: If our default settings are empty help fill in the proper name #jira UE-62910 Change 4292496 by Lauren.Ridge Now all renamable nodes do name verification also Change 4292532 by Lauren.Ridge PR #4989: Add icons to folder context menu favorites (Contributed by projectgheist) Change 4293043 by tim.gautier QAGame: Added a panner to ML_Albedo Change 4295326 by Richard.TalbotWatkin - Updated MeshDescription attribute calls to fix deprecation warnings. - Removed TMeshAttributeArraySet::AddArray because the functionality was already available as part of SetNumIndices. - Renamed TMeshAttributeArraySet::InsertArray, RemoveArray to InsertIndex, RemoveIndex for naming convention consistency (these methods deal with attribute indices, not with arrays). Added support for them in other attribute classes, and made them virtual so they can be called as part of an AttributesView. - Removed redundant code in FUSDStaticMeshImportState::AddPolygons, when determining the number of UVs in the mesh description. Change 4295795 by Richard.TalbotWatkin Corrected MAX_MESH_TEXTURE_COORDS_MD references. Change 4297308 by Cody.Albert Fixed bug with InputPreProcessorsHelper::Add not correctly adding input processors Change 4297799 by Brandon.Schaefer Linux: Dont assume DISPlAY=:0 #jira UE-63050 Change 4298150 by Brandon.Schaefer dump_syms: This is rebuilding dump_sym changes from CL 4287219 for Mac Replace inline file/line with their callsite over the inline location Fix <name omitted> appearing as the names for the function Disable CFI generation for Windows (Linux theres a command line). Speeds up symbol generation Source code changes for dump_syms was changed at CL 4287219 #jira none Change 4298369 by Brandon.Schaefer dump_syms: Rebuild for Linux/Windows to fix a possible crash when missing debug_ranges in the debug section Source changed in CL 4298150 #jira none Change 4301952 by Lauren.Ridge Fixing input labels on material function inputs #jira UE-63077 Change 4302388 by Brandon.Schaefer Linux: If we have a 0 LineNumber lets try to use to the previous Record. Still an issue with non-virtual thunks reporting line number zero but it seems even windows skips these frames. GDB reports a different callsite that doesnt seem super related (possibly?) Nothing to do with thunking though. #jira UE-62930 Change 4304835 by Alexis.Matte Add imported framerate info to anime sequence #jira UE-51302 Change 4307480 by Brandon.Schaefer SDL2: Update to newer version hg-12121:4358e537000a Fixed github PR #4844 as well (thanks tomix1024) #jira UE-62783 UE-61369 Change 4307481 by Brandon.Schaefer SDL2: Rebuild with the newer version hg-12121:4358e537000a Fixed github PR #4844 as well (thanks tomix1024) #jira UE-62783 UE-61369 Change 4308264 by Brandon.Schaefer Linux: Make both DLLIMPORT the same value #jira UE-61174 Change 4308640 by Matt.Kuhlenschmidt Added a "report bug" menu entry to the help menu #jira UE-63182 Change 4309508 by Brandon.Schaefer nvTextureTools: Rebuild on Linux using our libc++ and not libstdc++ Move to the proper runtime depend location #jira UE-54892 UE-61705 Change 4309554 by Brandon.Schaefer SDL2: Add last missing folder #jira none Change 4309955 by Chris.Gagnon PR #5017: UE-63105: Modify SGraphActionMenu::OnKeyDown to use a different branc. (Contributed by projectgheist) Change 4311008 by Brandon.Schaefer nvTextureTools: Actually remove libstdc++ from Linux build #jira UE-54892 Change 4312195 by Alexis.Matte - Fix the set range feature to always use the file sample rate so the range match what the user see in the DCC - Also add some fbx file information to the import dialog #jira UE-62504 Change 4315347 by Brandon.Schaefer Linux: Disable XGE builds as it appears to be lower casing folders when the build platform is Windows #jira UE-63296 Change 4318704 by Lauren.Ridge Fix for crash on opening map built data #jira UE-63301 Change 4319999 by Lauren.Ridge Fix for crash in vr mode #jira UE-63376 Change 4320144 by Chris.Gagnon Fix for smoke content that set the hovered size different to the normal size on the UMG slider handle. #jira UE-63367 Change 4327887 by Michael.Trepka Disable nonportable-include-path warning in iOS toolchain to allow incorrect case in paths to headers passed using -include #jira UE-63408 Change 4217622 by Brandon.Schaefer Linux: Pass a command line argument to crash reporter to show or skip a user agreement popup #jira none Change 4312048 by Brandon.Schaefer Linux: Dont disable ICU by default on Servers #jira UE-59113 Change 4320173 by Chris.Gagnon Fix for startup movie streamer on xbox not finishing. #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4329255 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4329265 by chris gagnon in Dev-VR branch]
5928 lines
204 KiB
C++
5928 lines
204 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "MeshUtilities.h"
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#include "MeshUtilitiesPrivate.h"
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#include "Misc/MessageDialog.h"
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#include "Misc/ScopeLock.h"
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#include "Containers/Ticker.h"
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#include "Misc/FeedbackContext.h"
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#include "Misc/ScopedSlowTask.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Modules/ModuleManager.h"
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#include "UObject/Package.h"
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#include "Misc/PackageName.h"
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#include "Textures/SlateIcon.h"
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#include "Styling/SlateTypes.h"
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#include "Framework/Commands/UIAction.h"
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#include "Framework/Commands/UICommandList.h"
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#include "Framework/MultiBox/MultiBoxExtender.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "Components/MeshComponent.h"
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#include "RawIndexBuffer.h"
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#include "Components/StaticMeshComponent.h"
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#include "Components/ShapeComponent.h"
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#include "Engine/StaticMesh.h"
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#include "Materials/Material.h"
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#include "RawMesh.h"
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#include "StaticMeshResources.h"
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#include "MeshBuild.h"
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#include "ThirdPartyBuildOptimizationHelper.h"
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#include "SkeletalMeshTools.h"
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#include "Engine/SkeletalMesh.h"
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#include "Components/SkinnedMeshComponent.h"
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#include "ImageUtils.h"
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#include "LayoutUV.h"
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#include "mikktspace.h"
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#include "Misc/FbxErrors.h"
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#include "Components/SplineMeshComponent.h"
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#include "PhysicsEngine/ConvexElem.h"
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#include "PhysicsEngine/AggregateGeom.h"
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#include "PhysicsEngine/BodySetup.h"
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#include "MaterialUtilities.h"
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#include "IHierarchicalLODUtilities.h"
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#include "HierarchicalLODUtilitiesModule.h"
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#include "MeshBoneReduction.h"
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#include "MeshMergeData.h"
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#include "Editor/EditorPerProjectUserSettings.h"
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#include "GPUSkinVertexFactory.h"
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#include "Developer/AssetTools/Public/IAssetTools.h"
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#include "Developer/AssetTools/Public/AssetToolsModule.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "GameFramework/Character.h"
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#include "Components/CapsuleComponent.h"
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#include "Animation/DebugSkelMeshComponent.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Input/SComboButton.h"
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#include "Algo/Transform.h"
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#include "Rendering/SkeletalMeshModel.h"
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#include "Rendering/SkeletalMeshRenderData.h"
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#include "LandscapeProxy.h"
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#include "Landscape.h"
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#include "LandscapeHeightfieldCollisionComponent.h"
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#include "Engine/MeshMergeCullingVolume.h"
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#include "Toolkits/AssetEditorManager.h"
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#include "LevelEditor.h"
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#include "IAnimationBlueprintEditor.h"
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#include "IAnimationBlueprintEditorModule.h"
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#include "IAnimationEditor.h"
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#include "IAnimationEditorModule.h"
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#include "ISkeletalMeshEditor.h"
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#include "ISkeletalMeshEditorModule.h"
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#include "ISkeletonEditor.h"
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#include "ISkeletonEditorModule.h"
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#include "IPersonaToolkit.h"
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#include "Dialogs/DlgPickAssetPath.h"
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#include "SkeletalRenderPublic.h"
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#include "AssetRegistryModule.h"
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#include "Framework/Notifications/NotificationManager.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#include "Engine/MeshSimplificationSettings.h"
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#include "Engine/ProxyLODMeshSimplificationSettings.h"
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#include "IDetailCustomization.h"
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#include "EditorStyleSet.h"
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#include "PropertyEditorModule.h"
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#include "DetailLayoutBuilder.h"
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#include "DetailCategoryBuilder.h"
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#include "IDetailPropertyRow.h"
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#include "DetailWidgetRow.h"
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#include "OverlappingCorners.h"
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#include "MeshUtilitiesCommon.h"
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#if WITH_EDITOR
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#include "Editor.h"
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#include "UnrealEdMisc.h"
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#endif
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#include "MaterialBakingStructures.h"
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#include "IMaterialBakingModule.h"
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#include "MaterialOptions.h"
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#include "PrimitiveSceneProxy.h"
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#include "PrimitiveSceneInfo.h"
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#include "IMeshReductionManagerModule.h"
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#include "MeshMergeModule.h"
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DEFINE_LOG_CATEGORY(LogMeshUtilities);
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/*------------------------------------------------------------------------------
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MeshUtilities module.
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------------------------------------------------------------------------------*/
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// The version string is a GUID. If you make a change to mesh utilities that
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// causes meshes to be rebuilt you MUST generate a new GUID and replace this
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// string with it.
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#define MESH_UTILITIES_VER TEXT("228332BAE0224DD294E232B87D83948F")
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#define LOCTEXT_NAMESPACE "MeshUtils"
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IMPLEMENT_MODULE(FMeshUtilities, MeshUtilities);
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void FMeshUtilities::CacheOptimizeIndexBuffer(TArray<uint16>& Indices)
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{
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BuildOptimizationThirdParty::CacheOptimizeIndexBuffer(Indices);
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}
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void FMeshUtilities::CacheOptimizeIndexBuffer(TArray<uint32>& Indices)
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{
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BuildOptimizationThirdParty::CacheOptimizeIndexBuffer(Indices);
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}
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void FMeshUtilities::BuildSkeletalAdjacencyIndexBuffer(
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const TArray<FSoftSkinVertex>& VertexBuffer,
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const uint32 TexCoordCount,
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const TArray<uint32>& Indices,
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TArray<uint32>& OutPnAenIndices
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)
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{
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BuildOptimizationThirdParty::NvTriStripHelper::BuildSkeletalAdjacencyIndexBuffer(VertexBuffer, TexCoordCount, Indices, OutPnAenIndices);
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}
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void FMeshUtilities::CalcBoneVertInfos(USkeletalMesh* SkeletalMesh, TArray<FBoneVertInfo>& Infos, bool bOnlyDominant)
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{
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SkeletalMeshTools::CalcBoneVertInfos(SkeletalMesh, Infos, bOnlyDominant);
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}
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// Helper function for ConvertMeshesToStaticMesh
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static void AddOrDuplicateMaterial(UMaterialInterface* InMaterialInterface, const FString& InPackageName, TArray<UMaterialInterface*>& OutMaterials)
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{
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if (InMaterialInterface && !InMaterialInterface->GetOuter()->IsA<UPackage>())
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{
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// Convert runtime material instances to new concrete material instances
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// Create new package
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FString OriginalMaterialName = InMaterialInterface->GetName();
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FString MaterialPath = FPackageName::GetLongPackagePath(InPackageName) / OriginalMaterialName;
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FString MaterialName;
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FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
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AssetToolsModule.Get().CreateUniqueAssetName(MaterialPath, TEXT(""), MaterialPath, MaterialName);
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UPackage* MaterialPackage = CreatePackage(NULL, *MaterialPath);
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// Duplicate the object into the new package
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UMaterialInterface* NewMaterialInterface = DuplicateObject<UMaterialInterface>(InMaterialInterface, MaterialPackage, *MaterialName);
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NewMaterialInterface->SetFlags(RF_Public | RF_Standalone);
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if (UMaterialInstanceDynamic* MaterialInstanceDynamic = Cast<UMaterialInstanceDynamic>(NewMaterialInterface))
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{
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UMaterialInstanceDynamic* OldMaterialInstanceDynamic = CastChecked<UMaterialInstanceDynamic>(InMaterialInterface);
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MaterialInstanceDynamic->K2_CopyMaterialInstanceParameters(OldMaterialInstanceDynamic);
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}
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NewMaterialInterface->MarkPackageDirty();
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FAssetRegistryModule::AssetCreated(NewMaterialInterface);
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InMaterialInterface = NewMaterialInterface;
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}
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OutMaterials.Add(InMaterialInterface);
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}
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// Helper function for ConvertMeshesToStaticMesh
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template <typename ComponentType>
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static void ProcessMaterials(ComponentType* InComponent, const FString& InPackageName, TArray<UMaterialInterface*>& OutMaterials)
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{
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const int32 NumMaterials = InComponent->GetNumMaterials();
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for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; MaterialIndex++)
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{
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UMaterialInterface* MaterialInterface = InComponent->GetMaterial(MaterialIndex);
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AddOrDuplicateMaterial(MaterialInterface, InPackageName, OutMaterials);
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}
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}
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// Helper function for ConvertMeshesToStaticMesh
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static bool IsValidSkinnedMeshComponent(USkinnedMeshComponent* InComponent)
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{
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return InComponent && InComponent->MeshObject && InComponent->IsVisible();
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}
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/** Helper struct for tracking validity of optional buffers */
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struct FRawMeshTracker
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{
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FRawMeshTracker()
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: bValidColors(false)
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{
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FMemory::Memset(bValidTexCoords, 0);
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}
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bool bValidTexCoords[MAX_MESH_TEXTURE_COORDS];
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bool bValidColors;
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};
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// Helper function for ConvertMeshesToStaticMesh
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static void SkinnedMeshToRawMeshes(USkinnedMeshComponent* InSkinnedMeshComponent, int32 InOverallMaxLODs, const FMatrix& InComponentToWorld, const FString& InPackageName, TArray<FRawMeshTracker>& OutRawMeshTrackers, TArray<FRawMesh>& OutRawMeshes, TArray<UMaterialInterface*>& OutMaterials)
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{
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const int32 BaseMaterialIndex = OutMaterials.Num();
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// Export all LODs to raw meshes
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const int32 NumLODs = InSkinnedMeshComponent->GetNumLODs();
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for (int32 OverallLODIndex = 0; OverallLODIndex < InOverallMaxLODs; OverallLODIndex++)
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{
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int32 LODIndexRead = FMath::Min(OverallLODIndex, NumLODs - 1);
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FRawMesh& RawMesh = OutRawMeshes[OverallLODIndex];
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FRawMeshTracker& RawMeshTracker = OutRawMeshTrackers[OverallLODIndex];
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const int32 BaseVertexIndex = RawMesh.VertexPositions.Num();
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FSkeletalMeshLODInfo& SrcLODInfo = *(InSkinnedMeshComponent->SkeletalMesh->GetLODInfo(LODIndexRead));
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// Get the CPU skinned verts for this LOD
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TArray<FFinalSkinVertex> FinalVertices;
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InSkinnedMeshComponent->GetCPUSkinnedVertices(FinalVertices, LODIndexRead);
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FSkeletalMeshRenderData& SkeletalMeshRenderData = InSkinnedMeshComponent->MeshObject->GetSkeletalMeshRenderData();
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FSkeletalMeshLODRenderData& LODData = SkeletalMeshRenderData.LODRenderData[LODIndexRead];
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// Copy skinned vertex positions
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for (int32 VertIndex = 0; VertIndex < FinalVertices.Num(); ++VertIndex)
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{
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RawMesh.VertexPositions.Add(InComponentToWorld.TransformPosition(FinalVertices[VertIndex].Position));
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}
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const uint32 NumTexCoords = FMath::Min(LODData.StaticVertexBuffers.StaticMeshVertexBuffer.GetNumTexCoords(), (uint32)MAX_MESH_TEXTURE_COORDS);
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const int32 NumSections = LODData.RenderSections.Num();
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FRawStaticIndexBuffer16or32Interface& IndexBuffer = *LODData.MultiSizeIndexContainer.GetIndexBuffer();
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for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
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{
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const FSkelMeshRenderSection& SkelMeshSection = LODData.RenderSections[SectionIndex];
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if (InSkinnedMeshComponent->IsMaterialSectionShown(SkelMeshSection.MaterialIndex, LODIndexRead))
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{
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// Build 'wedge' info
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const int32 NumWedges = SkelMeshSection.NumTriangles * 3;
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for(int32 WedgeIndex = 0; WedgeIndex < NumWedges; WedgeIndex++)
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{
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const int32 VertexIndexForWedge = IndexBuffer.Get(SkelMeshSection.BaseIndex + WedgeIndex);
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RawMesh.WedgeIndices.Add(BaseVertexIndex + VertexIndexForWedge);
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const FFinalSkinVertex& SkinnedVertex = FinalVertices[VertexIndexForWedge];
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const FVector TangentX = InComponentToWorld.TransformVector(SkinnedVertex.TangentX.ToFVector());
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const FVector TangentZ = InComponentToWorld.TransformVector(SkinnedVertex.TangentZ.ToFVector());
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const FVector4 UnpackedTangentZ = SkinnedVertex.TangentZ.ToFVector4();
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const FVector TangentY = (TangentX ^ TangentZ).GetSafeNormal() * UnpackedTangentZ.W;
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RawMesh.WedgeTangentX.Add(TangentX);
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RawMesh.WedgeTangentY.Add(TangentY);
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RawMesh.WedgeTangentZ.Add(TangentZ);
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for (uint32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
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{
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if (TexCoordIndex >= NumTexCoords)
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{
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RawMesh.WedgeTexCoords[TexCoordIndex].AddDefaulted();
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}
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else
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{
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RawMesh.WedgeTexCoords[TexCoordIndex].Add(LODData.StaticVertexBuffers.StaticMeshVertexBuffer.GetVertexUV(VertexIndexForWedge, TexCoordIndex));
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RawMeshTracker.bValidTexCoords[TexCoordIndex] = true;
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}
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}
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if (LODData.StaticVertexBuffers.ColorVertexBuffer.IsInitialized())
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{
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RawMesh.WedgeColors.Add(LODData.StaticVertexBuffers.ColorVertexBuffer.VertexColor(VertexIndexForWedge));
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RawMeshTracker.bValidColors = true;
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}
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else
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{
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RawMesh.WedgeColors.Add(FColor::White);
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}
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}
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int32 MaterialIndex = SkelMeshSection.MaterialIndex;
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// use the remapping of material indices for all LODs besides the base LOD
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if (LODIndexRead > 0 && SrcLODInfo.LODMaterialMap.IsValidIndex(SkelMeshSection.MaterialIndex))
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{
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MaterialIndex = FMath::Clamp<int32>(SrcLODInfo.LODMaterialMap[SkelMeshSection.MaterialIndex], 0, InSkinnedMeshComponent->SkeletalMesh->Materials.Num());
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}
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// copy face info
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for (uint32 TriIndex = 0; TriIndex < SkelMeshSection.NumTriangles; TriIndex++)
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{
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RawMesh.FaceMaterialIndices.Add(BaseMaterialIndex + MaterialIndex);
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RawMesh.FaceSmoothingMasks.Add(0); // Assume this is ignored as bRecomputeNormals is false
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}
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}
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}
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}
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ProcessMaterials<USkinnedMeshComponent>(InSkinnedMeshComponent, InPackageName, OutMaterials);
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}
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// Helper function for ConvertMeshesToStaticMesh
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static bool IsValidStaticMeshComponent(UStaticMeshComponent* InComponent)
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{
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return InComponent && InComponent->GetStaticMesh() && InComponent->GetStaticMesh()->RenderData && InComponent->IsVisible();
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}
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// Helper function for ConvertMeshesToStaticMesh
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static void StaticMeshToRawMeshes(UStaticMeshComponent* InStaticMeshComponent, int32 InOverallMaxLODs, const FMatrix& InComponentToWorld, const FString& InPackageName, TArray<FRawMeshTracker>& OutRawMeshTrackers, TArray<FRawMesh>& OutRawMeshes, TArray<UMaterialInterface*>& OutMaterials)
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{
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const int32 BaseMaterialIndex = OutMaterials.Num();
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const int32 NumLODs = InStaticMeshComponent->GetStaticMesh()->RenderData->LODResources.Num();
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for (int32 OverallLODIndex = 0; OverallLODIndex < InOverallMaxLODs; OverallLODIndex++)
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{
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int32 LODIndexRead = FMath::Min(OverallLODIndex, NumLODs - 1);
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FRawMesh& RawMesh = OutRawMeshes[OverallLODIndex];
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FRawMeshTracker& RawMeshTracker = OutRawMeshTrackers[OverallLODIndex];
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const FStaticMeshLODResources& LODResource = InStaticMeshComponent->GetStaticMesh()->RenderData->LODResources[LODIndexRead];
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const int32 BaseVertexIndex = RawMesh.VertexPositions.Num();
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for (int32 VertIndex = 0; VertIndex < LODResource.GetNumVertices(); ++VertIndex)
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{
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RawMesh.VertexPositions.Add(InComponentToWorld.TransformPosition(LODResource.VertexBuffers.PositionVertexBuffer.VertexPosition((uint32)VertIndex)));
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}
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const FIndexArrayView IndexArrayView = LODResource.IndexBuffer.GetArrayView();
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const FStaticMeshVertexBuffer& StaticMeshVertexBuffer = LODResource.VertexBuffers.StaticMeshVertexBuffer;
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const int32 NumTexCoords = FMath::Min(StaticMeshVertexBuffer.GetNumTexCoords(), (uint32)MAX_MESH_TEXTURE_COORDS);
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const int32 NumSections = LODResource.Sections.Num();
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for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
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{
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const FStaticMeshSection& StaticMeshSection = LODResource.Sections[SectionIndex];
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const int32 NumIndices = StaticMeshSection.NumTriangles * 3;
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for (int32 IndexIndex = 0; IndexIndex < NumIndices; IndexIndex++)
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{
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int32 Index = IndexArrayView[StaticMeshSection.FirstIndex + IndexIndex];
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RawMesh.WedgeIndices.Add(BaseVertexIndex + Index);
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RawMesh.WedgeTangentX.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentX(Index)));
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RawMesh.WedgeTangentY.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentY(Index)));
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RawMesh.WedgeTangentZ.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentZ(Index)));
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for (int32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
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{
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if (TexCoordIndex >= NumTexCoords)
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{
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RawMesh.WedgeTexCoords[TexCoordIndex].AddDefaulted();
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}
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else
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{
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RawMesh.WedgeTexCoords[TexCoordIndex].Add(StaticMeshVertexBuffer.GetVertexUV(Index, TexCoordIndex));
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RawMeshTracker.bValidTexCoords[TexCoordIndex] = true;
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}
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}
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if (LODResource.VertexBuffers.ColorVertexBuffer.IsInitialized())
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{
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RawMesh.WedgeColors.Add(LODResource.VertexBuffers.ColorVertexBuffer.VertexColor(Index));
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RawMeshTracker.bValidColors = true;
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}
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else
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{
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RawMesh.WedgeColors.Add(FColor::White);
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}
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}
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// copy face info
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for (uint32 TriIndex = 0; TriIndex < StaticMeshSection.NumTriangles; TriIndex++)
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{
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RawMesh.FaceMaterialIndices.Add(BaseMaterialIndex + StaticMeshSection.MaterialIndex);
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RawMesh.FaceSmoothingMasks.Add(0); // Assume this is ignored as bRecomputeNormals is false
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}
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}
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}
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ProcessMaterials<UStaticMeshComponent>(InStaticMeshComponent, InPackageName, OutMaterials);
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}
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UStaticMesh* FMeshUtilities::ConvertMeshesToStaticMesh(const TArray<UMeshComponent*>& InMeshComponents, const FTransform& InRootTransform, const FString& InPackageName)
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{
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// Build a package name to use
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FString MeshName;
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FString PackageName;
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if (InPackageName.IsEmpty())
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{
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FString NewNameSuggestion = FString(TEXT("StaticMesh"));
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FString PackageNameSuggestion = FString(TEXT("/Game/Meshes/")) + NewNameSuggestion;
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FString Name;
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FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
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AssetToolsModule.Get().CreateUniqueAssetName(PackageNameSuggestion, TEXT(""), PackageNameSuggestion, Name);
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TSharedPtr<SDlgPickAssetPath> PickAssetPathWidget =
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SNew(SDlgPickAssetPath)
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.Title(LOCTEXT("ConvertToStaticMeshPickName", "Choose New StaticMesh Location"))
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.DefaultAssetPath(FText::FromString(PackageNameSuggestion));
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if (PickAssetPathWidget->ShowModal() == EAppReturnType::Ok)
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{
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// Get the full name of where we want to create the mesh asset.
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PackageName = PickAssetPathWidget->GetFullAssetPath().ToString();
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MeshName = FPackageName::GetLongPackageAssetName(PackageName);
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// Check if the user inputed a valid asset name, if they did not, give it the generated default name
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if (MeshName.IsEmpty())
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{
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// Use the defaults that were already generated.
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PackageName = PackageNameSuggestion;
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MeshName = *Name;
|
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}
|
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}
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}
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else
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{
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PackageName = InPackageName;
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MeshName = *FPackageName::GetLongPackageAssetName(PackageName);
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}
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if(!PackageName.IsEmpty() && !MeshName.IsEmpty())
|
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{
|
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TArray<FRawMesh> RawMeshes;
|
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TArray<UMaterialInterface*> Materials;
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TArray<FRawMeshTracker> RawMeshTrackers;
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FMatrix WorldToRoot = InRootTransform.ToMatrixWithScale().Inverse();
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|
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// first do a pass to determine the max LOD level we will be combining meshes into
|
|
int32 OverallMaxLODs = 0;
|
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for (UMeshComponent* MeshComponent : InMeshComponents)
|
|
{
|
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USkinnedMeshComponent* SkinnedMeshComponent = Cast<USkinnedMeshComponent>(MeshComponent);
|
|
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(MeshComponent);
|
|
|
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if (IsValidSkinnedMeshComponent(SkinnedMeshComponent))
|
|
{
|
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OverallMaxLODs = FMath::Max(SkinnedMeshComponent->MeshObject->GetSkeletalMeshRenderData().LODRenderData.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 = StaticMesh->AddSourceModel();
|
|
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.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++;
|
|
}
|
|
}
|
|
StaticMesh->OriginalSectionInfoMap.CopyFrom(StaticMesh->SectionInfoMap);
|
|
|
|
// 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(FSkeletalMeshLODModel& 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;
|
|
LODModel.IndexBuffer.Empty();
|
|
|
|
// Setup the section and chunk arrays on the model.
|
|
for (int32 ChunkIndex = 0; ChunkIndex < Chunks.Num(); ++ChunkIndex)
|
|
{
|
|
FSkinnedMeshChunk* SrcChunk = Chunks[ChunkIndex];
|
|
|
|
FSkelMeshSection& Section = *new(LODModel.Sections) FSkelMeshSection();
|
|
Section.MaterialIndex = SrcChunk->MaterialIndex;
|
|
Exchange(Section.BoneMap, SrcChunk->BoneMap);
|
|
|
|
// Update the active bone indices on the LOD model.
|
|
for (int32 BoneIndex = 0; BoneIndex < Section.BoneMap.Num(); ++BoneIndex)
|
|
{
|
|
LODModel.ActiveBoneIndices.AddUnique(Section.BoneMap[BoneIndex]);
|
|
}
|
|
}
|
|
|
|
// ensure parent exists with incoming active bone indices, and the result should be sorted
|
|
RefSkeleton.EnsureParentsExistAndSort(LODModel.ActiveBoneIndices);
|
|
|
|
// Reset 'final vertex to import vertex' map info
|
|
LODModel.MeshToImportVertexMap.Empty();
|
|
LODModel.MaxImportVertex = 0;
|
|
|
|
// Keep track of index mapping to chunk vertex offsets
|
|
TArray< TArray<uint32> > VertexIndexRemap;
|
|
VertexIndexRemap.Empty(LODModel.Sections.Num());
|
|
// Pack the chunk vertices into a single vertex buffer.
|
|
TArray<uint32> RawPointIndices;
|
|
LODModel.NumVertices = 0;
|
|
|
|
int32 PrevMaterialIndex = -1;
|
|
int32 CurrentChunkBaseVertexIndex = -1; // base vertex index for all chunks of the same material
|
|
int32 CurrentChunkVertexCount = -1; // total vertex count for all chunks of the same material
|
|
int32 CurrentVertexIndex = 0; // current vertex index added to the index buffer for all chunks of the same material
|
|
|
|
// rearrange the vert order to minimize the data fetched by the GPU
|
|
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
|
|
{
|
|
if (IsInGameThread())
|
|
{
|
|
GWarn->StatusUpdate(SectionIndex, LODModel.Sections.Num(), NSLOCTEXT("UnrealEd", "ProcessingSections", "Processing Sections"));
|
|
}
|
|
|
|
FSkinnedMeshChunk* SrcChunk = Chunks[SectionIndex];
|
|
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
TArray<FSoftSkinBuildVertex>& ChunkVertices = SrcChunk->Vertices;
|
|
TArray<uint32>& ChunkIndices = SrcChunk->Indices;
|
|
|
|
// Reorder the section index buffer for better vertex cache efficiency.
|
|
CacheOptimizeIndexBuffer(ChunkIndices);
|
|
|
|
// Calculate the number of triangles in the section. Note that CacheOptimize may change the number of triangles in the index buffer!
|
|
Section.NumTriangles = ChunkIndices.Num() / 3;
|
|
TArray<FSoftSkinBuildVertex> OriginalVertices;
|
|
Exchange(ChunkVertices, OriginalVertices);
|
|
ChunkVertices.AddUninitialized(OriginalVertices.Num());
|
|
|
|
TArray<int32> IndexCache;
|
|
IndexCache.AddUninitialized(ChunkVertices.Num());
|
|
FMemory::Memset(IndexCache.GetData(), INDEX_NONE, IndexCache.Num() * IndexCache.GetTypeSize());
|
|
int32 NextAvailableIndex = 0;
|
|
// Go through the indices and assign them new values that are coherent where possible
|
|
for (int32 Index = 0; Index < ChunkIndices.Num(); Index++)
|
|
{
|
|
const int32 OriginalIndex = ChunkIndices[Index];
|
|
const int32 CachedIndex = IndexCache[OriginalIndex];
|
|
|
|
if (CachedIndex == INDEX_NONE)
|
|
{
|
|
// No new index has been allocated for this existing index, assign a new one
|
|
ChunkIndices[Index] = NextAvailableIndex;
|
|
// Mark what this index has been assigned to
|
|
IndexCache[OriginalIndex] = NextAvailableIndex;
|
|
NextAvailableIndex++;
|
|
}
|
|
else
|
|
{
|
|
// Reuse an existing index assignment
|
|
ChunkIndices[Index] = CachedIndex;
|
|
}
|
|
// Reorder the vertices based on the new index assignment
|
|
ChunkVertices[ChunkIndices[Index]] = OriginalVertices[OriginalIndex];
|
|
}
|
|
}
|
|
|
|
// Build the arrays of rigid and soft vertices on the model's chunks.
|
|
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
|
|
{
|
|
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
TArray<FSoftSkinBuildVertex>& ChunkVertices = Chunks[SectionIndex]->Vertices;
|
|
|
|
if (IsInGameThread())
|
|
{
|
|
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
|
|
GWarn->StatusUpdate(SectionIndex, LODModel.Sections.Num(), NSLOCTEXT("UnrealEd", "ProcessingChunks", "Processing Chunks"));
|
|
}
|
|
|
|
CurrentVertexIndex = 0;
|
|
CurrentChunkVertexCount = 0;
|
|
PrevMaterialIndex = Section.MaterialIndex;
|
|
|
|
// Calculate the offset to this chunk's vertices in the vertex buffer.
|
|
Section.BaseVertexIndex = CurrentChunkBaseVertexIndex = LODModel.NumVertices;
|
|
|
|
// Update the size of the vertex buffer.
|
|
LODModel.NumVertices += ChunkVertices.Num();
|
|
|
|
// Separate the section's vertices into rigid and soft vertices.
|
|
TArray<uint32>& ChunkVertexIndexRemap = *new(VertexIndexRemap)TArray<uint32>();
|
|
ChunkVertexIndexRemap.AddUninitialized(ChunkVertices.Num());
|
|
|
|
for (int32 VertexIndex = 0; VertexIndex < ChunkVertices.Num(); VertexIndex++)
|
|
{
|
|
const FSoftSkinBuildVertex& SoftVertex = ChunkVertices[VertexIndex];
|
|
|
|
FSoftSkinVertex NewVertex;
|
|
NewVertex.Position = SoftVertex.Position;
|
|
NewVertex.TangentX = SoftVertex.TangentX.ToFVector();
|
|
NewVertex.TangentY = SoftVertex.TangentY.ToFVector();
|
|
NewVertex.TangentZ = SoftVertex.TangentZ.ToFVector();
|
|
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();
|
|
}
|
|
|
|
// 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;
|
|
|
|
Section.BaseIndex = LODModel.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]];
|
|
LODModel.IndexBuffer.Add(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();
|
|
|
|
// Compute the required bones for this model.
|
|
USkeletalMesh::CalculateRequiredBones(LODModel, RefSkeleton, NULL);
|
|
#endif // #if WITH_EDITORONLY_DATA
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Common functionality.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
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);
|
|
}
|
|
|
|
static inline FVector GetPositionForWedge(FRawMesh const& Mesh, int32 WedgeIndex)
|
|
{
|
|
int32 VertexIndex = Mesh.WedgeIndices[WedgeIndex];
|
|
return Mesh.VertexPositions[VertexIndex];
|
|
}
|
|
|
|
struct FMeshEdgeDef
|
|
{
|
|
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<FMeshEdgeDef>& Edges;
|
|
/**
|
|
* List of edges that start with a given vertex
|
|
*/
|
|
TMultiMap<FVector, FMeshEdgeDef*> 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, FMeshEdgeDef* 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 FMeshEdgeDef* FindOppositeEdge(int32 Index1, int32 Index2)
|
|
{
|
|
FMeshEdgeDef* Edge = NULL;
|
|
// Search the hash for a corresponding vertex
|
|
WorkingEdgeList.Reset();
|
|
VertexToEdgeList.MultiFind(Vertices[Index2].Position, WorkingEdgeList);
|
|
// Now search through the array for a match or not
|
|
for (int32 EdgeIndex = 0; EdgeIndex < WorkingEdgeList.Num() && Edge == NULL;
|
|
EdgeIndex++)
|
|
{
|
|
FMeshEdgeDef* OtherEdge = WorkingEdgeList[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
|
|
FMeshEdgeDef* 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<FMeshEdgeDef>& 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);
|
|
}
|
|
}
|
|
|
|
private:
|
|
TArray<FMeshEdgeDef*> WorkingEdgeList;
|
|
};
|
|
|
|
/**
|
|
* 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<FMeshEdgeDef>& 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, FMeshEdgeDef* 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 InVertices - Triangle vertex positions for the mesh for which to compute overlapping corners.
|
|
* @param InIndices - Triangle indices for the mesh for which to compute overlapping corners.
|
|
* @param ComparisonThreshold - Positions are considered equal if all absolute differences between their X, Y and Z coordinates are less or equal to this value.
|
|
*/
|
|
void FMeshUtilities::FindOverlappingCorners(
|
|
FOverlappingCorners& OutOverlappingCorners,
|
|
const TArray<FVector>& InVertices,
|
|
const TArray<uint32>& InIndices,
|
|
float ComparisonThreshold) const
|
|
{
|
|
OutOverlappingCorners = FOverlappingCorners(InVertices, InIndices, ComparisonThreshold);
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
* @param ComparisonThreshold - Positions are considered equal if all absolute differences between their X, Y and Z coordinates are less or equal to this value.
|
|
*/
|
|
void FMeshUtilities::FindOverlappingCorners(
|
|
FOverlappingCorners& OutOverlappingCorners,
|
|
FRawMesh const& RawMesh,
|
|
float ComparisonThreshold
|
|
) const
|
|
{
|
|
OutOverlappingCorners = FOverlappingCorners(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,
|
|
const FOverlappingCorners& 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;
|
|
|
|
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;
|
|
const TArray<int32>& DupVerts = OverlappingCorners.FindIfOverlapping(ThisCornerIndex);
|
|
for (int32 k = 0; k < DupVerts.Num(); k++)
|
|
{
|
|
AdjacentFaces.AddUnique(DupVerts[k] / 3);
|
|
}
|
|
if (DupVerts.Num() == 0)
|
|
{
|
|
AdjacentFaces.AddUnique(ThisCornerIndex / 3); // I am a "dup" of myself
|
|
}
|
|
}
|
|
|
|
// 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,
|
|
const FOverlappingCorners& OverlappingCorners,
|
|
uint32 TangentOptions
|
|
)
|
|
{
|
|
ComputeTangents(RawMesh.VertexPositions, RawMesh.WedgeIndices, RawMesh.WedgeTexCoords[0], RawMesh.FaceSmoothingMasks, OverlappingCorners, RawMesh.WedgeTangentX, RawMesh.WedgeTangentY, RawMesh.WedgeTangentZ, TangentOptions);
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
MikkTSpace for computing tangents.
|
|
------------------------------------------------------------------------------*/
|
|
class MikkTSpace_Mesh
|
|
{
|
|
public:
|
|
const TArray<FVector>& Vertices;
|
|
const TArray<uint32>& Indices;
|
|
const TArray<FVector2D>& UVs;
|
|
|
|
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_Mesh(
|
|
const TArray<FVector> &InVertices,
|
|
const TArray<uint32> &InIndices,
|
|
const TArray<FVector2D> &InUVs,
|
|
TArray<FVector> &InVertexTangentsX,
|
|
TArray<FVector> &InVertexTangentsY,
|
|
TArray<FVector> &InVertexTangentsZ
|
|
)
|
|
:
|
|
Vertices(InVertices),
|
|
Indices(InIndices),
|
|
UVs(InUVs),
|
|
TangentsX(InVertexTangentsX),
|
|
TangentsY(InVertexTangentsY),
|
|
TangentsZ(InVertexTangentsZ)
|
|
{
|
|
}
|
|
};
|
|
|
|
static int MikkGetNumFaces(const SMikkTSpaceContext* Context)
|
|
{
|
|
MikkTSpace_Mesh *UserData = (MikkTSpace_Mesh*)(Context->m_pUserData);
|
|
return UserData->Indices.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)
|
|
{
|
|
MikkTSpace_Mesh *UserData = (MikkTSpace_Mesh*)(Context->m_pUserData);
|
|
FVector VertexPosition = UserData->Vertices[ UserData->Indices[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)
|
|
{
|
|
MikkTSpace_Mesh *UserData = (MikkTSpace_Mesh*)(Context->m_pUserData);
|
|
FVector &VertexNormal = UserData->TangentsZ[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)
|
|
{
|
|
MikkTSpace_Mesh *UserData = (MikkTSpace_Mesh*)(Context->m_pUserData);
|
|
FVector &VertexTangent = UserData->TangentsX[FaceIdx * 3 + VertIdx];
|
|
for (int32 i = 0; i < 3; ++i)
|
|
{
|
|
VertexTangent[i] = Tangent[i];
|
|
}
|
|
FVector Bitangent = BitangentSign * FVector::CrossProduct(UserData->TangentsZ[FaceIdx * 3 + VertIdx], VertexTangent);
|
|
FVector &VertexBitangent = UserData->TangentsY[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)
|
|
{
|
|
MikkTSpace_Mesh *UserData = (MikkTSpace_Mesh*)(Context->m_pUserData);
|
|
const FVector2D &TexCoord = UserData->UVs[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 ComputeNormals(
|
|
const TArray<FVector>& InVertices,
|
|
const TArray<uint32>& InIndices,
|
|
const TArray<FVector2D>& InUVs,
|
|
const TArray<uint32>& SmoothingGroupIndices,
|
|
const FOverlappingCorners& OverlappingCorners,
|
|
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;
|
|
|
|
int32 NumWedges = InIndices.Num();
|
|
int32 NumFaces = NumWedges / 3;
|
|
|
|
// Allocate storage for tangents if none were provided, and calculate normals for MikkTSpace.
|
|
if (OutTangentZ.Num() != NumWedges)
|
|
{
|
|
// normals are not included, so we should calculate them
|
|
OutTangentZ.Empty(NumWedges);
|
|
OutTangentZ.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] = 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 bCornerHasNormal[3] = { 0 };
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
bCornerHasNormal[CornerIndex] = !OutTangentZ[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;
|
|
const TArray<int32>& DupVerts = OverlappingCorners.FindIfOverlapping(ThisCornerIndex);
|
|
if (DupVerts.Num() == 0)
|
|
{
|
|
AdjacentFaces.AddUnique(ThisCornerIndex / 3); // 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],
|
|
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 (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)
|
|
&& (SmoothingGroupIndices[NextFace.FaceIndex] & SmoothingGroupIndices[OtherFace.FaceIndex]))
|
|
{
|
|
int32 CommonVertices = 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++;
|
|
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] = 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.bBlendNormals)
|
|
{
|
|
CornerNormal[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
|
|
}
|
|
}
|
|
}
|
|
if (!OutTangentZ[WedgeOffset + CornerIndex].IsZero())
|
|
{
|
|
CornerNormal[CornerIndex] = OutTangentZ[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++)
|
|
{
|
|
OutTangentZ[WedgeOffset + CornerIndex] = CornerNormal[CornerIndex];
|
|
}
|
|
}
|
|
|
|
check(OutTangentZ.Num() == NumWedges);
|
|
}
|
|
|
|
static void ComputeTangents_MikkTSpace(
|
|
const TArray<FVector>& InVertices,
|
|
const TArray<uint32>& InIndices,
|
|
const TArray<FVector2D>& InUVs,
|
|
const TArray<uint32>& SmoothingGroupIndices,
|
|
const FOverlappingCorners& OverlappingCorners,
|
|
TArray<FVector>& OutTangentX,
|
|
TArray<FVector>& OutTangentY,
|
|
TArray<FVector>& OutTangentZ,
|
|
const uint32 TangentOptions
|
|
)
|
|
{
|
|
ComputeNormals( InVertices, InIndices, InUVs, SmoothingGroupIndices, OverlappingCorners, OutTangentZ, TangentOptions );
|
|
|
|
bool bIgnoreDegenerateTriangles = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) != 0;
|
|
|
|
int32 NumWedges = InIndices.Num();
|
|
|
|
bool bWedgeTSpace = false;
|
|
|
|
if (OutTangentX.Num() > 0 && OutTangentY.Num() > 0)
|
|
{
|
|
bWedgeTSpace = true;
|
|
for (int32 WedgeIdx = 0; WedgeIdx < OutTangentX.Num()
|
|
&& WedgeIdx < OutTangentY.Num(); ++WedgeIdx)
|
|
{
|
|
bWedgeTSpace = bWedgeTSpace && (!OutTangentX[WedgeIdx].IsNearlyZero()) && (!OutTangentY[WedgeIdx].IsNearlyZero());
|
|
}
|
|
}
|
|
|
|
if (OutTangentX.Num() != NumWedges)
|
|
{
|
|
OutTangentX.Empty(NumWedges);
|
|
OutTangentX.AddZeroed(NumWedges);
|
|
}
|
|
if (OutTangentY.Num() != NumWedges)
|
|
{
|
|
OutTangentY.Empty(NumWedges);
|
|
OutTangentY.AddZeroed(NumWedges);
|
|
}
|
|
|
|
if (!bWedgeTSpace)
|
|
{
|
|
MikkTSpace_Mesh MikkTSpaceMesh( InVertices, InIndices, InUVs, OutTangentX, OutTangentY, OutTangentZ );
|
|
|
|
// 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*)(&MikkTSpaceMesh);
|
|
MikkTContext.m_bIgnoreDegenerates = bIgnoreDegenerateTriangles;
|
|
genTangSpaceDefault(&MikkTContext);
|
|
}
|
|
|
|
check(OutTangentX.Num() == NumWedges);
|
|
check(OutTangentY.Num() == NumWedges);
|
|
check(OutTangentZ.Num() == NumWedges);
|
|
}
|
|
|
|
static void ComputeTangents_MikkTSpace(
|
|
FRawMesh& RawMesh,
|
|
const FOverlappingCorners& OverlappingCorners,
|
|
uint32 TangentOptions
|
|
)
|
|
{
|
|
ComputeTangents_MikkTSpace(RawMesh.VertexPositions, RawMesh.WedgeIndices, RawMesh.WedgeTexCoords[0], RawMesh.FaceSmoothingMasks, OverlappingCorners, RawMesh.WedgeTangentX, RawMesh.WedgeTangentY, RawMesh.WedgeTangentZ, TangentOptions);
|
|
}
|
|
|
|
static void BuildDepthOnlyIndexBuffer(
|
|
TArray<uint32>& OutDepthIndices,
|
|
const TArray<FStaticMeshBuildVertex>& InVertices,
|
|
const TArray<uint32>& InIndices,
|
|
const TArray<FStaticMeshSection>& InSections
|
|
)
|
|
{
|
|
int32 NumVertices = InVertices.Num();
|
|
if (InIndices.Num() <= 0 || NumVertices <= 0)
|
|
{
|
|
OutDepthIndices.Empty();
|
|
return;
|
|
}
|
|
|
|
// Create a mapping of index -> first overlapping index to accelerate the construction of the shadow index buffer.
|
|
TArray<FIndexAndZ> VertIndexAndZ;
|
|
VertIndexAndZ.Empty(NumVertices);
|
|
for (int32 VertIndex = 0; VertIndex < NumVertices; VertIndex++)
|
|
{
|
|
new(VertIndexAndZ)FIndexAndZ(VertIndex, InVertices[VertIndex].Position);
|
|
}
|
|
VertIndexAndZ.Sort(FCompareIndexAndZ());
|
|
|
|
// Setup the index map. 0xFFFFFFFF == not set.
|
|
TArray<uint32> IndexMap;
|
|
IndexMap.AddUninitialized(NumVertices);
|
|
FMemory::Memset(IndexMap.GetData(), 0xFF, NumVertices * sizeof(uint32));
|
|
|
|
// Search for duplicates, quickly!
|
|
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
|
|
{
|
|
uint32 SrcIndex = VertIndexAndZ[i].Index;
|
|
float Z = VertIndexAndZ[i].Z;
|
|
IndexMap[SrcIndex] = FMath::Min(IndexMap[SrcIndex], SrcIndex);
|
|
|
|
// Search forward since we add pairs both ways.
|
|
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
|
|
{
|
|
if (FMath::Abs(VertIndexAndZ[j].Z - Z) > THRESH_POINTS_ARE_SAME * 4.01f)
|
|
break; // can't be any more dups
|
|
|
|
uint32 OtherIndex = VertIndexAndZ[j].Index;
|
|
if (PointsEqual(InVertices[SrcIndex].Position, InVertices[OtherIndex].Position,/*bUseEpsilonCompare=*/ false))
|
|
{
|
|
IndexMap[SrcIndex] = FMath::Min(IndexMap[SrcIndex], OtherIndex);
|
|
IndexMap[OtherIndex] = FMath::Min(IndexMap[OtherIndex], SrcIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Build the depth-only index buffer by remapping all indices to the first overlapping
|
|
// vertex in the vertex buffer.
|
|
OutDepthIndices.Empty();
|
|
for (int32 SectionIndex = 0; SectionIndex < InSections.Num(); ++SectionIndex)
|
|
{
|
|
const FStaticMeshSection& Section = InSections[SectionIndex];
|
|
int32 FirstIndex = Section.FirstIndex;
|
|
int32 LastIndex = FirstIndex + Section.NumTriangles * 3;
|
|
for (int32 SrcIndex = FirstIndex; SrcIndex < LastIndex; ++SrcIndex)
|
|
{
|
|
uint32 VertIndex = InIndices[SrcIndex];
|
|
OutDepthIndices.Add(IndexMap[VertIndex]);
|
|
}
|
|
}
|
|
}
|
|
|
|
static float GetComparisonThreshold(FMeshBuildSettings const& BuildSettings)
|
|
{
|
|
return BuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f;
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Static mesh building.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
static void BuildStaticMeshVertex(const FRawMesh& RawMesh, const FMatrix& ScaleMatrix, const FVector& Position, int32 WedgeIndex, FStaticMeshBuildVertex& Vertex)
|
|
{
|
|
Vertex.Position = Position;
|
|
|
|
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;
|
|
}
|
|
|
|
static const 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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 FOverlappingCorners& OverlappingCorners,
|
|
const TMap<uint32, uint32>& MaterialToSectionMapping,
|
|
float ComparisonThreshold,
|
|
FVector BuildScale,
|
|
int32 ImportVersion
|
|
)
|
|
{
|
|
TMap<int32, int32> FinalVerts;
|
|
int32 NumFaces = RawMesh.WedgeIndices.Num() / 3;
|
|
OutWedgeMap.Reset(RawMesh.WedgeIndices.Num());
|
|
FMatrix ScaleMatrix(FScaleMatrix(BuildScale).Inverse().GetTransposed());
|
|
|
|
// Estimate how many vertices there will be to reduce number of re-allocations required
|
|
OutVertices.Reserve((int32)(NumFaces * 1.2) + 16);
|
|
|
|
// Work with vertex in OutVertices array directly for improved performance
|
|
OutVertices.AddUninitialized(1);
|
|
FStaticMeshBuildVertex *ThisVertex = &OutVertices.Last();
|
|
|
|
// 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;
|
|
BuildStaticMeshVertex(RawMesh, ScaleMatrix, CornerPositions[CornerIndex] * BuildScale, WedgeIndex, *ThisVertex);
|
|
|
|
const TArray<int32>& DupVerts = OverlappingCorners.FindIfOverlapping(WedgeIndex);
|
|
|
|
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)
|
|
{
|
|
// Commit working vertex
|
|
Index = OutVertices.Num() - 1;
|
|
FinalVerts.Add(WedgeIndex, Index);
|
|
|
|
// Setup next working vertex
|
|
OutVertices.AddUninitialized(1);
|
|
ThisVertex = &OutVertices.Last();
|
|
}
|
|
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]);
|
|
}
|
|
}
|
|
|
|
// Remove working vertex
|
|
OutVertices.Pop(false);
|
|
}
|
|
|
|
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];
|
|
}
|
|
}
|
|
}
|
|
|
|
struct FLayoutUVRawMeshView final : FLayoutUV::IMeshView
|
|
{
|
|
FRawMesh& RawMesh;
|
|
const uint32 SrcChannel;
|
|
const uint32 DstChannel;
|
|
const bool bNormalsValid;
|
|
|
|
FLayoutUVRawMeshView(FRawMesh& InRawMesh, uint32 InSrcChannel, uint32 InDstChannel)
|
|
: RawMesh(InRawMesh)
|
|
, SrcChannel(InSrcChannel)
|
|
, DstChannel(InDstChannel)
|
|
, bNormalsValid(InRawMesh.WedgeTangentZ.Num() == InRawMesh.WedgeTexCoords[InSrcChannel].Num())
|
|
{}
|
|
|
|
uint32 GetNumIndices() const override { return RawMesh.WedgeIndices.Num(); }
|
|
FVector GetPosition(uint32 Index) const override { return RawMesh.GetWedgePosition(Index); }
|
|
FVector GetNormal(uint32 Index) const override { return bNormalsValid ? RawMesh.WedgeTangentZ[Index] : FVector::ZeroVector; }
|
|
FVector2D GetInputTexcoord(uint32 Index) const override { return RawMesh.WedgeTexCoords[SrcChannel][Index]; }
|
|
|
|
void InitOutputTexcoords(uint32 Num) override { RawMesh.WedgeTexCoords[DstChannel].SetNumUninitialized( Num ); }
|
|
void SetOutputTexcoord(uint32 Index, const FVector2D& Value) override { RawMesh.WedgeTexCoords[DstChannel][Index] = Value; }
|
|
};
|
|
|
|
class FStaticMeshUtilityBuilder
|
|
{
|
|
public:
|
|
FStaticMeshUtilityBuilder(UStaticMesh* InStaticMesh) : Stage(EStage::Uninit), NumValidLODs(0), StaticMesh(InStaticMesh) {}
|
|
|
|
bool GatherSourceMeshesPerLOD(IMeshReduction* MeshReduction)
|
|
{
|
|
check(Stage == EStage::Uninit);
|
|
check(StaticMesh != nullptr);
|
|
TArray<FStaticMeshSourceModel>& SourceModels = StaticMesh->SourceModels;
|
|
ELightmapUVVersion LightmapUVVersion = (ELightmapUVVersion)StaticMesh->LightmapUVVersion;
|
|
|
|
FMeshUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<FMeshUtilities>("MeshUtilities");
|
|
|
|
// Gather source meshes for each LOD.
|
|
for (int32 LODIndex = 0; LODIndex < SourceModels.Num(); ++LODIndex)
|
|
{
|
|
FStaticMeshSourceModel& SrcModel = SourceModels[LODIndex];
|
|
FRawMesh& RawMesh = *new(LODMeshes)FRawMesh;
|
|
FOverlappingCorners& OverlappingCorners = *new(LODOverlappingCorners)FOverlappingCorners;
|
|
|
|
if (!SrcModel.IsRawMeshEmpty())
|
|
{
|
|
SrcModel.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.
|
|
MeshUtilities.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;
|
|
}
|
|
|
|
FLayoutUVRawMeshView RawMeshView(RawMesh, SrcModel.BuildSettings.SrcLightmapIndex, SrcModel.BuildSettings.DstLightmapIndex);
|
|
FLayoutUV Packer(RawMeshView, SrcModel.BuildSettings.MinLightmapResolution);
|
|
Packer.SetVersion(LightmapUVVersion);
|
|
|
|
Packer.FindCharts(OverlappingCorners);
|
|
bool bPackSuccess = Packer.FindBestPacking();
|
|
if (bPackSuccess)
|
|
{
|
|
Packer.CommitPackedUVs();
|
|
}
|
|
}
|
|
HasRawMesh[LODIndex] = true;
|
|
}
|
|
else if (LODIndex > 0 && MeshReduction)
|
|
{
|
|
// If a raw mesh is not explicitly provided, use the raw mesh of the
|
|
// next highest LOD.
|
|
int32 BaseRawMeshIndex = LODIndex - 1;
|
|
RawMesh = LODMeshes[BaseRawMeshIndex];
|
|
OverlappingCorners = LODOverlappingCorners[BaseRawMeshIndex];
|
|
LODBuildSettings[LODIndex] = LODBuildSettings[BaseRawMeshIndex];
|
|
HasRawMesh[LODIndex] = false;
|
|
//Make sure the SectionInfoMap is taken from the Base RawMesh
|
|
int32 SectionNumber = StaticMesh->OriginalSectionInfoMap.GetSectionNumber(BaseRawMeshIndex);
|
|
for (int32 SectionIndex = 0; SectionIndex < SectionNumber; ++SectionIndex)
|
|
{
|
|
FMeshSectionInfo Info = StaticMesh->OriginalSectionInfoMap.Get(BaseRawMeshIndex, SectionIndex);
|
|
StaticMesh->SectionInfoMap.Set(LODIndex, SectionIndex, Info);
|
|
StaticMesh->OriginalSectionInfoMap.Set(LODIndex, SectionIndex, Info);
|
|
}
|
|
}
|
|
}
|
|
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)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Error, TEXT("Raw Mesh data contains no mesh data to build a mesh that can be rendered."));
|
|
return false;
|
|
}
|
|
else if (LODMeshes[0].WedgeIndices.Num() == 0)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Error, TEXT("Raw Mesh data contains no wedge index data to build a mesh that can be rendered."));
|
|
return false;
|
|
}
|
|
|
|
Stage = EStage::Gathered;
|
|
return true;
|
|
}
|
|
|
|
bool ReduceLODs(const FStaticMeshLODGroup& LODGroup, IMeshReduction* MeshReduction, TArray<bool>& OutWasReduced)
|
|
{
|
|
check(Stage == EStage::Gathered);
|
|
check(StaticMesh != nullptr);
|
|
TArray<FStaticMeshSourceModel>& SourceModels = StaticMesh->SourceModels;
|
|
if (SourceModels.Num() == 0)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Error, TEXT("Mesh contains zero source models."));
|
|
return false;
|
|
}
|
|
|
|
FMeshUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<FMeshUtilities>("MeshUtilities");
|
|
|
|
// 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];
|
|
FOverlappingCorners& InOverlappingCorners = LODOverlappingCorners[ReductionSettings.BaseLODModel];
|
|
FOverlappingCorners& 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;
|
|
}
|
|
OutWasReduced[LODIndex] = true;
|
|
|
|
// Recompute adjacency information.
|
|
float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[NumValidLODs]);
|
|
MeshUtilities.FindOverlappingCorners(DestOverlappingCorners, DestMesh, ComparisonThreshold);
|
|
|
|
//Make sure the static mesh SectionInfoMap is up to date with the new reduce LOD
|
|
//We have to remap the material index with the ReductionSettings.BaseLODModel sectionInfoMap
|
|
if (StaticMesh != nullptr)
|
|
{
|
|
if (DestMesh.IsValid())
|
|
{
|
|
//Set the new SectionInfoMap for this reduced LOD base on the ReductionSettings.BaseLODModel SectionInfoMap
|
|
const FMeshSectionInfoMap& BaseLODModelSectionInfoMap = StaticMesh->SectionInfoMap;
|
|
TArray<int32> UniqueMaterialIndex;
|
|
//Find all unique Material in used order
|
|
int32 NumFaces = DestMesh.FaceMaterialIndices.Num();
|
|
for (int32 FaceIndex = 0; FaceIndex < NumFaces; ++FaceIndex)
|
|
{
|
|
int32 MaterialIndex = DestMesh.FaceMaterialIndices[FaceIndex];
|
|
UniqueMaterialIndex.AddUnique(MaterialIndex);
|
|
}
|
|
//All used material represent a different section
|
|
for (int32 SectionIndex = 0; SectionIndex < UniqueMaterialIndex.Num(); ++SectionIndex)
|
|
{
|
|
//Section material index have to be remap with the ReductionSettings.BaseLODModel SectionInfoMap to create
|
|
//a valid new section info map for the reduced LOD.
|
|
if (BaseLODModelSectionInfoMap.IsValidSection(ReductionSettings.BaseLODModel, UniqueMaterialIndex[SectionIndex]))
|
|
{
|
|
FMeshSectionInfo SectionInfo = BaseLODModelSectionInfoMap.Get(ReductionSettings.BaseLODModel, UniqueMaterialIndex[SectionIndex]);
|
|
//Try to recuperate the valid data
|
|
if (BaseLODModelSectionInfoMap.IsValidSection(LODIndex, SectionIndex))
|
|
{
|
|
//If the old LOD section was using the same Material copy the data
|
|
FMeshSectionInfo OriginalLODSectionInfo = BaseLODModelSectionInfoMap.Get(LODIndex, SectionIndex);
|
|
if (OriginalLODSectionInfo.MaterialIndex == SectionInfo.MaterialIndex)
|
|
{
|
|
SectionInfo.bCastShadow = OriginalLODSectionInfo.bCastShadow;
|
|
SectionInfo.bEnableCollision = OriginalLODSectionInfo.bEnableCollision;
|
|
}
|
|
}
|
|
//Copy the BaseLODModel section info to the reduce LODIndex.
|
|
StaticMesh->SectionInfoMap.Set(LODIndex, SectionIndex, SectionInfo);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (LODMeshes[NumValidLODs].WedgeIndices.Num() > 0)
|
|
{
|
|
NumValidLODs++;
|
|
}
|
|
}
|
|
|
|
if (NumValidLODs < 1)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Error, TEXT("Mesh reduction produced zero LODs."));
|
|
return false;
|
|
}
|
|
Stage = EStage::Reduce;
|
|
return true;
|
|
}
|
|
|
|
bool GenerateRenderingMeshes(FMeshUtilities& MeshUtilities, FStaticMeshRenderData& OutRenderData)
|
|
{
|
|
check(Stage == EStage::Reduce);
|
|
check(StaticMesh != nullptr);
|
|
|
|
TArray<FStaticMeshSourceModel>& InOutModels = StaticMesh->SourceModels;
|
|
int32 ImportVersion = StaticMesh->ImportVersion;
|
|
|
|
// 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.VertexBuffers.StaticMeshVertexBuffer.SetUseHighPrecisionTangentBasis(LODBuildSettings[LODIndex].bUseHighPrecisionTangentBasis);
|
|
LODModel.VertexBuffers.StaticMeshVertexBuffer.SetUseFullPrecisionUVs(LODBuildSettings[LODIndex].bUseFullPrecisionUVs);
|
|
LODModel.VertexBuffers.StaticMeshVertexBuffer.Init(Vertices, NumTexCoords);
|
|
LODModel.VertexBuffers.PositionVertexBuffer.Init(Vertices);
|
|
LODModel.VertexBuffers.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<FMeshEdgeDef> Edges;
|
|
TArray<uint32> WireframeIndices;
|
|
|
|
FStaticMeshEdgeBuilder(CombinedIndices, Vertices, Edges).FindEdges();
|
|
WireframeIndices.Empty(2 * Edges.Num());
|
|
for (int32 EdgeIndex = 0; EdgeIndex < Edges.Num(); EdgeIndex++)
|
|
{
|
|
FMeshEdgeDef& 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;
|
|
|
|
BuildOptimizationThirdParty::NvTriStripHelper::BuildStaticAdjacencyIndexBuffer(
|
|
LODModel.VertexBuffers.PositionVertexBuffer,
|
|
LODModel.VertexBuffers.StaticMeshVertexBuffer,
|
|
CombinedIndices,
|
|
AdjacencyIndices
|
|
);
|
|
LODModel.AdjacencyIndexBuffer.SetIndices(AdjacencyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
|
|
}
|
|
}
|
|
|
|
// Copy the original material indices to fixup meshes before compacting of materials was done.
|
|
if (NumValidLODs > 0)
|
|
{
|
|
OutRenderData.MaterialIndexToImportIndex = LODMeshes[0].MaterialIndexToImportIndex;
|
|
}
|
|
|
|
// Calculate the bounding box.
|
|
FBox BoundingBox(ForceInit);
|
|
FPositionVertexBuffer& BasePositionVertexBuffer = OutRenderData.LODResources[0].VertexBuffers.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()
|
|
{
|
|
check(Stage == EStage::Reduce);
|
|
check(StaticMesh != nullptr);
|
|
|
|
TArray<FStaticMeshSourceModel>& SourceModels = StaticMesh->SourceModels;
|
|
|
|
check(HasRawMesh[0]);
|
|
check(SourceModels.Num() >= NumValidLODs);
|
|
bool bDirty = false;
|
|
for (int32 Index = 1; Index < NumValidLODs; ++Index)
|
|
{
|
|
if (!HasRawMesh[Index])
|
|
{
|
|
SourceModels[Index].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<FOverlappingCorners> LODOverlappingCorners;
|
|
float LODMaxDeviation[MAX_STATIC_MESH_LODS];
|
|
FMeshBuildSettings LODBuildSettings[MAX_STATIC_MESH_LODS];
|
|
bool HasRawMesh[MAX_STATIC_MESH_LODS];
|
|
UStaticMesh* StaticMesh;
|
|
};
|
|
|
|
bool FMeshUtilities::BuildStaticMesh(FStaticMeshRenderData& OutRenderData, UStaticMesh* StaticMesh, const FStaticMeshLODGroup& LODGroup)
|
|
{
|
|
TArray<FStaticMeshSourceModel>& SourceModels = StaticMesh->SourceModels;
|
|
int32 LightmapUVVersion = StaticMesh->LightmapUVVersion;
|
|
int32 ImportVersion = StaticMesh->ImportVersion;
|
|
|
|
IMeshReductionManagerModule& Module = FModuleManager::Get().LoadModuleChecked<IMeshReductionManagerModule>("MeshReductionInterface");
|
|
FStaticMeshUtilityBuilder Builder(StaticMesh);
|
|
if (!Builder.GatherSourceMeshesPerLOD(Module.GetStaticMeshReductionInterface()))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
TArray<bool> WasReduced;
|
|
WasReduced.AddZeroed(SourceModels.Num());
|
|
if (!Builder.ReduceLODs(LODGroup, Module.GetStaticMeshReductionInterface(), WasReduced))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return Builder.GenerateRenderingMeshes(*this, OutRenderData);
|
|
}
|
|
|
|
bool FMeshUtilities::GenerateStaticMeshLODs(UStaticMesh* StaticMesh, const FStaticMeshLODGroup& LODGroup)
|
|
{
|
|
TArray<FStaticMeshSourceModel>& Models = StaticMesh->SourceModels;
|
|
int32 LightmapUVVersion = StaticMesh->LightmapUVVersion;
|
|
|
|
FStaticMeshUtilityBuilder Builder(StaticMesh);
|
|
IMeshReductionManagerModule& Module = FModuleManager::Get().LoadModuleChecked<IMeshReductionManagerModule>("MeshReductionInterface");
|
|
if (!Builder.GatherSourceMeshesPerLOD(Module.GetStaticMeshReductionInterface()))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
TArray<bool> WasReduced;
|
|
WasReduced.AddZeroed(Models.Num());
|
|
if (!Builder.ReduceLODs(LODGroup, Module.GetStaticMeshReductionInterface(), WasReduced))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (WasReduced.Contains(true))
|
|
{
|
|
return Builder.ReplaceRawMeshModels();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
class IMeshBuildData
|
|
{
|
|
public:
|
|
virtual ~IMeshBuildData() { }
|
|
|
|
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 final : public IMeshBuildData
|
|
{
|
|
public:
|
|
SkeletalMeshBuildData(
|
|
FSkeletalMeshLODModel& 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;
|
|
|
|
//Fill the NTBs information
|
|
if (!InBuildOptions.bComputeNormals || !InBuildOptions.bComputeTangents)
|
|
{
|
|
if (!InBuildOptions.bComputeTangents)
|
|
{
|
|
TangentX.AddZeroed(Wedges.Num());
|
|
TangentY.AddZeroed(Wedges.Num());
|
|
}
|
|
|
|
if (!InBuildOptions.bComputeNormals)
|
|
{
|
|
TangentZ.AddZeroed(Wedges.Num());
|
|
}
|
|
|
|
for (const FMeshFace& MeshFace : Faces)
|
|
{
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; ++CornerIndex)
|
|
{
|
|
uint32 WedgeIndex = MeshFace.iWedge[CornerIndex];
|
|
if (!InBuildOptions.bComputeTangents)
|
|
{
|
|
TangentX[WedgeIndex] = MeshFace.TangentX[CornerIndex];
|
|
TangentY[WedgeIndex] = MeshFace.TangentY[CornerIndex];
|
|
}
|
|
if (!InBuildOptions.bComputeNormals)
|
|
{
|
|
TangentZ[WedgeIndex] = MeshFace.TangentZ[CornerIndex];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
FSkeletalMeshLODModel& 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(
|
|
FOverlappingCorners& 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());
|
|
|
|
OutOverlappingCorners.Init(NumWedges);
|
|
|
|
// 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.FinishAdding();
|
|
}
|
|
|
|
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,
|
|
const FOverlappingCorners& OverlappingCorners
|
|
)
|
|
{
|
|
bool bBlendOverlappingNormals = true;
|
|
bool bIgnoreDegenerateTriangles = BuildData->BuildOptions.bRemoveDegenerateTriangles;
|
|
|
|
// 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;
|
|
|
|
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], BuildData->BuildOptions.OverlappingThresholds)
|
|
|| PointsEqual(CornerPositions[0], CornerPositions[2], BuildData->BuildOptions.OverlappingThresholds)
|
|
|| PointsEqual(CornerPositions[1], CornerPositions[2], BuildData->BuildOptions.OverlappingThresholds))
|
|
{
|
|
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;
|
|
const TArray<int32>& DupVerts = OverlappingCorners.FindIfOverlapping(ThisCornerIndex);
|
|
if (DupVerts.Num() == 0)
|
|
{
|
|
AdjacentFaces.AddUnique(ThisCornerIndex / 3); // 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),
|
|
BuildData->BuildOptions.OverlappingThresholds
|
|
))
|
|
{
|
|
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)
|
|
//&& (BuildData->GetFaceSmoothingGroups(NextFace.FaceIndex) & BuildData->GetFaceSmoothingGroups(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),
|
|
BuildData->BuildOptions.OverlappingThresholds))
|
|
{
|
|
CommonVertices++;
|
|
|
|
|
|
if (UVsEqual(
|
|
BuildData->GetVertexUV(NextFace.FaceIndex, NextCornerIndex, 0),
|
|
BuildData->GetVertexUV(OtherFace.FaceIndex, OtherCornerIndex, 0),
|
|
BuildData->BuildOptions.OverlappingThresholds))
|
|
{
|
|
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,
|
|
const FOverlappingCorners& OverlappingCorners
|
|
)
|
|
{
|
|
bool bBlendOverlappingNormals = true;
|
|
bool bIgnoreDegenerateTriangles = BuildData->BuildOptions.bRemoveDegenerateTriangles;
|
|
|
|
// 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;
|
|
|
|
int32 NumFaces = BuildData->GetNumFaces();
|
|
int32 NumWedges = BuildData->GetNumWedges();
|
|
check(NumFaces * 3 == NumWedges);
|
|
|
|
bool bWedgeTSpace = false;
|
|
|
|
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)
|
|
{
|
|
// 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], BuildData->BuildOptions.OverlappingThresholds)
|
|
|| PointsEqual(CornerPositions[0], CornerPositions[2], BuildData->BuildOptions.OverlappingThresholds)
|
|
|| PointsEqual(CornerPositions[1], CornerPositions[2], BuildData->BuildOptions.OverlappingThresholds))
|
|
{
|
|
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;
|
|
const TArray<int32>& DupVerts = OverlappingCorners.FindIfOverlapping(ThisCornerIndex);
|
|
if (DupVerts.Num() == 0)
|
|
{
|
|
AdjacentFaces.AddUnique(ThisCornerIndex / 3); // 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),
|
|
BuildData->BuildOptions.OverlappingThresholds
|
|
))
|
|
{
|
|
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),
|
|
BuildData->BuildOptions.OverlappingThresholds))
|
|
{
|
|
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();
|
|
|
|
FOverlappingCorners& OverlappingCorners = *new(LODOverlappingCorners)FOverlappingCorners;
|
|
|
|
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.OverlappingThresholds, 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<FOverlappingCorners> LODOverlappingCorners;
|
|
EStage Stage;
|
|
};
|
|
|
|
bool FMeshUtilities::BuildSkeletalMesh(FSkeletalMeshLODModel& 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
|
|
|
|
auto UpdateOverlappingVertices = [](FSkeletalMeshLODModel& InLODModel)
|
|
{
|
|
// clear first
|
|
for (int32 SectionIdx = 0; SectionIdx < InLODModel.Sections.Num(); SectionIdx++)
|
|
{
|
|
FSkelMeshSection& CurSection = InLODModel.Sections[SectionIdx];
|
|
CurSection.OverlappingVertices.Reset();
|
|
}
|
|
|
|
for (int32 SectionIdx = 0; SectionIdx < InLODModel.Sections.Num(); SectionIdx++)
|
|
{
|
|
FSkelMeshSection& CurSection = InLODModel.Sections[SectionIdx];
|
|
const int32 NumSoftVertices = CurSection.SoftVertices.Num();
|
|
|
|
// Create a list of vertex Z/index pairs
|
|
TArray<FIndexAndZ> VertIndexAndZ;
|
|
VertIndexAndZ.Reserve(NumSoftVertices);
|
|
for (int32 VertIndex = 0; VertIndex < NumSoftVertices; ++VertIndex)
|
|
{
|
|
FSoftSkinVertex& SrcVert = CurSection.SoftVertices[VertIndex];
|
|
new(VertIndexAndZ)FIndexAndZ(VertIndex, SrcVert.Position);
|
|
}
|
|
VertIndexAndZ.Sort(FCompareIndexAndZ());
|
|
|
|
// Search for duplicates, quickly!
|
|
for (int32 i = 0; i < VertIndexAndZ.Num(); ++i)
|
|
{
|
|
const uint32 SrcVertIndex = VertIndexAndZ[i].Index;
|
|
const float Z = VertIndexAndZ[i].Z;
|
|
FSoftSkinVertex& SrcVert = CurSection.SoftVertices[SrcVertIndex];
|
|
|
|
// 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 - Z) > THRESH_POINTS_ARE_SAME)
|
|
break; // can't be any more dups
|
|
|
|
const uint32 IterVertIndex = VertIndexAndZ[j].Index;
|
|
FSoftSkinVertex& IterVert = CurSection.SoftVertices[IterVertIndex];
|
|
if (PointsEqual(SrcVert.Position, IterVert.Position))
|
|
{
|
|
// if so, we add to overlapping vert
|
|
TArray<int32>& SrcValueArray = CurSection.OverlappingVertices.FindOrAdd(SrcVertIndex);
|
|
SrcValueArray.Add(IterVertIndex);
|
|
|
|
TArray<int32>& IterValueArray = CurSection.OverlappingVertices.FindOrAdd(IterVertIndex);
|
|
IterValueArray.Add(SrcVertIndex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
// Temporarily supporting both import paths
|
|
if (!BuildOptions.bUseMikkTSpace)
|
|
{
|
|
bool bBuildSuccess = BuildSkeletalMesh_Legacy(LODModel, RefSkeleton, Influences, Wedges, Faces, Points, PointToOriginalMap, BuildOptions.OverlappingThresholds, BuildOptions.bComputeNormals, BuildOptions.bComputeTangents, OutWarningMessages, OutWarningNames);
|
|
if (bBuildSuccess)
|
|
{
|
|
UpdateOverlappingVertices(LODModel);
|
|
}
|
|
|
|
return bBuildSuccess;
|
|
}
|
|
|
|
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);
|
|
UpdateOverlappingVertices(BuildData.LODModel);
|
|
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(FSkeletalMeshLODModel& 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 FOverlappingThresholds& OverlappingThresholds
|
|
, 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) > OverlappingThresholds.ThresholdPosition)
|
|
{
|
|
// 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], OverlappingThresholds))
|
|
{
|
|
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());
|
|
|
|
int32 NTBErrorCount = 0;
|
|
// 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],
|
|
OverlappingThresholds
|
|
))
|
|
{
|
|
if (Determinant * OtherFaceDeterminant > 0.0f && SkeletalMeshTools::SkeletalMesh_UVsEqual(Wedges[OtherFace.iWedge[OtherVertexIndex]], Wedges[Face.iWedge[VertexIndex]], OverlappingThresholds))
|
|
{
|
|
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();
|
|
}
|
|
|
|
if (TangentX.IsNearlyZero() || TangentX.ContainsNaN())
|
|
{
|
|
NTBErrorCount++;
|
|
}
|
|
if (TangentY.IsNearlyZero() || TangentY.ContainsNaN())
|
|
{
|
|
NTBErrorCount++;
|
|
}
|
|
if (TangentZ.IsNearlyZero() || TangentZ.ContainsNaN())
|
|
{
|
|
NTBErrorCount++;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
if (NTBErrorCount > 0 && OutWarningMessages)
|
|
{
|
|
OutWarningMessages->Add(FText::FromString(TEXT("SkeletalMesh compute tangents [built in]: Build result data contain 0 or NAN tangent value. Bad tangent value will impact shading.")));
|
|
if (OutWarningNames)
|
|
{
|
|
OutWarningNames->Add(FFbxErrors::Generic_Mesh_TangentsComputeError);
|
|
}
|
|
}
|
|
|
|
// Generate chunks and their vertices and indices
|
|
SkeletalMeshTools::BuildSkeletalMeshChunks(Faces, RawVertices, VertIndexAndZ, OverlappingThresholds, 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;
|
|
}
|
|
|
|
void FMeshUtilities::RecomputeTangentsAndNormalsForRawMesh(bool bRecomputeTangents, bool bRecomputeNormals, const FMeshBuildSettings& InBuildSettings, FRawMesh &OutRawMesh) const
|
|
{
|
|
// Compute any missing tangents.
|
|
if (bRecomputeNormals || bRecomputeTangents)
|
|
{
|
|
float ComparisonThreshold = InBuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f;
|
|
FOverlappingCorners OverlappingCorners;
|
|
FindOverlappingCorners(OverlappingCorners, OutRawMesh, ComparisonThreshold);
|
|
|
|
RecomputeTangentsAndNormalsForRawMesh( bRecomputeTangents, bRecomputeNormals, InBuildSettings, OverlappingCorners, OutRawMesh );
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::RecomputeTangentsAndNormalsForRawMesh(bool bRecomputeTangents, bool bRecomputeNormals, const FMeshBuildSettings& InBuildSettings, const FOverlappingCorners& InOverlappingCorners, FRawMesh &OutRawMesh) const
|
|
{
|
|
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)
|
|
{
|
|
// 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, InOverlappingCorners, TangentOptions);
|
|
}
|
|
else
|
|
{
|
|
ComputeTangents(OutRawMesh, InOverlappingCorners, 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);
|
|
}
|
|
|
|
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.
|
|
FOverlappingCorners 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
|
|
------------------------------------------------------------------------------*/
|
|
|
|
void FMeshUtilities::CalculateTextureCoordinateBoundsForSkeletalMesh(const FSkeletalMeshLODModel& LODModel, TArray<FBox2D>& OutBounds) const
|
|
{
|
|
TArray<FSoftSkinVertex> Vertices;
|
|
LODModel.GetVertices(Vertices);
|
|
|
|
const uint32 SectionCount = (uint32)LODModel.NumNonClothingSections();
|
|
|
|
check(OutBounds.Num() != 0);
|
|
|
|
for (uint32 SectionIndex = 0; SectionIndex < SectionCount; ++SectionIndex)
|
|
{
|
|
const FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
const uint32 FirstIndex = Section.BaseIndex;
|
|
const uint32 LastIndex = FirstIndex + Section.NumTriangles * 3;
|
|
const int32 MaterialIndex = Section.MaterialIndex;
|
|
|
|
if (OutBounds.Num() <= MaterialIndex)
|
|
{
|
|
OutBounds.SetNumZeroed(MaterialIndex + 1);
|
|
}
|
|
|
|
for (uint32 Index = FirstIndex; Index < LastIndex; ++Index)
|
|
{
|
|
uint32 VertexIndex = LODModel.IndexBuffer[Index];
|
|
FSoftSkinVertex& Vertex = Vertices[VertexIndex];
|
|
|
|
FVector2D TexCoord = Vertex.UVs[0];
|
|
OutBounds[MaterialIndex] += TexCoord;
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
|
|
if(ModuleNames.Num() > 0)
|
|
{
|
|
for(FName ModuleName : ModuleNames)
|
|
{
|
|
IMeshReductionModule& Module = FModuleManager::LoadModuleChecked<IMeshReductionModule>(ModuleName);
|
|
|
|
IMeshReduction* StaticMeshReductionInterface = Module.GetStaticMeshReductionInterface();
|
|
// Only include options that support static mesh reduction.
|
|
if (StaticMeshReductionInterface)
|
|
{
|
|
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;
|
|
};
|
|
|
|
|
|
|
|
class FProxyLODMeshSimplifcationSettingsCustomization : public IDetailCustomization
|
|
{
|
|
public:
|
|
static TSharedRef<IDetailCustomization> MakeInstance()
|
|
{
|
|
return MakeShareable(new FProxyLODMeshSimplifcationSettingsCustomization);
|
|
}
|
|
|
|
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override
|
|
{
|
|
ProxyLODMeshReductionModuleProperty = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UProxyLODMeshSimplificationSettings, ProxyLODMeshReductionModuleName));
|
|
|
|
IDetailCategoryBuilder& Category = DetailBuilder.EditCategory(TEXT("General"));
|
|
|
|
IDetailPropertyRow& PropertyRow = Category.AddProperty(ProxyLODMeshReductionModuleProperty);
|
|
|
|
FDetailWidgetRow& WidgetRow = PropertyRow.CustomWidget();
|
|
WidgetRow.NameContent()
|
|
[
|
|
ProxyLODMeshReductionModuleProperty->CreatePropertyNameWidget()
|
|
];
|
|
|
|
WidgetRow.ValueContent()
|
|
.MaxDesiredWidth(0)
|
|
[
|
|
SNew(SComboButton)
|
|
.OnGetMenuContent(this, &FProxyLODMeshSimplifcationSettingsCustomization::GenerateProxyLODMeshSimplifierMenu)
|
|
.ContentPadding(FMargin(2.0f, 2.0f))
|
|
.ButtonContent()
|
|
[
|
|
SNew(STextBlock)
|
|
.Font(IDetailLayoutBuilder::GetDetailFont())
|
|
.Text(this, &FProxyLODMeshSimplifcationSettingsCustomization::GetCurrentProxyLODMeshSimplifierName)
|
|
]
|
|
];
|
|
}
|
|
|
|
private:
|
|
FText GetCurrentProxyLODMeshSimplifierName() const
|
|
{
|
|
if (ProxyLODMeshReductionModuleProperty->IsValidHandle())
|
|
{
|
|
FText Name;
|
|
ProxyLODMeshReductionModuleProperty->GetValueAsDisplayText(Name);
|
|
|
|
return Name;
|
|
}
|
|
else
|
|
{
|
|
return LOCTEXT("AutomaticProxyLODMeshReductionPlugin", "Automatic");
|
|
}
|
|
}
|
|
|
|
TSharedRef<SWidget> GenerateProxyLODMeshSimplifierMenu() const
|
|
{
|
|
FMenuBuilder MenuBuilder(true, nullptr);
|
|
|
|
TArray<FName> ModuleNames;
|
|
FModuleManager::Get().FindModules(TEXT("*MeshReduction"), ModuleNames);
|
|
|
|
if (ModuleNames.Num() > 0)
|
|
{
|
|
for (FName ModuleName : ModuleNames)
|
|
{
|
|
IMeshReductionModule& Module = FModuleManager::LoadModuleChecked<IMeshReductionModule>(ModuleName);
|
|
|
|
IMeshMerging* MeshMergingInterface = Module.GetMeshMergingInterface();
|
|
// Only include options that support mesh mergine.
|
|
if (MeshMergingInterface)
|
|
{
|
|
FUIAction UIAction;
|
|
UIAction.ExecuteAction.BindSP(this, &FProxyLODMeshSimplifcationSettingsCustomization::OnProxyLODMeshSimplificationModuleChosen, ModuleName);
|
|
UIAction.GetActionCheckState.BindSP(this, &FProxyLODMeshSimplifcationSettingsCustomization::IsProxyLODMeshSimplificationModuleChosen, ModuleName);
|
|
|
|
MenuBuilder.AddMenuEntry(FText::FromName(ModuleName), FText::GetEmpty(), FSlateIcon(), UIAction, NAME_None, EUserInterfaceActionType::RadioButton);
|
|
}
|
|
}
|
|
|
|
MenuBuilder.AddMenuSeparator();
|
|
}
|
|
|
|
|
|
FUIAction OpenMarketplaceAction;
|
|
OpenMarketplaceAction.ExecuteAction.BindSP(this, &FProxyLODMeshSimplifcationSettingsCustomization::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 OnProxyLODMeshSimplificationModuleChosen(FName ModuleName)
|
|
{
|
|
if (ProxyLODMeshReductionModuleProperty->IsValidHandle())
|
|
{
|
|
ProxyLODMeshReductionModuleProperty->SetValue(ModuleName);
|
|
}
|
|
}
|
|
|
|
ECheckBoxState IsProxyLODMeshSimplificationModuleChosen(FName ModuleName)
|
|
{
|
|
if (ProxyLODMeshReductionModuleProperty->IsValidHandle())
|
|
{
|
|
FName CurrentModuleName;
|
|
ProxyLODMeshReductionModuleProperty->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> ProxyLODMeshReductionModuleProperty;
|
|
};
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Module initialization / teardown.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
void FMeshUtilities::StartupModule()
|
|
{
|
|
FModuleManager::Get().LoadModule("MaterialBaking");
|
|
FModuleManager::Get().LoadModule(TEXT("MeshMergeUtilities"));
|
|
|
|
FPropertyEditorModule& PropertyEditorModule = FModuleManager::Get().LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
|
|
|
|
PropertyEditorModule.RegisterCustomClassLayout("MeshSimplificationSettings", FOnGetDetailCustomizationInstance::CreateStatic(&FMeshSimplifcationSettingsCustomization::MakeInstance));
|
|
|
|
PropertyEditorModule.RegisterCustomClassLayout("ProxyLODMeshSimplificationSettings", FOnGetDetailCustomizationInstance::CreateStatic(&FProxyLODMeshSimplifcationSettingsCustomization::MakeInstance));
|
|
|
|
static const TConsoleVariableData<int32>* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.TriangleOrderOptimization"));
|
|
|
|
bDisableTriangleOrderOptimization = (CVar->GetValueOnGameThread() == 2);
|
|
|
|
bUsingNvTriStrip = !bDisableTriangleOrderOptimization && (CVar->GetValueOnGameThread() == 0);
|
|
|
|
IMeshReductionManagerModule& Module = FModuleManager::Get().LoadModuleChecked<IMeshReductionManagerModule>("MeshReductionInterface");
|
|
IMeshReduction* StaticMeshReduction = Module.GetStaticMeshReductionInterface();
|
|
|
|
|
|
// 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("")
|
|
);
|
|
|
|
// 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);
|
|
VersionString.Empty();
|
|
}
|
|
|
|
|
|
bool FMeshUtilities::GenerateUniqueUVsForSkeletalMesh(const FSkeletalMeshLODModel& LODModel, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const
|
|
{
|
|
// Get easy to use SkeletalMesh data
|
|
TArray<FSoftSkinVertex> Vertices;
|
|
LODModel.GetVertices(Vertices);
|
|
|
|
int32 NumCorners = LODModel.IndexBuffer.Num();
|
|
|
|
// Generate FRawMesh from FSkeletalMeshLODModel
|
|
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 = LODModel.IndexBuffer[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;
|
|
}
|
|
|
|
// Build overlapping corners map
|
|
FOverlappingCorners OverlappingCorners;
|
|
OverlappingCorners.Init(NumCorners);
|
|
for (int32 Index = 0; Index < NumCorners; Index++)
|
|
{
|
|
int VertexIndex = LODModel.IndexBuffer[Index];
|
|
for (int32 CornerIndex = LastWedgeCorner[VertexIndex]; CornerIndex >= 0; CornerIndex = PrevCorner[CornerIndex])
|
|
{
|
|
if (CornerIndex != Index)
|
|
{
|
|
OverlappingCorners.Add(Index, CornerIndex);
|
|
}
|
|
}
|
|
}
|
|
OverlappingCorners.FinishAdding();
|
|
|
|
// Generate new UVs
|
|
FLayoutUVRawMeshView TempMeshView(TempMesh, 0, 1);
|
|
FLayoutUV Packer(TempMeshView, 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;
|
|
|
|
FOverlappingCorners OverlappingCorners;
|
|
FindOverlappingCorners(OverlappingCorners, InVertices, InIndices, ComparisonThreshold);
|
|
|
|
if ( InTangentOptions & ETangentOptions::UseMikkTSpace )
|
|
{
|
|
ComputeTangents_MikkTSpace(InVertices, InIndices, InUVs, InSmoothingGroupIndices, OverlappingCorners, OutTangentX, OutTangentY, OutNormals, InTangentOptions);
|
|
}
|
|
else
|
|
{
|
|
ComputeTangents(InVertices, InIndices, InUVs, InSmoothingGroupIndices, OverlappingCorners, OutTangentX, OutTangentY, OutNormals, InTangentOptions);
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::CalculateNormals(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, const TArray<FVector2D>& InUVs, const TArray<uint32>& InSmoothingGroupIndices, const uint32 InTangentOptions, TArray<FVector>& OutNormals) const
|
|
{
|
|
const float ComparisonThreshold = (InTangentOptions & ETangentOptions::IgnoreDegenerateTriangles ) ? THRESH_POINTS_ARE_SAME : 0.0f;
|
|
|
|
FOverlappingCorners OverlappingCorners;
|
|
FindOverlappingCorners(OverlappingCorners, InVertices, InIndices, ComparisonThreshold);
|
|
|
|
ComputeNormals(InVertices, InIndices, InUVs, InSmoothingGroupIndices, OverlappingCorners, OutNormals, InTangentOptions);
|
|
}
|
|
|
|
void FMeshUtilities::CalculateOverlappingCorners(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, bool bIgnoreDegenerateTriangles, FOverlappingCorners& OutOverlappingCorners) const
|
|
{
|
|
const float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.f;
|
|
FindOverlappingCorners(OutOverlappingCorners, InVertices, InIndices, ComparisonThreshold);
|
|
}
|
|
|
|
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 = InAnimationBlueprintEditor->GetPersonaToolkit()->GetPreviewMeshComponent();
|
|
|
|
Extender->AddToolBarExtension(
|
|
"Asset",
|
|
EExtensionHook::After,
|
|
CommandList,
|
|
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddSkeletalMeshActionExtenderToToolbar, 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 = InAnimationEditor->GetPersonaToolkit()->GetPreviewMeshComponent();
|
|
|
|
Extender->AddToolBarExtension(
|
|
"Asset",
|
|
EExtensionHook::After,
|
|
CommandList,
|
|
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddSkeletalMeshActionExtenderToToolbar, 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 = InSkeletalMeshEditor->GetPersonaToolkit()->GetPreviewMeshComponent();
|
|
|
|
Extender->AddToolBarExtension(
|
|
"Asset",
|
|
EExtensionHook::After,
|
|
CommandList,
|
|
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddSkeletalMeshActionExtenderToToolbar, 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 = InSkeletonEditor->GetPersonaToolkit()->GetPreviewMeshComponent();
|
|
|
|
Extender->AddToolBarExtension(
|
|
"Asset",
|
|
EExtensionHook::After,
|
|
CommandList,
|
|
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddSkeletalMeshActionExtenderToToolbar, MeshComponent)
|
|
);
|
|
|
|
return Extender;
|
|
}
|
|
|
|
|
|
void FMeshUtilities::HandleAddSkeletalMeshActionExtenderToToolbar(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);
|
|
}
|
|
|
|
/************************************************************************/
|
|
/* DEPRECATED FUNCTIONALITY */
|
|
/************************************************************************/
|
|
IMeshReduction* FMeshUtilities::GetStaticMeshReductionInterface()
|
|
{
|
|
IMeshReductionManagerModule& Module = FModuleManager::Get().LoadModuleChecked<IMeshReductionManagerModule>("MeshReductionInterface");
|
|
return Module.GetStaticMeshReductionInterface();
|
|
}
|
|
|
|
IMeshReduction* FMeshUtilities::GetSkeletalMeshReductionInterface()
|
|
{
|
|
IMeshReductionManagerModule& Module = FModuleManager::Get().LoadModuleChecked<IMeshReductionManagerModule>("MeshReductionInterface");
|
|
return Module.GetSkeletalMeshReductionInterface();
|
|
}
|
|
|
|
IMeshMerging* FMeshUtilities::GetMeshMergingInterface()
|
|
{
|
|
IMeshReductionManagerModule& Module = FModuleManager::Get().LoadModuleChecked<IMeshReductionManagerModule>("MeshReductionInterface");
|
|
return Module.GetMeshMergingInterface();
|
|
}
|
|
|
|
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"));
|
|
|
|
// Collect all primitive components
|
|
TInlineComponentArray<UPrimitiveComponent*> PrimComps;
|
|
for (AActor* Actor : SourceActors)
|
|
{
|
|
Actor->GetComponents<UPrimitiveComponent>(PrimComps);
|
|
}
|
|
|
|
// Filter only components we want (static mesh and shape)
|
|
TArray<UPrimitiveComponent*> ComponentsToMerge;
|
|
for (UPrimitiveComponent* PrimComponent : PrimComps)
|
|
{
|
|
UStaticMeshComponent* MeshComponent = Cast<UStaticMeshComponent>(PrimComponent);
|
|
if (MeshComponent &&
|
|
MeshComponent->GetStaticMesh() != nullptr &&
|
|
MeshComponent->GetStaticMesh()->SourceModels.Num() > 0)
|
|
{
|
|
ComponentsToMerge.Add(MeshComponent);
|
|
}
|
|
|
|
UShapeComponent* ShapeComponent = Cast<UShapeComponent>(PrimComponent);
|
|
if (ShapeComponent)
|
|
{
|
|
ComponentsToMerge.Add(ShapeComponent);
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
const IMeshMergeUtilities& Module = FModuleManager::Get().LoadModuleChecked<IMeshMergeModule>("MeshMergeUtilities").GetUtilities();
|
|
Module.MergeComponentsToStaticMesh(ComponentsToMerge, World, InSettings, nullptr, 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
|
|
{
|
|
const IMeshMergeUtilities& Module = FModuleManager::Get().LoadModuleChecked<IMeshMergeModule>("MeshMergeUtilities").GetUtilities();
|
|
|
|
// Convert array of StaticMeshComponents to PrimitiveComponents
|
|
TArray<UPrimitiveComponent*> PrimCompsToMerge;
|
|
Algo::Transform(ComponentsToMerge, PrimCompsToMerge, [](UStaticMeshComponent* StaticMeshComp) { return StaticMeshComp; });
|
|
|
|
Module.MergeComponentsToStaticMesh(PrimCompsToMerge, World, InSettings, nullptr, InOuter, InBasePackageName, OutAssetsToSync, OutMergedActorLocation, ScreenSize, bSilent);
|
|
}
|
|
|
|
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 ScreenAreaSize /*= 1.0f*/)
|
|
{
|
|
const IMeshMergeUtilities& Module = FModuleManager::Get().LoadModuleChecked<IMeshMergeModule>("MeshMergeUtilities").GetUtilities();
|
|
Module.CreateProxyMesh(InActors, InMeshProxySettings, InOuter, InProxyBasePackageName, InGuid, InProxyCreatedDelegate, bAllowAsync, ScreenAreaSize);
|
|
}
|
|
|
|
bool FMeshUtilities::GenerateUniqueUVsForStaticMesh(const FRawMesh& RawMesh, int32 TextureResolution, bool bMergeIdenticalMaterials, TArray<FVector2D>& OutTexCoords) const
|
|
{
|
|
// Create a copy of original mesh (only copy necessary data)
|
|
FRawMesh TempMesh;
|
|
TempMesh.VertexPositions = RawMesh.VertexPositions;
|
|
|
|
// Remove all duplicate faces if we are merging identical materials
|
|
const int32 NumFaces = RawMesh.FaceMaterialIndices.Num();
|
|
TArray<int32> DuplicateFaceRecords;
|
|
|
|
if(bMergeIdenticalMaterials)
|
|
{
|
|
TArray<int32> UniqueFaceIndices;
|
|
UniqueFaceIndices.Reserve(NumFaces);
|
|
DuplicateFaceRecords.SetNum(NumFaces);
|
|
|
|
TempMesh.WedgeTexCoords[0].Reserve(RawMesh.WedgeTexCoords[0].Num());
|
|
TempMesh.WedgeIndices.Reserve(RawMesh.WedgeIndices.Num());
|
|
|
|
// insert only non-duplicate faces
|
|
for(int32 FaceIndex = 0; FaceIndex < NumFaces; ++FaceIndex)
|
|
{
|
|
bool bFound = false;
|
|
int32 UniqueFaceIndex = 0;
|
|
for( ; UniqueFaceIndex < UniqueFaceIndices.Num(); ++UniqueFaceIndex)
|
|
{
|
|
int32 TestIndex = UniqueFaceIndices[UniqueFaceIndex];
|
|
|
|
if (TestIndex != FaceIndex &&
|
|
RawMesh.FaceMaterialIndices[FaceIndex] == RawMesh.FaceMaterialIndices[TestIndex] &&
|
|
RawMesh.WedgeTexCoords[0][(FaceIndex * 3) + 0] == RawMesh.WedgeTexCoords[0][(TestIndex * 3) + 0] &&
|
|
RawMesh.WedgeTexCoords[0][(FaceIndex * 3) + 1] == RawMesh.WedgeTexCoords[0][(TestIndex * 3) + 1] &&
|
|
RawMesh.WedgeTexCoords[0][(FaceIndex * 3) + 2] == RawMesh.WedgeTexCoords[0][(TestIndex * 3) + 2])
|
|
{
|
|
bFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!bFound)
|
|
{
|
|
UniqueFaceIndices.Add(FaceIndex);
|
|
TempMesh.WedgeTexCoords[0].Add(RawMesh.WedgeTexCoords[0][(FaceIndex * 3) + 0]);
|
|
TempMesh.WedgeTexCoords[0].Add(RawMesh.WedgeTexCoords[0][(FaceIndex * 3) + 1]);
|
|
TempMesh.WedgeTexCoords[0].Add(RawMesh.WedgeTexCoords[0][(FaceIndex * 3) + 2]);
|
|
TempMesh.WedgeIndices.Add(RawMesh.WedgeIndices[(FaceIndex * 3) + 0]);
|
|
TempMesh.WedgeIndices.Add(RawMesh.WedgeIndices[(FaceIndex * 3) + 1]);
|
|
TempMesh.WedgeIndices.Add(RawMesh.WedgeIndices[(FaceIndex * 3) + 2]);
|
|
|
|
DuplicateFaceRecords[FaceIndex] = UniqueFaceIndices.Num() - 1;
|
|
}
|
|
else
|
|
{
|
|
DuplicateFaceRecords[FaceIndex] = UniqueFaceIndex;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TempMesh.WedgeTexCoords[0] = RawMesh.WedgeTexCoords[0];
|
|
TempMesh.WedgeIndices = RawMesh.WedgeIndices;
|
|
}
|
|
|
|
// 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.
|
|
FOverlappingCorners OverlappingCorners;
|
|
FModuleManager::Get().LoadModuleChecked<IMeshUtilities>("MeshUtilities").FindOverlappingCorners(OverlappingCorners, TempMesh.VertexPositions, TempMesh.WedgeIndices, THRESH_POINTS_ARE_SAME);
|
|
|
|
// Generate new UVs
|
|
FLayoutUVRawMeshView TempMeshView(TempMesh, 0, 1);
|
|
FLayoutUV Packer(TempMeshView, FMath::Clamp(TextureResolution / 4, 32, 512));
|
|
Packer.FindCharts(OverlappingCorners);
|
|
|
|
bool bPackSuccess = Packer.FindBestPacking();
|
|
if (bPackSuccess)
|
|
{
|
|
Packer.CommitPackedUVs();
|
|
|
|
if(bMergeIdenticalMaterials)
|
|
{
|
|
// re-duplicate faces
|
|
OutTexCoords.SetNum(RawMesh.WedgeTexCoords[0].Num());
|
|
|
|
for(int32 FaceIndex = 0; FaceIndex < DuplicateFaceRecords.Num(); ++FaceIndex)
|
|
{
|
|
int32 SourceFaceIndex = DuplicateFaceRecords[FaceIndex];
|
|
|
|
OutTexCoords[(FaceIndex * 3) + 0] = TempMesh.WedgeTexCoords[1][(SourceFaceIndex * 3) + 0];
|
|
OutTexCoords[(FaceIndex * 3) + 1] = TempMesh.WedgeTexCoords[1][(SourceFaceIndex * 3) + 1];
|
|
OutTexCoords[(FaceIndex * 3) + 2] = TempMesh.WedgeTexCoords[1][(SourceFaceIndex * 3) + 2];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Save generated UVs
|
|
OutTexCoords = TempMesh.WedgeTexCoords[1];
|
|
}
|
|
}
|
|
|
|
return bPackSuccess;
|
|
}
|
|
|
|
bool FMeshUtilities::GenerateUniqueUVsForStaticMesh(const FRawMesh& RawMesh, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const
|
|
{
|
|
return GenerateUniqueUVsForStaticMesh(RawMesh, TextureResolution, false, OutTexCoords);
|
|
}
|
|
|
|
void FMeshUtilities::FlattenMaterialsWithMeshData(TArray<UMaterialInterface*>& InMaterials, TArray<FRawMeshExt>& InSourceMeshes, TMap<FMeshIdAndLOD, TArray<int32>>& InMaterialIndexMap, TArray<bool>& InMeshShouldBakeVertexData, const FMaterialProxySettings &InMaterialProxySettings, TArray<FFlattenMaterial> &OutFlattenedMaterials) const
|
|
{
|
|
checkf(false, TEXT("Function is removed, use functionality in new MeshMergeUtilities Module"));
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|