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#rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change3155268on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change3161143on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change3176441on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL3182044by Marc Audy in Main branch]
8673 lines
296 KiB
C++
8673 lines
296 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "MeshUtilitiesPrivate.h"
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#include "StaticMeshResources.h"
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#include "SkeletalMeshTypes.h"
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#include "MeshBuild.h"
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#include "TessellationRendering.h"
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#include "NvTriStrip.h"
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#include "forsythtriangleorderoptimizer.h"
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#include "nvtess.h"
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#include "SkeletalMeshTools.h"
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#include "ImageUtils.h"
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#include "Textures/TextureAtlas.h"
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#include "LayoutUV.h"
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#include "mikktspace.h"
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#include "DistanceFieldAtlas.h"
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#include "FbxErrors.h"
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#include "Components/SplineMeshComponent.h"
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#include "PhysicsEngine/BodySetup.h"
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#include "MaterialUtilities.h"
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#include "HierarchicalLODUtilities.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 "Landscape.h"
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#include "LandscapeProxy.h"
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#include "LandscapeHeightfieldCollisionComponent.h"
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#include "Engine/MeshMergeCullingVolume.h"
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#include "ProxyMaterialUtilities.h"
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#include "LevelEditor.h"
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#include "IAnimationBlueprintEditorModule.h"
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#include "IAnimationEditorModule.h"
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#include "ISkeletalMeshEditorModule.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 "SNotificationList.h"
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#include "NotificationManager.h"
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#include "Toolkits/AssetEditorManager.h"
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#include "StaticMeshResources.h"
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//@todo - implement required vector intrinsics for other implementations
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#if PLATFORM_ENABLE_VECTORINTRINSICS
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#include "kDOP.h"
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#endif
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#if WITH_EDITOR
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#include "Editor.h"
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#endif
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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_LOG_CATEGORY_STATIC(LogMeshUtilities, Verbose, All);
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#define LOCTEXT_NAMESPACE "MeshUtils"
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// CVars
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static TAutoConsoleVariable<int32> CVarTriangleOrderOptimization(
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TEXT("r.TriangleOrderOptimization"),
|
|
1,
|
|
TEXT("Controls the algorithm to use when optimizing the triangle order for the post-transform cache.\n")
|
|
TEXT("0: Use NVTriStrip (slower)\n")
|
|
TEXT("1: Use Forsyth algorithm (fastest)(default)")
|
|
TEXT("2: No triangle order optimization. (least efficient, debugging purposes only)"),
|
|
ECVF_Default);
|
|
|
|
static FAutoConsoleVariable CVarMeshReductionModule(
|
|
TEXT("r.MeshReductionModule"),
|
|
TEXT("QuadricMeshReduction"),
|
|
TEXT("Name of what mesh reduction module to choose. If blank it chooses any that exist.\n")
|
|
);
|
|
|
|
class FMeshUtilities : public IMeshUtilities
|
|
{
|
|
public:
|
|
/** Default constructor. */
|
|
FMeshUtilities()
|
|
: StaticMeshReduction(NULL)
|
|
, SkeletalMeshReduction(NULL)
|
|
, MeshMerging(NULL)
|
|
, DistributedMeshMerging(NULL)
|
|
, Processor(NULL)
|
|
{
|
|
}
|
|
|
|
private:
|
|
/** Cached pointer to the mesh reduction interface. */
|
|
IMeshReduction* StaticMeshReduction;
|
|
/** Cached pointer to the mesh reduction interface. */
|
|
IMeshReduction* SkeletalMeshReduction;
|
|
/** Cached pointer to the mesh merging interface. */
|
|
IMeshMerging* MeshMerging;
|
|
/** Cached pointer to the distributed mesh merging interface. */
|
|
IMeshMerging* DistributedMeshMerging;
|
|
/** Cached version string. */
|
|
FString VersionString;
|
|
/** True if Simplygon is being used for mesh reduction. */
|
|
bool bUsingSimplygon;
|
|
/** True if NvTriStrip is being used for tri order optimization. */
|
|
bool bUsingNvTriStrip;
|
|
/** True if we disable triangle order optimization. For debugging purposes only */
|
|
bool bDisableTriangleOrderOptimization;
|
|
|
|
class FProxyGenerationProcessor* Processor;
|
|
|
|
// IMeshUtilities interface.
|
|
virtual const FString& GetVersionString() const override
|
|
{
|
|
return VersionString;
|
|
}
|
|
|
|
virtual bool BuildStaticMesh(
|
|
FStaticMeshRenderData& OutRenderData,
|
|
TArray<FStaticMeshSourceModel>& SourceModels,
|
|
const FStaticMeshLODGroup& LODGroup,
|
|
int32 ImportVersion = EImportStaticMeshVersion::LastVersion
|
|
) override;
|
|
|
|
virtual void BuildStaticMeshVertexAndIndexBuffers(
|
|
TArray<FStaticMeshBuildVertex>& OutVertices,
|
|
TArray<TArray<uint32> >& OutPerSectionIndices,
|
|
TArray<int32>& OutWedgeMap,
|
|
const FRawMesh& RawMesh,
|
|
const TMultiMap<int32, int32>& OverlappingCorners,
|
|
const TMap<uint32, uint32>& MaterialToSectionMapping,
|
|
float ComparisonThreshold,
|
|
FVector BuildScale,
|
|
int32 ImportVersion
|
|
) override;
|
|
|
|
virtual bool GenerateStaticMeshLODs(TArray<FStaticMeshSourceModel>& Models, const FStaticMeshLODGroup& LODGroup) override;
|
|
|
|
virtual void GenerateSignedDistanceFieldVolumeData(
|
|
const FStaticMeshLODResources& LODModel,
|
|
class FQueuedThreadPool& ThreadPool,
|
|
const TArray<EBlendMode>& MaterialBlendModes,
|
|
const FBoxSphereBounds& Bounds,
|
|
float DistanceFieldResolutionScale,
|
|
float DistanceFieldBias,
|
|
bool bGenerateAsIfTwoSided,
|
|
FDistanceFieldVolumeData& OutData) override;
|
|
|
|
virtual bool BuildSkeletalMesh(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray<FVertInfluence>& Influences, const TArray<FMeshWedge>& Wedges, const TArray<FMeshFace>& Faces, const TArray<FVector>& Points, const TArray<int32>& PointToOriginalMap, const MeshBuildOptions& BuildOptions = MeshBuildOptions(), TArray<FText> * OutWarningMessages = NULL, TArray<FName> * OutWarningNames = NULL) override;
|
|
bool BuildSkeletalMesh_Legacy(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray<FVertInfluence>& Influences, const TArray<FMeshWedge>& Wedges, const TArray<FMeshFace>& Faces, const TArray<FVector>& Points, const TArray<int32>& PointToOriginalMap, bool bKeepOverlappingVertices = false, bool bComputeNormals = true, bool bComputeTangents = true, TArray<FText> * OutWarningMessages = NULL, TArray<FName> * OutWarningNames = NULL);
|
|
|
|
virtual IMeshReduction* GetStaticMeshReductionInterface() override;
|
|
virtual IMeshReduction* GetSkeletalMeshReductionInterface() override;
|
|
virtual IMeshMerging* GetMeshMergingInterface() override;
|
|
virtual void CacheOptimizeIndexBuffer(TArray<uint16>& Indices) override;
|
|
virtual void CacheOptimizeIndexBuffer(TArray<uint32>& Indices) override;
|
|
void CacheOptimizeVertexAndIndexBuffer(TArray<FStaticMeshBuildVertex>& Vertices, TArray<TArray<uint32> >& PerSectionIndices, TArray<int32>& WedgeMap);
|
|
|
|
virtual void BuildSkeletalAdjacencyIndexBuffer(
|
|
const TArray<FSoftSkinVertex>& VertexBuffer,
|
|
const uint32 TexCoordCount,
|
|
const TArray<uint32>& Indices,
|
|
TArray<uint32>& OutPnAenIndices
|
|
) override;
|
|
|
|
virtual void RechunkSkeletalMeshModels(USkeletalMesh* SrcMesh, int32 MaxBonesPerChunk) override;
|
|
|
|
virtual void CalcBoneVertInfos(USkeletalMesh* SkeletalMesh, TArray<FBoneVertInfo>& Infos, bool bOnlyDominant) override;
|
|
|
|
/**
|
|
* Convert a set of mesh components in their current pose to a static mesh.
|
|
* @param InMeshComponents The mesh components we want to convert
|
|
* @param InRootTransform The transform of the root of the mesh we want to output
|
|
* @param InPackageName The package name to create the static mesh in. If this is empty then a dialog will be displayed to pick the mesh.
|
|
* @return a new static mesh (specified by the user)
|
|
*/
|
|
virtual UStaticMesh* ConvertMeshesToStaticMesh(const TArray<UMeshComponent*>& InMeshComponents, const FTransform& InRootTransform = FTransform::Identity, const FString& InPackageName = FString()) override;
|
|
|
|
/**
|
|
* Builds a renderable skeletal mesh LOD model. Note that the array of chunks
|
|
* will be destroyed during this process!
|
|
* @param LODModel Upon return contains a renderable skeletal mesh LOD model.
|
|
* @param RefSkeleton The reference skeleton associated with the model.
|
|
* @param Chunks Skinned mesh chunks from which to build the renderable model.
|
|
* @param PointToOriginalMap Maps a vertex's RawPointIdx to its index at import time.
|
|
*/
|
|
void BuildSkeletalModelFromChunks(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, TArray<FSkinnedMeshChunk*>& Chunks, const TArray<int32>& PointToOriginalMap);
|
|
|
|
// IModuleInterface interface.
|
|
virtual void StartupModule() override;
|
|
virtual void ShutdownModule() override;
|
|
|
|
DEPRECATED(4.12, "Please use MergeActor with new signature instead")
|
|
virtual void MergeActors(
|
|
const TArray<AActor*>& SourceActors,
|
|
const FMeshMergingSettings& InSettings,
|
|
UPackage* InOuter,
|
|
const FString& InBasePackageName,
|
|
int32 UseLOD, // does not build all LODs but only use this LOD to create base mesh
|
|
TArray<UObject*>& OutAssetsToSync,
|
|
FVector& OutMergedActorLocation,
|
|
bool bSilent = false) const override;
|
|
|
|
virtual void MergeActors(
|
|
const TArray<AActor*>& SourceActors,
|
|
const FMeshMergingSettings& InSettings,
|
|
UPackage* InOuter,
|
|
const FString& InBasePackageName,
|
|
TArray<UObject*>& OutAssetsToSync,
|
|
FVector& OutMergedActorLocation,
|
|
bool bSilent = false) const override;
|
|
|
|
|
|
DEPRECATED(4.12, "Please use MergeStaticMeshComponents with new signature instead")
|
|
virtual void MergeStaticMeshComponents(
|
|
const TArray<UStaticMeshComponent*>& ComponentsToMerge,
|
|
UWorld* World,
|
|
const FMeshMergingSettings& InSettings,
|
|
UPackage* InOuter,
|
|
const FString& InBasePackageName,
|
|
int32 UseLOD, // does not build all LODs but only use this LOD to create base mesh
|
|
TArray<UObject*>& OutAssetsToSync,
|
|
FVector& OutMergedActorLocation,
|
|
const float ScreenSize,
|
|
bool bSilent = false) const override;
|
|
|
|
virtual void MergeStaticMeshComponents(
|
|
const TArray<UStaticMeshComponent*>& ComponentsToMerge,
|
|
UWorld* World,
|
|
const FMeshMergingSettings& InSettings,
|
|
UPackage* InOuter,
|
|
const FString& InBasePackageName,
|
|
TArray<UObject*>& OutAssetsToSync,
|
|
FVector& OutMergedActorLocation,
|
|
const float ScreenSize,
|
|
bool bSilent = false) const override;
|
|
|
|
virtual void CreateProxyMesh(const TArray<AActor*>& InActors, const struct FMeshProxySettings& InMeshProxySettings, UPackage* InOuter, const FString& InProxyBasePackageName, const FGuid InGuid, FCreateProxyDelegate InProxyCreatedDelegate, const bool bAllowAsync,
|
|
const float ScreenAreaSize = 1.0f) override;
|
|
|
|
DEPRECATED(4.11, "Please use CreateProxyMesh with new signature")
|
|
virtual void CreateProxyMesh(
|
|
const TArray<AActor*>& Actors,
|
|
const struct FMeshProxySettings& InProxySettings,
|
|
UPackage* InOuter,
|
|
const FString& ProxyBasePackageName,
|
|
TArray<UObject*>& OutAssetsToSync,
|
|
FVector& OutProxyLocation
|
|
) override;
|
|
|
|
virtual void CreateProxyMesh(
|
|
const TArray<AActor*>& Actors,
|
|
const struct FMeshProxySettings& InProxySettings,
|
|
UPackage* InOuter,
|
|
const FString& ProxyBasePackageName,
|
|
TArray<UObject*>& OutAssetsToSync,
|
|
const float ScreenAreaSize = 1.0f) override;
|
|
|
|
virtual void FlattenMaterialsWithMeshData(TArray<UMaterialInterface*>& InMaterials, TArray<FRawMeshExt>& InSourceMeshes, TMap<FMeshIdAndLOD, TArray<int32>>& InMaterialIndexMap, TArray<bool>& InMeshShouldBakeVertexData, const FMaterialProxySettings &InMaterialProxySettings, TArray<FFlattenMaterial> &OutFlattenedMaterials) const override;
|
|
|
|
bool ConstructRawMesh(
|
|
const UStaticMeshComponent* InMeshComponent,
|
|
int32 InLODIndex,
|
|
const bool bPropagateVertexColours,
|
|
FRawMesh& OutRawMesh,
|
|
TArray<FSectionInfo>& OutUniqueSections,
|
|
TArray<int32>& OutGlobalMaterialIndices
|
|
) const;
|
|
|
|
virtual void ExtractMeshDataForGeometryCache(FRawMesh& RawMesh, const FMeshBuildSettings& BuildSettings, TArray<FStaticMeshBuildVertex>& OutVertices, TArray<TArray<uint32> >& OutPerSectionIndices, int32 ImportVersion);
|
|
|
|
virtual bool PropagatePaintedColorsToRawMesh(const UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, FRawMesh& RawMesh) const override;
|
|
|
|
virtual void CalculateTextureCoordinateBoundsForRawMesh(const FRawMesh& InRawMesh, TArray<FBox2D>& OutBounds) const override;
|
|
|
|
virtual void CalculateTextureCoordinateBoundsForSkeletalMesh(const FStaticLODModel& LODModel, TArray<FBox2D>& OutBounds) const override;
|
|
|
|
virtual bool GenerateUniqueUVsForStaticMesh(const FRawMesh& RawMesh, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const override;
|
|
virtual bool GenerateUniqueUVsForSkeletalMesh(const FStaticLODModel& LODModel, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const override;
|
|
|
|
virtual bool RemoveBonesFromMesh(USkeletalMesh* SkeletalMesh, int32 LODIndex, const TArray<FName>* BoneNamesToRemove) const override;
|
|
|
|
virtual void CalculateTangents(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, const TArray<FVector2D>& InUVs, const TArray<uint32>& InSmoothingGroupIndices, const uint32 InTangentOptions, TArray<FVector>& OutTangentX, TArray<FVector>& OutTangentY, TArray<FVector>& OutNormals) const override;
|
|
|
|
// Need to call some members from this class, (which is internal to this module)
|
|
friend class FStaticMeshUtilityBuilder;
|
|
|
|
protected:
|
|
void AddAnimationBlueprintEditorToolbarExtender();
|
|
|
|
void RemoveAnimationBlueprintEditorToolbarExtender();
|
|
|
|
TSharedRef<FExtender> GetAnimationBlueprintEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationBlueprintEditor> InAnimationBlueprintEditor);
|
|
|
|
void AddAnimationEditorToolbarExtender();
|
|
|
|
void RemoveAnimationEditorToolbarExtender();
|
|
|
|
TSharedRef<FExtender> GetAnimationEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationEditor> InAnimationEditor);
|
|
|
|
void AddSkeletalMeshEditorToolbarExtender();
|
|
|
|
void RemoveSkeletalMeshEditorToolbarExtender();
|
|
|
|
TSharedRef<FExtender> GetSkeletalMeshEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletalMeshEditor> InSkeletalMeshEditor);
|
|
|
|
void AddSkeletonEditorToolbarExtender();
|
|
|
|
void RemoveSkeletonEditorToolbarExtender();
|
|
|
|
TSharedRef<FExtender> GetSkeletonEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletonEditor> InSkeletonEditor);
|
|
|
|
void HandleAddConvertComponentToStaticMeshToToolbar(FToolBarBuilder& ParentToolbarBuilder, UMeshComponent* MeshComponent);
|
|
|
|
void AddLevelViewportMenuExtender();
|
|
|
|
void RemoveLevelViewportMenuExtender();
|
|
|
|
TSharedRef<FExtender> GetLevelViewportContextMenuExtender(const TSharedRef<FUICommandList> CommandList, const TArray<AActor*> InActors);
|
|
|
|
void ConvertActorMeshesToStaticMesh(const TArray<AActor*> InActors);
|
|
|
|
FDelegateHandle ModuleLoadedDelegateHandle;
|
|
FDelegateHandle LevelViewportExtenderHandle;
|
|
FDelegateHandle AnimationBlueprintEditorExtenderHandle;
|
|
FDelegateHandle AnimationEditorExtenderHandle;
|
|
FDelegateHandle SkeletalMeshEditorExtenderHandle;
|
|
FDelegateHandle SkeletonEditorExtenderHandle;
|
|
};
|
|
|
|
IMPLEMENT_MODULE(FMeshUtilities, MeshUtilities);
|
|
|
|
class FProxyGenerationProcessor : FTickerObjectBase
|
|
{
|
|
public:
|
|
FProxyGenerationProcessor()
|
|
{
|
|
#if WITH_EDITOR
|
|
FEditorDelegates::MapChange.AddRaw(this, &FProxyGenerationProcessor::OnMapChange);
|
|
FEditorDelegates::NewCurrentLevel.AddRaw(this, &FProxyGenerationProcessor::OnNewCurrentLevel);
|
|
#endif // WITH_EDITOR
|
|
}
|
|
|
|
~FProxyGenerationProcessor()
|
|
{
|
|
#if WITH_EDITOR
|
|
FEditorDelegates::MapChange.RemoveAll(this);
|
|
FEditorDelegates::NewCurrentLevel.RemoveAll(this);
|
|
#endif // WITH_EDITOR
|
|
}
|
|
|
|
void AddProxyJob(FGuid InJobGuid, FMergeCompleteData* InCompleteData)
|
|
{
|
|
FScopeLock Lock(&StateLock);
|
|
ProxyMeshJobs.Add(InJobGuid, InCompleteData);
|
|
}
|
|
|
|
virtual bool Tick(float DeltaTime) override
|
|
{
|
|
FScopeLock Lock(&StateLock);
|
|
for (const auto& Entry : ToProcessJobDataMap)
|
|
{
|
|
FGuid JobGuid = Entry.Key;
|
|
FProxyGenerationData* Data = Entry.Value;
|
|
|
|
// Process the job
|
|
ProcessJob(JobGuid, Data);
|
|
|
|
// Data retrieved so can now remove the job from the map
|
|
ProxyMeshJobs.Remove(JobGuid);
|
|
delete Data->MergeData;
|
|
delete Data;
|
|
}
|
|
|
|
ToProcessJobDataMap.Reset();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ProxyGenerationComplete(FRawMesh& OutProxyMesh, struct FFlattenMaterial& OutMaterial, const FGuid OutJobGUID)
|
|
{
|
|
FScopeLock Lock(&StateLock);
|
|
FMergeCompleteData** FindData = ProxyMeshJobs.Find(OutJobGUID);
|
|
if (FindData && *FindData)
|
|
{
|
|
FMergeCompleteData* Data = *FindData;
|
|
|
|
FProxyGenerationData* GenerationData = new FProxyGenerationData();
|
|
GenerationData->Material = OutMaterial;
|
|
GenerationData->RawMesh = OutProxyMesh;
|
|
GenerationData->MergeData = Data;
|
|
|
|
ToProcessJobDataMap.Add(OutJobGUID, GenerationData);
|
|
}
|
|
}
|
|
|
|
//@third party BEGIN SIMPLYGON
|
|
void ProxyGenerationFailed(const FGuid OutJobGUID, const FString& ErrorMessage)
|
|
{
|
|
FScopeLock Lock(&StateLock);
|
|
FMergeCompleteData** FindData = ProxyMeshJobs.Find(OutJobGUID);
|
|
if (FindData && *FindData)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("Failed to generate proxy mesh for cluster %s, %s"), *(*FindData)->ProxyBasePackageName, *ErrorMessage);
|
|
ProxyMeshJobs.Remove(OutJobGUID);
|
|
}
|
|
}
|
|
//@third party END SIMPLYGON
|
|
|
|
|
|
protected:
|
|
/** Called when the map has changed*/
|
|
void OnMapChange(uint32 MapFlags)
|
|
{
|
|
ClearProcessingData();
|
|
}
|
|
|
|
/** Called when the current level has changed */
|
|
void OnNewCurrentLevel()
|
|
{
|
|
ClearProcessingData();
|
|
}
|
|
|
|
/** Clears the processing data array/map */
|
|
void ClearProcessingData()
|
|
{
|
|
FScopeLock Lock(&StateLock);
|
|
ProxyMeshJobs.Empty();
|
|
ToProcessJobDataMap.Empty();
|
|
}
|
|
|
|
protected:
|
|
/** Structure storing the data required during processing */
|
|
struct FProxyGenerationData
|
|
{
|
|
FRawMesh RawMesh;
|
|
FFlattenMaterial Material;
|
|
FMergeCompleteData* MergeData;
|
|
};
|
|
|
|
void ProcessJob(const FGuid& JobGuid, FProxyGenerationData* Data)
|
|
{
|
|
TArray<UObject*> OutAssetsToSync;
|
|
const FString AssetBaseName = FPackageName::GetShortName(Data->MergeData->ProxyBasePackageName);
|
|
const FString AssetBasePath = Data->MergeData->InOuter ? TEXT("") : FPackageName::GetLongPackagePath(Data->MergeData->ProxyBasePackageName) + TEXT("/");
|
|
|
|
// Retrieve flattened material data
|
|
FFlattenMaterial& FlattenMaterial = Data->Material;
|
|
|
|
// Resize flattened material
|
|
FMaterialUtilities::ResizeFlattenMaterial(FlattenMaterial, Data->MergeData->InProxySettings);
|
|
|
|
// Optimize flattened material
|
|
FMaterialUtilities::OptimizeFlattenMaterial(FlattenMaterial);
|
|
|
|
// Create a new proxy material instance
|
|
UMaterialInstanceConstant* ProxyMaterial = ProxyMaterialUtilities::CreateProxyMaterialInstance(Data->MergeData->InOuter, Data->MergeData->InProxySettings.MaterialSettings, FlattenMaterial, AssetBasePath, AssetBaseName);
|
|
|
|
// Set material static lighting usage flag if project has static lighting enabled
|
|
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
|
|
const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnGameThread() != 0);
|
|
if (bAllowStaticLighting)
|
|
{
|
|
ProxyMaterial->CheckMaterialUsage(MATUSAGE_StaticLighting);
|
|
}
|
|
|
|
// Construct proxy static mesh
|
|
UPackage* MeshPackage = Data->MergeData->InOuter;
|
|
FString MeshAssetName = TEXT("SM_") + AssetBaseName;
|
|
if (MeshPackage == nullptr)
|
|
{
|
|
MeshPackage = CreatePackage(NULL, *(AssetBasePath + MeshAssetName));
|
|
MeshPackage->FullyLoad();
|
|
MeshPackage->Modify();
|
|
}
|
|
|
|
UStaticMesh* StaticMesh = NewObject<UStaticMesh>(MeshPackage, FName(*MeshAssetName), RF_Public | RF_Standalone);
|
|
StaticMesh->InitResources();
|
|
|
|
FString OutputPath = StaticMesh->GetPathName();
|
|
|
|
// make sure it has a new lighting guid
|
|
StaticMesh->LightingGuid = FGuid::NewGuid();
|
|
|
|
// Set it to use textured lightmaps. Note that Build Lighting will do the error-checking (texcoordindex exists for all LODs, etc).
|
|
StaticMesh->LightMapResolution = Data->MergeData->InProxySettings.LightMapResolution;
|
|
StaticMesh->LightMapCoordinateIndex = 1;
|
|
|
|
FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel();
|
|
/*Don't allow the engine to recalculate normals*/
|
|
SrcModel->BuildSettings.bRecomputeNormals = false;
|
|
SrcModel->BuildSettings.bRecomputeTangents = false;
|
|
SrcModel->BuildSettings.bRemoveDegenerates = true;
|
|
SrcModel->BuildSettings.bUseHighPrecisionTangentBasis = false;
|
|
SrcModel->BuildSettings.bUseFullPrecisionUVs = false;
|
|
SrcModel->RawMeshBulkData->SaveRawMesh(Data->RawMesh);
|
|
|
|
//Assign the proxy material to the static mesh
|
|
StaticMesh->StaticMaterials.Add(FStaticMaterial(ProxyMaterial));
|
|
|
|
//Set the Imported version before calling the build
|
|
StaticMesh->ImportVersion = EImportStaticMeshVersion::LastVersion;
|
|
|
|
StaticMesh->Build();
|
|
StaticMesh->PostEditChange();
|
|
|
|
OutAssetsToSync.Add(StaticMesh);
|
|
|
|
// Execute the delegate received from the user
|
|
Data->MergeData->CallbackDelegate.ExecuteIfBound(JobGuid, OutAssetsToSync);
|
|
}
|
|
protected:
|
|
/** Holds Proxy mesh job data together with the job Guid */
|
|
TMap<FGuid, FMergeCompleteData*> ProxyMeshJobs;
|
|
/** Holds Proxy generation data together with the job Guid */
|
|
TMap<FGuid, FProxyGenerationData*> ToProcessJobDataMap;
|
|
/** Critical section to keep ProxyMeshJobs/ToProcessJobDataMap access thread-safe */
|
|
FCriticalSection StateLock;
|
|
};
|
|
|
|
//@todo - implement required vector intrinsics for other implementations
|
|
#if PLATFORM_ENABLE_VECTORINTRINSICS
|
|
|
|
class FMeshBuildDataProvider
|
|
{
|
|
public:
|
|
|
|
/** Initialization constructor. */
|
|
FMeshBuildDataProvider(
|
|
const TkDOPTree<const FMeshBuildDataProvider, uint32>& InkDopTree) :
|
|
kDopTree(InkDopTree)
|
|
{}
|
|
|
|
// kDOP data provider interface.
|
|
|
|
FORCEINLINE const TkDOPTree<const FMeshBuildDataProvider, uint32>& GetkDOPTree(void) const
|
|
{
|
|
return kDopTree;
|
|
}
|
|
|
|
FORCEINLINE const FMatrix& GetLocalToWorld(void) const
|
|
{
|
|
return FMatrix::Identity;
|
|
}
|
|
|
|
FORCEINLINE const FMatrix& GetWorldToLocal(void) const
|
|
{
|
|
return FMatrix::Identity;
|
|
}
|
|
|
|
FORCEINLINE FMatrix GetLocalToWorldTransposeAdjoint(void) const
|
|
{
|
|
return FMatrix::Identity;
|
|
}
|
|
|
|
FORCEINLINE float GetDeterminant(void) const
|
|
{
|
|
return 1.0f;
|
|
}
|
|
|
|
private:
|
|
|
|
const TkDOPTree<const FMeshBuildDataProvider, uint32>& kDopTree;
|
|
};
|
|
|
|
/** Generates unit length, stratified and uniformly distributed direction samples in a hemisphere. */
|
|
void GenerateStratifiedUniformHemisphereSamples(int32 NumThetaSteps, int32 NumPhiSteps, FRandomStream& RandomStream, TArray<FVector4>& Samples)
|
|
{
|
|
Samples.Empty(NumThetaSteps * NumPhiSteps);
|
|
for (int32 ThetaIndex = 0; ThetaIndex < NumThetaSteps; ThetaIndex++)
|
|
{
|
|
for (int32 PhiIndex = 0; PhiIndex < NumPhiSteps; PhiIndex++)
|
|
{
|
|
const float U1 = RandomStream.GetFraction();
|
|
const float U2 = RandomStream.GetFraction();
|
|
|
|
const float Fraction1 = (ThetaIndex + U1) / (float)NumThetaSteps;
|
|
const float Fraction2 = (PhiIndex + U2) / (float)NumPhiSteps;
|
|
|
|
const float R = FMath::Sqrt(1.0f - Fraction1 * Fraction1);
|
|
|
|
const float Phi = 2.0f * (float)PI * Fraction2;
|
|
// Convert to Cartesian
|
|
Samples.Add(FVector4(FMath::Cos(Phi) * R, FMath::Sin(Phi) * R, Fraction1));
|
|
}
|
|
}
|
|
}
|
|
|
|
class FMeshDistanceFieldAsyncTask : public FNonAbandonableTask
|
|
{
|
|
public:
|
|
FMeshDistanceFieldAsyncTask(TkDOPTree<const FMeshBuildDataProvider, uint32>* InkDopTree,
|
|
const TArray<FVector4>* InSampleDirections,
|
|
FBox InVolumeBounds,
|
|
FIntVector InVolumeDimensions,
|
|
float InVolumeMaxDistance,
|
|
float InDistanceFieldBias,
|
|
int32 InZIndex,
|
|
TArray<FFloat16>* DistanceFieldVolume)
|
|
:
|
|
kDopTree(InkDopTree),
|
|
SampleDirections(InSampleDirections),
|
|
VolumeBounds(InVolumeBounds),
|
|
VolumeDimensions(InVolumeDimensions),
|
|
VolumeMaxDistance(InVolumeMaxDistance),
|
|
DistanceFieldBias(InDistanceFieldBias),
|
|
ZIndex(InZIndex),
|
|
OutDistanceFieldVolume(DistanceFieldVolume),
|
|
bNegativeAtBorder(false)
|
|
{}
|
|
|
|
void DoWork();
|
|
|
|
FORCEINLINE TStatId GetStatId() const
|
|
{
|
|
RETURN_QUICK_DECLARE_CYCLE_STAT(FMeshDistanceFieldAsyncTask, STATGROUP_ThreadPoolAsyncTasks);
|
|
}
|
|
|
|
bool WasNegativeAtBorder() const
|
|
{
|
|
return bNegativeAtBorder;
|
|
}
|
|
|
|
private:
|
|
|
|
// Readonly inputs
|
|
TkDOPTree<const FMeshBuildDataProvider, uint32>* kDopTree;
|
|
const TArray<FVector4>* SampleDirections;
|
|
FBox VolumeBounds;
|
|
FIntVector VolumeDimensions;
|
|
float VolumeMaxDistance;
|
|
float DistanceFieldBias;
|
|
int32 ZIndex;
|
|
|
|
// Output
|
|
TArray<FFloat16>* OutDistanceFieldVolume;
|
|
bool bNegativeAtBorder;
|
|
};
|
|
|
|
void FMeshDistanceFieldAsyncTask::DoWork()
|
|
{
|
|
FMeshBuildDataProvider kDOPDataProvider(*kDopTree);
|
|
const FVector DistanceFieldVoxelSize(VolumeBounds.GetSize() / FVector(VolumeDimensions.X, VolumeDimensions.Y, VolumeDimensions.Z));
|
|
const float VoxelDiameterSqr = DistanceFieldVoxelSize.SizeSquared();
|
|
|
|
for (int32 YIndex = 0; YIndex < VolumeDimensions.Y; YIndex++)
|
|
{
|
|
for (int32 XIndex = 0; XIndex < VolumeDimensions.X; XIndex++)
|
|
{
|
|
const FVector VoxelPosition = FVector(XIndex + .5f, YIndex + .5f, ZIndex + .5f) * DistanceFieldVoxelSize + VolumeBounds.Min;
|
|
const int32 Index = (ZIndex * VolumeDimensions.Y * VolumeDimensions.X + YIndex * VolumeDimensions.X + XIndex);
|
|
|
|
float MinDistance = VolumeMaxDistance;
|
|
int32 Hit = 0;
|
|
int32 HitBack = 0;
|
|
|
|
for (int32 SampleIndex = 0; SampleIndex < SampleDirections->Num(); SampleIndex++)
|
|
{
|
|
const FVector RayDirection = (*SampleDirections)[SampleIndex];
|
|
|
|
if (FMath::LineBoxIntersection(VolumeBounds, VoxelPosition, VoxelPosition + RayDirection * VolumeMaxDistance, RayDirection))
|
|
{
|
|
FkHitResult Result;
|
|
|
|
TkDOPLineCollisionCheck<const FMeshBuildDataProvider, uint32> kDOPCheck(
|
|
VoxelPosition,
|
|
VoxelPosition + RayDirection * VolumeMaxDistance,
|
|
true,
|
|
kDOPDataProvider,
|
|
&Result);
|
|
|
|
bool bHit = kDopTree->LineCheck(kDOPCheck);
|
|
|
|
if (bHit)
|
|
{
|
|
Hit++;
|
|
|
|
const FVector HitNormal = kDOPCheck.GetHitNormal();
|
|
|
|
if (FVector::DotProduct(RayDirection, HitNormal) > 0
|
|
// MaterialIndex on the build triangles was set to 1 if two-sided, or 0 if one-sided
|
|
&& kDOPCheck.Result->Item == 0)
|
|
{
|
|
HitBack++;
|
|
}
|
|
|
|
const float CurrentDistance = VolumeMaxDistance * Result.Time;
|
|
|
|
if (CurrentDistance < MinDistance)
|
|
{
|
|
MinDistance = CurrentDistance;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const float UnsignedDistance = MinDistance;
|
|
|
|
// Consider this voxel 'inside' an object if more than 50% of the rays hit back faces
|
|
MinDistance *= (Hit == 0 || HitBack < SampleDirections->Num() * .5f) ? 1 : -1;
|
|
|
|
// If we are very close to a surface and nearly all of our rays hit backfaces, treat as inside
|
|
// This is important for one sided planes
|
|
if (FMath::Square(UnsignedDistance) < VoxelDiameterSqr && HitBack > .95f * Hit)
|
|
{
|
|
MinDistance = -UnsignedDistance;
|
|
}
|
|
|
|
MinDistance = FMath::Min(MinDistance + DistanceFieldBias, VolumeMaxDistance);
|
|
const float VolumeSpaceDistance = MinDistance / VolumeBounds.GetExtent().GetMax();
|
|
|
|
if (MinDistance < 0 &&
|
|
(XIndex == 0 || XIndex == VolumeDimensions.X - 1 ||
|
|
YIndex == 0 || YIndex == VolumeDimensions.Y - 1 ||
|
|
ZIndex == 0 || ZIndex == VolumeDimensions.Z - 1))
|
|
{
|
|
bNegativeAtBorder = true;
|
|
}
|
|
|
|
(*OutDistanceFieldVolume)[Index] = FFloat16(VolumeSpaceDistance);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::GenerateSignedDistanceFieldVolumeData(
|
|
const FStaticMeshLODResources& LODModel,
|
|
class FQueuedThreadPool& ThreadPool,
|
|
const TArray<EBlendMode>& MaterialBlendModes,
|
|
const FBoxSphereBounds& Bounds,
|
|
float DistanceFieldResolutionScale,
|
|
float DistanceFieldBias,
|
|
bool bGenerateAsIfTwoSided,
|
|
FDistanceFieldVolumeData& OutData)
|
|
{
|
|
if (DistanceFieldResolutionScale > 0)
|
|
{
|
|
const double StartTime = FPlatformTime::Seconds();
|
|
const FPositionVertexBuffer& PositionVertexBuffer = LODModel.PositionVertexBuffer;
|
|
FIndexArrayView Indices = LODModel.IndexBuffer.GetArrayView();
|
|
TArray<FkDOPBuildCollisionTriangle<uint32> > BuildTriangles;
|
|
|
|
FVector BoundsSize = Bounds.GetBox().GetExtent() * 2;
|
|
float MaxDimension = FMath::Max(FMath::Max(BoundsSize.X, BoundsSize.Y), BoundsSize.Z);
|
|
|
|
// Consider the mesh a plane if it is very flat
|
|
const bool bMeshWasPlane = BoundsSize.Z * 100 < MaxDimension
|
|
// And it lies mostly on the origin
|
|
&& Bounds.Origin.Z - Bounds.BoxExtent.Z < KINDA_SMALL_NUMBER
|
|
&& Bounds.Origin.Z + Bounds.BoxExtent.Z > -KINDA_SMALL_NUMBER;
|
|
|
|
for (int32 i = 0; i < Indices.Num(); i += 3)
|
|
{
|
|
FVector V0 = PositionVertexBuffer.VertexPosition(Indices[i + 0]);
|
|
FVector V1 = PositionVertexBuffer.VertexPosition(Indices[i + 1]);
|
|
FVector V2 = PositionVertexBuffer.VertexPosition(Indices[i + 2]);
|
|
|
|
if (bMeshWasPlane)
|
|
{
|
|
// Flatten out the mesh into an actual plane, this will allow us to manipulate the component's Z scale at runtime without artifacts
|
|
V0.Z = 0;
|
|
V1.Z = 0;
|
|
V2.Z = 0;
|
|
}
|
|
|
|
const FVector LocalNormal = ((V1 - V2) ^ (V0 - V2)).GetSafeNormal();
|
|
|
|
// No degenerates
|
|
if (LocalNormal.IsUnit())
|
|
{
|
|
bool bTriangleIsOpaqueOrMasked = false;
|
|
|
|
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
|
|
{
|
|
const FStaticMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
|
|
if ((uint32)i >= Section.FirstIndex && (uint32)i < Section.FirstIndex + Section.NumTriangles * 3)
|
|
{
|
|
if (MaterialBlendModes.IsValidIndex(Section.MaterialIndex))
|
|
{
|
|
bTriangleIsOpaqueOrMasked = !IsTranslucentBlendMode(MaterialBlendModes[Section.MaterialIndex]);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bTriangleIsOpaqueOrMasked)
|
|
{
|
|
BuildTriangles.Add(FkDOPBuildCollisionTriangle<uint32>(
|
|
bGenerateAsIfTwoSided,
|
|
V0,
|
|
V1,
|
|
V2));
|
|
}
|
|
}
|
|
}
|
|
|
|
TkDOPTree<const FMeshBuildDataProvider, uint32> kDopTree;
|
|
kDopTree.Build(BuildTriangles);
|
|
|
|
//@todo - project setting
|
|
const int32 NumVoxelDistanceSamples = 1200;
|
|
TArray<FVector4> SampleDirections;
|
|
const int32 NumThetaSteps = FMath::TruncToInt(FMath::Sqrt(NumVoxelDistanceSamples / (2.0f * (float)PI)));
|
|
const int32 NumPhiSteps = FMath::TruncToInt(NumThetaSteps * (float)PI);
|
|
FRandomStream RandomStream(0);
|
|
GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, SampleDirections);
|
|
TArray<FVector4> OtherHemisphereSamples;
|
|
GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, OtherHemisphereSamples);
|
|
|
|
for (int32 i = 0; i < OtherHemisphereSamples.Num(); i++)
|
|
{
|
|
FVector4 Sample = OtherHemisphereSamples[i];
|
|
Sample.Z *= -1;
|
|
SampleDirections.Add(Sample);
|
|
}
|
|
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DistanceFields.MaxPerMeshResolution"));
|
|
const int32 PerMeshMax = CVar->GetValueOnAnyThread();
|
|
|
|
// Meshes with explicit artist-specified scale can go higher
|
|
const int32 MaxNumVoxelsOneDim = DistanceFieldResolutionScale <= 1 ? PerMeshMax / 2 : PerMeshMax;
|
|
const int32 MinNumVoxelsOneDim = 8;
|
|
|
|
static const auto CVarDensity = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.DistanceFields.DefaultVoxelDensity"));
|
|
const float VoxelDensity = CVarDensity->GetValueOnAnyThread();
|
|
|
|
const float NumVoxelsPerLocalSpaceUnit = VoxelDensity * DistanceFieldResolutionScale;
|
|
FBox MeshBounds(Bounds.GetBox());
|
|
|
|
{
|
|
const float MaxOriginalExtent = MeshBounds.GetExtent().GetMax();
|
|
// Expand so that the edges of the volume are guaranteed to be outside of the mesh
|
|
// Any samples outside the bounds will be clamped to the border, so they must be outside
|
|
const FVector NewExtent(MeshBounds.GetExtent() + FVector(.2f * MaxOriginalExtent).ComponentMax(4 * MeshBounds.GetExtent() / MinNumVoxelsOneDim));
|
|
FBox DistanceFieldVolumeBounds = FBox(MeshBounds.GetCenter() - NewExtent, MeshBounds.GetCenter() + NewExtent);
|
|
const float DistanceFieldVolumeMaxDistance = DistanceFieldVolumeBounds.GetExtent().Size();
|
|
|
|
const FVector DesiredDimensions(DistanceFieldVolumeBounds.GetSize() * FVector(NumVoxelsPerLocalSpaceUnit));
|
|
|
|
const FIntVector VolumeDimensions(
|
|
FMath::Clamp(FMath::TruncToInt(DesiredDimensions.X), MinNumVoxelsOneDim, MaxNumVoxelsOneDim),
|
|
FMath::Clamp(FMath::TruncToInt(DesiredDimensions.Y), MinNumVoxelsOneDim, MaxNumVoxelsOneDim),
|
|
FMath::Clamp(FMath::TruncToInt(DesiredDimensions.Z), MinNumVoxelsOneDim, MaxNumVoxelsOneDim));
|
|
|
|
OutData.Size = VolumeDimensions;
|
|
OutData.LocalBoundingBox = DistanceFieldVolumeBounds;
|
|
OutData.DistanceFieldVolume.AddZeroed(VolumeDimensions.X * VolumeDimensions.Y * VolumeDimensions.Z);
|
|
|
|
TIndirectArray<FAsyncTask<FMeshDistanceFieldAsyncTask>> AsyncTasks;
|
|
|
|
for (int32 ZIndex = 0; ZIndex < VolumeDimensions.Z; ZIndex++)
|
|
{
|
|
FAsyncTask<FMeshDistanceFieldAsyncTask>* Task = new FAsyncTask<class FMeshDistanceFieldAsyncTask>(
|
|
&kDopTree,
|
|
&SampleDirections,
|
|
DistanceFieldVolumeBounds,
|
|
VolumeDimensions,
|
|
DistanceFieldVolumeMaxDistance,
|
|
DistanceFieldBias,
|
|
ZIndex,
|
|
&OutData.DistanceFieldVolume);
|
|
|
|
Task->StartBackgroundTask(&ThreadPool);
|
|
|
|
AsyncTasks.Add(Task);
|
|
}
|
|
|
|
bool bNegativeAtBorder = false;
|
|
|
|
for (int32 TaskIndex = 0; TaskIndex < AsyncTasks.Num(); TaskIndex++)
|
|
{
|
|
FAsyncTask<FMeshDistanceFieldAsyncTask>& Task = AsyncTasks[TaskIndex];
|
|
Task.EnsureCompletion(false);
|
|
bNegativeAtBorder = bNegativeAtBorder || Task.GetTask().WasNegativeAtBorder();
|
|
}
|
|
|
|
OutData.bMeshWasClosed = !bNegativeAtBorder;
|
|
OutData.bBuiltAsIfTwoSided = bGenerateAsIfTwoSided;
|
|
OutData.bMeshWasPlane = bMeshWasPlane;
|
|
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("Finished distance field build in %.1fs - %ux%ux%u distance field, %u triangles"),
|
|
(float)(FPlatformTime::Seconds() - StartTime),
|
|
VolumeDimensions.X,
|
|
VolumeDimensions.Y,
|
|
VolumeDimensions.Z,
|
|
Indices.Num() / 3);
|
|
|
|
// Toss distance field if mesh was not closed
|
|
if (bNegativeAtBorder)
|
|
{
|
|
OutData.Size = FIntVector(0, 0, 0);
|
|
OutData.DistanceFieldVolume.Empty();
|
|
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("Discarded distance field as mesh was not closed! Assign a two-sided material to fix."));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#else
|
|
|
|
void FMeshUtilities::GenerateSignedDistanceFieldVolumeData(
|
|
const FStaticMeshLODResources& LODModel,
|
|
class FQueuedThreadPool& ThreadPool,
|
|
const TArray<EBlendMode>& MaterialBlendModes,
|
|
const FBoxSphereBounds& Bounds,
|
|
float DistanceFieldResolutionScale,
|
|
float DistanceFieldBias,
|
|
bool bGenerateAsIfTwoSided,
|
|
FDistanceFieldVolumeData& OutData)
|
|
{
|
|
if (DistanceFieldResolutionScale > 0)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Error, TEXT("Couldn't generate distance field for mesh, platform is missing required Vector intrinsics."));
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
NVTriStrip for cache optimizing index buffers.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
namespace NvTriStrip
|
|
{
|
|
/**
|
|
* Converts 16 bit indices to 32 bit prior to passing them into the real GenerateStrips util method
|
|
*/
|
|
void GenerateStrips(
|
|
const uint8* Indices,
|
|
bool Is32Bit,
|
|
const uint32 NumIndices,
|
|
PrimitiveGroup** PrimGroups,
|
|
uint32* NumGroups
|
|
)
|
|
{
|
|
if (Is32Bit)
|
|
{
|
|
GenerateStrips((uint32*)Indices, NumIndices, PrimGroups, NumGroups);
|
|
}
|
|
else
|
|
{
|
|
// convert to 32 bit
|
|
uint32 Idx;
|
|
TArray<uint32> NewIndices;
|
|
NewIndices.AddUninitialized(NumIndices);
|
|
for (Idx = 0; Idx < NumIndices; ++Idx)
|
|
{
|
|
NewIndices[Idx] = ((uint16*)Indices)[Idx];
|
|
}
|
|
GenerateStrips(NewIndices.GetData(), NumIndices, PrimGroups, NumGroups);
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Orders a triangle list for better vertex cache coherency.
|
|
*
|
|
* *** WARNING: This is safe to call for multiple threads IF AND ONLY IF all
|
|
* threads call SetListsOnly(true) and SetCacheSize(CACHESIZE_GEFORCE3). If
|
|
* NvTriStrip is ever used with different settings the library will need
|
|
* some modifications to be thread-safe. ***
|
|
*/
|
|
template<typename IndexDataType, typename Allocator>
|
|
void CacheOptimizeIndexBuffer(TArray<IndexDataType, Allocator>& Indices)
|
|
{
|
|
static_assert(sizeof(IndexDataType) == 2 || sizeof(IndexDataType) == 4, "Indices must be short or int.");
|
|
|
|
PrimitiveGroup* PrimitiveGroups = NULL;
|
|
uint32 NumPrimitiveGroups = 0;
|
|
bool Is32Bit = sizeof(IndexDataType) == 4;
|
|
|
|
SetListsOnly(true);
|
|
SetCacheSize(CACHESIZE_GEFORCE3);
|
|
|
|
GenerateStrips((uint8*)Indices.GetData(), Is32Bit, Indices.Num(), &PrimitiveGroups, &NumPrimitiveGroups);
|
|
|
|
Indices.Empty();
|
|
Indices.AddUninitialized(PrimitiveGroups->numIndices);
|
|
|
|
if (Is32Bit)
|
|
{
|
|
FMemory::Memcpy(Indices.GetData(), PrimitiveGroups->indices, Indices.Num() * sizeof(IndexDataType));
|
|
}
|
|
else
|
|
{
|
|
for (uint32 I = 0; I < PrimitiveGroups->numIndices; ++I)
|
|
{
|
|
Indices[I] = (uint16)PrimitiveGroups->indices[I];
|
|
}
|
|
}
|
|
|
|
delete[] PrimitiveGroups;
|
|
}
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Forsyth algorithm for cache optimizing index buffers.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
namespace Forsyth
|
|
{
|
|
/**
|
|
* Converts 16 bit indices to 32 bit prior to passing them into the real OptimizeFaces util method
|
|
*/
|
|
void OptimizeFaces(
|
|
const uint8* Indices,
|
|
bool Is32Bit,
|
|
const uint32 NumIndices,
|
|
uint32 NumVertices,
|
|
uint32* OutIndices,
|
|
uint16 CacheSize
|
|
)
|
|
{
|
|
if (Is32Bit)
|
|
{
|
|
OptimizeFaces((uint32*)Indices, NumIndices, NumVertices, OutIndices, CacheSize);
|
|
}
|
|
else
|
|
{
|
|
// convert to 32 bit
|
|
uint32 Idx;
|
|
TArray<uint32> NewIndices;
|
|
NewIndices.AddUninitialized(NumIndices);
|
|
for (Idx = 0; Idx < NumIndices; ++Idx)
|
|
{
|
|
NewIndices[Idx] = ((uint16*)Indices)[Idx];
|
|
}
|
|
OptimizeFaces(NewIndices.GetData(), NumIndices, NumVertices, OutIndices, CacheSize);
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Orders a triangle list for better vertex cache coherency.
|
|
*/
|
|
template<typename IndexDataType, typename Allocator>
|
|
void CacheOptimizeIndexBuffer(TArray<IndexDataType, Allocator>& Indices)
|
|
{
|
|
static_assert(sizeof(IndexDataType) == 2 || sizeof(IndexDataType) == 4, "Indices must be short or int.");
|
|
bool Is32Bit = sizeof(IndexDataType) == 4;
|
|
|
|
// Count the number of vertices
|
|
uint32 NumVertices = 0;
|
|
for (int32 Index = 0; Index < Indices.Num(); ++Index)
|
|
{
|
|
if (Indices[Index] > NumVertices)
|
|
{
|
|
NumVertices = Indices[Index];
|
|
}
|
|
}
|
|
NumVertices += 1;
|
|
|
|
TArray<uint32> OptimizedIndices;
|
|
OptimizedIndices.AddUninitialized(Indices.Num());
|
|
uint16 CacheSize = 32;
|
|
OptimizeFaces((uint8*)Indices.GetData(), Is32Bit, Indices.Num(), NumVertices, OptimizedIndices.GetData(), CacheSize);
|
|
|
|
if (Is32Bit)
|
|
{
|
|
FMemory::Memcpy(Indices.GetData(), OptimizedIndices.GetData(), Indices.Num() * sizeof(IndexDataType));
|
|
}
|
|
else
|
|
{
|
|
for (int32 I = 0; I < OptimizedIndices.Num(); ++I)
|
|
{
|
|
Indices[I] = (uint16)OptimizedIndices[I];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::CacheOptimizeIndexBuffer(TArray<uint16>& Indices)
|
|
{
|
|
if (bUsingNvTriStrip)
|
|
{
|
|
NvTriStrip::CacheOptimizeIndexBuffer(Indices);
|
|
}
|
|
else if (!bDisableTriangleOrderOptimization)
|
|
{
|
|
Forsyth::CacheOptimizeIndexBuffer(Indices);
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::CacheOptimizeIndexBuffer(TArray<uint32>& Indices)
|
|
{
|
|
if (bUsingNvTriStrip)
|
|
{
|
|
NvTriStrip::CacheOptimizeIndexBuffer(Indices);
|
|
}
|
|
else if (!bDisableTriangleOrderOptimization)
|
|
{
|
|
Forsyth::CacheOptimizeIndexBuffer(Indices);
|
|
}
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
NVTessLib for computing adjacency used for tessellation.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
/**
|
|
* Provides static mesh render data to the NVIDIA tessellation library.
|
|
*/
|
|
class FStaticMeshNvRenderBuffer : public nv::RenderBuffer
|
|
{
|
|
public:
|
|
|
|
/** Construct from static mesh render buffers. */
|
|
FStaticMeshNvRenderBuffer(
|
|
const FPositionVertexBuffer& InPositionVertexBuffer,
|
|
const FStaticMeshVertexBuffer& InVertexBuffer,
|
|
const TArray<uint32>& Indices)
|
|
: PositionVertexBuffer(InPositionVertexBuffer)
|
|
, VertexBuffer(InVertexBuffer)
|
|
{
|
|
check(PositionVertexBuffer.GetNumVertices() == VertexBuffer.GetNumVertices());
|
|
mIb = new nv::IndexBuffer((void*)Indices.GetData(), nv::IBT_U32, Indices.Num(), false);
|
|
}
|
|
|
|
/** Retrieve the position and first texture coordinate of the specified index. */
|
|
virtual nv::Vertex getVertex(unsigned int Index) const
|
|
{
|
|
nv::Vertex Vertex;
|
|
|
|
check(Index < PositionVertexBuffer.GetNumVertices());
|
|
|
|
const FVector& Position = PositionVertexBuffer.VertexPosition(Index);
|
|
Vertex.pos.x = Position.X;
|
|
Vertex.pos.y = Position.Y;
|
|
Vertex.pos.z = Position.Z;
|
|
|
|
if (VertexBuffer.GetNumTexCoords())
|
|
{
|
|
const FVector2D UV = VertexBuffer.GetVertexUV(Index, 0);
|
|
Vertex.uv.x = UV.X;
|
|
Vertex.uv.y = UV.Y;
|
|
}
|
|
else
|
|
{
|
|
Vertex.uv.x = 0.0f;
|
|
Vertex.uv.y = 0.0f;
|
|
}
|
|
|
|
return Vertex;
|
|
}
|
|
|
|
private:
|
|
|
|
/** The position vertex buffer for the static mesh. */
|
|
const FPositionVertexBuffer& PositionVertexBuffer;
|
|
|
|
/** The vertex buffer for the static mesh. */
|
|
const FStaticMeshVertexBuffer& VertexBuffer;
|
|
|
|
/** Copying is forbidden. */
|
|
FStaticMeshNvRenderBuffer(const FStaticMeshNvRenderBuffer&);
|
|
FStaticMeshNvRenderBuffer& operator=(const FStaticMeshNvRenderBuffer&);
|
|
};
|
|
|
|
/**
|
|
* Provides skeletal mesh render data to the NVIDIA tessellation library.
|
|
*/
|
|
class FSkeletalMeshNvRenderBuffer : public nv::RenderBuffer
|
|
{
|
|
public:
|
|
|
|
/** Construct from static mesh render buffers. */
|
|
FSkeletalMeshNvRenderBuffer(
|
|
const TArray<FSoftSkinVertex>& InVertexBuffer,
|
|
const uint32 InTexCoordCount,
|
|
const TArray<uint32>& Indices)
|
|
: VertexBuffer(InVertexBuffer)
|
|
, TexCoordCount(InTexCoordCount)
|
|
{
|
|
mIb = new nv::IndexBuffer((void*)Indices.GetData(), nv::IBT_U32, Indices.Num(), false);
|
|
}
|
|
|
|
/** Retrieve the position and first texture coordinate of the specified index. */
|
|
virtual nv::Vertex getVertex(unsigned int Index) const
|
|
{
|
|
nv::Vertex Vertex;
|
|
|
|
check(Index < (unsigned int)VertexBuffer.Num());
|
|
|
|
const FSoftSkinVertex& SrcVertex = VertexBuffer[Index];
|
|
|
|
Vertex.pos.x = SrcVertex.Position.X;
|
|
Vertex.pos.y = SrcVertex.Position.Y;
|
|
Vertex.pos.z = SrcVertex.Position.Z;
|
|
|
|
if (TexCoordCount > 0)
|
|
{
|
|
Vertex.uv.x = SrcVertex.UVs[0].X;
|
|
Vertex.uv.y = SrcVertex.UVs[0].Y;
|
|
}
|
|
else
|
|
{
|
|
Vertex.uv.x = 0.0f;
|
|
Vertex.uv.y = 0.0f;
|
|
}
|
|
|
|
return Vertex;
|
|
}
|
|
|
|
private:
|
|
/** The vertex buffer for the skeletal mesh. */
|
|
const TArray<FSoftSkinVertex>& VertexBuffer;
|
|
const uint32 TexCoordCount;
|
|
|
|
/** Copying is forbidden. */
|
|
FSkeletalMeshNvRenderBuffer(const FSkeletalMeshNvRenderBuffer&);
|
|
FSkeletalMeshNvRenderBuffer& operator=(const FSkeletalMeshNvRenderBuffer&);
|
|
};
|
|
|
|
static void BuildStaticAdjacencyIndexBuffer(
|
|
const FPositionVertexBuffer& PositionVertexBuffer,
|
|
const FStaticMeshVertexBuffer& VertexBuffer,
|
|
const TArray<uint32>& Indices,
|
|
TArray<uint32>& OutPnAenIndices
|
|
)
|
|
{
|
|
if (Indices.Num())
|
|
{
|
|
FStaticMeshNvRenderBuffer StaticMeshRenderBuffer(PositionVertexBuffer, VertexBuffer, Indices);
|
|
nv::IndexBuffer* PnAENIndexBuffer = nv::tess::buildTessellationBuffer(&StaticMeshRenderBuffer, nv::DBM_PnAenDominantCorner, true);
|
|
check(PnAENIndexBuffer);
|
|
const int32 IndexCount = (int32)PnAENIndexBuffer->getLength();
|
|
OutPnAenIndices.Empty(IndexCount);
|
|
OutPnAenIndices.AddUninitialized(IndexCount);
|
|
for (int32 Index = 0; Index < IndexCount; ++Index)
|
|
{
|
|
OutPnAenIndices[Index] = (*PnAENIndexBuffer)[Index];
|
|
}
|
|
delete PnAENIndexBuffer;
|
|
}
|
|
else
|
|
{
|
|
OutPnAenIndices.Empty();
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::BuildSkeletalAdjacencyIndexBuffer(
|
|
const TArray<FSoftSkinVertex>& VertexBuffer,
|
|
const uint32 TexCoordCount,
|
|
const TArray<uint32>& Indices,
|
|
TArray<uint32>& OutPnAenIndices
|
|
)
|
|
{
|
|
if (Indices.Num())
|
|
{
|
|
FSkeletalMeshNvRenderBuffer SkeletalMeshRenderBuffer(VertexBuffer, TexCoordCount, Indices);
|
|
nv::IndexBuffer* PnAENIndexBuffer = nv::tess::buildTessellationBuffer(&SkeletalMeshRenderBuffer, nv::DBM_PnAenDominantCorner, true);
|
|
check(PnAENIndexBuffer);
|
|
const int32 IndexCount = (int32)PnAENIndexBuffer->getLength();
|
|
OutPnAenIndices.Empty(IndexCount);
|
|
OutPnAenIndices.AddUninitialized(IndexCount);
|
|
for (int32 Index = 0; Index < IndexCount; ++Index)
|
|
{
|
|
OutPnAenIndices[Index] = (*PnAENIndexBuffer)[Index];
|
|
}
|
|
delete PnAENIndexBuffer;
|
|
}
|
|
else
|
|
{
|
|
OutPnAenIndices.Empty();
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::RechunkSkeletalMeshModels(USkeletalMesh* SrcMesh, int32 MaxBonesPerChunk)
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
TIndirectArray<FStaticLODModel> DestModels;
|
|
TIndirectArray<FSkinnedModelData> ModelData;
|
|
FReferenceSkeleton RefSkeleton = SrcMesh->RefSkeleton;
|
|
uint32 VertexBufferBuildFlags = SrcMesh->GetVertexBufferFlags();
|
|
FSkeletalMeshResource* SrcMeshResource = SrcMesh->GetImportedResource();
|
|
FVector TriangleSortCenter;
|
|
bool bHaveTriangleSortCenter = SrcMesh->GetSortCenterPoint(TriangleSortCenter);
|
|
|
|
for (int32 ModelIndex = 0; ModelIndex < SrcMeshResource->LODModels.Num(); ++ModelIndex)
|
|
{
|
|
FSkinnedModelData& TmpModelData = *new(ModelData)FSkinnedModelData();
|
|
SkeletalMeshTools::CopySkinnedModelData(TmpModelData, SrcMeshResource->LODModels[ModelIndex]);
|
|
}
|
|
|
|
for (int32 ModelIndex = 0; ModelIndex < ModelData.Num(); ++ModelIndex)
|
|
{
|
|
TArray<FSkinnedMeshChunk*> Chunks;
|
|
TArray<int32> PointToOriginalMap;
|
|
TArray<ETriangleSortOption> SectionSortOptions;
|
|
|
|
const FSkinnedModelData& SrcModel = ModelData[ModelIndex];
|
|
FStaticLODModel& DestModel = *new(DestModels)FStaticLODModel();
|
|
|
|
SkeletalMeshTools::UnchunkSkeletalModel(Chunks, PointToOriginalMap, SrcModel);
|
|
SkeletalMeshTools::ChunkSkinnedVertices(Chunks, MaxBonesPerChunk);
|
|
|
|
for (int32 ChunkIndex = 0; ChunkIndex < Chunks.Num(); ++ChunkIndex)
|
|
{
|
|
int32 SectionIndex = Chunks[ChunkIndex]->OriginalSectionIndex;
|
|
SectionSortOptions.Add(SrcModel.Sections[SectionIndex].TriangleSorting);
|
|
}
|
|
check(SectionSortOptions.Num() == Chunks.Num());
|
|
|
|
BuildSkeletalModelFromChunks(DestModel, RefSkeleton, Chunks, PointToOriginalMap);
|
|
check(DestModel.Sections.Num() == SectionSortOptions.Num());
|
|
|
|
DestModel.NumTexCoords = SrcModel.NumTexCoords;
|
|
DestModel.BuildVertexBuffers(VertexBufferBuildFlags);
|
|
for (int32 SectionIndex = 0; SectionIndex < DestModel.Sections.Num(); ++SectionIndex)
|
|
{
|
|
DestModel.SortTriangles(TriangleSortCenter, bHaveTriangleSortCenter, SectionIndex, SectionSortOptions[SectionIndex]);
|
|
}
|
|
}
|
|
|
|
//@todo-rco: Swap() doesn't seem to work
|
|
Exchange(SrcMeshResource->LODModels, DestModels);
|
|
|
|
// TODO: Also need to patch bEnableShadowCasting in the LODInfo struct.
|
|
#endif // #if WITH_EDITORONLY_DATA
|
|
}
|
|
|
|
void FMeshUtilities::CalcBoneVertInfos(USkeletalMesh* SkeletalMesh, TArray<FBoneVertInfo>& Infos, bool bOnlyDominant)
|
|
{
|
|
SkeletalMeshTools::CalcBoneVertInfos(SkeletalMesh, Infos, bOnlyDominant);
|
|
}
|
|
|
|
// Helper function for ConvertMeshesToStaticMesh
|
|
static void AddOrDuplicateMaterial(UMaterialInterface* InMaterialInterface, const FString& InPackageName, TArray<UMaterialInterface*>& OutMaterials)
|
|
{
|
|
if (InMaterialInterface && !InMaterialInterface->GetOuter()->IsA<UPackage>())
|
|
{
|
|
// Convert runtime material instances to new concrete material instances
|
|
// Create new package
|
|
FString OriginalMaterialName = InMaterialInterface->GetName();
|
|
FString MaterialPath = FPackageName::GetLongPackagePath(InPackageName) / OriginalMaterialName;
|
|
FString MaterialName;
|
|
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
|
|
AssetToolsModule.Get().CreateUniqueAssetName(MaterialPath, TEXT(""), MaterialPath, MaterialName);
|
|
UPackage* MaterialPackage = CreatePackage(NULL, *MaterialPath);
|
|
|
|
// Duplicate the object into the new package
|
|
UMaterialInterface* NewMaterialInterface = DuplicateObject<UMaterialInterface>(InMaterialInterface, MaterialPackage, *MaterialName);
|
|
NewMaterialInterface->SetFlags(RF_Public | RF_Standalone);
|
|
|
|
if (UMaterialInstanceDynamic* MaterialInstanceDynamic = Cast<UMaterialInstanceDynamic>(NewMaterialInterface))
|
|
{
|
|
UMaterialInstanceDynamic* OldMaterialInstanceDynamic = CastChecked<UMaterialInstanceDynamic>(InMaterialInterface);
|
|
MaterialInstanceDynamic->K2_CopyMaterialInstanceParameters(OldMaterialInstanceDynamic);
|
|
}
|
|
|
|
NewMaterialInterface->MarkPackageDirty();
|
|
|
|
FAssetRegistryModule::AssetCreated(NewMaterialInterface);
|
|
|
|
InMaterialInterface = NewMaterialInterface;
|
|
}
|
|
|
|
OutMaterials.Add(InMaterialInterface);
|
|
}
|
|
|
|
// Helper function for ConvertMeshesToStaticMesh
|
|
template <typename ComponentType>
|
|
static void ProcessMaterials(ComponentType* InComponent, const FString& InPackageName, TArray<UMaterialInterface*>& OutMaterials)
|
|
{
|
|
const int32 NumMaterials = InComponent->GetNumMaterials();
|
|
for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; MaterialIndex++)
|
|
{
|
|
UMaterialInterface* MaterialInterface = InComponent->GetMaterial(MaterialIndex);
|
|
AddOrDuplicateMaterial(MaterialInterface, InPackageName, OutMaterials);
|
|
}
|
|
}
|
|
|
|
// Helper function for ConvertMeshesToStaticMesh
|
|
static bool IsValidSkinnedMeshComponent(USkinnedMeshComponent* InComponent)
|
|
{
|
|
return InComponent && InComponent->MeshObject && InComponent->IsVisible();
|
|
}
|
|
|
|
/** Helper struct for tracking validity of optional buffers */
|
|
struct FRawMeshTracker
|
|
{
|
|
FRawMeshTracker()
|
|
: bValidColors(false)
|
|
{
|
|
FMemory::Memset(bValidTexCoords, 0);
|
|
}
|
|
|
|
bool bValidTexCoords[MAX_MESH_TEXTURE_COORDS];
|
|
bool bValidColors;
|
|
};
|
|
|
|
// Helper function for ConvertMeshesToStaticMesh
|
|
static void SkinnedMeshToRawMeshes(USkinnedMeshComponent* InSkinnedMeshComponent, int32 InOverallMaxLODs, const FMatrix& InComponentToWorld, const FString& InPackageName, TArray<FRawMeshTracker>& OutRawMeshTrackers, TArray<FRawMesh>& OutRawMeshes, TArray<UMaterialInterface*>& OutMaterials)
|
|
{
|
|
const int32 BaseMaterialIndex = OutMaterials.Num();
|
|
|
|
// Export all LODs to raw meshes
|
|
const int32 NumLODs = InSkinnedMeshComponent->MeshObject->GetSkeletalMeshResource().LODModels.Num();
|
|
|
|
for (int32 OverallLODIndex = 0; OverallLODIndex < InOverallMaxLODs; OverallLODIndex++)
|
|
{
|
|
int32 LODIndexRead = FMath::Min(OverallLODIndex, NumLODs - 1);
|
|
|
|
FRawMesh& RawMesh = OutRawMeshes[OverallLODIndex];
|
|
FRawMeshTracker& RawMeshTracker = OutRawMeshTrackers[OverallLODIndex];
|
|
const int32 BaseVertexIndex = RawMesh.VertexPositions.Num();
|
|
|
|
// Get the CPU skinned verts for this LOD
|
|
TArray<FFinalSkinVertex> FinalVertices;
|
|
InSkinnedMeshComponent->GetCPUSkinnedVertices(FinalVertices, LODIndexRead);
|
|
|
|
FSkeletalMeshResource& SkeletalMeshResource = InSkinnedMeshComponent->MeshObject->GetSkeletalMeshResource();
|
|
FStaticLODModel& StaticLODModel = SkeletalMeshResource.LODModels[LODIndexRead];
|
|
|
|
// Copy skinned vertex positions
|
|
for (int32 VertIndex = 0; VertIndex < FinalVertices.Num(); ++VertIndex)
|
|
{
|
|
RawMesh.VertexPositions.Add(InComponentToWorld.TransformPosition(FinalVertices[VertIndex].Position));
|
|
}
|
|
|
|
const uint32 NumTexCoords = FMath::Min(StaticLODModel.VertexBufferGPUSkin.GetNumTexCoords(), (uint32)MAX_MESH_TEXTURE_COORDS);
|
|
const int32 NumSections = StaticLODModel.Sections.Num();
|
|
FRawStaticIndexBuffer16or32Interface& IndexBuffer = *StaticLODModel.MultiSizeIndexContainer.GetIndexBuffer();
|
|
|
|
for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
|
|
{
|
|
const FSkelMeshSection& SkelMeshSection = StaticLODModel.Sections[SectionIndex];
|
|
if (!SkelMeshSection.bDisabled)
|
|
{
|
|
// Build 'wedge' info
|
|
const int32 NumIndices = SkelMeshSection.NumTriangles * 3;
|
|
for (int32 IndexIndex = 0; IndexIndex < NumIndices; IndexIndex++)
|
|
{
|
|
int32 Index = IndexBuffer.Get(SkelMeshSection.BaseIndex + IndexIndex);
|
|
|
|
RawMesh.WedgeIndices.Add(BaseVertexIndex + Index);
|
|
|
|
const FFinalSkinVertex& SkinnedVertex = FinalVertices[Index];
|
|
const FVector TangentX = InComponentToWorld.TransformVector(SkinnedVertex.TangentX);
|
|
const FVector4 TangentZ = InComponentToWorld.TransformVector(SkinnedVertex.TangentZ);
|
|
const FVector TangentY = (TangentX ^ TangentZ).GetSafeNormal() * TangentZ.W;
|
|
|
|
RawMesh.WedgeTangentX.Add(TangentX);
|
|
RawMesh.WedgeTangentY.Add(TangentY);
|
|
RawMesh.WedgeTangentZ.Add(TangentZ);
|
|
|
|
for (uint32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
|
|
{
|
|
if (TexCoordIndex >= NumTexCoords)
|
|
{
|
|
RawMesh.WedgeTexCoords[TexCoordIndex].AddDefaulted();
|
|
}
|
|
else
|
|
{
|
|
RawMesh.WedgeTexCoords[TexCoordIndex].Add(StaticLODModel.VertexBufferGPUSkin.GetVertexUV(Index, TexCoordIndex));
|
|
RawMeshTracker.bValidTexCoords[TexCoordIndex] = true;
|
|
}
|
|
}
|
|
|
|
if (StaticLODModel.ColorVertexBuffer.IsInitialized())
|
|
{
|
|
RawMesh.WedgeColors.Add(StaticLODModel.ColorVertexBuffer.VertexColor(Index));
|
|
RawMeshTracker.bValidColors = true;
|
|
}
|
|
else
|
|
{
|
|
RawMesh.WedgeColors.Add(FColor::White);
|
|
}
|
|
}
|
|
|
|
// copy face info
|
|
for (uint32 TriIndex = 0; TriIndex < SkelMeshSection.NumTriangles; TriIndex++)
|
|
{
|
|
RawMesh.FaceMaterialIndices.Add(BaseMaterialIndex + SkelMeshSection.MaterialIndex);
|
|
RawMesh.FaceSmoothingMasks.Add(0); // Assume this is ignored as bRecomputeNormals is false
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ProcessMaterials<USkinnedMeshComponent>(InSkinnedMeshComponent, InPackageName, OutMaterials);
|
|
}
|
|
|
|
// Helper function for ConvertMeshesToStaticMesh
|
|
static bool IsValidStaticMeshComponent(UStaticMeshComponent* InComponent)
|
|
{
|
|
return InComponent && InComponent->GetStaticMesh() && InComponent->GetStaticMesh()->RenderData && InComponent->IsVisible();
|
|
}
|
|
|
|
// Helper function for ConvertMeshesToStaticMesh
|
|
static void StaticMeshToRawMeshes(UStaticMeshComponent* InStaticMeshComponent, int32 InOverallMaxLODs, const FMatrix& InComponentToWorld, const FString& InPackageName, TArray<FRawMeshTracker>& OutRawMeshTrackers, TArray<FRawMesh>& OutRawMeshes, TArray<UMaterialInterface*>& OutMaterials)
|
|
{
|
|
const int32 BaseMaterialIndex = OutMaterials.Num();
|
|
|
|
const int32 NumLODs = InStaticMeshComponent->GetStaticMesh()->RenderData->LODResources.Num();
|
|
|
|
for (int32 OverallLODIndex = 0; OverallLODIndex < InOverallMaxLODs; OverallLODIndex++)
|
|
{
|
|
int32 LODIndexRead = FMath::Min(OverallLODIndex, NumLODs - 1);
|
|
|
|
FRawMesh& RawMesh = OutRawMeshes[OverallLODIndex];
|
|
FRawMeshTracker& RawMeshTracker = OutRawMeshTrackers[OverallLODIndex];
|
|
const FStaticMeshLODResources& LODResource = InStaticMeshComponent->GetStaticMesh()->RenderData->LODResources[LODIndexRead];
|
|
const int32 BaseVertexIndex = RawMesh.VertexPositions.Num();
|
|
|
|
for (int32 VertIndex = 0; VertIndex < LODResource.GetNumVertices(); ++VertIndex)
|
|
{
|
|
RawMesh.VertexPositions.Add(InComponentToWorld.TransformPosition(LODResource.PositionVertexBuffer.VertexPosition((uint32)VertIndex)));
|
|
}
|
|
|
|
const FIndexArrayView IndexArrayView = LODResource.IndexBuffer.GetArrayView();
|
|
const FStaticMeshVertexBuffer& StaticMeshVertexBuffer = LODResource.VertexBuffer;
|
|
const int32 NumTexCoords = FMath::Min(StaticMeshVertexBuffer.GetNumTexCoords(), (uint32)MAX_MESH_TEXTURE_COORDS);
|
|
const int32 NumSections = LODResource.Sections.Num();
|
|
|
|
for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
|
|
{
|
|
const FStaticMeshSection& StaticMeshSection = LODResource.Sections[SectionIndex];
|
|
|
|
const int32 NumIndices = StaticMeshSection.NumTriangles * 3;
|
|
for (int32 IndexIndex = 0; IndexIndex < NumIndices; IndexIndex++)
|
|
{
|
|
int32 Index = IndexArrayView[StaticMeshSection.FirstIndex + IndexIndex];
|
|
RawMesh.WedgeIndices.Add(BaseVertexIndex + Index);
|
|
|
|
RawMesh.WedgeTangentX.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentX(Index)));
|
|
RawMesh.WedgeTangentY.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentY(Index)));
|
|
RawMesh.WedgeTangentZ.Add(InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentZ(Index)));
|
|
|
|
for (int32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
|
|
{
|
|
if (TexCoordIndex >= NumTexCoords)
|
|
{
|
|
RawMesh.WedgeTexCoords[TexCoordIndex].AddDefaulted();
|
|
}
|
|
else
|
|
{
|
|
RawMesh.WedgeTexCoords[TexCoordIndex].Add(StaticMeshVertexBuffer.GetVertexUV(Index, TexCoordIndex));
|
|
RawMeshTracker.bValidTexCoords[TexCoordIndex] = true;
|
|
}
|
|
}
|
|
|
|
if (LODResource.ColorVertexBuffer.IsInitialized())
|
|
{
|
|
RawMesh.WedgeColors.Add(LODResource.ColorVertexBuffer.VertexColor(Index));
|
|
RawMeshTracker.bValidColors = true;
|
|
}
|
|
else
|
|
{
|
|
RawMesh.WedgeColors.Add(FColor::White);
|
|
}
|
|
}
|
|
|
|
// copy face info
|
|
for (uint32 TriIndex = 0; TriIndex < StaticMeshSection.NumTriangles; TriIndex++)
|
|
{
|
|
RawMesh.FaceMaterialIndices.Add(BaseMaterialIndex + StaticMeshSection.MaterialIndex);
|
|
RawMesh.FaceSmoothingMasks.Add(0); // Assume this is ignored as bRecomputeNormals is false
|
|
}
|
|
}
|
|
}
|
|
|
|
ProcessMaterials<UStaticMeshComponent>(InStaticMeshComponent, InPackageName, OutMaterials);
|
|
}
|
|
|
|
UStaticMesh* FMeshUtilities::ConvertMeshesToStaticMesh(const TArray<UMeshComponent*>& InMeshComponents, const FTransform& InRootTransform, const FString& InPackageName)
|
|
{
|
|
// Build a package name to use
|
|
FString MeshName;
|
|
FString PackageName;
|
|
if (InPackageName.IsEmpty())
|
|
{
|
|
FString NewNameSuggestion = FString(TEXT("StaticMesh"));
|
|
FString PackageNameSuggestion = FString(TEXT("/Game/Meshes/")) + NewNameSuggestion;
|
|
FString Name;
|
|
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
|
|
AssetToolsModule.Get().CreateUniqueAssetName(PackageNameSuggestion, TEXT(""), PackageNameSuggestion, Name);
|
|
|
|
TSharedPtr<SDlgPickAssetPath> PickAssetPathWidget =
|
|
SNew(SDlgPickAssetPath)
|
|
.Title(LOCTEXT("ConvertToStaticMeshPickName", "Choose New StaticMesh Location"))
|
|
.DefaultAssetPath(FText::FromString(PackageNameSuggestion));
|
|
|
|
if (PickAssetPathWidget->ShowModal() == EAppReturnType::Ok)
|
|
{
|
|
// Get the full name of where we want to create the mesh asset.
|
|
PackageName = PickAssetPathWidget->GetFullAssetPath().ToString();
|
|
MeshName = FPackageName::GetLongPackageAssetName(PackageName);
|
|
|
|
// Check if the user inputed a valid asset name, if they did not, give it the generated default name
|
|
if (MeshName.IsEmpty())
|
|
{
|
|
// Use the defaults that were already generated.
|
|
PackageName = PackageNameSuggestion;
|
|
MeshName = *Name;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PackageName = InPackageName;
|
|
MeshName = *FPackageName::GetLongPackageAssetName(PackageName);
|
|
}
|
|
|
|
if(!PackageName.IsEmpty() && !MeshName.IsEmpty())
|
|
{
|
|
TArray<FRawMesh> RawMeshes;
|
|
TArray<UMaterialInterface*> Materials;
|
|
|
|
TArray<FRawMeshTracker> RawMeshTrackers;
|
|
|
|
FMatrix WorldToRoot = InRootTransform.ToMatrixWithScale().Inverse();
|
|
|
|
// first do a pass to determine the max LOD level we will be combining meshes into
|
|
int32 OverallMaxLODs = 0;
|
|
for (UMeshComponent* MeshComponent : InMeshComponents)
|
|
{
|
|
USkinnedMeshComponent* SkinnedMeshComponent = Cast<USkinnedMeshComponent>(MeshComponent);
|
|
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(MeshComponent);
|
|
|
|
if (IsValidSkinnedMeshComponent(SkinnedMeshComponent))
|
|
{
|
|
OverallMaxLODs = FMath::Max(SkinnedMeshComponent->MeshObject->GetSkeletalMeshResource().LODModels.Num(), OverallMaxLODs);
|
|
}
|
|
else if(IsValidStaticMeshComponent(StaticMeshComponent))
|
|
{
|
|
OverallMaxLODs = FMath::Max(StaticMeshComponent->GetStaticMesh()->RenderData->LODResources.Num(), OverallMaxLODs);
|
|
}
|
|
}
|
|
|
|
// Resize raw meshes to accommodate the number of LODs we will need
|
|
RawMeshes.SetNum(OverallMaxLODs);
|
|
RawMeshTrackers.SetNum(OverallMaxLODs);
|
|
|
|
// Export all visible components
|
|
for (UMeshComponent* MeshComponent : InMeshComponents)
|
|
{
|
|
FMatrix ComponentToWorld = MeshComponent->GetComponentTransform().ToMatrixWithScale() * WorldToRoot;
|
|
|
|
USkinnedMeshComponent* SkinnedMeshComponent = Cast<USkinnedMeshComponent>(MeshComponent);
|
|
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(MeshComponent);
|
|
|
|
if (IsValidSkinnedMeshComponent(SkinnedMeshComponent))
|
|
{
|
|
SkinnedMeshToRawMeshes(SkinnedMeshComponent, OverallMaxLODs, ComponentToWorld, PackageName, RawMeshTrackers, RawMeshes, Materials);
|
|
}
|
|
else if (IsValidStaticMeshComponent(StaticMeshComponent))
|
|
{
|
|
StaticMeshToRawMeshes(StaticMeshComponent, OverallMaxLODs, ComponentToWorld, PackageName, RawMeshTrackers, RawMeshes, Materials);
|
|
}
|
|
}
|
|
|
|
// 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();
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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();
|
|
|
|
// Add source to new StaticMesh
|
|
for (FRawMesh& RawMesh : RawMeshes)
|
|
{
|
|
if (RawMesh.IsValidOrFixable())
|
|
{
|
|
FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel();
|
|
SrcModel->BuildSettings.bRecomputeNormals = false;
|
|
SrcModel->BuildSettings.bRecomputeTangents = false;
|
|
SrcModel->BuildSettings.bRemoveDegenerates = false;
|
|
SrcModel->BuildSettings.bUseHighPrecisionTangentBasis = false;
|
|
SrcModel->BuildSettings.bUseFullPrecisionUVs = false;
|
|
SrcModel->BuildSettings.bGenerateLightmapUVs = true;
|
|
SrcModel->BuildSettings.SrcLightmapIndex = 0;
|
|
SrcModel->BuildSettings.DstLightmapIndex = 1;
|
|
SrcModel->RawMeshBulkData->SaveRawMesh(RawMesh);
|
|
}
|
|
}
|
|
|
|
// Copy materials to new mesh
|
|
for(UMaterialInterface* Material : Materials)
|
|
{
|
|
StaticMesh->StaticMaterials.Add(FStaticMaterial(Material));
|
|
}
|
|
|
|
//Set the Imported version before calling the build
|
|
StaticMesh->ImportVersion = EImportStaticMeshVersion::LastVersion;
|
|
|
|
// Build mesh from source
|
|
StaticMesh->Build(false);
|
|
StaticMesh->PostEditChange();
|
|
|
|
StaticMesh->MarkPackageDirty();
|
|
|
|
// Notify asset registry of new asset
|
|
FAssetRegistryModule::AssetCreated(StaticMesh);
|
|
|
|
// Display notification so users can quickly access the mesh
|
|
if (GIsEditor)
|
|
{
|
|
FNotificationInfo Info(FText::Format(LOCTEXT("SkeletalMeshConverted", "Successfully Converted Mesh"), FText::FromString(StaticMesh->GetName())));
|
|
Info.ExpireDuration = 8.0f;
|
|
Info.bUseLargeFont = false;
|
|
Info.Hyperlink = FSimpleDelegate::CreateLambda([=]() { FAssetEditorManager::Get().OpenEditorForAssets(TArray<UObject*>({ StaticMesh })); });
|
|
Info.HyperlinkText = FText::Format(LOCTEXT("OpenNewAnimationHyperlink", "Open {0}"), FText::FromString(StaticMesh->GetName()));
|
|
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
|
|
if ( Notification.IsValid() )
|
|
{
|
|
Notification->SetCompletionState( SNotificationItem::CS_Success );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
/**
|
|
* Builds a renderable skeletal mesh LOD model. Note that the array of chunks
|
|
* will be destroyed during this process!
|
|
* @param LODModel Upon return contains a renderable skeletal mesh LOD model.
|
|
* @param RefSkeleton The reference skeleton associated with the model.
|
|
* @param Chunks Skinned mesh chunks from which to build the renderable model.
|
|
* @param PointToOriginalMap Maps a vertex's RawPointIdx to its index at import time.
|
|
*/
|
|
void FMeshUtilities::BuildSkeletalModelFromChunks(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, TArray<FSkinnedMeshChunk*>& Chunks, const TArray<int32>& PointToOriginalMap)
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
// Clear out any data currently held in the LOD model.
|
|
LODModel.Sections.Empty();
|
|
LODModel.NumVertices = 0;
|
|
if (LODModel.MultiSizeIndexContainer.IsIndexBufferValid())
|
|
{
|
|
LODModel.MultiSizeIndexContainer.GetIndexBuffer()->Empty();
|
|
}
|
|
|
|
// Setup the section and chunk arrays on the model.
|
|
for (int32 ChunkIndex = 0; ChunkIndex < Chunks.Num(); ++ChunkIndex)
|
|
{
|
|
FSkinnedMeshChunk* SrcChunk = Chunks[ChunkIndex];
|
|
|
|
FSkelMeshSection& Section = *new(LODModel.Sections) FSkelMeshSection();
|
|
Section.MaterialIndex = SrcChunk->MaterialIndex;
|
|
Exchange(Section.BoneMap, SrcChunk->BoneMap);
|
|
|
|
// Update the active bone indices on the LOD model.
|
|
for (int32 BoneIndex = 0; BoneIndex < Section.BoneMap.Num(); ++BoneIndex)
|
|
{
|
|
LODModel.ActiveBoneIndices.AddUnique(Section.BoneMap[BoneIndex]);
|
|
}
|
|
}
|
|
|
|
LODModel.ActiveBoneIndices.Sort();
|
|
|
|
// Reset 'final vertex to import vertex' map info
|
|
LODModel.MeshToImportVertexMap.Empty();
|
|
LODModel.MaxImportVertex = 0;
|
|
|
|
// Keep track of index mapping to chunk vertex offsets
|
|
TArray< TArray<uint32> > VertexIndexRemap;
|
|
VertexIndexRemap.Empty(LODModel.Sections.Num());
|
|
// Pack the chunk vertices into a single vertex buffer.
|
|
TArray<uint32> RawPointIndices;
|
|
LODModel.NumVertices = 0;
|
|
|
|
int32 PrevMaterialIndex = -1;
|
|
int32 CurrentChunkBaseVertexIndex = -1; // base vertex index for all chunks of the same material
|
|
int32 CurrentChunkVertexCount = -1; // total vertex count for all chunks of the same material
|
|
int32 CurrentVertexIndex = 0; // current vertex index added to the index buffer for all chunks of the same material
|
|
|
|
// rearrange the vert order to minimize the data fetched by the GPU
|
|
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
|
|
{
|
|
if (IsInGameThread())
|
|
{
|
|
GWarn->StatusUpdate(SectionIndex, LODModel.Sections.Num(), NSLOCTEXT("UnrealEd", "ProcessingSections", "Processing Sections"));
|
|
}
|
|
|
|
FSkinnedMeshChunk* SrcChunk = Chunks[SectionIndex];
|
|
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
TArray<FSoftSkinBuildVertex>& ChunkVertices = SrcChunk->Vertices;
|
|
TArray<uint32>& ChunkIndices = SrcChunk->Indices;
|
|
|
|
// Reorder the section index buffer for better vertex cache efficiency.
|
|
CacheOptimizeIndexBuffer(ChunkIndices);
|
|
|
|
// Calculate the number of triangles in the section. Note that CacheOptimize may change the number of triangles in the index buffer!
|
|
Section.NumTriangles = ChunkIndices.Num() / 3;
|
|
TArray<FSoftSkinBuildVertex> OriginalVertices;
|
|
Exchange(ChunkVertices, OriginalVertices);
|
|
ChunkVertices.AddUninitialized(OriginalVertices.Num());
|
|
|
|
TArray<int32> IndexCache;
|
|
IndexCache.AddUninitialized(ChunkVertices.Num());
|
|
FMemory::Memset(IndexCache.GetData(), INDEX_NONE, IndexCache.Num() * IndexCache.GetTypeSize());
|
|
int32 NextAvailableIndex = 0;
|
|
// Go through the indices and assign them new values that are coherent where possible
|
|
for (int32 Index = 0; Index < ChunkIndices.Num(); Index++)
|
|
{
|
|
const int32 OriginalIndex = ChunkIndices[Index];
|
|
const int32 CachedIndex = IndexCache[OriginalIndex];
|
|
|
|
if (CachedIndex == INDEX_NONE)
|
|
{
|
|
// No new index has been allocated for this existing index, assign a new one
|
|
ChunkIndices[Index] = NextAvailableIndex;
|
|
// Mark what this index has been assigned to
|
|
IndexCache[OriginalIndex] = NextAvailableIndex;
|
|
NextAvailableIndex++;
|
|
}
|
|
else
|
|
{
|
|
// Reuse an existing index assignment
|
|
ChunkIndices[Index] = CachedIndex;
|
|
}
|
|
// Reorder the vertices based on the new index assignment
|
|
ChunkVertices[ChunkIndices[Index]] = OriginalVertices[OriginalIndex];
|
|
}
|
|
}
|
|
|
|
// Build the arrays of rigid and soft vertices on the model's chunks.
|
|
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
|
|
{
|
|
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
TArray<FSoftSkinBuildVertex>& ChunkVertices = Chunks[SectionIndex]->Vertices;
|
|
|
|
if (IsInGameThread())
|
|
{
|
|
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
|
|
GWarn->StatusUpdate(SectionIndex, LODModel.Sections.Num(), NSLOCTEXT("UnrealEd", "ProcessingChunks", "Processing Chunks"));
|
|
}
|
|
|
|
CurrentVertexIndex = 0;
|
|
CurrentChunkVertexCount = 0;
|
|
PrevMaterialIndex = Section.MaterialIndex;
|
|
|
|
// Calculate the offset to this chunk's vertices in the vertex buffer.
|
|
Section.BaseVertexIndex = CurrentChunkBaseVertexIndex = LODModel.NumVertices;
|
|
|
|
// Update the size of the vertex buffer.
|
|
LODModel.NumVertices += ChunkVertices.Num();
|
|
|
|
// Separate the section's vertices into rigid and soft vertices.
|
|
TArray<uint32>& ChunkVertexIndexRemap = *new(VertexIndexRemap)TArray<uint32>();
|
|
ChunkVertexIndexRemap.AddUninitialized(ChunkVertices.Num());
|
|
|
|
for (int32 VertexIndex = 0; VertexIndex < ChunkVertices.Num(); VertexIndex++)
|
|
{
|
|
const FSoftSkinBuildVertex& SoftVertex = ChunkVertices[VertexIndex];
|
|
|
|
FSoftSkinVertex NewVertex;
|
|
NewVertex.Position = SoftVertex.Position;
|
|
NewVertex.TangentX = SoftVertex.TangentX;
|
|
NewVertex.TangentY = SoftVertex.TangentY;
|
|
NewVertex.TangentZ = SoftVertex.TangentZ;
|
|
FMemory::Memcpy(NewVertex.UVs, SoftVertex.UVs, sizeof(FVector2D)*MAX_TEXCOORDS);
|
|
NewVertex.Color = SoftVertex.Color;
|
|
for (int32 i = 0; i < MAX_TOTAL_INFLUENCES; ++i)
|
|
{
|
|
// it only adds to the bone map if it has weight on it
|
|
// BoneMap contains only the bones that has influence with weight of >0.f
|
|
// so here, just make sure it is included before setting the data
|
|
if (Section.BoneMap.IsValidIndex(SoftVertex.InfluenceBones[i]))
|
|
{
|
|
NewVertex.InfluenceBones[i] = SoftVertex.InfluenceBones[i];
|
|
NewVertex.InfluenceWeights[i] = SoftVertex.InfluenceWeights[i];
|
|
}
|
|
}
|
|
Section.SoftVertices.Add(NewVertex);
|
|
ChunkVertexIndexRemap[VertexIndex] = (uint32)(Section.BaseVertexIndex + CurrentVertexIndex);
|
|
CurrentVertexIndex++;
|
|
// add the index to the original wedge point source of this vertex
|
|
RawPointIndices.Add(SoftVertex.PointWedgeIdx);
|
|
// Also remember import index
|
|
const int32 RawVertIndex = PointToOriginalMap[SoftVertex.PointWedgeIdx];
|
|
LODModel.MeshToImportVertexMap.Add(RawVertIndex);
|
|
LODModel.MaxImportVertex = FMath::Max<float>(LODModel.MaxImportVertex, RawVertIndex);
|
|
}
|
|
|
|
// update NumVertices
|
|
Section.NumVertices = Section.SoftVertices.Num();
|
|
|
|
// update max bone influences
|
|
Section.CalcMaxBoneInfluences();
|
|
|
|
// Log info about the chunk.
|
|
UE_LOG(LogSkeletalMesh, Log, TEXT("Section %u: %u vertices, %u active bones"),
|
|
SectionIndex,
|
|
Section.GetNumVertices(),
|
|
Section.BoneMap.Num()
|
|
);
|
|
}
|
|
|
|
// Copy raw point indices to LOD model.
|
|
LODModel.RawPointIndices.RemoveBulkData();
|
|
if (RawPointIndices.Num())
|
|
{
|
|
LODModel.RawPointIndices.Lock(LOCK_READ_WRITE);
|
|
void* Dest = LODModel.RawPointIndices.Realloc(RawPointIndices.Num());
|
|
FMemory::Memcpy(Dest, RawPointIndices.GetData(), LODModel.RawPointIndices.GetBulkDataSize());
|
|
LODModel.RawPointIndices.Unlock();
|
|
}
|
|
|
|
#if DISALLOW_32BIT_INDICES
|
|
LODModel.MultiSizeIndexContainer.CreateIndexBuffer(sizeof(uint16));
|
|
#else
|
|
LODModel.MultiSizeIndexContainer.CreateIndexBuffer((LODModel.NumVertices < MAX_uint16) ? sizeof(uint16) : sizeof(uint32));
|
|
#endif
|
|
|
|
// Finish building the sections.
|
|
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
|
|
{
|
|
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
|
|
const TArray<uint32>& SectionIndices = Chunks[SectionIndex]->Indices;
|
|
FRawStaticIndexBuffer16or32Interface* IndexBuffer = LODModel.MultiSizeIndexContainer.GetIndexBuffer();
|
|
Section.BaseIndex = IndexBuffer->Num();
|
|
const int32 NumIndices = SectionIndices.Num();
|
|
const TArray<uint32>& SectionVertexIndexRemap = VertexIndexRemap[SectionIndex];
|
|
for (int32 Index = 0; Index < NumIndices; Index++)
|
|
{
|
|
uint32 VertexIndex = SectionVertexIndexRemap[SectionIndices[Index]];
|
|
IndexBuffer->AddItem(VertexIndex);
|
|
}
|
|
}
|
|
|
|
// Free the skinned mesh chunks which are no longer needed.
|
|
for (int32 i = 0; i < Chunks.Num(); ++i)
|
|
{
|
|
delete Chunks[i];
|
|
Chunks[i] = NULL;
|
|
}
|
|
Chunks.Empty();
|
|
|
|
// Build the adjacency index buffer used for tessellation.
|
|
{
|
|
TArray<FSoftSkinVertex> Vertices;
|
|
LODModel.GetVertices(Vertices);
|
|
|
|
FMultiSizeIndexContainerData IndexData;
|
|
LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
|
|
|
|
FMultiSizeIndexContainerData AdjacencyIndexData;
|
|
AdjacencyIndexData.DataTypeSize = IndexData.DataTypeSize;
|
|
|
|
BuildSkeletalAdjacencyIndexBuffer(Vertices, LODModel.NumTexCoords, IndexData.Indices, AdjacencyIndexData.Indices);
|
|
LODModel.AdjacencyMultiSizeIndexContainer.RebuildIndexBuffer(AdjacencyIndexData);
|
|
}
|
|
|
|
// Compute the required bones for this model.
|
|
USkeletalMesh::CalculateRequiredBones(LODModel, RefSkeleton, NULL);
|
|
#endif // #if WITH_EDITORONLY_DATA
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Common functionality.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
/** Helper struct for building acceleration structures. */
|
|
struct FIndexAndZ
|
|
{
|
|
float Z;
|
|
int32 Index;
|
|
|
|
/** Default constructor. */
|
|
FIndexAndZ() {}
|
|
|
|
/** Initialization constructor. */
|
|
FIndexAndZ(int32 InIndex, FVector V)
|
|
{
|
|
Z = 0.30f * V.X + 0.33f * V.Y + 0.37f * V.Z;
|
|
Index = InIndex;
|
|
}
|
|
};
|
|
|
|
/** Sorting function for vertex Z/index pairs. */
|
|
struct FCompareIndexAndZ
|
|
{
|
|
FORCEINLINE bool operator()(FIndexAndZ const& A, FIndexAndZ const& B) const { return A.Z < B.Z; }
|
|
};
|
|
|
|
static int32 ComputeNumTexCoords(FRawMesh const& RawMesh, int32 MaxSupportedTexCoords)
|
|
{
|
|
int32 NumWedges = RawMesh.WedgeIndices.Num();
|
|
int32 NumTexCoords = 0;
|
|
for (int32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; ++TexCoordIndex)
|
|
{
|
|
if (RawMesh.WedgeTexCoords[TexCoordIndex].Num() != NumWedges)
|
|
{
|
|
break;
|
|
}
|
|
NumTexCoords++;
|
|
}
|
|
return FMath::Min(NumTexCoords, MaxSupportedTexCoords);
|
|
}
|
|
|
|
/**
|
|
* Returns true if the specified points are about equal
|
|
*/
|
|
inline bool PointsEqual(const FVector& V1, const FVector& V2, float ComparisonThreshold)
|
|
{
|
|
if (FMath::Abs(V1.X - V2.X) > ComparisonThreshold
|
|
|| FMath::Abs(V1.Y - V2.Y) > ComparisonThreshold
|
|
|| FMath::Abs(V1.Z - V2.Z) > ComparisonThreshold)
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static inline FVector GetPositionForWedge(FRawMesh const& Mesh, int32 WedgeIndex)
|
|
{
|
|
int32 VertexIndex = Mesh.WedgeIndices[WedgeIndex];
|
|
return Mesh.VertexPositions[VertexIndex];
|
|
}
|
|
|
|
struct FMeshEdge
|
|
{
|
|
int32 Vertices[2];
|
|
int32 Faces[2];
|
|
};
|
|
|
|
/**
|
|
* This helper class builds the edge list for a mesh. It uses a hash of vertex
|
|
* positions to edges sharing that vertex to remove the n^2 searching of all
|
|
* previously added edges. This class is templatized so it can be used with
|
|
* either static mesh or skeletal mesh vertices
|
|
*/
|
|
template <class VertexClass> class TEdgeBuilder
|
|
{
|
|
protected:
|
|
/**
|
|
* The list of indices to build the edge data from
|
|
*/
|
|
const TArray<uint32>& Indices;
|
|
/**
|
|
* The array of verts for vertex position comparison
|
|
*/
|
|
const TArray<VertexClass>& Vertices;
|
|
/**
|
|
* The array of edges to create
|
|
*/
|
|
TArray<FMeshEdge>& Edges;
|
|
/**
|
|
* List of edges that start with a given vertex
|
|
*/
|
|
TMultiMap<FVector, FMeshEdge*> VertexToEdgeList;
|
|
|
|
/**
|
|
* This function determines whether a given edge matches or not. It must be
|
|
* provided by derived classes since they have the specific information that
|
|
* this class doesn't know about (vertex info, influences, etc)
|
|
*
|
|
* @param Index1 The first index of the edge being checked
|
|
* @param Index2 The second index of the edge
|
|
* @param OtherEdge The edge to compare. Was found via the map
|
|
*
|
|
* @return true if the edge is a match, false otherwise
|
|
*/
|
|
virtual bool DoesEdgeMatch(int32 Index1, int32 Index2, FMeshEdge* OtherEdge) = 0;
|
|
|
|
/**
|
|
* Searches the list of edges to see if this one matches an existing and
|
|
* returns a pointer to it if it does
|
|
*
|
|
* @param Index1 the first index to check for
|
|
* @param Index2 the second index to check for
|
|
*
|
|
* @return NULL if no edge was found, otherwise the edge that was found
|
|
*/
|
|
inline FMeshEdge* FindOppositeEdge(int32 Index1, int32 Index2)
|
|
{
|
|
FMeshEdge* Edge = NULL;
|
|
TArray<FMeshEdge*> EdgeList;
|
|
// Search the hash for a corresponding vertex
|
|
VertexToEdgeList.MultiFind(Vertices[Index2].Position, EdgeList);
|
|
// Now search through the array for a match or not
|
|
for (int32 EdgeIndex = 0; EdgeIndex < EdgeList.Num() && Edge == NULL;
|
|
EdgeIndex++)
|
|
{
|
|
FMeshEdge* OtherEdge = EdgeList[EdgeIndex];
|
|
// See if this edge matches the passed in edge
|
|
if (OtherEdge != NULL && DoesEdgeMatch(Index1, Index2, OtherEdge))
|
|
{
|
|
// We have a match
|
|
Edge = OtherEdge;
|
|
}
|
|
}
|
|
return Edge;
|
|
}
|
|
|
|
/**
|
|
* Updates an existing edge if found or adds the new edge to the list
|
|
*
|
|
* @param Index1 the first index in the edge
|
|
* @param Index2 the second index in the edge
|
|
* @param Triangle the triangle that this edge was found in
|
|
*/
|
|
inline void AddEdge(int32 Index1, int32 Index2, int32 Triangle)
|
|
{
|
|
// If this edge matches another then just fill the other triangle
|
|
// otherwise add it
|
|
FMeshEdge* OtherEdge = FindOppositeEdge(Index1, Index2);
|
|
if (OtherEdge == NULL)
|
|
{
|
|
// Add a new edge to the array
|
|
int32 EdgeIndex = Edges.AddZeroed();
|
|
Edges[EdgeIndex].Vertices[0] = Index1;
|
|
Edges[EdgeIndex].Vertices[1] = Index2;
|
|
Edges[EdgeIndex].Faces[0] = Triangle;
|
|
Edges[EdgeIndex].Faces[1] = -1;
|
|
// Also add this edge to the hash for faster searches
|
|
// NOTE: This relies on the array never being realloced!
|
|
VertexToEdgeList.Add(Vertices[Index1].Position, &Edges[EdgeIndex]);
|
|
}
|
|
else
|
|
{
|
|
OtherEdge->Faces[1] = Triangle;
|
|
}
|
|
}
|
|
|
|
public:
|
|
/**
|
|
* Initializes the values for the code that will build the mesh edge list
|
|
*/
|
|
TEdgeBuilder(const TArray<uint32>& InIndices,
|
|
const TArray<VertexClass>& InVertices,
|
|
TArray<FMeshEdge>& OutEdges) :
|
|
Indices(InIndices), Vertices(InVertices), Edges(OutEdges)
|
|
{
|
|
// Presize the array so that there are no extra copies being done
|
|
// when adding edges to it
|
|
Edges.Empty(Indices.Num());
|
|
}
|
|
|
|
/**
|
|
* Virtual dtor
|
|
*/
|
|
virtual ~TEdgeBuilder(){}
|
|
|
|
|
|
/**
|
|
* Uses a hash of indices to edge lists so that it can avoid the n^2 search
|
|
* through the full edge list
|
|
*/
|
|
void FindEdges(void)
|
|
{
|
|
// @todo Handle something other than trilists when building edges
|
|
int32 TriangleCount = Indices.Num() / 3;
|
|
int32 EdgeCount = 0;
|
|
// Work through all triangles building the edges
|
|
for (int32 Triangle = 0; Triangle < TriangleCount; Triangle++)
|
|
{
|
|
// Determine the starting index
|
|
int32 TriangleIndex = Triangle * 3;
|
|
// Get the indices for the triangle
|
|
int32 Index1 = Indices[TriangleIndex];
|
|
int32 Index2 = Indices[TriangleIndex + 1];
|
|
int32 Index3 = Indices[TriangleIndex + 2];
|
|
// Add the first to second edge
|
|
AddEdge(Index1, Index2, Triangle);
|
|
// Now add the second to third
|
|
AddEdge(Index2, Index3, Triangle);
|
|
// Add the third to first edge
|
|
AddEdge(Index3, Index1, Triangle);
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This is the static mesh specific version for finding edges
|
|
*/
|
|
class FStaticMeshEdgeBuilder : public TEdgeBuilder<FStaticMeshBuildVertex>
|
|
{
|
|
public:
|
|
/**
|
|
* Constructor that passes all work to the parent class
|
|
*/
|
|
FStaticMeshEdgeBuilder(const TArray<uint32>& InIndices,
|
|
const TArray<FStaticMeshBuildVertex>& InVertices,
|
|
TArray<FMeshEdge>& OutEdges) :
|
|
TEdgeBuilder<FStaticMeshBuildVertex>(InIndices, InVertices, OutEdges)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* This function determines whether a given edge matches or not for a static mesh
|
|
*
|
|
* @param Index1 The first index of the edge being checked
|
|
* @param Index2 The second index of the edge
|
|
* @param OtherEdge The edge to compare. Was found via the map
|
|
*
|
|
* @return true if the edge is a match, false otherwise
|
|
*/
|
|
bool DoesEdgeMatch(int32 Index1, int32 Index2, FMeshEdge* OtherEdge)
|
|
{
|
|
return Vertices[OtherEdge->Vertices[1]].Position == Vertices[Index1].Position &&
|
|
OtherEdge->Faces[1] == -1;
|
|
}
|
|
};
|
|
|
|
static void ComputeTriangleTangents(
|
|
const TArray<FVector>& InVertices,
|
|
const TArray<uint32>& InIndices,
|
|
const TArray<FVector2D>& InUVs,
|
|
TArray<FVector>& OutTangentX,
|
|
TArray<FVector>& OutTangentY,
|
|
TArray<FVector>& OutTangentZ,
|
|
float ComparisonThreshold
|
|
)
|
|
{
|
|
const int32 NumTriangles = InIndices.Num() / 3;
|
|
OutTangentX.Empty(NumTriangles);
|
|
OutTangentY.Empty(NumTriangles);
|
|
OutTangentZ.Empty(NumTriangles);
|
|
|
|
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
|
|
{
|
|
int32 UVIndex = 0;
|
|
|
|
FVector P[3];
|
|
for (int32 i = 0; i < 3; ++i)
|
|
{
|
|
P[i] = InVertices[InIndices[TriangleIndex * 3 + i]];
|
|
}
|
|
|
|
const FVector Normal = ((P[1] - P[2]) ^ (P[0] - P[2])).GetSafeNormal(ComparisonThreshold);
|
|
FMatrix ParameterToLocal(
|
|
FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0),
|
|
FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0),
|
|
FPlane(P[0].X, P[0].Y, P[0].Z, 0),
|
|
FPlane(0, 0, 0, 1)
|
|
);
|
|
|
|
const FVector2D T1 = InUVs[TriangleIndex * 3 + 0];
|
|
const FVector2D T2 = InUVs[TriangleIndex * 3 + 1];
|
|
const FVector2D T3 = InUVs[TriangleIndex * 3 + 2];
|
|
|
|
FMatrix ParameterToTexture(
|
|
FPlane(T2.X - T1.X, T2.Y - T1.Y, 0, 0),
|
|
FPlane(T3.X - T1.X, T3.Y - T1.Y, 0, 0),
|
|
FPlane(T1.X, T1.Y, 1, 0),
|
|
FPlane(0, 0, 0, 1)
|
|
);
|
|
|
|
// Use InverseSlow to catch singular matrices. Inverse can miss this sometimes.
|
|
const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
|
|
|
|
OutTangentX.Add(TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal());
|
|
OutTangentY.Add(TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal());
|
|
OutTangentZ.Add(Normal);
|
|
|
|
FVector::CreateOrthonormalBasis(
|
|
OutTangentX[TriangleIndex],
|
|
OutTangentY[TriangleIndex],
|
|
OutTangentZ[TriangleIndex]
|
|
);
|
|
}
|
|
|
|
check(OutTangentX.Num() == NumTriangles);
|
|
check(OutTangentY.Num() == NumTriangles);
|
|
check(OutTangentZ.Num() == NumTriangles);
|
|
}
|
|
|
|
static void ComputeTriangleTangents(
|
|
TArray<FVector>& OutTangentX,
|
|
TArray<FVector>& OutTangentY,
|
|
TArray<FVector>& OutTangentZ,
|
|
FRawMesh const& RawMesh,
|
|
float ComparisonThreshold
|
|
)
|
|
{
|
|
ComputeTriangleTangents(RawMesh.VertexPositions, RawMesh.WedgeIndices, RawMesh.WedgeTexCoords[0], OutTangentX, OutTangentY, OutTangentZ, ComparisonThreshold);
|
|
|
|
/*int32 NumTriangles = RawMesh.WedgeIndices.Num() / 3;
|
|
TriangleTangentX.Empty(NumTriangles);
|
|
TriangleTangentY.Empty(NumTriangles);
|
|
TriangleTangentZ.Empty(NumTriangles);
|
|
|
|
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
|
|
{
|
|
int32 UVIndex = 0;
|
|
|
|
FVector P[3];
|
|
for (int32 i = 0; i < 3; ++i)
|
|
{
|
|
P[i] = GetPositionForWedge(RawMesh, TriangleIndex * 3 + i);
|
|
}
|
|
|
|
const FVector Normal = ((P[1] - P[2]) ^ (P[0] - P[2])).GetSafeNormal(ComparisonThreshold);
|
|
FMatrix ParameterToLocal(
|
|
FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0),
|
|
FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0),
|
|
FPlane(P[0].X, P[0].Y, P[0].Z, 0),
|
|
FPlane(0, 0, 0, 1)
|
|
);
|
|
|
|
FVector2D T1 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 0];
|
|
FVector2D T2 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 1];
|
|
FVector2D T3 = RawMesh.WedgeTexCoords[UVIndex][TriangleIndex * 3 + 2];
|
|
FMatrix ParameterToTexture(
|
|
FPlane(T2.X - T1.X, T2.Y - T1.Y, 0, 0),
|
|
FPlane(T3.X - T1.X, T3.Y - T1.Y, 0, 0),
|
|
FPlane(T1.X, T1.Y, 1, 0),
|
|
FPlane(0, 0, 0, 1)
|
|
);
|
|
|
|
// Use InverseSlow to catch singular matrices. Inverse can miss this sometimes.
|
|
const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
|
|
|
|
TriangleTangentX.Add(TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal());
|
|
TriangleTangentY.Add(TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal());
|
|
TriangleTangentZ.Add(Normal);
|
|
|
|
FVector::CreateOrthonormalBasis(
|
|
TriangleTangentX[TriangleIndex],
|
|
TriangleTangentY[TriangleIndex],
|
|
TriangleTangentZ[TriangleIndex]
|
|
);
|
|
}
|
|
|
|
check(TriangleTangentX.Num() == NumTriangles);
|
|
check(TriangleTangentY.Num() == NumTriangles);
|
|
check(TriangleTangentZ.Num() == NumTriangles);*/
|
|
}
|
|
|
|
/**
|
|
* Create a table that maps the corner of each face to its overlapping corners.
|
|
* @param OutOverlappingCorners - Maps a corner index to the indices of all overlapping corners.
|
|
* @param RawMesh - The mesh for which to compute overlapping corners.
|
|
*/
|
|
static void FindOverlappingCorners(
|
|
TMultiMap<int32, int32>& OutOverlappingCorners,
|
|
const TArray<FVector>& InVertices,
|
|
const TArray<uint32>& InIndices,
|
|
float ComparisonThreshold
|
|
)
|
|
{
|
|
const int32 NumWedges = InIndices.Num();
|
|
|
|
// Create a list of vertex Z/index pairs
|
|
TArray<FIndexAndZ> VertIndexAndZ;
|
|
VertIndexAndZ.Reserve(NumWedges);
|
|
for (int32 WedgeIndex = 0; WedgeIndex < NumWedges; WedgeIndex++)
|
|
{
|
|
new(VertIndexAndZ)FIndexAndZ(WedgeIndex, InVertices[InIndices[WedgeIndex]]);
|
|
}
|
|
|
|
// Sort the vertices by z value
|
|
VertIndexAndZ.Sort(FCompareIndexAndZ());
|
|
|
|
// Search for duplicates, quickly!
|
|
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
|
|
{
|
|
// only need to search forward, since we add pairs both ways
|
|
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
|
|
{
|
|
if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > ComparisonThreshold)
|
|
break; // can't be any more dups
|
|
|
|
const FVector& PositionA = InVertices[InIndices[VertIndexAndZ[i].Index]];
|
|
const FVector& PositionB = InVertices[InIndices[VertIndexAndZ[j].Index]];
|
|
|
|
if (PointsEqual(PositionA, PositionB, ComparisonThreshold))
|
|
{
|
|
OutOverlappingCorners.Add(VertIndexAndZ[i].Index, VertIndexAndZ[j].Index);
|
|
OutOverlappingCorners.Add(VertIndexAndZ[j].Index, VertIndexAndZ[i].Index);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Create a table that maps the corner of each face to its overlapping corners.
|
|
* @param OutOverlappingCorners - Maps a corner index to the indices of all overlapping corners.
|
|
* @param RawMesh - The mesh for which to compute overlapping corners.
|
|
*/
|
|
static void FindOverlappingCorners(
|
|
TMultiMap<int32, int32>& OutOverlappingCorners,
|
|
FRawMesh const& RawMesh,
|
|
float ComparisonThreshold
|
|
)
|
|
{
|
|
FindOverlappingCorners(OutOverlappingCorners, RawMesh.VertexPositions, RawMesh.WedgeIndices, ComparisonThreshold);
|
|
}
|
|
|
|
/**
|
|
* Smoothing group interpretation helper structure.
|
|
*/
|
|
struct FFanFace
|
|
{
|
|
int32 FaceIndex;
|
|
int32 LinkedVertexIndex;
|
|
bool bFilled;
|
|
bool bBlendTangents;
|
|
bool bBlendNormals;
|
|
};
|
|
|
|
static void ComputeTangents(
|
|
const TArray<FVector>& InVertices,
|
|
const TArray<uint32>& InIndices,
|
|
const TArray<FVector2D>& InUVs,
|
|
const TArray<uint32>& SmoothingGroupIndices,
|
|
TMultiMap<int32, int32> const& OverlappingCorners,
|
|
TArray<FVector>& OutTangentX,
|
|
TArray<FVector>& OutTangentY,
|
|
TArray<FVector>& OutTangentZ,
|
|
const uint32 TangentOptions
|
|
)
|
|
{
|
|
bool bBlendOverlappingNormals = (TangentOptions & ETangentOptions::BlendOverlappingNormals) != 0;
|
|
bool bIgnoreDegenerateTriangles = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) != 0;
|
|
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
|
|
|
|
// Compute per-triangle tangents.
|
|
TArray<FVector> TriangleTangentX;
|
|
TArray<FVector> TriangleTangentY;
|
|
TArray<FVector> TriangleTangentZ;
|
|
|
|
ComputeTriangleTangents(
|
|
InVertices,
|
|
InIndices,
|
|
InUVs,
|
|
TriangleTangentX,
|
|
TriangleTangentY,
|
|
TriangleTangentZ,
|
|
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
|
|
);
|
|
|
|
// Declare these out here to avoid reallocations.
|
|
TArray<FFanFace> RelevantFacesForCorner[3];
|
|
TArray<int32> AdjacentFaces;
|
|
TArray<int32> DupVerts;
|
|
|
|
int32 NumWedges = InIndices.Num();
|
|
int32 NumFaces = NumWedges / 3;
|
|
|
|
// Allocate storage for tangents if none were provided.
|
|
if (OutTangentX.Num() != NumWedges)
|
|
{
|
|
OutTangentX.Empty(NumWedges);
|
|
OutTangentX.AddZeroed(NumWedges);
|
|
}
|
|
if (OutTangentY.Num() != NumWedges)
|
|
{
|
|
OutTangentY.Empty(NumWedges);
|
|
OutTangentY.AddZeroed(NumWedges);
|
|
}
|
|
if (OutTangentZ.Num() != NumWedges)
|
|
{
|
|
OutTangentZ.Empty(NumWedges);
|
|
OutTangentZ.AddZeroed(NumWedges);
|
|
}
|
|
|
|
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
|
|
{
|
|
int32 WedgeOffset = FaceIndex * 3;
|
|
FVector CornerPositions[3];
|
|
FVector CornerTangentX[3];
|
|
FVector CornerTangentY[3];
|
|
FVector CornerTangentZ[3];
|
|
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
CornerTangentX[CornerIndex] = FVector::ZeroVector;
|
|
CornerTangentY[CornerIndex] = FVector::ZeroVector;
|
|
CornerTangentZ[CornerIndex] = FVector::ZeroVector;
|
|
CornerPositions[CornerIndex] = InVertices[InIndices[WedgeOffset + CornerIndex]];
|
|
RelevantFacesForCorner[CornerIndex].Reset();
|
|
}
|
|
|
|
// Don't process degenerate triangles.
|
|
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|
|
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|
|
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// No need to process triangles if tangents already exist.
|
|
bool bCornerHasTangents[3] = { 0 };
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
bCornerHasTangents[CornerIndex] = !OutTangentX[WedgeOffset + CornerIndex].IsZero()
|
|
&& !OutTangentY[WedgeOffset + CornerIndex].IsZero()
|
|
&& !OutTangentZ[WedgeOffset + CornerIndex].IsZero();
|
|
}
|
|
if (bCornerHasTangents[0] && bCornerHasTangents[1] && bCornerHasTangents[2])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Calculate smooth vertex normals.
|
|
float Determinant = FVector::Triple(
|
|
TriangleTangentX[FaceIndex],
|
|
TriangleTangentY[FaceIndex],
|
|
TriangleTangentZ[FaceIndex]
|
|
);
|
|
|
|
// Start building a list of faces adjacent to this face.
|
|
AdjacentFaces.Reset();
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
|
|
DupVerts.Reset();
|
|
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
|
|
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
|
|
for (int32 k = 0; k < DupVerts.Num(); k++)
|
|
{
|
|
AdjacentFaces.AddUnique(DupVerts[k] / 3);
|
|
}
|
|
}
|
|
|
|
// We need to sort these here because the criteria for point equality is
|
|
// exact, so we must ensure the exact same order for all dups.
|
|
AdjacentFaces.Sort();
|
|
|
|
// Process adjacent faces
|
|
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
|
|
{
|
|
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
|
|
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
|
|
{
|
|
if (bCornerHasTangents[OurCornerIndex])
|
|
continue;
|
|
|
|
FFanFace NewFanFace;
|
|
int32 CommonIndexCount = 0;
|
|
|
|
// Check for vertices in common.
|
|
if (FaceIndex == OtherFaceIndex)
|
|
{
|
|
CommonIndexCount = 3;
|
|
NewFanFace.LinkedVertexIndex = OurCornerIndex;
|
|
}
|
|
else
|
|
{
|
|
// Check matching vertices against main vertex .
|
|
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
|
|
{
|
|
if (PointsEqual(
|
|
CornerPositions[OurCornerIndex],
|
|
InVertices[InIndices[OtherFaceIndex * 3 + OtherCornerIndex]],
|
|
ComparisonThreshold
|
|
))
|
|
{
|
|
CommonIndexCount++;
|
|
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add if connected by at least one point. Smoothing matches are considered later.
|
|
if (CommonIndexCount > 0)
|
|
{
|
|
NewFanFace.FaceIndex = OtherFaceIndex;
|
|
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
|
|
NewFanFace.bBlendTangents = NewFanFace.bFilled;
|
|
NewFanFace.bBlendNormals = NewFanFace.bFilled;
|
|
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find true relevance of faces for a vertex normal by traversing
|
|
// smoothing-group-compatible connected triangle fans around common vertices.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
if (bCornerHasTangents[CornerIndex])
|
|
continue;
|
|
|
|
int32 NewConnections;
|
|
do
|
|
{
|
|
NewConnections = 0;
|
|
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
|
|
{
|
|
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
|
|
// The vertex' own face is initially the only face with bFilled == true.
|
|
if (OtherFace.bFilled)
|
|
{
|
|
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
|
|
{
|
|
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
|
|
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
|
|
{
|
|
if ((NextFaceIndex != OtherFaceIdx)
|
|
&& (SmoothingGroupIndices[NextFace.FaceIndex] & SmoothingGroupIndices[OtherFace.FaceIndex]))
|
|
{
|
|
int32 CommonVertices = 0;
|
|
int32 CommonTangentVertices = 0;
|
|
int32 CommonNormalVertices = 0;
|
|
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
|
|
{
|
|
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
|
|
{
|
|
int32 NextVertexIndex = InIndices[NextFace.FaceIndex * 3 + NextCornerIndex];
|
|
int32 OtherVertexIndex = InIndices[OtherFace.FaceIndex * 3 + OtherCornerIndex];
|
|
if (PointsEqual(
|
|
InVertices[NextVertexIndex],
|
|
InVertices[OtherVertexIndex],
|
|
ComparisonThreshold))
|
|
{
|
|
CommonVertices++;
|
|
|
|
|
|
const FVector2D& UVOne = InUVs[NextFace.FaceIndex * 3 + NextCornerIndex];
|
|
const FVector2D& UVTwo = InUVs[OtherFace.FaceIndex * 3 + OtherCornerIndex];
|
|
|
|
if (UVsEqual(UVOne, UVTwo))
|
|
{
|
|
CommonTangentVertices++;
|
|
}
|
|
if (bBlendOverlappingNormals
|
|
|| NextVertexIndex == OtherVertexIndex)
|
|
{
|
|
CommonNormalVertices++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Flood fill faces with more than one common vertices which must be touching edges.
|
|
if (CommonVertices > 1)
|
|
{
|
|
NextFace.bFilled = true;
|
|
NextFace.bBlendNormals = (CommonNormalVertices > 1);
|
|
NewConnections++;
|
|
|
|
// Only blend tangents if there is no UV seam along the edge with this face.
|
|
if (OtherFace.bBlendTangents && CommonTangentVertices > 1)
|
|
{
|
|
float OtherDeterminant = FVector::Triple(
|
|
TriangleTangentX[NextFace.FaceIndex],
|
|
TriangleTangentY[NextFace.FaceIndex],
|
|
TriangleTangentZ[NextFace.FaceIndex]
|
|
);
|
|
if ((Determinant * OtherDeterminant) > 0.0f)
|
|
{
|
|
NextFace.bBlendTangents = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} while (NewConnections > 0);
|
|
}
|
|
|
|
// Vertex normal construction.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
if (bCornerHasTangents[CornerIndex])
|
|
{
|
|
CornerTangentX[CornerIndex] = OutTangentX[WedgeOffset + CornerIndex];
|
|
CornerTangentY[CornerIndex] = OutTangentY[WedgeOffset + CornerIndex];
|
|
CornerTangentZ[CornerIndex] = OutTangentZ[WedgeOffset + CornerIndex];
|
|
}
|
|
else
|
|
{
|
|
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
|
|
{
|
|
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
|
|
if (RelevantFace.bFilled)
|
|
{
|
|
int32 OtherFaceIndex = RelevantFace.FaceIndex;
|
|
if (RelevantFace.bBlendTangents)
|
|
{
|
|
CornerTangentX[CornerIndex] += TriangleTangentX[OtherFaceIndex];
|
|
CornerTangentY[CornerIndex] += TriangleTangentY[OtherFaceIndex];
|
|
}
|
|
if (RelevantFace.bBlendNormals)
|
|
{
|
|
CornerTangentZ[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
|
|
}
|
|
}
|
|
}
|
|
if (!OutTangentX[WedgeOffset + CornerIndex].IsZero())
|
|
{
|
|
CornerTangentX[CornerIndex] = OutTangentX[WedgeOffset + CornerIndex];
|
|
}
|
|
if (!OutTangentY[WedgeOffset + CornerIndex].IsZero())
|
|
{
|
|
CornerTangentY[CornerIndex] = OutTangentY[WedgeOffset + CornerIndex];
|
|
}
|
|
if (!OutTangentZ[WedgeOffset + CornerIndex].IsZero())
|
|
{
|
|
CornerTangentZ[CornerIndex] = OutTangentZ[WedgeOffset + CornerIndex];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Normalization.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
CornerTangentX[CornerIndex].Normalize();
|
|
CornerTangentY[CornerIndex].Normalize();
|
|
CornerTangentZ[CornerIndex].Normalize();
|
|
|
|
// Gram-Schmidt orthogonalization
|
|
CornerTangentY[CornerIndex] -= CornerTangentX[CornerIndex] * (CornerTangentX[CornerIndex] | CornerTangentY[CornerIndex]);
|
|
CornerTangentY[CornerIndex].Normalize();
|
|
|
|
CornerTangentX[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentX[CornerIndex]);
|
|
CornerTangentX[CornerIndex].Normalize();
|
|
CornerTangentY[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentY[CornerIndex]);
|
|
CornerTangentY[CornerIndex].Normalize();
|
|
}
|
|
|
|
// Copy back to the mesh.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
OutTangentX[WedgeOffset + CornerIndex] = CornerTangentX[CornerIndex];
|
|
OutTangentY[WedgeOffset + CornerIndex] = CornerTangentY[CornerIndex];
|
|
OutTangentZ[WedgeOffset + CornerIndex] = CornerTangentZ[CornerIndex];
|
|
}
|
|
}
|
|
|
|
check(OutTangentX.Num() == NumWedges);
|
|
check(OutTangentY.Num() == NumWedges);
|
|
check(OutTangentZ.Num() == NumWedges);
|
|
}
|
|
|
|
|
|
static void ComputeTangents(
|
|
FRawMesh& RawMesh,
|
|
TMultiMap<int32, int32> const& OverlappingCorners,
|
|
uint32 TangentOptions
|
|
)
|
|
{
|
|
const float ComparisonThreshold = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) ? THRESH_POINTS_ARE_SAME : 0.0f;
|
|
ComputeTangents(RawMesh.VertexPositions, RawMesh.WedgeIndices, RawMesh.WedgeTexCoords[0], RawMesh.FaceSmoothingMasks, OverlappingCorners, RawMesh.WedgeTangentX, RawMesh.WedgeTangentY, RawMesh.WedgeTangentZ, TangentOptions);
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
MikkTSpace for computing tangents.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
static int MikkGetNumFaces(const SMikkTSpaceContext* Context)
|
|
{
|
|
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
|
|
return UserData->WedgeIndices.Num() / 3;
|
|
}
|
|
|
|
static int MikkGetNumVertsOfFace(const SMikkTSpaceContext* Context, const int FaceIdx)
|
|
{
|
|
// All of our meshes are triangles.
|
|
return 3;
|
|
}
|
|
|
|
static void MikkGetPosition(const SMikkTSpaceContext* Context, float Position[3], const int FaceIdx, const int VertIdx)
|
|
{
|
|
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
|
|
FVector VertexPosition = UserData->GetWedgePosition(FaceIdx * 3 + VertIdx);
|
|
Position[0] = VertexPosition.X;
|
|
Position[1] = VertexPosition.Y;
|
|
Position[2] = VertexPosition.Z;
|
|
}
|
|
|
|
static void MikkGetNormal(const SMikkTSpaceContext* Context, float Normal[3], const int FaceIdx, const int VertIdx)
|
|
{
|
|
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
|
|
FVector &VertexNormal = UserData->WedgeTangentZ[FaceIdx * 3 + VertIdx];
|
|
for (int32 i = 0; i < 3; ++i)
|
|
{
|
|
Normal[i] = VertexNormal[i];
|
|
}
|
|
}
|
|
|
|
static void MikkSetTSpaceBasic(const SMikkTSpaceContext* Context, const float Tangent[3], const float BitangentSign, const int FaceIdx, const int VertIdx)
|
|
{
|
|
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
|
|
FVector &VertexTangent = UserData->WedgeTangentX[FaceIdx * 3 + VertIdx];
|
|
for (int32 i = 0; i < 3; ++i)
|
|
{
|
|
VertexTangent[i] = Tangent[i];
|
|
}
|
|
FVector Bitangent = BitangentSign * FVector::CrossProduct(UserData->WedgeTangentZ[FaceIdx * 3 + VertIdx], VertexTangent);
|
|
FVector &VertexBitangent = UserData->WedgeTangentY[FaceIdx * 3 + VertIdx];
|
|
for (int32 i = 0; i < 3; ++i)
|
|
{
|
|
VertexBitangent[i] = -Bitangent[i];
|
|
}
|
|
}
|
|
|
|
static void MikkGetTexCoord(const SMikkTSpaceContext* Context, float UV[2], const int FaceIdx, const int VertIdx)
|
|
{
|
|
FRawMesh *UserData = (FRawMesh*)(Context->m_pUserData);
|
|
FVector2D &TexCoord = UserData->WedgeTexCoords[0][FaceIdx * 3 + VertIdx];
|
|
UV[0] = TexCoord.X;
|
|
UV[1] = TexCoord.Y;
|
|
}
|
|
|
|
// MikkTSpace implementations for skeletal meshes, where tangents/bitangents are ultimately derived from lists of attributes.
|
|
|
|
// Holder for skeletal data to be passed to MikkTSpace.
|
|
// Holds references to the wedge, face and points vectors that BuildSkeletalMesh is given.
|
|
// Holds reference to the calculated normals array, which will be fleshed out if they've been calculated.
|
|
// Holds reference to the newly created tangent and bitangent arrays, which MikkTSpace will fleshed out if required.
|
|
class MikkTSpace_Skeletal_Mesh
|
|
{
|
|
public:
|
|
const TArray<FMeshWedge> &wedges; //Reference to wedge list.
|
|
const TArray<FMeshFace> &faces; //Reference to face list. Also contains normal/tangent/bitanget/UV coords for each vertex of the face.
|
|
const TArray<FVector> &points; //Reference to position list.
|
|
bool bComputeNormals; //Copy of bComputeNormals.
|
|
TArray<FVector> &TangentsX; //Reference to newly created tangents list.
|
|
TArray<FVector> &TangentsY; //Reference to newly created bitangents list.
|
|
TArray<FVector> &TangentsZ; //Reference to computed normals, will be empty otherwise.
|
|
|
|
MikkTSpace_Skeletal_Mesh(
|
|
const TArray<FMeshWedge> &Wedges,
|
|
const TArray<FMeshFace> &Faces,
|
|
const TArray<FVector> &Points,
|
|
bool bInComputeNormals,
|
|
TArray<FVector> &VertexTangentsX,
|
|
TArray<FVector> &VertexTangentsY,
|
|
TArray<FVector> &VertexTangentsZ
|
|
)
|
|
:
|
|
wedges(Wedges),
|
|
faces(Faces),
|
|
points(Points),
|
|
bComputeNormals(bInComputeNormals),
|
|
TangentsX(VertexTangentsX),
|
|
TangentsY(VertexTangentsY),
|
|
TangentsZ(VertexTangentsZ)
|
|
{
|
|
}
|
|
};
|
|
|
|
static int MikkGetNumFaces_Skeletal(const SMikkTSpaceContext* Context)
|
|
{
|
|
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
|
|
return UserData->faces.Num();
|
|
}
|
|
|
|
static int MikkGetNumVertsOfFace_Skeletal(const SMikkTSpaceContext* Context, const int FaceIdx)
|
|
{
|
|
// Confirmed?
|
|
return 3;
|
|
}
|
|
|
|
static void MikkGetPosition_Skeletal(const SMikkTSpaceContext* Context, float Position[3], const int FaceIdx, const int VertIdx)
|
|
{
|
|
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
|
|
const FVector &VertexPosition = UserData->points[UserData->wedges[UserData->faces[FaceIdx].iWedge[VertIdx]].iVertex];
|
|
Position[0] = VertexPosition.X;
|
|
Position[1] = VertexPosition.Y;
|
|
Position[2] = VertexPosition.Z;
|
|
}
|
|
|
|
static void MikkGetNormal_Skeletal(const SMikkTSpaceContext* Context, float Normal[3], const int FaceIdx, const int VertIdx)
|
|
{
|
|
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
|
|
// Get different normals depending on whether they've been calculated or not.
|
|
if (UserData->bComputeNormals) {
|
|
FVector &VertexNormal = UserData->TangentsZ[FaceIdx * 3 + VertIdx];
|
|
Normal[0] = VertexNormal.X;
|
|
Normal[1] = VertexNormal.Y;
|
|
Normal[2] = VertexNormal.Z;
|
|
}
|
|
else
|
|
{
|
|
const FVector &VertexNormal = UserData->faces[FaceIdx].TangentZ[VertIdx];
|
|
Normal[0] = VertexNormal.X;
|
|
Normal[1] = VertexNormal.Y;
|
|
Normal[2] = VertexNormal.Z;
|
|
}
|
|
}
|
|
|
|
static void MikkSetTSpaceBasic_Skeletal(const SMikkTSpaceContext* Context, const float Tangent[3], const float BitangentSign, const int FaceIdx, const int VertIdx)
|
|
{
|
|
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
|
|
FVector &VertexTangent = UserData->TangentsX[FaceIdx * 3 + VertIdx];
|
|
VertexTangent.X = Tangent[0];
|
|
VertexTangent.Y = Tangent[1];
|
|
VertexTangent.Z = Tangent[2];
|
|
|
|
FVector Bitangent;
|
|
// Get different normals depending on whether they've been calculated or not.
|
|
if (UserData->bComputeNormals) {
|
|
Bitangent = BitangentSign * FVector::CrossProduct(UserData->TangentsZ[FaceIdx * 3 + VertIdx], VertexTangent);
|
|
}
|
|
else
|
|
{
|
|
Bitangent = BitangentSign * FVector::CrossProduct(UserData->faces[FaceIdx].TangentZ[VertIdx], VertexTangent);
|
|
}
|
|
FVector &VertexBitangent = UserData->TangentsY[FaceIdx * 3 + VertIdx];
|
|
// Switch the tangent space swizzle to X+Y-Z+ for legacy reasons.
|
|
VertexBitangent.X = -Bitangent[0];
|
|
VertexBitangent.Y = -Bitangent[1];
|
|
VertexBitangent.Z = -Bitangent[2];
|
|
}
|
|
|
|
static void MikkGetTexCoord_Skeletal(const SMikkTSpaceContext* Context, float UV[2], const int FaceIdx, const int VertIdx)
|
|
{
|
|
MikkTSpace_Skeletal_Mesh *UserData = (MikkTSpace_Skeletal_Mesh*)(Context->m_pUserData);
|
|
const FVector2D &TexCoord = UserData->wedges[UserData->faces[FaceIdx].iWedge[VertIdx]].UVs[0];
|
|
UV[0] = TexCoord.X;
|
|
UV[1] = TexCoord.Y;
|
|
}
|
|
|
|
static void ComputeTangents_MikkTSpace(
|
|
FRawMesh& RawMesh,
|
|
TMultiMap<int32, int32> const& OverlappingCorners,
|
|
uint32 TangentOptions
|
|
)
|
|
{
|
|
bool bBlendOverlappingNormals = (TangentOptions & ETangentOptions::BlendOverlappingNormals) != 0;
|
|
bool bIgnoreDegenerateTriangles = (TangentOptions & ETangentOptions::IgnoreDegenerateTriangles) != 0;
|
|
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
|
|
|
|
// Compute per-triangle tangents.
|
|
TArray<FVector> TriangleTangentX;
|
|
TArray<FVector> TriangleTangentY;
|
|
TArray<FVector> TriangleTangentZ;
|
|
|
|
ComputeTriangleTangents(
|
|
TriangleTangentX,
|
|
TriangleTangentY,
|
|
TriangleTangentZ,
|
|
RawMesh,
|
|
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
|
|
);
|
|
|
|
// Declare these out here to avoid reallocations.
|
|
TArray<FFanFace> RelevantFacesForCorner[3];
|
|
TArray<int32> AdjacentFaces;
|
|
TArray<int32> DupVerts;
|
|
|
|
int32 NumWedges = RawMesh.WedgeIndices.Num();
|
|
int32 NumFaces = NumWedges / 3;
|
|
|
|
bool bWedgeNormals = true;
|
|
bool bWedgeTSpace = false;
|
|
for (int32 WedgeIdx = 0; WedgeIdx < RawMesh.WedgeTangentZ.Num(); ++WedgeIdx)
|
|
{
|
|
bWedgeNormals = bWedgeNormals && (!RawMesh.WedgeTangentZ[WedgeIdx].IsNearlyZero());
|
|
}
|
|
|
|
if (RawMesh.WedgeTangentX.Num() > 0 && RawMesh.WedgeTangentY.Num() > 0)
|
|
{
|
|
bWedgeTSpace = true;
|
|
for (int32 WedgeIdx = 0; WedgeIdx < RawMesh.WedgeTangentX.Num()
|
|
&& WedgeIdx < RawMesh.WedgeTangentY.Num(); ++WedgeIdx)
|
|
{
|
|
bWedgeTSpace = bWedgeTSpace && (!RawMesh.WedgeTangentX[WedgeIdx].IsNearlyZero()) && (!RawMesh.WedgeTangentY[WedgeIdx].IsNearlyZero());
|
|
}
|
|
}
|
|
|
|
// Allocate storage for tangents if none were provided, and calculate normals for MikkTSpace.
|
|
if (RawMesh.WedgeTangentZ.Num() != NumWedges || !bWedgeNormals)
|
|
{
|
|
// normals are not included, so we should calculate them
|
|
RawMesh.WedgeTangentZ.Empty(NumWedges);
|
|
RawMesh.WedgeTangentZ.AddZeroed(NumWedges);
|
|
|
|
// we need to calculate normals for MikkTSpace
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("Invalid vertex normals found for mesh. Forcing recomputation of vertex normals for MikkTSpace. Fix mesh or disable \"Use MikkTSpace Tangent Space\" to avoid forced recomputation of normals."));
|
|
|
|
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
|
|
{
|
|
int32 WedgeOffset = FaceIndex * 3;
|
|
FVector CornerPositions[3];
|
|
FVector CornerNormal[3];
|
|
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
CornerNormal[CornerIndex] = FVector::ZeroVector;
|
|
CornerPositions[CornerIndex] = GetPositionForWedge(RawMesh, WedgeOffset + CornerIndex);
|
|
RelevantFacesForCorner[CornerIndex].Reset();
|
|
}
|
|
|
|
// Don't process degenerate triangles.
|
|
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|
|
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|
|
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// No need to process triangles if tangents already exist.
|
|
bool bCornerHasNormal[3] = { 0 };
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
bCornerHasNormal[CornerIndex] = !RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex].IsZero();
|
|
}
|
|
if (bCornerHasNormal[0] && bCornerHasNormal[1] && bCornerHasNormal[2])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Start building a list of faces adjacent to this face.
|
|
AdjacentFaces.Reset();
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
|
|
DupVerts.Reset();
|
|
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
|
|
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
|
|
for (int32 k = 0; k < DupVerts.Num(); k++)
|
|
{
|
|
AdjacentFaces.AddUnique(DupVerts[k] / 3);
|
|
}
|
|
}
|
|
|
|
// We need to sort these here because the criteria for point equality is
|
|
// exact, so we must ensure the exact same order for all dups.
|
|
AdjacentFaces.Sort();
|
|
|
|
// Process adjacent faces
|
|
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
|
|
{
|
|
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
|
|
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
|
|
{
|
|
if (bCornerHasNormal[OurCornerIndex])
|
|
continue;
|
|
|
|
FFanFace NewFanFace;
|
|
int32 CommonIndexCount = 0;
|
|
|
|
// Check for vertices in common.
|
|
if (FaceIndex == OtherFaceIndex)
|
|
{
|
|
CommonIndexCount = 3;
|
|
NewFanFace.LinkedVertexIndex = OurCornerIndex;
|
|
}
|
|
else
|
|
{
|
|
// Check matching vertices against main vertex .
|
|
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
|
|
{
|
|
if (PointsEqual(
|
|
CornerPositions[OurCornerIndex],
|
|
GetPositionForWedge(RawMesh, OtherFaceIndex * 3 + OtherCornerIndex),
|
|
ComparisonThreshold
|
|
))
|
|
{
|
|
CommonIndexCount++;
|
|
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add if connected by at least one point. Smoothing matches are considered later.
|
|
if (CommonIndexCount > 0)
|
|
{
|
|
NewFanFace.FaceIndex = OtherFaceIndex;
|
|
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
|
|
NewFanFace.bBlendTangents = NewFanFace.bFilled;
|
|
NewFanFace.bBlendNormals = NewFanFace.bFilled;
|
|
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find true relevance of faces for a vertex normal by traversing
|
|
// smoothing-group-compatible connected triangle fans around common vertices.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
if (bCornerHasNormal[CornerIndex])
|
|
continue;
|
|
|
|
int32 NewConnections;
|
|
do
|
|
{
|
|
NewConnections = 0;
|
|
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
|
|
{
|
|
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
|
|
// The vertex' own face is initially the only face with bFilled == true.
|
|
if (OtherFace.bFilled)
|
|
{
|
|
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
|
|
{
|
|
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
|
|
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
|
|
{
|
|
if ((NextFaceIndex != OtherFaceIdx)
|
|
&& (RawMesh.FaceSmoothingMasks[NextFace.FaceIndex] & RawMesh.FaceSmoothingMasks[OtherFace.FaceIndex]))
|
|
{
|
|
int32 CommonVertices = 0;
|
|
int32 CommonNormalVertices = 0;
|
|
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
|
|
{
|
|
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
|
|
{
|
|
int32 NextVertexIndex = RawMesh.WedgeIndices[NextFace.FaceIndex * 3 + NextCornerIndex];
|
|
int32 OtherVertexIndex = RawMesh.WedgeIndices[OtherFace.FaceIndex * 3 + OtherCornerIndex];
|
|
if (PointsEqual(
|
|
RawMesh.VertexPositions[NextVertexIndex],
|
|
RawMesh.VertexPositions[OtherVertexIndex],
|
|
ComparisonThreshold))
|
|
{
|
|
CommonVertices++;
|
|
if (bBlendOverlappingNormals
|
|
|| NextVertexIndex == OtherVertexIndex)
|
|
{
|
|
CommonNormalVertices++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Flood fill faces with more than one common vertices which must be touching edges.
|
|
if (CommonVertices > 1)
|
|
{
|
|
NextFace.bFilled = true;
|
|
NextFace.bBlendNormals = (CommonNormalVertices > 1);
|
|
NewConnections++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
while (NewConnections > 0);
|
|
}
|
|
|
|
|
|
// Vertex normal construction.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
if (bCornerHasNormal[CornerIndex])
|
|
{
|
|
CornerNormal[CornerIndex] = RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex];
|
|
}
|
|
else
|
|
{
|
|
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
|
|
{
|
|
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
|
|
if (RelevantFace.bFilled)
|
|
{
|
|
int32 OtherFaceIndex = RelevantFace.FaceIndex;
|
|
if (RelevantFace.bBlendNormals)
|
|
{
|
|
CornerNormal[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
|
|
}
|
|
}
|
|
}
|
|
if (!RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex].IsZero())
|
|
{
|
|
CornerNormal[CornerIndex] = RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Normalization.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
CornerNormal[CornerIndex].Normalize();
|
|
}
|
|
|
|
// Copy back to the mesh.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
RawMesh.WedgeTangentZ[WedgeOffset + CornerIndex] = CornerNormal[CornerIndex];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (RawMesh.WedgeTangentX.Num() != NumWedges)
|
|
{
|
|
RawMesh.WedgeTangentX.Empty(NumWedges);
|
|
RawMesh.WedgeTangentX.AddZeroed(NumWedges);
|
|
}
|
|
if (RawMesh.WedgeTangentY.Num() != NumWedges)
|
|
{
|
|
RawMesh.WedgeTangentY.Empty(NumWedges);
|
|
RawMesh.WedgeTangentY.AddZeroed(NumWedges);
|
|
}
|
|
|
|
if (!bWedgeTSpace)
|
|
{
|
|
// we can use mikktspace to calculate the tangents
|
|
SMikkTSpaceInterface MikkTInterface;
|
|
MikkTInterface.m_getNormal = MikkGetNormal;
|
|
MikkTInterface.m_getNumFaces = MikkGetNumFaces;
|
|
MikkTInterface.m_getNumVerticesOfFace = MikkGetNumVertsOfFace;
|
|
MikkTInterface.m_getPosition = MikkGetPosition;
|
|
MikkTInterface.m_getTexCoord = MikkGetTexCoord;
|
|
MikkTInterface.m_setTSpaceBasic = MikkSetTSpaceBasic;
|
|
MikkTInterface.m_setTSpace = nullptr;
|
|
|
|
SMikkTSpaceContext MikkTContext;
|
|
MikkTContext.m_pInterface = &MikkTInterface;
|
|
MikkTContext.m_pUserData = (void*)(&RawMesh);
|
|
MikkTContext.m_bIgnoreDegenerates = bIgnoreDegenerateTriangles;
|
|
genTangSpaceDefault(&MikkTContext);
|
|
}
|
|
|
|
check(RawMesh.WedgeTangentX.Num() == NumWedges);
|
|
check(RawMesh.WedgeTangentY.Num() == NumWedges);
|
|
check(RawMesh.WedgeTangentZ.Num() == NumWedges);
|
|
}
|
|
|
|
static void BuildDepthOnlyIndexBuffer(
|
|
TArray<uint32>& OutDepthIndices,
|
|
const TArray<FStaticMeshBuildVertex>& InVertices,
|
|
const TArray<uint32>& InIndices,
|
|
const TArray<FStaticMeshSection>& InSections
|
|
)
|
|
{
|
|
int32 NumVertices = InVertices.Num();
|
|
if (InIndices.Num() <= 0 || NumVertices <= 0)
|
|
{
|
|
OutDepthIndices.Empty();
|
|
return;
|
|
}
|
|
|
|
// Create a mapping of index -> first overlapping index to accelerate the construction of the shadow index buffer.
|
|
TArray<FIndexAndZ> VertIndexAndZ;
|
|
VertIndexAndZ.Empty(NumVertices);
|
|
for (int32 VertIndex = 0; VertIndex < NumVertices; VertIndex++)
|
|
{
|
|
new(VertIndexAndZ)FIndexAndZ(VertIndex, InVertices[VertIndex].Position);
|
|
}
|
|
VertIndexAndZ.Sort(FCompareIndexAndZ());
|
|
|
|
// Setup the index map. 0xFFFFFFFF == not set.
|
|
TArray<uint32> IndexMap;
|
|
IndexMap.AddUninitialized(NumVertices);
|
|
FMemory::Memset(IndexMap.GetData(), 0xFF, NumVertices * sizeof(uint32));
|
|
|
|
// Search for duplicates, quickly!
|
|
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
|
|
{
|
|
uint32 SrcIndex = VertIndexAndZ[i].Index;
|
|
float Z = VertIndexAndZ[i].Z;
|
|
IndexMap[SrcIndex] = FMath::Min(IndexMap[SrcIndex], SrcIndex);
|
|
|
|
// Search forward since we add pairs both ways.
|
|
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
|
|
{
|
|
if (FMath::Abs(VertIndexAndZ[j].Z - Z) > THRESH_POINTS_ARE_SAME * 4.01f)
|
|
break; // can't be any more dups
|
|
|
|
uint32 OtherIndex = VertIndexAndZ[j].Index;
|
|
if (PointsEqual(InVertices[SrcIndex].Position, InVertices[OtherIndex].Position,/*bUseEpsilonCompare=*/ true))
|
|
{
|
|
IndexMap[SrcIndex] = FMath::Min(IndexMap[SrcIndex], OtherIndex);
|
|
IndexMap[OtherIndex] = FMath::Min(IndexMap[OtherIndex], SrcIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Build the depth-only index buffer by remapping all indices to the first overlapping
|
|
// vertex in the vertex buffer.
|
|
OutDepthIndices.Empty();
|
|
for (int32 SectionIndex = 0; SectionIndex < InSections.Num(); ++SectionIndex)
|
|
{
|
|
const FStaticMeshSection& Section = InSections[SectionIndex];
|
|
int32 FirstIndex = Section.FirstIndex;
|
|
int32 LastIndex = FirstIndex + Section.NumTriangles * 3;
|
|
for (int32 SrcIndex = FirstIndex; SrcIndex < LastIndex; ++SrcIndex)
|
|
{
|
|
uint32 VertIndex = InIndices[SrcIndex];
|
|
OutDepthIndices.Add(IndexMap[VertIndex]);
|
|
}
|
|
}
|
|
}
|
|
|
|
static float GetComparisonThreshold(FMeshBuildSettings const& BuildSettings)
|
|
{
|
|
return BuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f;
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Static mesh building.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
static FStaticMeshBuildVertex BuildStaticMeshVertex(FRawMesh const& RawMesh, int32 WedgeIndex, FVector BuildScale)
|
|
{
|
|
FStaticMeshBuildVertex Vertex;
|
|
Vertex.Position = GetPositionForWedge(RawMesh, WedgeIndex) * BuildScale;
|
|
|
|
const FMatrix ScaleMatrix = FScaleMatrix(BuildScale).Inverse().GetTransposed();
|
|
Vertex.TangentX = ScaleMatrix.TransformVector(RawMesh.WedgeTangentX[WedgeIndex]).GetSafeNormal();
|
|
Vertex.TangentY = ScaleMatrix.TransformVector(RawMesh.WedgeTangentY[WedgeIndex]).GetSafeNormal();
|
|
Vertex.TangentZ = ScaleMatrix.TransformVector(RawMesh.WedgeTangentZ[WedgeIndex]).GetSafeNormal();
|
|
|
|
if (RawMesh.WedgeColors.IsValidIndex(WedgeIndex))
|
|
{
|
|
Vertex.Color = RawMesh.WedgeColors[WedgeIndex];
|
|
}
|
|
else
|
|
{
|
|
Vertex.Color = FColor::White;
|
|
}
|
|
|
|
int32 NumTexCoords = FMath::Min<int32>(MAX_MESH_TEXTURE_COORDS, MAX_STATIC_TEXCOORDS);
|
|
for (int32 i = 0; i < NumTexCoords; ++i)
|
|
{
|
|
if (RawMesh.WedgeTexCoords[i].IsValidIndex(WedgeIndex))
|
|
{
|
|
Vertex.UVs[i] = RawMesh.WedgeTexCoords[i][WedgeIndex];
|
|
}
|
|
else
|
|
{
|
|
Vertex.UVs[i] = FVector2D(0.0f, 0.0f);
|
|
}
|
|
}
|
|
return Vertex;
|
|
}
|
|
|
|
static bool AreVerticesEqual(
|
|
FStaticMeshBuildVertex const& A,
|
|
FStaticMeshBuildVertex const& B,
|
|
float ComparisonThreshold
|
|
)
|
|
{
|
|
if (!PointsEqual(A.Position, B.Position, ComparisonThreshold)
|
|
|| !NormalsEqual(A.TangentX, B.TangentX)
|
|
|| !NormalsEqual(A.TangentY, B.TangentY)
|
|
|| !NormalsEqual(A.TangentZ, B.TangentZ)
|
|
|| A.Color != B.Color)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// UVs
|
|
for (int32 UVIndex = 0; UVIndex < MAX_STATIC_TEXCOORDS; UVIndex++)
|
|
{
|
|
if (!UVsEqual(A.UVs[UVIndex], B.UVs[UVIndex]))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void FMeshUtilities::BuildStaticMeshVertexAndIndexBuffers(
|
|
TArray<FStaticMeshBuildVertex>& OutVertices,
|
|
TArray<TArray<uint32> >& OutPerSectionIndices,
|
|
TArray<int32>& OutWedgeMap,
|
|
const FRawMesh& RawMesh,
|
|
const TMultiMap<int32, int32>& OverlappingCorners,
|
|
const TMap<uint32, uint32>& MaterialToSectionMapping,
|
|
float ComparisonThreshold,
|
|
FVector BuildScale,
|
|
int32 ImportVersion
|
|
)
|
|
{
|
|
TMap<int32, int32> FinalVerts;
|
|
TArray<int32> DupVerts;
|
|
int32 NumFaces = RawMesh.WedgeIndices.Num() / 3;
|
|
|
|
// Process each face, build vertex buffer and per-section index buffers.
|
|
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
|
|
{
|
|
int32 VertexIndices[3];
|
|
FVector CornerPositions[3];
|
|
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
CornerPositions[CornerIndex] = GetPositionForWedge(RawMesh, FaceIndex * 3 + CornerIndex);
|
|
}
|
|
|
|
// Don't process degenerate triangles.
|
|
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|
|
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|
|
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
|
|
{
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
OutWedgeMap.Add(INDEX_NONE);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
int32 WedgeIndex = FaceIndex * 3 + CornerIndex;
|
|
FStaticMeshBuildVertex ThisVertex = BuildStaticMeshVertex(RawMesh, WedgeIndex, BuildScale);
|
|
|
|
DupVerts.Reset();
|
|
OverlappingCorners.MultiFind(WedgeIndex, DupVerts);
|
|
DupVerts.Sort();
|
|
|
|
int32 Index = INDEX_NONE;
|
|
for (int32 k = 0; k < DupVerts.Num(); k++)
|
|
{
|
|
if (DupVerts[k] >= WedgeIndex)
|
|
{
|
|
// the verts beyond me haven't been placed yet, so these duplicates are not relevant
|
|
break;
|
|
}
|
|
|
|
int32 *Location = FinalVerts.Find(DupVerts[k]);
|
|
if (Location != NULL
|
|
&& AreVerticesEqual(ThisVertex, OutVertices[*Location], ComparisonThreshold))
|
|
{
|
|
Index = *Location;
|
|
break;
|
|
}
|
|
}
|
|
if (Index == INDEX_NONE)
|
|
{
|
|
Index = OutVertices.Add(ThisVertex);
|
|
FinalVerts.Add(WedgeIndex, Index);
|
|
}
|
|
VertexIndices[CornerIndex] = Index;
|
|
}
|
|
|
|
// Reject degenerate triangles.
|
|
if (VertexIndices[0] == VertexIndices[1]
|
|
|| VertexIndices[1] == VertexIndices[2]
|
|
|| VertexIndices[0] == VertexIndices[2])
|
|
{
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
OutWedgeMap.Add(INDEX_NONE);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// Put the indices in the material index buffer.
|
|
uint32 SectionIndex = 0;
|
|
if (ImportVersion < RemoveStaticMeshSkinxxWorkflow)
|
|
{
|
|
SectionIndex = FMath::Clamp(RawMesh.FaceMaterialIndices[FaceIndex], 0, OutPerSectionIndices.Num() - 1);
|
|
}
|
|
else
|
|
{
|
|
SectionIndex = MaterialToSectionMapping.FindChecked(RawMesh.FaceMaterialIndices[FaceIndex]);
|
|
}
|
|
TArray<uint32>& SectionIndices = OutPerSectionIndices[SectionIndex];
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
SectionIndices.Add(VertexIndices[CornerIndex]);
|
|
OutWedgeMap.Add(VertexIndices[CornerIndex]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::CacheOptimizeVertexAndIndexBuffer(
|
|
TArray<FStaticMeshBuildVertex>& Vertices,
|
|
TArray<TArray<uint32> >& PerSectionIndices,
|
|
TArray<int32>& WedgeMap
|
|
)
|
|
{
|
|
// Copy the vertices since we will be reordering them
|
|
TArray<FStaticMeshBuildVertex> OriginalVertices = Vertices;
|
|
|
|
// Initialize a cache that stores which indices have been assigned
|
|
TArray<int32> IndexCache;
|
|
IndexCache.AddUninitialized(Vertices.Num());
|
|
FMemory::Memset(IndexCache.GetData(), INDEX_NONE, IndexCache.Num() * IndexCache.GetTypeSize());
|
|
int32 NextAvailableIndex = 0;
|
|
|
|
// Iterate through the section index buffers,
|
|
// Optimizing index order for the post transform cache (minimizes the number of vertices transformed),
|
|
// And vertex order for the pre transform cache (minimizes the amount of vertex data fetched by the GPU).
|
|
for (int32 SectionIndex = 0; SectionIndex < PerSectionIndices.Num(); SectionIndex++)
|
|
{
|
|
TArray<uint32>& Indices = PerSectionIndices[SectionIndex];
|
|
|
|
if (Indices.Num())
|
|
{
|
|
// Optimize the index buffer for the post transform cache with.
|
|
CacheOptimizeIndexBuffer(Indices);
|
|
|
|
// Copy the index buffer since we will be reordering it
|
|
TArray<uint32> OriginalIndices = Indices;
|
|
|
|
// Go through the indices and assign them new values that are coherent where possible
|
|
for (int32 Index = 0; Index < Indices.Num(); Index++)
|
|
{
|
|
const int32 CachedIndex = IndexCache[OriginalIndices[Index]];
|
|
|
|
if (CachedIndex == INDEX_NONE)
|
|
{
|
|
// No new index has been allocated for this existing index, assign a new one
|
|
Indices[Index] = NextAvailableIndex;
|
|
// Mark what this index has been assigned to
|
|
IndexCache[OriginalIndices[Index]] = NextAvailableIndex;
|
|
NextAvailableIndex++;
|
|
}
|
|
else
|
|
{
|
|
// Reuse an existing index assignment
|
|
Indices[Index] = CachedIndex;
|
|
}
|
|
// Reorder the vertices based on the new index assignment
|
|
Vertices[Indices[Index]] = OriginalVertices[OriginalIndices[Index]];
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int32 i = 0; i < WedgeMap.Num(); i++)
|
|
{
|
|
int32 MappedIndex = WedgeMap[i];
|
|
if (MappedIndex != INDEX_NONE)
|
|
{
|
|
WedgeMap[i] = IndexCache[MappedIndex];
|
|
}
|
|
}
|
|
}
|
|
|
|
class FStaticMeshUtilityBuilder
|
|
{
|
|
public:
|
|
FStaticMeshUtilityBuilder() : Stage(EStage::Uninit), NumValidLODs(0) {}
|
|
|
|
bool GatherSourceMeshesPerLOD(TArray<FStaticMeshSourceModel>& SourceModels, IMeshReduction* MeshReduction)
|
|
{
|
|
check(Stage == EStage::Uninit);
|
|
|
|
// Gather source meshes for each LOD.
|
|
for (int32 LODIndex = 0; LODIndex < SourceModels.Num(); ++LODIndex)
|
|
{
|
|
FStaticMeshSourceModel& SrcModel = SourceModels[LODIndex];
|
|
FRawMesh& RawMesh = *new(LODMeshes)FRawMesh;
|
|
TMultiMap<int32, int32>& OverlappingCorners = *new(LODOverlappingCorners)TMultiMap<int32, int32>;
|
|
|
|
if (!SrcModel.RawMeshBulkData->IsEmpty())
|
|
{
|
|
SrcModel.RawMeshBulkData->LoadRawMesh(RawMesh);
|
|
// Make sure the raw mesh is not irreparably malformed.
|
|
if (!RawMesh.IsValidOrFixable())
|
|
{
|
|
UE_LOG(LogMeshUtilities, Error, TEXT("Raw mesh is corrupt for LOD%d."), LODIndex);
|
|
return false;
|
|
}
|
|
LODBuildSettings[LODIndex] = SrcModel.BuildSettings;
|
|
|
|
float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[LODIndex]);
|
|
int32 NumWedges = RawMesh.WedgeIndices.Num();
|
|
|
|
// Find overlapping corners to accelerate adjacency.
|
|
FindOverlappingCorners(OverlappingCorners, RawMesh, ComparisonThreshold);
|
|
|
|
// Figure out if we should recompute normals and tangents.
|
|
bool bRecomputeNormals = SrcModel.BuildSettings.bRecomputeNormals || RawMesh.WedgeTangentZ.Num() != NumWedges;
|
|
bool bRecomputeTangents = SrcModel.BuildSettings.bRecomputeTangents || RawMesh.WedgeTangentX.Num() != NumWedges || RawMesh.WedgeTangentY.Num() != NumWedges;
|
|
|
|
// Dump normals and tangents if we are recomputing them.
|
|
if (bRecomputeTangents)
|
|
{
|
|
RawMesh.WedgeTangentX.Empty(NumWedges);
|
|
RawMesh.WedgeTangentX.AddZeroed(NumWedges);
|
|
RawMesh.WedgeTangentY.Empty(NumWedges);
|
|
RawMesh.WedgeTangentY.AddZeroed(NumWedges);
|
|
}
|
|
if (bRecomputeNormals)
|
|
{
|
|
RawMesh.WedgeTangentZ.Empty(NumWedges);
|
|
RawMesh.WedgeTangentZ.AddZeroed(NumWedges);
|
|
}
|
|
|
|
// Compute any missing tangents.
|
|
{
|
|
// Static meshes always blend normals of overlapping corners.
|
|
uint32 TangentOptions = ETangentOptions::BlendOverlappingNormals;
|
|
if (SrcModel.BuildSettings.bRemoveDegenerates)
|
|
{
|
|
// If removing degenerate triangles, ignore them when computing tangents.
|
|
TangentOptions |= ETangentOptions::IgnoreDegenerateTriangles;
|
|
}
|
|
|
|
//MikkTSpace should be use only when the user want to recompute the normals or tangents otherwise should always fallback on builtin
|
|
if (SrcModel.BuildSettings.bUseMikkTSpace && (SrcModel.BuildSettings.bRecomputeNormals || SrcModel.BuildSettings.bRecomputeTangents))
|
|
{
|
|
ComputeTangents_MikkTSpace(RawMesh, OverlappingCorners, TangentOptions);
|
|
}
|
|
else
|
|
{
|
|
ComputeTangents(RawMesh, OverlappingCorners, TangentOptions);
|
|
}
|
|
}
|
|
|
|
// At this point the mesh will have valid tangents.
|
|
check(RawMesh.WedgeTangentX.Num() == NumWedges);
|
|
check(RawMesh.WedgeTangentY.Num() == NumWedges);
|
|
check(RawMesh.WedgeTangentZ.Num() == NumWedges);
|
|
|
|
// Generate lightmap UVs
|
|
if (SrcModel.BuildSettings.bGenerateLightmapUVs)
|
|
{
|
|
if (RawMesh.WedgeTexCoords[SrcModel.BuildSettings.SrcLightmapIndex].Num() == 0)
|
|
{
|
|
SrcModel.BuildSettings.SrcLightmapIndex = 0;
|
|
}
|
|
|
|
FLayoutUV Packer(&RawMesh, SrcModel.BuildSettings.SrcLightmapIndex, SrcModel.BuildSettings.DstLightmapIndex, SrcModel.BuildSettings.MinLightmapResolution);
|
|
|
|
Packer.FindCharts(OverlappingCorners);
|
|
bool bPackSuccess = Packer.FindBestPacking();
|
|
if (bPackSuccess)
|
|
{
|
|
Packer.CommitPackedUVs();
|
|
}
|
|
}
|
|
HasRawMesh[LODIndex] = true;
|
|
}
|
|
else if (LODIndex > 0 && MeshReduction)
|
|
{
|
|
// If a raw mesh is not explicitly provided, use the raw mesh of the
|
|
// next highest LOD.
|
|
RawMesh = LODMeshes[LODIndex - 1];
|
|
OverlappingCorners = LODOverlappingCorners[LODIndex - 1];
|
|
LODBuildSettings[LODIndex] = LODBuildSettings[LODIndex - 1];
|
|
HasRawMesh[LODIndex] = false;
|
|
}
|
|
}
|
|
check(LODMeshes.Num() == SourceModels.Num());
|
|
check(LODOverlappingCorners.Num() == SourceModels.Num());
|
|
|
|
// Bail if there is no raw mesh data from which to build a renderable mesh.
|
|
if (LODMeshes.Num() == 0 || LODMeshes[0].WedgeIndices.Num() == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Stage = EStage::Gathered;
|
|
return true;
|
|
}
|
|
|
|
bool ReduceLODs(TArray<FStaticMeshSourceModel>& SourceModels, const FStaticMeshLODGroup& LODGroup, IMeshReduction* MeshReduction, bool& bOutWasReduced)
|
|
{
|
|
check(Stage == EStage::Gathered);
|
|
|
|
// Reduce each LOD mesh according to its reduction settings.
|
|
for (int32 LODIndex = 0; LODIndex < SourceModels.Num(); ++LODIndex)
|
|
{
|
|
const FStaticMeshSourceModel& SrcModel = SourceModels[LODIndex];
|
|
FMeshReductionSettings ReductionSettings = LODGroup.GetSettings(SrcModel.ReductionSettings, LODIndex);
|
|
LODMaxDeviation[NumValidLODs] = 0.0f;
|
|
if (LODIndex != NumValidLODs)
|
|
{
|
|
LODBuildSettings[NumValidLODs] = LODBuildSettings[LODIndex];
|
|
LODOverlappingCorners[NumValidLODs] = LODOverlappingCorners[LODIndex];
|
|
}
|
|
|
|
if (MeshReduction && (ReductionSettings.PercentTriangles < 1.0f || ReductionSettings.MaxDeviation > 0.0f))
|
|
{
|
|
FRawMesh& InMesh = LODMeshes[ReductionSettings.BaseLODModel];
|
|
FRawMesh& DestMesh = LODMeshes[NumValidLODs];
|
|
TMultiMap<int32, int32>& InOverlappingCorners = LODOverlappingCorners[ReductionSettings.BaseLODModel];
|
|
TMultiMap<int32, int32>& DestOverlappingCorners = LODOverlappingCorners[NumValidLODs];
|
|
|
|
MeshReduction->Reduce(DestMesh, LODMaxDeviation[NumValidLODs], InMesh, InOverlappingCorners, ReductionSettings);
|
|
if (DestMesh.WedgeIndices.Num() > 0 && !DestMesh.IsValid())
|
|
{
|
|
UE_LOG(LogMeshUtilities, Error, TEXT("Mesh reduction produced a corrupt mesh for LOD%d"), LODIndex);
|
|
return false;
|
|
}
|
|
bOutWasReduced = true;
|
|
|
|
// Recompute adjacency information.
|
|
DestOverlappingCorners.Reset();
|
|
float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[NumValidLODs]);
|
|
FindOverlappingCorners(DestOverlappingCorners, DestMesh, ComparisonThreshold);
|
|
}
|
|
|
|
if (LODMeshes[NumValidLODs].WedgeIndices.Num() > 0)
|
|
{
|
|
NumValidLODs++;
|
|
}
|
|
}
|
|
|
|
if (NumValidLODs < 1)
|
|
{
|
|
return false;
|
|
}
|
|
Stage = EStage::Reduce;
|
|
return true;
|
|
}
|
|
|
|
bool GenerateRenderingMeshes(FMeshUtilities& MeshUtilities, FStaticMeshRenderData& OutRenderData, TArray<FStaticMeshSourceModel>& InOutModels, int32 ImportVersion)
|
|
{
|
|
check(Stage == EStage::Reduce);
|
|
// Generate per-LOD rendering data.
|
|
OutRenderData.AllocateLODResources(NumValidLODs);
|
|
for (int32 LODIndex = 0; LODIndex < NumValidLODs; ++LODIndex)
|
|
{
|
|
FStaticMeshLODResources& LODModel = OutRenderData.LODResources[LODIndex];
|
|
FRawMesh& RawMesh = LODMeshes[LODIndex];
|
|
LODModel.MaxDeviation = LODMaxDeviation[LODIndex];
|
|
|
|
TArray<FStaticMeshBuildVertex> Vertices;
|
|
TArray<TArray<uint32> > PerSectionIndices;
|
|
|
|
TMap<uint32, uint32> MaterialToSectionMapping;
|
|
|
|
// Find out how many sections are in the mesh.
|
|
TArray<int32> MaterialIndices;
|
|
for ( const int32 MaterialIndex : RawMesh.FaceMaterialIndices )
|
|
{
|
|
// Find all unique material indices
|
|
MaterialIndices.AddUnique(MaterialIndex);
|
|
}
|
|
|
|
// Need X number of sections for X number of material indices
|
|
//for (const int32 MaterialIndex : MaterialIndices)
|
|
for ( int32 Index = 0; Index < MaterialIndices.Num(); ++Index)
|
|
{
|
|
const int32 MaterialIndex = MaterialIndices[Index];
|
|
FStaticMeshSection* Section = new(LODModel.Sections) FStaticMeshSection();
|
|
Section->MaterialIndex = MaterialIndex;
|
|
if (ImportVersion < RemoveStaticMeshSkinxxWorkflow)
|
|
{
|
|
MaterialToSectionMapping.Add(MaterialIndex, MaterialIndex);
|
|
}
|
|
else
|
|
{
|
|
MaterialToSectionMapping.Add(MaterialIndex, Index);
|
|
}
|
|
new(PerSectionIndices)TArray<uint32>;
|
|
}
|
|
|
|
// Build and cache optimize vertex and index buffers.
|
|
{
|
|
// TODO_STATICMESH: The wedge map is only valid for LODIndex 0 if no reduction has been performed.
|
|
// We can compute an approximate one instead for other LODs.
|
|
TArray<int32> TempWedgeMap;
|
|
TArray<int32>& WedgeMap = (LODIndex == 0 && InOutModels[0].ReductionSettings.PercentTriangles >= 1.0f) ? OutRenderData.WedgeMap : TempWedgeMap;
|
|
float ComparisonThreshold = GetComparisonThreshold(LODBuildSettings[LODIndex]);
|
|
MeshUtilities.BuildStaticMeshVertexAndIndexBuffers(Vertices, PerSectionIndices, WedgeMap, RawMesh, LODOverlappingCorners[LODIndex], MaterialToSectionMapping, ComparisonThreshold, LODBuildSettings[LODIndex].BuildScale3D, ImportVersion);
|
|
check(WedgeMap.Num() == RawMesh.WedgeIndices.Num());
|
|
|
|
if (RawMesh.WedgeIndices.Num() < 100000 * 3)
|
|
{
|
|
MeshUtilities.CacheOptimizeVertexAndIndexBuffer(Vertices, PerSectionIndices, WedgeMap);
|
|
check(WedgeMap.Num() == RawMesh.WedgeIndices.Num());
|
|
}
|
|
}
|
|
|
|
verifyf(Vertices.Num() != 0, TEXT("No valid vertices found for the mesh."));
|
|
|
|
// Initialize the vertex buffer.
|
|
int32 NumTexCoords = ComputeNumTexCoords(RawMesh, MAX_STATIC_TEXCOORDS);
|
|
LODModel.VertexBuffer.SetUseHighPrecisionTangentBasis(LODBuildSettings[LODIndex].bUseHighPrecisionTangentBasis);
|
|
LODModel.VertexBuffer.SetUseFullPrecisionUVs(LODBuildSettings[LODIndex].bUseFullPrecisionUVs);
|
|
LODModel.VertexBuffer.Init(Vertices, NumTexCoords);
|
|
LODModel.PositionVertexBuffer.Init(Vertices);
|
|
LODModel.ColorVertexBuffer.Init(Vertices);
|
|
|
|
// Concatenate the per-section index buffers.
|
|
TArray<uint32> CombinedIndices;
|
|
bool bNeeds32BitIndices = false;
|
|
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
|
|
{
|
|
FStaticMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
TArray<uint32> const& SectionIndices = PerSectionIndices[SectionIndex];
|
|
Section.FirstIndex = 0;
|
|
Section.NumTriangles = 0;
|
|
Section.MinVertexIndex = 0;
|
|
Section.MaxVertexIndex = 0;
|
|
|
|
if (SectionIndices.Num())
|
|
{
|
|
Section.FirstIndex = CombinedIndices.Num();
|
|
Section.NumTriangles = SectionIndices.Num() / 3;
|
|
|
|
CombinedIndices.AddUninitialized(SectionIndices.Num());
|
|
uint32* DestPtr = &CombinedIndices[Section.FirstIndex];
|
|
uint32 const* SrcPtr = SectionIndices.GetData();
|
|
|
|
Section.MinVertexIndex = *SrcPtr;
|
|
Section.MaxVertexIndex = *SrcPtr;
|
|
|
|
for (int32 Index = 0; Index < SectionIndices.Num(); Index++)
|
|
{
|
|
uint32 VertIndex = *SrcPtr++;
|
|
|
|
bNeeds32BitIndices |= (VertIndex > MAX_uint16);
|
|
Section.MinVertexIndex = FMath::Min<uint32>(VertIndex, Section.MinVertexIndex);
|
|
Section.MaxVertexIndex = FMath::Max<uint32>(VertIndex, Section.MaxVertexIndex);
|
|
*DestPtr++ = VertIndex;
|
|
}
|
|
}
|
|
}
|
|
LODModel.IndexBuffer.SetIndices(CombinedIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
|
|
|
|
// Build the reversed index buffer.
|
|
if (InOutModels[0].BuildSettings.bBuildReversedIndexBuffer)
|
|
{
|
|
TArray<uint32> InversedIndices;
|
|
const int32 IndexCount = CombinedIndices.Num();
|
|
InversedIndices.AddUninitialized(IndexCount);
|
|
|
|
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); ++SectionIndex)
|
|
{
|
|
const FStaticMeshSection& SectionInfo = LODModel.Sections[SectionIndex];
|
|
const int32 SectionIndexCount = SectionInfo.NumTriangles * 3;
|
|
|
|
for (int32 i = 0; i < SectionIndexCount; ++i)
|
|
{
|
|
InversedIndices[SectionInfo.FirstIndex + i] = CombinedIndices[SectionInfo.FirstIndex + SectionIndexCount - 1 - i];
|
|
}
|
|
}
|
|
LODModel.ReversedIndexBuffer.SetIndices(InversedIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
|
|
}
|
|
|
|
// Build the depth-only index buffer.
|
|
TArray<uint32> DepthOnlyIndices;
|
|
{
|
|
BuildDepthOnlyIndexBuffer(
|
|
DepthOnlyIndices,
|
|
Vertices,
|
|
CombinedIndices,
|
|
LODModel.Sections
|
|
);
|
|
|
|
if (DepthOnlyIndices.Num() < 50000 * 3)
|
|
{
|
|
MeshUtilities.CacheOptimizeIndexBuffer(DepthOnlyIndices);
|
|
}
|
|
|
|
LODModel.DepthOnlyIndexBuffer.SetIndices(DepthOnlyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
|
|
}
|
|
|
|
// Build the inversed depth only index buffer.
|
|
if (InOutModels[0].BuildSettings.bBuildReversedIndexBuffer)
|
|
{
|
|
TArray<uint32> ReversedDepthOnlyIndices;
|
|
const int32 IndexCount = DepthOnlyIndices.Num();
|
|
ReversedDepthOnlyIndices.AddUninitialized(IndexCount);
|
|
for (int32 i = 0; i < IndexCount; ++i)
|
|
{
|
|
ReversedDepthOnlyIndices[i] = DepthOnlyIndices[IndexCount - 1 - i];
|
|
}
|
|
LODModel.ReversedDepthOnlyIndexBuffer.SetIndices(ReversedDepthOnlyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
|
|
}
|
|
|
|
// Build a list of wireframe edges in the static mesh.
|
|
{
|
|
TArray<FMeshEdge> Edges;
|
|
TArray<uint32> WireframeIndices;
|
|
|
|
FStaticMeshEdgeBuilder(CombinedIndices, Vertices, Edges).FindEdges();
|
|
WireframeIndices.Empty(2 * Edges.Num());
|
|
for (int32 EdgeIndex = 0; EdgeIndex < Edges.Num(); EdgeIndex++)
|
|
{
|
|
FMeshEdge& Edge = Edges[EdgeIndex];
|
|
WireframeIndices.Add(Edge.Vertices[0]);
|
|
WireframeIndices.Add(Edge.Vertices[1]);
|
|
}
|
|
LODModel.WireframeIndexBuffer.SetIndices(WireframeIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
|
|
}
|
|
|
|
// Build the adjacency index buffer used for tessellation.
|
|
if (InOutModels[0].BuildSettings.bBuildAdjacencyBuffer)
|
|
{
|
|
TArray<uint32> AdjacencyIndices;
|
|
|
|
BuildStaticAdjacencyIndexBuffer(
|
|
LODModel.PositionVertexBuffer,
|
|
LODModel.VertexBuffer,
|
|
CombinedIndices,
|
|
AdjacencyIndices
|
|
);
|
|
LODModel.AdjacencyIndexBuffer.SetIndices(AdjacencyIndices, bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit);
|
|
}
|
|
}
|
|
|
|
// Copy the original material indices to fixup meshes before compacting of materials was done.
|
|
if (NumValidLODs > 0)
|
|
{
|
|
OutRenderData.MaterialIndexToImportIndex = LODMeshes[0].MaterialIndexToImportIndex;
|
|
}
|
|
|
|
// Calculate the bounding box.
|
|
FBox BoundingBox(0);
|
|
FPositionVertexBuffer& BasePositionVertexBuffer = OutRenderData.LODResources[0].PositionVertexBuffer;
|
|
for (uint32 VertexIndex = 0; VertexIndex < BasePositionVertexBuffer.GetNumVertices(); VertexIndex++)
|
|
{
|
|
BoundingBox += BasePositionVertexBuffer.VertexPosition(VertexIndex);
|
|
}
|
|
BoundingBox.GetCenterAndExtents(OutRenderData.Bounds.Origin, OutRenderData.Bounds.BoxExtent);
|
|
|
|
// Calculate the bounding sphere, using the center of the bounding box as the origin.
|
|
OutRenderData.Bounds.SphereRadius = 0.0f;
|
|
for (uint32 VertexIndex = 0; VertexIndex < BasePositionVertexBuffer.GetNumVertices(); VertexIndex++)
|
|
{
|
|
OutRenderData.Bounds.SphereRadius = FMath::Max(
|
|
(BasePositionVertexBuffer.VertexPosition(VertexIndex) - OutRenderData.Bounds.Origin).Size(),
|
|
OutRenderData.Bounds.SphereRadius
|
|
);
|
|
}
|
|
|
|
Stage = EStage::GenerateRendering;
|
|
return true;
|
|
}
|
|
|
|
bool ReplaceRawMeshModels(TArray<FStaticMeshSourceModel>& SourceModels)
|
|
{
|
|
check(Stage == EStage::Reduce);
|
|
|
|
check(HasRawMesh[0]);
|
|
check(SourceModels.Num() >= NumValidLODs);
|
|
bool bDirty = false;
|
|
for (int32 Index = 1; Index < NumValidLODs; ++Index)
|
|
{
|
|
if (!HasRawMesh[Index])
|
|
{
|
|
SourceModels[Index].RawMeshBulkData->SaveRawMesh(LODMeshes[Index]);
|
|
bDirty = true;
|
|
}
|
|
}
|
|
|
|
Stage = EStage::ReplaceRaw;
|
|
return true;
|
|
}
|
|
|
|
private:
|
|
enum class EStage
|
|
{
|
|
Uninit,
|
|
Gathered,
|
|
Reduce,
|
|
GenerateRendering,
|
|
ReplaceRaw,
|
|
};
|
|
|
|
EStage Stage;
|
|
|
|
int32 NumValidLODs;
|
|
|
|
TIndirectArray<FRawMesh> LODMeshes;
|
|
TIndirectArray<TMultiMap<int32, int32> > LODOverlappingCorners;
|
|
float LODMaxDeviation[MAX_STATIC_MESH_LODS];
|
|
FMeshBuildSettings LODBuildSettings[MAX_STATIC_MESH_LODS];
|
|
bool HasRawMesh[MAX_STATIC_MESH_LODS];
|
|
};
|
|
|
|
bool FMeshUtilities::BuildStaticMesh(FStaticMeshRenderData& OutRenderData, TArray<FStaticMeshSourceModel>& SourceModels, const FStaticMeshLODGroup& LODGroup, int32 ImportVersion)
|
|
{
|
|
FStaticMeshUtilityBuilder Builder;
|
|
if (!Builder.GatherSourceMeshesPerLOD(SourceModels, StaticMeshReduction))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool bWasReduced = false;
|
|
if (!Builder.ReduceLODs(SourceModels, LODGroup, StaticMeshReduction, bWasReduced))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return Builder.GenerateRenderingMeshes(*this, OutRenderData, SourceModels, ImportVersion);
|
|
}
|
|
|
|
bool FMeshUtilities::GenerateStaticMeshLODs(TArray<FStaticMeshSourceModel>& Models, const FStaticMeshLODGroup& LODGroup)
|
|
{
|
|
FStaticMeshUtilityBuilder Builder;
|
|
if (!Builder.GatherSourceMeshesPerLOD(Models, StaticMeshReduction))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool bWasReduced = false;
|
|
if (!Builder.ReduceLODs(Models, LODGroup, StaticMeshReduction, bWasReduced))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (bWasReduced)
|
|
{
|
|
return Builder.ReplaceRawMeshModels(Models);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
class IMeshBuildData
|
|
{
|
|
public:
|
|
virtual uint32 GetWedgeIndex(uint32 FaceIndex, uint32 TriIndex) = 0;
|
|
virtual uint32 GetVertexIndex(uint32 WedgeIndex) = 0;
|
|
virtual uint32 GetVertexIndex(uint32 FaceIndex, uint32 TriIndex) = 0;
|
|
virtual FVector GetVertexPosition(uint32 WedgeIndex) = 0;
|
|
virtual FVector GetVertexPosition(uint32 FaceIndex, uint32 TriIndex) = 0;
|
|
virtual FVector2D GetVertexUV(uint32 FaceIndex, uint32 TriIndex, uint32 UVIndex) = 0;
|
|
virtual uint32 GetFaceSmoothingGroups(uint32 FaceIndex) = 0;
|
|
|
|
virtual uint32 GetNumFaces() = 0;
|
|
virtual uint32 GetNumWedges() = 0;
|
|
|
|
virtual TArray<FVector>& GetTangentArray(uint32 Axis) = 0;
|
|
virtual void ValidateTangentArraySize() = 0;
|
|
|
|
virtual SMikkTSpaceInterface* GetMikkTInterface() = 0;
|
|
virtual void* GetMikkTUserData() = 0;
|
|
|
|
const IMeshUtilities::MeshBuildOptions& BuildOptions;
|
|
TArray<FText>* OutWarningMessages;
|
|
TArray<FName>* OutWarningNames;
|
|
bool bTooManyVerts;
|
|
|
|
protected:
|
|
IMeshBuildData(
|
|
const IMeshUtilities::MeshBuildOptions& InBuildOptions,
|
|
TArray<FText>* InWarningMessages,
|
|
TArray<FName>* InWarningNames)
|
|
: BuildOptions(InBuildOptions)
|
|
, OutWarningMessages(InWarningMessages)
|
|
, OutWarningNames(InWarningNames)
|
|
, bTooManyVerts(false)
|
|
{
|
|
}
|
|
};
|
|
|
|
class SkeletalMeshBuildData : public IMeshBuildData
|
|
{
|
|
public:
|
|
SkeletalMeshBuildData(
|
|
FStaticLODModel& InLODModel,
|
|
const FReferenceSkeleton& InRefSkeleton,
|
|
const TArray<FVertInfluence>& InInfluences,
|
|
const TArray<FMeshWedge>& InWedges,
|
|
const TArray<FMeshFace>& InFaces,
|
|
const TArray<FVector>& InPoints,
|
|
const TArray<int32>& InPointToOriginalMap,
|
|
const IMeshUtilities::MeshBuildOptions& InBuildOptions,
|
|
TArray<FText>* InWarningMessages,
|
|
TArray<FName>* InWarningNames)
|
|
: IMeshBuildData(InBuildOptions, InWarningMessages, InWarningNames)
|
|
, MikkTUserData(InWedges, InFaces, InPoints, InBuildOptions.bComputeNormals, TangentX, TangentY, TangentZ)
|
|
, LODModel(InLODModel)
|
|
, RefSkeleton(InRefSkeleton)
|
|
, Influences(InInfluences)
|
|
, Wedges(InWedges)
|
|
, Faces(InFaces)
|
|
, Points(InPoints)
|
|
, PointToOriginalMap(InPointToOriginalMap)
|
|
{
|
|
MikkTInterface.m_getNormal = MikkGetNormal_Skeletal;
|
|
MikkTInterface.m_getNumFaces = MikkGetNumFaces_Skeletal;
|
|
MikkTInterface.m_getNumVerticesOfFace = MikkGetNumVertsOfFace_Skeletal;
|
|
MikkTInterface.m_getPosition = MikkGetPosition_Skeletal;
|
|
MikkTInterface.m_getTexCoord = MikkGetTexCoord_Skeletal;
|
|
MikkTInterface.m_setTSpaceBasic = MikkSetTSpaceBasic_Skeletal;
|
|
MikkTInterface.m_setTSpace = nullptr;
|
|
}
|
|
|
|
virtual uint32 GetWedgeIndex(uint32 FaceIndex, uint32 TriIndex) override
|
|
{
|
|
return Faces[FaceIndex].iWedge[TriIndex];
|
|
}
|
|
|
|
virtual uint32 GetVertexIndex(uint32 WedgeIndex) override
|
|
{
|
|
return Wedges[WedgeIndex].iVertex;
|
|
}
|
|
|
|
virtual uint32 GetVertexIndex(uint32 FaceIndex, uint32 TriIndex) override
|
|
{
|
|
return Wedges[Faces[FaceIndex].iWedge[TriIndex]].iVertex;
|
|
}
|
|
|
|
virtual FVector GetVertexPosition(uint32 WedgeIndex) override
|
|
{
|
|
return Points[Wedges[WedgeIndex].iVertex];
|
|
}
|
|
|
|
virtual FVector GetVertexPosition(uint32 FaceIndex, uint32 TriIndex) override
|
|
{
|
|
return Points[Wedges[Faces[FaceIndex].iWedge[TriIndex]].iVertex];
|
|
}
|
|
|
|
virtual FVector2D GetVertexUV(uint32 FaceIndex, uint32 TriIndex, uint32 UVIndex) override
|
|
{
|
|
return Wedges[Faces[FaceIndex].iWedge[TriIndex]].UVs[UVIndex];
|
|
}
|
|
|
|
virtual uint32 GetFaceSmoothingGroups(uint32 FaceIndex)
|
|
{
|
|
return Faces[FaceIndex].SmoothingGroups;
|
|
}
|
|
|
|
virtual uint32 GetNumFaces() override
|
|
{
|
|
return Faces.Num();
|
|
}
|
|
|
|
virtual uint32 GetNumWedges() override
|
|
{
|
|
return Wedges.Num();
|
|
}
|
|
|
|
virtual TArray<FVector>& GetTangentArray(uint32 Axis) override
|
|
{
|
|
if (Axis == 0)
|
|
{
|
|
return TangentX;
|
|
}
|
|
else if (Axis == 1)
|
|
{
|
|
return TangentY;
|
|
}
|
|
|
|
return TangentZ;
|
|
}
|
|
|
|
virtual void ValidateTangentArraySize() override
|
|
{
|
|
check(TangentX.Num() == Wedges.Num());
|
|
check(TangentY.Num() == Wedges.Num());
|
|
check(TangentZ.Num() == Wedges.Num());
|
|
}
|
|
|
|
virtual SMikkTSpaceInterface* GetMikkTInterface() override
|
|
{
|
|
return &MikkTInterface;
|
|
}
|
|
|
|
virtual void* GetMikkTUserData() override
|
|
{
|
|
return (void*)&MikkTUserData;
|
|
}
|
|
|
|
TArray<FVector> TangentX;
|
|
TArray<FVector> TangentY;
|
|
TArray<FVector> TangentZ;
|
|
TArray<FSkinnedMeshChunk*> Chunks;
|
|
|
|
SMikkTSpaceInterface MikkTInterface;
|
|
MikkTSpace_Skeletal_Mesh MikkTUserData;
|
|
|
|
FStaticLODModel& LODModel;
|
|
const FReferenceSkeleton& RefSkeleton;
|
|
const TArray<FVertInfluence>& Influences;
|
|
const TArray<FMeshWedge>& Wedges;
|
|
const TArray<FMeshFace>& Faces;
|
|
const TArray<FVector>& Points;
|
|
const TArray<int32>& PointToOriginalMap;
|
|
};
|
|
|
|
class FSkeletalMeshUtilityBuilder
|
|
{
|
|
public:
|
|
FSkeletalMeshUtilityBuilder()
|
|
: Stage(EStage::Uninit)
|
|
{
|
|
}
|
|
|
|
public:
|
|
void Skeletal_FindOverlappingCorners(
|
|
TMultiMap<int32, int32>& OutOverlappingCorners,
|
|
IMeshBuildData* BuildData,
|
|
float ComparisonThreshold
|
|
)
|
|
{
|
|
int32 NumFaces = BuildData->GetNumFaces();
|
|
int32 NumWedges = BuildData->GetNumWedges();
|
|
check(NumFaces * 3 <= NumWedges);
|
|
|
|
// Create a list of vertex Z/index pairs
|
|
TArray<FIndexAndZ> VertIndexAndZ;
|
|
VertIndexAndZ.Empty(NumWedges);
|
|
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
|
|
{
|
|
for (int32 TriIndex = 0; TriIndex < 3; ++TriIndex)
|
|
{
|
|
uint32 Index = BuildData->GetWedgeIndex(FaceIndex, TriIndex);
|
|
new(VertIndexAndZ)FIndexAndZ(Index, BuildData->GetVertexPosition(Index));
|
|
}
|
|
}
|
|
|
|
// Sort the vertices by z value
|
|
VertIndexAndZ.Sort(FCompareIndexAndZ());
|
|
|
|
// Search for duplicates, quickly!
|
|
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
|
|
{
|
|
// only need to search forward, since we add pairs both ways
|
|
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
|
|
{
|
|
if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > ComparisonThreshold)
|
|
break; // can't be any more dups
|
|
|
|
FVector PositionA = BuildData->GetVertexPosition(VertIndexAndZ[i].Index);
|
|
FVector PositionB = BuildData->GetVertexPosition(VertIndexAndZ[j].Index);
|
|
|
|
if (PointsEqual(PositionA, PositionB, ComparisonThreshold))
|
|
{
|
|
OutOverlappingCorners.Add(VertIndexAndZ[i].Index, VertIndexAndZ[j].Index);
|
|
OutOverlappingCorners.Add(VertIndexAndZ[j].Index, VertIndexAndZ[i].Index);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Skeletal_ComputeTriangleTangents(
|
|
TArray<FVector>& TriangleTangentX,
|
|
TArray<FVector>& TriangleTangentY,
|
|
TArray<FVector>& TriangleTangentZ,
|
|
IMeshBuildData* BuildData,
|
|
float ComparisonThreshold
|
|
)
|
|
{
|
|
int32 NumTriangles = BuildData->GetNumFaces();
|
|
TriangleTangentX.Empty(NumTriangles);
|
|
TriangleTangentY.Empty(NumTriangles);
|
|
TriangleTangentZ.Empty(NumTriangles);
|
|
|
|
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
|
|
{
|
|
const int32 UVIndex = 0;
|
|
FVector P[3];
|
|
|
|
for (int32 i = 0; i < 3; ++i)
|
|
{
|
|
P[i] = BuildData->GetVertexPosition(TriangleIndex, i);
|
|
}
|
|
|
|
const FVector Normal = ((P[1] - P[2]) ^ (P[0] - P[2])).GetSafeNormal(ComparisonThreshold);
|
|
FMatrix ParameterToLocal(
|
|
FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0),
|
|
FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0),
|
|
FPlane(P[0].X, P[0].Y, P[0].Z, 0),
|
|
FPlane(0, 0, 0, 1)
|
|
);
|
|
|
|
FVector2D T1 = BuildData->GetVertexUV(TriangleIndex, 0, UVIndex);
|
|
FVector2D T2 = BuildData->GetVertexUV(TriangleIndex, 1, UVIndex);
|
|
FVector2D T3 = BuildData->GetVertexUV(TriangleIndex, 2, UVIndex);
|
|
FMatrix ParameterToTexture(
|
|
FPlane(T2.X - T1.X, T2.Y - T1.Y, 0, 0),
|
|
FPlane(T3.X - T1.X, T3.Y - T1.Y, 0, 0),
|
|
FPlane(T1.X, T1.Y, 1, 0),
|
|
FPlane(0, 0, 0, 1)
|
|
);
|
|
|
|
// Use InverseSlow to catch singular matrices. Inverse can miss this sometimes.
|
|
const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
|
|
|
|
TriangleTangentX.Add(TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal());
|
|
TriangleTangentY.Add(TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal());
|
|
TriangleTangentZ.Add(Normal);
|
|
|
|
FVector::CreateOrthonormalBasis(
|
|
TriangleTangentX[TriangleIndex],
|
|
TriangleTangentY[TriangleIndex],
|
|
TriangleTangentZ[TriangleIndex]
|
|
);
|
|
}
|
|
}
|
|
|
|
void Skeletal_ComputeTangents(
|
|
IMeshBuildData* BuildData,
|
|
TMultiMap<int32, int32> const& OverlappingCorners
|
|
)
|
|
{
|
|
bool bBlendOverlappingNormals = true;
|
|
bool bIgnoreDegenerateTriangles = BuildData->BuildOptions.bRemoveDegenerateTriangles;
|
|
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
|
|
|
|
// Compute per-triangle tangents.
|
|
TArray<FVector> TriangleTangentX;
|
|
TArray<FVector> TriangleTangentY;
|
|
TArray<FVector> TriangleTangentZ;
|
|
|
|
Skeletal_ComputeTriangleTangents(
|
|
TriangleTangentX,
|
|
TriangleTangentY,
|
|
TriangleTangentZ,
|
|
BuildData,
|
|
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
|
|
);
|
|
|
|
TArray<FVector>& WedgeTangentX = BuildData->GetTangentArray(0);
|
|
TArray<FVector>& WedgeTangentY = BuildData->GetTangentArray(1);
|
|
TArray<FVector>& WedgeTangentZ = BuildData->GetTangentArray(2);
|
|
|
|
// Declare these out here to avoid reallocations.
|
|
TArray<FFanFace> RelevantFacesForCorner[3];
|
|
TArray<int32> AdjacentFaces;
|
|
TArray<int32> DupVerts;
|
|
|
|
int32 NumFaces = BuildData->GetNumFaces();
|
|
int32 NumWedges = BuildData->GetNumWedges();
|
|
check(NumFaces * 3 <= NumWedges);
|
|
|
|
// Allocate storage for tangents if none were provided.
|
|
if (WedgeTangentX.Num() != NumWedges)
|
|
{
|
|
WedgeTangentX.Empty(NumWedges);
|
|
WedgeTangentX.AddZeroed(NumWedges);
|
|
}
|
|
if (WedgeTangentY.Num() != NumWedges)
|
|
{
|
|
WedgeTangentY.Empty(NumWedges);
|
|
WedgeTangentY.AddZeroed(NumWedges);
|
|
}
|
|
if (WedgeTangentZ.Num() != NumWedges)
|
|
{
|
|
WedgeTangentZ.Empty(NumWedges);
|
|
WedgeTangentZ.AddZeroed(NumWedges);
|
|
}
|
|
|
|
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
|
|
{
|
|
int32 WedgeOffset = FaceIndex * 3;
|
|
FVector CornerPositions[3];
|
|
FVector CornerTangentX[3];
|
|
FVector CornerTangentY[3];
|
|
FVector CornerTangentZ[3];
|
|
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
CornerTangentX[CornerIndex] = FVector::ZeroVector;
|
|
CornerTangentY[CornerIndex] = FVector::ZeroVector;
|
|
CornerTangentZ[CornerIndex] = FVector::ZeroVector;
|
|
CornerPositions[CornerIndex] = BuildData->GetVertexPosition(FaceIndex, CornerIndex);
|
|
RelevantFacesForCorner[CornerIndex].Reset();
|
|
}
|
|
|
|
// Don't process degenerate triangles.
|
|
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|
|
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|
|
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// No need to process triangles if tangents already exist.
|
|
bool bCornerHasTangents[3] = { 0 };
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
bCornerHasTangents[CornerIndex] = !WedgeTangentX[WedgeOffset + CornerIndex].IsZero()
|
|
&& !WedgeTangentY[WedgeOffset + CornerIndex].IsZero()
|
|
&& !WedgeTangentZ[WedgeOffset + CornerIndex].IsZero();
|
|
}
|
|
if (bCornerHasTangents[0] && bCornerHasTangents[1] && bCornerHasTangents[2])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Calculate smooth vertex normals.
|
|
float Determinant = FVector::Triple(
|
|
TriangleTangentX[FaceIndex],
|
|
TriangleTangentY[FaceIndex],
|
|
TriangleTangentZ[FaceIndex]
|
|
);
|
|
|
|
// Start building a list of faces adjacent to this face.
|
|
AdjacentFaces.Reset();
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
|
|
DupVerts.Reset();
|
|
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
|
|
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
|
|
for (int32 k = 0; k < DupVerts.Num(); k++)
|
|
{
|
|
AdjacentFaces.AddUnique(DupVerts[k] / 3);
|
|
}
|
|
}
|
|
|
|
// We need to sort these here because the criteria for point equality is
|
|
// exact, so we must ensure the exact same order for all dups.
|
|
AdjacentFaces.Sort();
|
|
|
|
// Process adjacent faces
|
|
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
|
|
{
|
|
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
|
|
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
|
|
{
|
|
if (bCornerHasTangents[OurCornerIndex])
|
|
continue;
|
|
|
|
FFanFace NewFanFace;
|
|
int32 CommonIndexCount = 0;
|
|
|
|
// Check for vertices in common.
|
|
if (FaceIndex == OtherFaceIndex)
|
|
{
|
|
CommonIndexCount = 3;
|
|
NewFanFace.LinkedVertexIndex = OurCornerIndex;
|
|
}
|
|
else
|
|
{
|
|
// Check matching vertices against main vertex .
|
|
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
|
|
{
|
|
if (PointsEqual(
|
|
CornerPositions[OurCornerIndex],
|
|
BuildData->GetVertexPosition(OtherFaceIndex, OtherCornerIndex),
|
|
ComparisonThreshold
|
|
))
|
|
{
|
|
CommonIndexCount++;
|
|
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add if connected by at least one point. Smoothing matches are considered later.
|
|
if (CommonIndexCount > 0)
|
|
{
|
|
NewFanFace.FaceIndex = OtherFaceIndex;
|
|
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
|
|
NewFanFace.bBlendTangents = NewFanFace.bFilled;
|
|
NewFanFace.bBlendNormals = NewFanFace.bFilled;
|
|
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find true relevance of faces for a vertex normal by traversing
|
|
// smoothing-group-compatible connected triangle fans around common vertices.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
if (bCornerHasTangents[CornerIndex])
|
|
continue;
|
|
|
|
int32 NewConnections;
|
|
do
|
|
{
|
|
NewConnections = 0;
|
|
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
|
|
{
|
|
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
|
|
// The vertex' own face is initially the only face with bFilled == true.
|
|
if (OtherFace.bFilled)
|
|
{
|
|
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
|
|
{
|
|
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
|
|
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
|
|
{
|
|
if (NextFaceIndex != OtherFaceIdx)
|
|
//&& (RawMesh.FaceSmoothingMasks[NextFace.FaceIndex] & RawMesh.FaceSmoothingMasks[OtherFace.FaceIndex]))
|
|
{
|
|
int32 CommonVertices = 0;
|
|
int32 CommonTangentVertices = 0;
|
|
int32 CommonNormalVertices = 0;
|
|
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
|
|
{
|
|
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
|
|
{
|
|
int32 NextVertexIndex = BuildData->GetVertexIndex(NextFace.FaceIndex, NextCornerIndex);
|
|
int32 OtherVertexIndex = BuildData->GetVertexIndex(OtherFace.FaceIndex, OtherCornerIndex);
|
|
if (PointsEqual(
|
|
BuildData->GetVertexPosition(NextFace.FaceIndex, NextCornerIndex),
|
|
BuildData->GetVertexPosition(OtherFace.FaceIndex, OtherCornerIndex),
|
|
ComparisonThreshold))
|
|
{
|
|
CommonVertices++;
|
|
|
|
|
|
if (UVsEqual(
|
|
BuildData->GetVertexUV(NextFace.FaceIndex, NextCornerIndex, 0),
|
|
BuildData->GetVertexUV(OtherFace.FaceIndex, OtherCornerIndex, 0)))
|
|
{
|
|
CommonTangentVertices++;
|
|
}
|
|
if (bBlendOverlappingNormals
|
|
|| NextVertexIndex == OtherVertexIndex)
|
|
{
|
|
CommonNormalVertices++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Flood fill faces with more than one common vertices which must be touching edges.
|
|
if (CommonVertices > 1)
|
|
{
|
|
NextFace.bFilled = true;
|
|
NextFace.bBlendNormals = (CommonNormalVertices > 1);
|
|
NewConnections++;
|
|
|
|
// Only blend tangents if there is no UV seam along the edge with this face.
|
|
if (OtherFace.bBlendTangents && CommonTangentVertices > 1)
|
|
{
|
|
float OtherDeterminant = FVector::Triple(
|
|
TriangleTangentX[NextFace.FaceIndex],
|
|
TriangleTangentY[NextFace.FaceIndex],
|
|
TriangleTangentZ[NextFace.FaceIndex]
|
|
);
|
|
if ((Determinant * OtherDeterminant) > 0.0f)
|
|
{
|
|
NextFace.bBlendTangents = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
while (NewConnections > 0);
|
|
}
|
|
|
|
// Vertex normal construction.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
if (bCornerHasTangents[CornerIndex])
|
|
{
|
|
CornerTangentX[CornerIndex] = WedgeTangentX[WedgeOffset + CornerIndex];
|
|
CornerTangentY[CornerIndex] = WedgeTangentY[WedgeOffset + CornerIndex];
|
|
CornerTangentZ[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
|
|
}
|
|
else
|
|
{
|
|
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
|
|
{
|
|
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
|
|
if (RelevantFace.bFilled)
|
|
{
|
|
int32 OtherFaceIndex = RelevantFace.FaceIndex;
|
|
if (RelevantFace.bBlendTangents)
|
|
{
|
|
CornerTangentX[CornerIndex] += TriangleTangentX[OtherFaceIndex];
|
|
CornerTangentY[CornerIndex] += TriangleTangentY[OtherFaceIndex];
|
|
}
|
|
if (RelevantFace.bBlendNormals)
|
|
{
|
|
CornerTangentZ[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
|
|
}
|
|
}
|
|
}
|
|
if (!WedgeTangentX[WedgeOffset + CornerIndex].IsZero())
|
|
{
|
|
CornerTangentX[CornerIndex] = WedgeTangentX[WedgeOffset + CornerIndex];
|
|
}
|
|
if (!WedgeTangentY[WedgeOffset + CornerIndex].IsZero())
|
|
{
|
|
CornerTangentY[CornerIndex] = WedgeTangentY[WedgeOffset + CornerIndex];
|
|
}
|
|
if (!WedgeTangentZ[WedgeOffset + CornerIndex].IsZero())
|
|
{
|
|
CornerTangentZ[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Normalization.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
CornerTangentX[CornerIndex].Normalize();
|
|
CornerTangentY[CornerIndex].Normalize();
|
|
CornerTangentZ[CornerIndex].Normalize();
|
|
|
|
// Gram-Schmidt orthogonalization
|
|
CornerTangentY[CornerIndex] -= CornerTangentX[CornerIndex] * (CornerTangentX[CornerIndex] | CornerTangentY[CornerIndex]);
|
|
CornerTangentY[CornerIndex].Normalize();
|
|
|
|
CornerTangentX[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentX[CornerIndex]);
|
|
CornerTangentX[CornerIndex].Normalize();
|
|
CornerTangentY[CornerIndex] -= CornerTangentZ[CornerIndex] * (CornerTangentZ[CornerIndex] | CornerTangentY[CornerIndex]);
|
|
CornerTangentY[CornerIndex].Normalize();
|
|
}
|
|
|
|
// Copy back to the mesh.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
WedgeTangentX[WedgeOffset + CornerIndex] = CornerTangentX[CornerIndex];
|
|
WedgeTangentY[WedgeOffset + CornerIndex] = CornerTangentY[CornerIndex];
|
|
WedgeTangentZ[WedgeOffset + CornerIndex] = CornerTangentZ[CornerIndex];
|
|
}
|
|
}
|
|
|
|
check(WedgeTangentX.Num() == NumWedges);
|
|
check(WedgeTangentY.Num() == NumWedges);
|
|
check(WedgeTangentZ.Num() == NumWedges);
|
|
}
|
|
|
|
void Skeletal_ComputeTangents_MikkTSpace(
|
|
IMeshBuildData* BuildData,
|
|
TMultiMap<int32, int32> const& OverlappingCorners
|
|
)
|
|
{
|
|
bool bBlendOverlappingNormals = true;
|
|
bool bIgnoreDegenerateTriangles = BuildData->BuildOptions.bRemoveDegenerateTriangles;
|
|
float ComparisonThreshold = bIgnoreDegenerateTriangles ? THRESH_POINTS_ARE_SAME : 0.0f;
|
|
|
|
// Compute per-triangle tangents.
|
|
TArray<FVector> TriangleTangentX;
|
|
TArray<FVector> TriangleTangentY;
|
|
TArray<FVector> TriangleTangentZ;
|
|
|
|
Skeletal_ComputeTriangleTangents(
|
|
TriangleTangentX,
|
|
TriangleTangentY,
|
|
TriangleTangentZ,
|
|
BuildData,
|
|
bIgnoreDegenerateTriangles ? SMALL_NUMBER : 0.0f
|
|
);
|
|
|
|
TArray<FVector>& WedgeTangentX = BuildData->GetTangentArray(0);
|
|
TArray<FVector>& WedgeTangentY = BuildData->GetTangentArray(1);
|
|
TArray<FVector>& WedgeTangentZ = BuildData->GetTangentArray(2);
|
|
|
|
// Declare these out here to avoid reallocations.
|
|
TArray<FFanFace> RelevantFacesForCorner[3];
|
|
TArray<int32> AdjacentFaces;
|
|
TArray<int32> DupVerts;
|
|
|
|
int32 NumFaces = BuildData->GetNumFaces();
|
|
int32 NumWedges = BuildData->GetNumWedges();
|
|
check(NumFaces * 3 == NumWedges);
|
|
|
|
bool bWedgeNormals = true;
|
|
bool bWedgeTSpace = false;
|
|
for (int32 WedgeIdx = 0; WedgeIdx < WedgeTangentZ.Num(); ++WedgeIdx)
|
|
{
|
|
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
|
|
bWedgeNormals = bWedgeNormals && (!WedgeTangentZ[WedgeIdx].IsNearlyZero());
|
|
}
|
|
|
|
if (WedgeTangentX.Num() > 0 && WedgeTangentY.Num() > 0)
|
|
{
|
|
bWedgeTSpace = true;
|
|
for (int32 WedgeIdx = 0; WedgeIdx < WedgeTangentX.Num()
|
|
&& WedgeIdx < WedgeTangentY.Num(); ++WedgeIdx)
|
|
{
|
|
bWedgeTSpace = bWedgeTSpace && (!WedgeTangentX[WedgeIdx].IsNearlyZero()) && (!WedgeTangentY[WedgeIdx].IsNearlyZero());
|
|
}
|
|
}
|
|
|
|
// Allocate storage for tangents if none were provided, and calculate normals for MikkTSpace.
|
|
if (WedgeTangentZ.Num() != NumWedges || !bWedgeNormals)
|
|
{
|
|
// normals are not included, so we should calculate them
|
|
WedgeTangentZ.Empty(NumWedges);
|
|
WedgeTangentZ.AddZeroed(NumWedges);
|
|
// we need to calculate normals for MikkTSpace
|
|
|
|
for (int32 FaceIndex = 0; FaceIndex < NumFaces; FaceIndex++)
|
|
{
|
|
int32 WedgeOffset = FaceIndex * 3;
|
|
FVector CornerPositions[3];
|
|
FVector CornerNormal[3];
|
|
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
CornerNormal[CornerIndex] = FVector::ZeroVector;
|
|
CornerPositions[CornerIndex] = BuildData->GetVertexPosition(FaceIndex, CornerIndex);
|
|
RelevantFacesForCorner[CornerIndex].Reset();
|
|
}
|
|
|
|
// Don't process degenerate triangles.
|
|
if (PointsEqual(CornerPositions[0], CornerPositions[1], ComparisonThreshold)
|
|
|| PointsEqual(CornerPositions[0], CornerPositions[2], ComparisonThreshold)
|
|
|| PointsEqual(CornerPositions[1], CornerPositions[2], ComparisonThreshold))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// No need to process triangles if tangents already exist.
|
|
bool bCornerHasNormal[3] = { 0 };
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
bCornerHasNormal[CornerIndex] = !WedgeTangentZ[WedgeOffset + CornerIndex].IsZero();
|
|
}
|
|
if (bCornerHasNormal[0] && bCornerHasNormal[1] && bCornerHasNormal[2])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Start building a list of faces adjacent to this face.
|
|
AdjacentFaces.Reset();
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
int32 ThisCornerIndex = WedgeOffset + CornerIndex;
|
|
DupVerts.Reset();
|
|
OverlappingCorners.MultiFind(ThisCornerIndex, DupVerts);
|
|
DupVerts.Add(ThisCornerIndex); // I am a "dup" of myself
|
|
for (int32 k = 0; k < DupVerts.Num(); k++)
|
|
{
|
|
AdjacentFaces.AddUnique(DupVerts[k] / 3);
|
|
}
|
|
}
|
|
|
|
// We need to sort these here because the criteria for point equality is
|
|
// exact, so we must ensure the exact same order for all dups.
|
|
AdjacentFaces.Sort();
|
|
|
|
// Process adjacent faces
|
|
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
|
|
{
|
|
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
|
|
for (int32 OurCornerIndex = 0; OurCornerIndex < 3; OurCornerIndex++)
|
|
{
|
|
if (bCornerHasNormal[OurCornerIndex])
|
|
continue;
|
|
|
|
FFanFace NewFanFace;
|
|
int32 CommonIndexCount = 0;
|
|
|
|
// Check for vertices in common.
|
|
if (FaceIndex == OtherFaceIndex)
|
|
{
|
|
CommonIndexCount = 3;
|
|
NewFanFace.LinkedVertexIndex = OurCornerIndex;
|
|
}
|
|
else
|
|
{
|
|
// Check matching vertices against main vertex .
|
|
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
|
|
{
|
|
if (PointsEqual(
|
|
CornerPositions[OurCornerIndex],
|
|
BuildData->GetVertexPosition(OtherFaceIndex, OtherCornerIndex),
|
|
ComparisonThreshold
|
|
))
|
|
{
|
|
CommonIndexCount++;
|
|
NewFanFace.LinkedVertexIndex = OtherCornerIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add if connected by at least one point. Smoothing matches are considered later.
|
|
if (CommonIndexCount > 0)
|
|
{
|
|
NewFanFace.FaceIndex = OtherFaceIndex;
|
|
NewFanFace.bFilled = (OtherFaceIndex == FaceIndex); // Starter face for smoothing floodfill.
|
|
NewFanFace.bBlendTangents = NewFanFace.bFilled;
|
|
NewFanFace.bBlendNormals = NewFanFace.bFilled;
|
|
RelevantFacesForCorner[OurCornerIndex].Add(NewFanFace);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find true relevance of faces for a vertex normal by traversing
|
|
// smoothing-group-compatible connected triangle fans around common vertices.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
if (bCornerHasNormal[CornerIndex])
|
|
continue;
|
|
|
|
int32 NewConnections;
|
|
do
|
|
{
|
|
NewConnections = 0;
|
|
for (int32 OtherFaceIdx = 0; OtherFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); OtherFaceIdx++)
|
|
{
|
|
FFanFace& OtherFace = RelevantFacesForCorner[CornerIndex][OtherFaceIdx];
|
|
// The vertex' own face is initially the only face with bFilled == true.
|
|
if (OtherFace.bFilled)
|
|
{
|
|
for (int32 NextFaceIndex = 0; NextFaceIndex < RelevantFacesForCorner[CornerIndex].Num(); NextFaceIndex++)
|
|
{
|
|
FFanFace& NextFace = RelevantFacesForCorner[CornerIndex][NextFaceIndex];
|
|
if (!NextFace.bFilled) // && !NextFace.bBlendTangents)
|
|
{
|
|
if ((NextFaceIndex != OtherFaceIdx)
|
|
&& (BuildData->GetFaceSmoothingGroups(NextFace.FaceIndex) & BuildData->GetFaceSmoothingGroups(OtherFace.FaceIndex)))
|
|
{
|
|
int32 CommonVertices = 0;
|
|
int32 CommonNormalVertices = 0;
|
|
for (int32 OtherCornerIndex = 0; OtherCornerIndex < 3; OtherCornerIndex++)
|
|
{
|
|
for (int32 NextCornerIndex = 0; NextCornerIndex < 3; NextCornerIndex++)
|
|
{
|
|
int32 NextVertexIndex = BuildData->GetVertexIndex(NextFace.FaceIndex, NextCornerIndex);
|
|
int32 OtherVertexIndex = BuildData->GetVertexIndex(OtherFace.FaceIndex, OtherCornerIndex);
|
|
if (PointsEqual(
|
|
BuildData->GetVertexPosition(NextFace.FaceIndex, NextCornerIndex),
|
|
BuildData->GetVertexPosition(OtherFace.FaceIndex, OtherCornerIndex),
|
|
ComparisonThreshold))
|
|
{
|
|
CommonVertices++;
|
|
if (bBlendOverlappingNormals
|
|
|| NextVertexIndex == OtherVertexIndex)
|
|
{
|
|
CommonNormalVertices++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Flood fill faces with more than one common vertices which must be touching edges.
|
|
if (CommonVertices > 1)
|
|
{
|
|
NextFace.bFilled = true;
|
|
NextFace.bBlendNormals = (CommonNormalVertices > 1);
|
|
NewConnections++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
while (NewConnections > 0);
|
|
}
|
|
|
|
// Vertex normal construction.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
if (bCornerHasNormal[CornerIndex])
|
|
{
|
|
CornerNormal[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
|
|
}
|
|
else
|
|
{
|
|
for (int32 RelevantFaceIdx = 0; RelevantFaceIdx < RelevantFacesForCorner[CornerIndex].Num(); RelevantFaceIdx++)
|
|
{
|
|
FFanFace const& RelevantFace = RelevantFacesForCorner[CornerIndex][RelevantFaceIdx];
|
|
if (RelevantFace.bFilled)
|
|
{
|
|
int32 OtherFaceIndex = RelevantFace.FaceIndex;
|
|
if (RelevantFace.bBlendNormals)
|
|
{
|
|
CornerNormal[CornerIndex] += TriangleTangentZ[OtherFaceIndex];
|
|
}
|
|
}
|
|
}
|
|
if (!WedgeTangentZ[WedgeOffset + CornerIndex].IsZero())
|
|
{
|
|
CornerNormal[CornerIndex] = WedgeTangentZ[WedgeOffset + CornerIndex];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Normalization.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
CornerNormal[CornerIndex].Normalize();
|
|
}
|
|
|
|
// Copy back to the mesh.
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++)
|
|
{
|
|
WedgeTangentZ[WedgeOffset + CornerIndex] = CornerNormal[CornerIndex];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (WedgeTangentX.Num() != NumWedges)
|
|
{
|
|
WedgeTangentX.Empty(NumWedges);
|
|
WedgeTangentX.AddZeroed(NumWedges);
|
|
}
|
|
if (WedgeTangentY.Num() != NumWedges)
|
|
{
|
|
WedgeTangentY.Empty(NumWedges);
|
|
WedgeTangentY.AddZeroed(NumWedges);
|
|
}
|
|
|
|
//if (!bWedgeTSpace)
|
|
{
|
|
// we can use mikktspace to calculate the tangents
|
|
SMikkTSpaceContext MikkTContext;
|
|
MikkTContext.m_pInterface = BuildData->GetMikkTInterface();
|
|
MikkTContext.m_pUserData = BuildData->GetMikkTUserData();
|
|
//MikkTContext.m_bIgnoreDegenerates = bIgnoreDegenerateTriangles;
|
|
|
|
genTangSpaceDefault(&MikkTContext);
|
|
}
|
|
|
|
check(WedgeTangentX.Num() == NumWedges);
|
|
check(WedgeTangentY.Num() == NumWedges);
|
|
check(WedgeTangentZ.Num() == NumWedges);
|
|
}
|
|
|
|
bool PrepareSourceMesh(IMeshBuildData* BuildData)
|
|
{
|
|
check(Stage == EStage::Uninit);
|
|
|
|
BeginSlowTask();
|
|
|
|
TMultiMap<int32, int32>& OverlappingCorners = *new(LODOverlappingCorners)TMultiMap<int32, int32>;
|
|
|
|
float ComparisonThreshold = THRESH_POINTS_ARE_SAME;//GetComparisonThreshold(LODBuildSettings[LODIndex]);
|
|
int32 NumWedges = BuildData->GetNumWedges();
|
|
|
|
// Find overlapping corners to accelerate adjacency.
|
|
Skeletal_FindOverlappingCorners(OverlappingCorners, BuildData, ComparisonThreshold);
|
|
|
|
// Figure out if we should recompute normals and tangents.
|
|
bool bRecomputeNormals = BuildData->BuildOptions.bComputeNormals;
|
|
bool bRecomputeTangents = BuildData->BuildOptions.bComputeTangents;
|
|
|
|
// Dump normals and tangents if we are recomputing them.
|
|
if (bRecomputeTangents)
|
|
{
|
|
TArray<FVector>& TangentX = BuildData->GetTangentArray(0);
|
|
TArray<FVector>& TangentY = BuildData->GetTangentArray(1);
|
|
|
|
TangentX.Empty(NumWedges);
|
|
TangentX.AddZeroed(NumWedges);
|
|
TangentY.Empty(NumWedges);
|
|
TangentY.AddZeroed(NumWedges);
|
|
}
|
|
if (bRecomputeNormals)
|
|
{
|
|
TArray<FVector>& TangentZ = BuildData->GetTangentArray(2);
|
|
TangentZ.Empty(NumWedges);
|
|
TangentZ.AddZeroed(NumWedges);
|
|
}
|
|
|
|
// Compute any missing tangents. MikkTSpace should be use only when the user want to recompute the normals or tangents otherwise should always fallback on builtin
|
|
if (BuildData->BuildOptions.bUseMikkTSpace && (BuildData->BuildOptions.bComputeNormals || BuildData->BuildOptions.bComputeTangents))
|
|
{
|
|
Skeletal_ComputeTangents_MikkTSpace(BuildData, OverlappingCorners);
|
|
}
|
|
else
|
|
{
|
|
Skeletal_ComputeTangents(BuildData, OverlappingCorners);
|
|
}
|
|
|
|
// At this point the mesh will have valid tangents.
|
|
BuildData->ValidateTangentArraySize();
|
|
check(LODOverlappingCorners.Num() == 1);
|
|
|
|
EndSlowTask();
|
|
|
|
Stage = EStage::Prepared;
|
|
return true;
|
|
}
|
|
|
|
bool GenerateSkeletalRenderMesh(IMeshBuildData* InBuildData)
|
|
{
|
|
check(Stage == EStage::Prepared);
|
|
|
|
SkeletalMeshBuildData& BuildData = *(SkeletalMeshBuildData*)InBuildData;
|
|
|
|
BeginSlowTask();
|
|
|
|
// Find wedge influences.
|
|
TArray<int32> WedgeInfluenceIndices;
|
|
TMap<uint32, uint32> VertexIndexToInfluenceIndexMap;
|
|
|
|
for (uint32 LookIdx = 0; LookIdx < (uint32)BuildData.Influences.Num(); LookIdx++)
|
|
{
|
|
// Order matters do not allow the map to overwrite an existing value.
|
|
if (!VertexIndexToInfluenceIndexMap.Find(BuildData.Influences[LookIdx].VertIndex))
|
|
{
|
|
VertexIndexToInfluenceIndexMap.Add(BuildData.Influences[LookIdx].VertIndex, LookIdx);
|
|
}
|
|
}
|
|
|
|
for (int32 WedgeIndex = 0; WedgeIndex < BuildData.Wedges.Num(); WedgeIndex++)
|
|
{
|
|
uint32* InfluenceIndex = VertexIndexToInfluenceIndexMap.Find(BuildData.Wedges[WedgeIndex].iVertex);
|
|
|
|
if (InfluenceIndex)
|
|
{
|
|
WedgeInfluenceIndices.Add(*InfluenceIndex);
|
|
}
|
|
else
|
|
{
|
|
// we have missing influence vert, we weight to root
|
|
WedgeInfluenceIndices.Add(0);
|
|
|
|
// add warning message
|
|
if (BuildData.OutWarningMessages)
|
|
{
|
|
BuildData.OutWarningMessages->Add(FText::Format(FText::FromString("Missing influence on vert {0}. Weighting it to root."), FText::FromString(FString::FromInt(BuildData.Wedges[WedgeIndex].iVertex))));
|
|
if (BuildData.OutWarningNames)
|
|
{
|
|
BuildData.OutWarningNames->Add(FFbxErrors::SkeletalMesh_VertMissingInfluences);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
check(BuildData.Wedges.Num() == WedgeInfluenceIndices.Num());
|
|
|
|
TArray<FSkeletalMeshVertIndexAndZ> VertIndexAndZ;
|
|
TArray<FSoftSkinBuildVertex> RawVertices;
|
|
|
|
VertIndexAndZ.Empty(BuildData.Points.Num());
|
|
RawVertices.Reserve(BuildData.Points.Num());
|
|
|
|
for (int32 FaceIndex = 0; FaceIndex < BuildData.Faces.Num(); FaceIndex++)
|
|
{
|
|
// Only update the status progress bar if we are in the game thread and every thousand faces.
|
|
// Updating status is extremely slow
|
|
if (FaceIndex % 5000 == 0)
|
|
{
|
|
UpdateSlowTask(FaceIndex, BuildData.Faces.Num());
|
|
}
|
|
|
|
const FMeshFace& Face = BuildData.Faces[FaceIndex];
|
|
|
|
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
|
|
{
|
|
FSoftSkinBuildVertex Vertex;
|
|
const uint32 WedgeIndex = BuildData.GetWedgeIndex(FaceIndex, VertexIndex);
|
|
const FMeshWedge& Wedge = BuildData.Wedges[WedgeIndex];
|
|
|
|
Vertex.Position = BuildData.GetVertexPosition(FaceIndex, VertexIndex);
|
|
|
|
FVector TangentX, TangentY, TangentZ;
|
|
TangentX = BuildData.TangentX[WedgeIndex].GetSafeNormal();
|
|
TangentY = BuildData.TangentY[WedgeIndex].GetSafeNormal();
|
|
TangentZ = BuildData.TangentZ[WedgeIndex].GetSafeNormal();
|
|
|
|
/*if (BuildData.BuildOptions.bComputeNormals || BuildData.BuildOptions.bComputeTangents)
|
|
{
|
|
TangentX = BuildData.TangentX[VertexIndex].GetSafeNormal();
|
|
TangentY = BuildData.TangentY[VertexIndex].GetSafeNormal();
|
|
|
|
if( BuildData.BuildOptions.bComputeNormals )
|
|
{
|
|
TangentZ = BuildData.TangentZ[VertexIndex].GetSafeNormal();
|
|
}
|
|
else
|
|
{
|
|
//TangentZ = Face.TangentZ[VertexIndex];
|
|
}
|
|
|
|
TangentY -= TangentX * (TangentX | TangentY);
|
|
TangentY.Normalize();
|
|
|
|
TangentX -= TangentZ * (TangentZ | TangentX);
|
|
TangentY -= TangentZ * (TangentZ | TangentY);
|
|
|
|
TangentX.Normalize();
|
|
TangentY.Normalize();
|
|
}
|
|
else*/
|
|
{
|
|
//TangentX = Face.TangentX[VertexIndex];
|
|
//TangentY = Face.TangentY[VertexIndex];
|
|
//TangentZ = Face.TangentZ[VertexIndex];
|
|
|
|
// Normalize overridden tangents. Its possible for them to import un-normalized.
|
|
TangentX.Normalize();
|
|
TangentY.Normalize();
|
|
TangentZ.Normalize();
|
|
}
|
|
|
|
Vertex.TangentX = TangentX;
|
|
Vertex.TangentY = TangentY;
|
|
Vertex.TangentZ = TangentZ;
|
|
|
|
FMemory::Memcpy(Vertex.UVs, Wedge.UVs, sizeof(FVector2D)*MAX_TEXCOORDS);
|
|
Vertex.Color = Wedge.Color;
|
|
|
|
{
|
|
// Count the influences.
|
|
int32 InfIdx = WedgeInfluenceIndices[Face.iWedge[VertexIndex]];
|
|
int32 LookIdx = InfIdx;
|
|
|
|
uint32 InfluenceCount = 0;
|
|
while (BuildData.Influences.IsValidIndex(LookIdx) && (BuildData.Influences[LookIdx].VertIndex == Wedge.iVertex))
|
|
{
|
|
InfluenceCount++;
|
|
LookIdx++;
|
|
}
|
|
InfluenceCount = FMath::Min<uint32>(InfluenceCount, MAX_TOTAL_INFLUENCES);
|
|
|
|
// Setup the vertex influences.
|
|
Vertex.InfluenceBones[0] = 0;
|
|
Vertex.InfluenceWeights[0] = 255;
|
|
for (uint32 i = 1; i < MAX_TOTAL_INFLUENCES; i++)
|
|
{
|
|
Vertex.InfluenceBones[i] = 0;
|
|
Vertex.InfluenceWeights[i] = 0;
|
|
}
|
|
|
|
uint32 TotalInfluenceWeight = 0;
|
|
for (uint32 i = 0; i < InfluenceCount; i++)
|
|
{
|
|
FBoneIndexType BoneIndex = (FBoneIndexType)BuildData.Influences[InfIdx + i].BoneIndex;
|
|
if (BoneIndex >= BuildData.RefSkeleton.GetRawBoneNum())
|
|
continue;
|
|
|
|
Vertex.InfluenceBones[i] = BoneIndex;
|
|
Vertex.InfluenceWeights[i] = (uint8)(BuildData.Influences[InfIdx + i].Weight * 255.0f);
|
|
TotalInfluenceWeight += Vertex.InfluenceWeights[i];
|
|
}
|
|
Vertex.InfluenceWeights[0] += 255 - TotalInfluenceWeight;
|
|
}
|
|
|
|
// Add the vertex as well as its original index in the points array
|
|
Vertex.PointWedgeIdx = Wedge.iVertex;
|
|
|
|
int32 RawIndex = RawVertices.Add(Vertex);
|
|
|
|
// Add an efficient way to find dupes of this vertex later for fast combining of vertices
|
|
FSkeletalMeshVertIndexAndZ IAndZ;
|
|
IAndZ.Index = RawIndex;
|
|
IAndZ.Z = Vertex.Position.Z;
|
|
|
|
VertIndexAndZ.Add(IAndZ);
|
|
}
|
|
}
|
|
|
|
// Generate chunks and their vertices and indices
|
|
SkeletalMeshTools::BuildSkeletalMeshChunks(BuildData.Faces, RawVertices, VertIndexAndZ, BuildData.BuildOptions.bKeepOverlappingVertices, BuildData.Chunks, BuildData.bTooManyVerts);
|
|
|
|
// Chunk vertices to satisfy the requested limit.
|
|
const uint32 MaxGPUSkinBones = FGPUBaseSkinVertexFactory::GetMaxGPUSkinBones();
|
|
check(MaxGPUSkinBones <= FGPUBaseSkinVertexFactory::GHardwareMaxGPUSkinBones);
|
|
SkeletalMeshTools::ChunkSkinnedVertices(BuildData.Chunks, MaxGPUSkinBones);
|
|
|
|
EndSlowTask();
|
|
|
|
Stage = EStage::GenerateRendering;
|
|
return true;
|
|
}
|
|
|
|
void BeginSlowTask()
|
|
{
|
|
if (IsInGameThread())
|
|
{
|
|
GWarn->BeginSlowTask(NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"), true);
|
|
}
|
|
}
|
|
|
|
void UpdateSlowTask(int32 Numerator, int32 Denominator)
|
|
{
|
|
if (IsInGameThread())
|
|
{
|
|
GWarn->StatusUpdate(Numerator, Denominator, NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"));
|
|
}
|
|
}
|
|
|
|
void EndSlowTask()
|
|
{
|
|
if (IsInGameThread())
|
|
{
|
|
GWarn->EndSlowTask();
|
|
}
|
|
}
|
|
|
|
private:
|
|
enum class EStage
|
|
{
|
|
Uninit,
|
|
Prepared,
|
|
GenerateRendering,
|
|
};
|
|
|
|
TIndirectArray<TMultiMap<int32, int32> > LODOverlappingCorners;
|
|
EStage Stage;
|
|
};
|
|
|
|
bool FMeshUtilities::BuildSkeletalMesh(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray<FVertInfluence>& Influences, const TArray<FMeshWedge>& Wedges, const TArray<FMeshFace>& Faces, const TArray<FVector>& Points, const TArray<int32>& PointToOriginalMap, const MeshBuildOptions& BuildOptions, TArray<FText> * OutWarningMessages, TArray<FName> * OutWarningNames)
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
// Temporarily supporting both import paths
|
|
if (!BuildOptions.bUseMikkTSpace)
|
|
{
|
|
return BuildSkeletalMesh_Legacy(LODModel, RefSkeleton, Influences, Wedges, Faces, Points, PointToOriginalMap, BuildOptions.bKeepOverlappingVertices, BuildOptions.bComputeNormals, BuildOptions.bComputeTangents, OutWarningMessages, OutWarningNames);
|
|
}
|
|
|
|
SkeletalMeshBuildData BuildData(
|
|
LODModel,
|
|
RefSkeleton,
|
|
Influences,
|
|
Wedges,
|
|
Faces,
|
|
Points,
|
|
PointToOriginalMap,
|
|
BuildOptions,
|
|
OutWarningMessages,
|
|
OutWarningNames);
|
|
|
|
FSkeletalMeshUtilityBuilder Builder;
|
|
if (!Builder.PrepareSourceMesh(&BuildData))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!Builder.GenerateSkeletalRenderMesh(&BuildData))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Build the skeletal model from chunks.
|
|
Builder.BeginSlowTask();
|
|
BuildSkeletalModelFromChunks(BuildData.LODModel, BuildData.RefSkeleton, BuildData.Chunks, BuildData.PointToOriginalMap);
|
|
Builder.EndSlowTask();
|
|
|
|
// Only show these warnings if in the game thread. When importing morph targets, this function can run in another thread and these warnings dont prevent the mesh from importing
|
|
if (IsInGameThread())
|
|
{
|
|
bool bHasBadSections = false;
|
|
for (int32 SectionIndex = 0; SectionIndex < BuildData.LODModel.Sections.Num(); SectionIndex++)
|
|
{
|
|
FSkelMeshSection& Section = BuildData.LODModel.Sections[SectionIndex];
|
|
bHasBadSections |= (Section.NumTriangles == 0);
|
|
|
|
// Log info about the section.
|
|
UE_LOG(LogSkeletalMesh, Log, TEXT("Section %u: Material=%u, %u triangles"),
|
|
SectionIndex,
|
|
Section.MaterialIndex,
|
|
Section.NumTriangles
|
|
);
|
|
}
|
|
if (bHasBadSections)
|
|
{
|
|
FText BadSectionMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshHasBadSections", "Input mesh has a section with no triangles. This mesh may not render properly."));
|
|
if (BuildData.OutWarningMessages)
|
|
{
|
|
BuildData.OutWarningMessages->Add(BadSectionMessage);
|
|
if (BuildData.OutWarningNames)
|
|
{
|
|
BuildData.OutWarningNames->Add(FFbxErrors::SkeletalMesh_SectionWithNoTriangle);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, BadSectionMessage);
|
|
}
|
|
}
|
|
|
|
if (BuildData.bTooManyVerts)
|
|
{
|
|
FText TooManyVertsMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshTooManyVertices", "Input mesh has too many vertices. The generated mesh will be corrupt! Consider adding extra materials to split up the source mesh into smaller chunks."));
|
|
|
|
if (BuildData.OutWarningMessages)
|
|
{
|
|
BuildData.OutWarningMessages->Add(TooManyVertsMessage);
|
|
if (BuildData.OutWarningNames)
|
|
{
|
|
BuildData.OutWarningNames->Add(FFbxErrors::SkeletalMesh_TooManyVertices);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, TooManyVertsMessage);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
#else
|
|
if (OutWarningMessages)
|
|
{
|
|
OutWarningMessages->Add(FText::FromString(TEXT("Cannot call FMeshUtilities::BuildSkeletalMesh on a console!")));
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogSkeletalMesh, Fatal, TEXT("Cannot call FMeshUtilities::BuildSkeletalMesh on a console!"));
|
|
}
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
//@TODO: The OutMessages has to be a struct that contains FText/FName, or make it Token and add that as error. Needs re-work. Temporary workaround for now.
|
|
bool FMeshUtilities::BuildSkeletalMesh_Legacy(FStaticLODModel& LODModel, const FReferenceSkeleton& RefSkeleton, const TArray<FVertInfluence>& Influences, const TArray<FMeshWedge>& Wedges, const TArray<FMeshFace>& Faces, const TArray<FVector>& Points, const TArray<int32>& PointToOriginalMap, bool bKeepOverlappingVertices, bool bComputeNormals, bool bComputeTangents, TArray<FText> * OutWarningMessages, TArray<FName> * OutWarningNames)
|
|
{
|
|
bool bTooManyVerts = false;
|
|
|
|
check(PointToOriginalMap.Num() == Points.Num());
|
|
|
|
// Calculate face tangent vectors.
|
|
TArray<FVector> FaceTangentX;
|
|
TArray<FVector> FaceTangentY;
|
|
FaceTangentX.AddUninitialized(Faces.Num());
|
|
FaceTangentY.AddUninitialized(Faces.Num());
|
|
|
|
if (bComputeNormals || bComputeTangents)
|
|
{
|
|
for (int32 FaceIndex = 0; FaceIndex < Faces.Num(); FaceIndex++)
|
|
{
|
|
FVector P1 = Points[Wedges[Faces[FaceIndex].iWedge[0]].iVertex],
|
|
P2 = Points[Wedges[Faces[FaceIndex].iWedge[1]].iVertex],
|
|
P3 = Points[Wedges[Faces[FaceIndex].iWedge[2]].iVertex];
|
|
FVector TriangleNormal = FPlane(P3, P2, P1);
|
|
FMatrix ParameterToLocal(
|
|
FPlane(P2.X - P1.X, P2.Y - P1.Y, P2.Z - P1.Z, 0),
|
|
FPlane(P3.X - P1.X, P3.Y - P1.Y, P3.Z - P1.Z, 0),
|
|
FPlane(P1.X, P1.Y, P1.Z, 0),
|
|
FPlane(0, 0, 0, 1)
|
|
);
|
|
|
|
float U1 = Wedges[Faces[FaceIndex].iWedge[0]].UVs[0].X,
|
|
U2 = Wedges[Faces[FaceIndex].iWedge[1]].UVs[0].X,
|
|
U3 = Wedges[Faces[FaceIndex].iWedge[2]].UVs[0].X,
|
|
V1 = Wedges[Faces[FaceIndex].iWedge[0]].UVs[0].Y,
|
|
V2 = Wedges[Faces[FaceIndex].iWedge[1]].UVs[0].Y,
|
|
V3 = Wedges[Faces[FaceIndex].iWedge[2]].UVs[0].Y;
|
|
|
|
FMatrix ParameterToTexture(
|
|
FPlane(U2 - U1, V2 - V1, 0, 0),
|
|
FPlane(U3 - U1, V3 - V1, 0, 0),
|
|
FPlane(U1, V1, 1, 0),
|
|
FPlane(0, 0, 0, 1)
|
|
);
|
|
|
|
FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
|
|
FVector TangentX = TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal(),
|
|
TangentY = TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal(),
|
|
TangentZ;
|
|
|
|
TangentX = TangentX - TriangleNormal * (TangentX | TriangleNormal);
|
|
TangentY = TangentY - TriangleNormal * (TangentY | TriangleNormal);
|
|
|
|
FaceTangentX[FaceIndex] = TangentX.GetSafeNormal();
|
|
FaceTangentY[FaceIndex] = TangentY.GetSafeNormal();
|
|
}
|
|
}
|
|
|
|
TArray<int32> WedgeInfluenceIndices;
|
|
|
|
// Find wedge influences.
|
|
TMap<uint32, uint32> VertexIndexToInfluenceIndexMap;
|
|
|
|
for (uint32 LookIdx = 0; LookIdx < (uint32)Influences.Num(); LookIdx++)
|
|
{
|
|
// Order matters do not allow the map to overwrite an existing value.
|
|
if (!VertexIndexToInfluenceIndexMap.Find(Influences[LookIdx].VertIndex))
|
|
{
|
|
VertexIndexToInfluenceIndexMap.Add(Influences[LookIdx].VertIndex, LookIdx);
|
|
}
|
|
}
|
|
|
|
for (int32 WedgeIndex = 0; WedgeIndex < Wedges.Num(); WedgeIndex++)
|
|
{
|
|
uint32* InfluenceIndex = VertexIndexToInfluenceIndexMap.Find(Wedges[WedgeIndex].iVertex);
|
|
|
|
if (InfluenceIndex)
|
|
{
|
|
WedgeInfluenceIndices.Add(*InfluenceIndex);
|
|
}
|
|
else
|
|
{
|
|
// we have missing influence vert, we weight to root
|
|
WedgeInfluenceIndices.Add(0);
|
|
|
|
// add warning message
|
|
if (OutWarningMessages)
|
|
{
|
|
OutWarningMessages->Add(FText::Format(FText::FromString("Missing influence on vert {0}. Weighting it to root."), FText::FromString(FString::FromInt(Wedges[WedgeIndex].iVertex))));
|
|
if (OutWarningNames)
|
|
{
|
|
OutWarningNames->Add(FFbxErrors::SkeletalMesh_VertMissingInfluences);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
check(Wedges.Num() == WedgeInfluenceIndices.Num());
|
|
|
|
// Calculate smooth wedge tangent vectors.
|
|
|
|
if (IsInGameThread())
|
|
{
|
|
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
|
|
GWarn->BeginSlowTask(NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"), true);
|
|
}
|
|
|
|
|
|
// To accelerate generation of adjacency, we'll create a table that maps each vertex index
|
|
// to its overlapping vertices, and a table that maps a vertex to the its influenced faces
|
|
TMultiMap<int32, int32> Vert2Duplicates;
|
|
TMultiMap<int32, int32> Vert2Faces;
|
|
TArray<FSkeletalMeshVertIndexAndZ> VertIndexAndZ;
|
|
{
|
|
// Create a list of vertex Z/index pairs
|
|
VertIndexAndZ.Empty(Points.Num());
|
|
for (int32 i = 0; i < Points.Num(); i++)
|
|
{
|
|
FSkeletalMeshVertIndexAndZ iandz;
|
|
iandz.Index = i;
|
|
iandz.Z = Points[i].Z;
|
|
VertIndexAndZ.Add(iandz);
|
|
}
|
|
|
|
// Sorting function for vertex Z/index pairs
|
|
struct FCompareFSkeletalMeshVertIndexAndZ
|
|
{
|
|
FORCEINLINE bool operator()(const FSkeletalMeshVertIndexAndZ& A, const FSkeletalMeshVertIndexAndZ& B) const
|
|
{
|
|
return A.Z < B.Z;
|
|
}
|
|
};
|
|
|
|
// Sort the vertices by z value
|
|
VertIndexAndZ.Sort(FCompareFSkeletalMeshVertIndexAndZ());
|
|
|
|
// Search for duplicates, quickly!
|
|
for (int32 i = 0; i < VertIndexAndZ.Num(); i++)
|
|
{
|
|
// only need to search forward, since we add pairs both ways
|
|
for (int32 j = i + 1; j < VertIndexAndZ.Num(); j++)
|
|
{
|
|
if (FMath::Abs(VertIndexAndZ[j].Z - VertIndexAndZ[i].Z) > THRESH_POINTS_ARE_SAME)
|
|
{
|
|
// our list is sorted, so there can't be any more dupes
|
|
break;
|
|
}
|
|
|
|
// check to see if the points are really overlapping
|
|
if (PointsEqual(
|
|
Points[VertIndexAndZ[i].Index],
|
|
Points[VertIndexAndZ[j].Index]))
|
|
{
|
|
Vert2Duplicates.Add(VertIndexAndZ[i].Index, VertIndexAndZ[j].Index);
|
|
Vert2Duplicates.Add(VertIndexAndZ[j].Index, VertIndexAndZ[i].Index);
|
|
}
|
|
}
|
|
}
|
|
|
|
// we are done with this
|
|
VertIndexAndZ.Reset();
|
|
|
|
// now create a map from vert indices to faces
|
|
for (int32 FaceIndex = 0; FaceIndex < Faces.Num(); FaceIndex++)
|
|
{
|
|
const FMeshFace& Face = Faces[FaceIndex];
|
|
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
|
|
{
|
|
Vert2Faces.AddUnique(Wedges[Face.iWedge[VertexIndex]].iVertex, FaceIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
TArray<FSkinnedMeshChunk*> Chunks;
|
|
TArray<int32> AdjacentFaces;
|
|
TArray<int32> DupVerts;
|
|
TArray<int32> DupFaces;
|
|
|
|
// List of raw calculated vertices that will be merged later
|
|
TArray<FSoftSkinBuildVertex> RawVertices;
|
|
RawVertices.Reserve(Points.Num());
|
|
|
|
// Create a list of vertex Z/index pairs
|
|
|
|
for (int32 FaceIndex = 0; FaceIndex < Faces.Num(); FaceIndex++)
|
|
{
|
|
// Only update the status progress bar if we are in the gamethread and every thousand faces.
|
|
// Updating status is extremely slow
|
|
if (FaceIndex % 5000 == 0 && IsInGameThread())
|
|
{
|
|
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
|
|
GWarn->StatusUpdate(FaceIndex, Faces.Num(), NSLOCTEXT("UnrealEd", "ProcessingSkeletalTriangles", "Processing Mesh Triangles"));
|
|
}
|
|
|
|
const FMeshFace& Face = Faces[FaceIndex];
|
|
|
|
FVector VertexTangentX[3],
|
|
VertexTangentY[3],
|
|
VertexTangentZ[3];
|
|
|
|
if (bComputeNormals || bComputeTangents)
|
|
{
|
|
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
|
|
{
|
|
VertexTangentX[VertexIndex] = FVector::ZeroVector;
|
|
VertexTangentY[VertexIndex] = FVector::ZeroVector;
|
|
VertexTangentZ[VertexIndex] = FVector::ZeroVector;
|
|
}
|
|
|
|
FVector TriangleNormal = FPlane(
|
|
Points[Wedges[Face.iWedge[2]].iVertex],
|
|
Points[Wedges[Face.iWedge[1]].iVertex],
|
|
Points[Wedges[Face.iWedge[0]].iVertex]
|
|
);
|
|
float Determinant = FVector::Triple(FaceTangentX[FaceIndex], FaceTangentY[FaceIndex], TriangleNormal);
|
|
|
|
// Start building a list of faces adjacent to this triangle
|
|
AdjacentFaces.Reset();
|
|
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
|
|
{
|
|
int32 vert = Wedges[Face.iWedge[VertexIndex]].iVertex;
|
|
DupVerts.Reset();
|
|
Vert2Duplicates.MultiFind(vert, DupVerts);
|
|
DupVerts.Add(vert); // I am a "dupe" of myself
|
|
for (int32 k = 0; k < DupVerts.Num(); k++)
|
|
{
|
|
DupFaces.Reset();
|
|
Vert2Faces.MultiFind(DupVerts[k], DupFaces);
|
|
for (int32 l = 0; l < DupFaces.Num(); l++)
|
|
{
|
|
AdjacentFaces.AddUnique(DupFaces[l]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process adjacent faces
|
|
for (int32 AdjacentFaceIndex = 0; AdjacentFaceIndex < AdjacentFaces.Num(); AdjacentFaceIndex++)
|
|
{
|
|
int32 OtherFaceIndex = AdjacentFaces[AdjacentFaceIndex];
|
|
const FMeshFace& OtherFace = Faces[OtherFaceIndex];
|
|
FVector OtherTriangleNormal = FPlane(
|
|
Points[Wedges[OtherFace.iWedge[2]].iVertex],
|
|
Points[Wedges[OtherFace.iWedge[1]].iVertex],
|
|
Points[Wedges[OtherFace.iWedge[0]].iVertex]
|
|
);
|
|
float OtherFaceDeterminant = FVector::Triple(FaceTangentX[OtherFaceIndex], FaceTangentY[OtherFaceIndex], OtherTriangleNormal);
|
|
|
|
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
|
|
{
|
|
for (int32 OtherVertexIndex = 0; OtherVertexIndex < 3; OtherVertexIndex++)
|
|
{
|
|
if (PointsEqual(
|
|
Points[Wedges[OtherFace.iWedge[OtherVertexIndex]].iVertex],
|
|
Points[Wedges[Face.iWedge[VertexIndex]].iVertex]
|
|
))
|
|
{
|
|
if (Determinant * OtherFaceDeterminant > 0.0f && SkeletalMeshTools::SkeletalMesh_UVsEqual(Wedges[OtherFace.iWedge[OtherVertexIndex]], Wedges[Face.iWedge[VertexIndex]]))
|
|
{
|
|
VertexTangentX[VertexIndex] += FaceTangentX[OtherFaceIndex];
|
|
VertexTangentY[VertexIndex] += FaceTangentY[OtherFaceIndex];
|
|
}
|
|
|
|
// Only contribute 'normal' if the vertices are truly one and the same to obey hard "smoothing" edges baked into
|
|
// the mesh by vertex duplication
|
|
if (Wedges[OtherFace.iWedge[OtherVertexIndex]].iVertex == Wedges[Face.iWedge[VertexIndex]].iVertex)
|
|
{
|
|
VertexTangentZ[VertexIndex] += OtherTriangleNormal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int32 VertexIndex = 0; VertexIndex < 3; VertexIndex++)
|
|
{
|
|
FSoftSkinBuildVertex Vertex;
|
|
|
|
Vertex.Position = Points[Wedges[Face.iWedge[VertexIndex]].iVertex];
|
|
|
|
FVector TangentX, TangentY, TangentZ;
|
|
|
|
if (bComputeNormals || bComputeTangents)
|
|
{
|
|
TangentX = VertexTangentX[VertexIndex].GetSafeNormal();
|
|
TangentY = VertexTangentY[VertexIndex].GetSafeNormal();
|
|
|
|
if (bComputeNormals)
|
|
{
|
|
TangentZ = VertexTangentZ[VertexIndex].GetSafeNormal();
|
|
}
|
|
else
|
|
{
|
|
TangentZ = Face.TangentZ[VertexIndex];
|
|
}
|
|
|
|
TangentY -= TangentX * (TangentX | TangentY);
|
|
TangentY.Normalize();
|
|
|
|
TangentX -= TangentZ * (TangentZ | TangentX);
|
|
TangentY -= TangentZ * (TangentZ | TangentY);
|
|
|
|
TangentX.Normalize();
|
|
TangentY.Normalize();
|
|
}
|
|
else
|
|
{
|
|
TangentX = Face.TangentX[VertexIndex];
|
|
TangentY = Face.TangentY[VertexIndex];
|
|
TangentZ = Face.TangentZ[VertexIndex];
|
|
|
|
// Normalize overridden tangents. Its possible for them to import un-normalized.
|
|
TangentX.Normalize();
|
|
TangentY.Normalize();
|
|
TangentZ.Normalize();
|
|
}
|
|
|
|
Vertex.TangentX = TangentX;
|
|
Vertex.TangentY = TangentY;
|
|
Vertex.TangentZ = TangentZ;
|
|
|
|
FMemory::Memcpy(Vertex.UVs, Wedges[Face.iWedge[VertexIndex]].UVs, sizeof(FVector2D)*MAX_TEXCOORDS);
|
|
Vertex.Color = Wedges[Face.iWedge[VertexIndex]].Color;
|
|
|
|
{
|
|
// Count the influences.
|
|
|
|
int32 InfIdx = WedgeInfluenceIndices[Face.iWedge[VertexIndex]];
|
|
int32 LookIdx = InfIdx;
|
|
|
|
uint32 InfluenceCount = 0;
|
|
while (Influences.IsValidIndex(LookIdx) && (Influences[LookIdx].VertIndex == Wedges[Face.iWedge[VertexIndex]].iVertex))
|
|
{
|
|
InfluenceCount++;
|
|
LookIdx++;
|
|
}
|
|
InfluenceCount = FMath::Min<uint32>(InfluenceCount, MAX_TOTAL_INFLUENCES);
|
|
|
|
// Setup the vertex influences.
|
|
|
|
Vertex.InfluenceBones[0] = 0;
|
|
Vertex.InfluenceWeights[0] = 255;
|
|
for (uint32 i = 1; i < MAX_TOTAL_INFLUENCES; i++)
|
|
{
|
|
Vertex.InfluenceBones[i] = 0;
|
|
Vertex.InfluenceWeights[i] = 0;
|
|
}
|
|
|
|
uint32 TotalInfluenceWeight = 0;
|
|
for (uint32 i = 0; i < InfluenceCount; i++)
|
|
{
|
|
FBoneIndexType BoneIndex = (FBoneIndexType)Influences[InfIdx + i].BoneIndex;
|
|
if (BoneIndex >= RefSkeleton.GetRawBoneNum())
|
|
continue;
|
|
|
|
Vertex.InfluenceBones[i] = BoneIndex;
|
|
Vertex.InfluenceWeights[i] = (uint8)(Influences[InfIdx + i].Weight * 255.0f);
|
|
TotalInfluenceWeight += Vertex.InfluenceWeights[i];
|
|
}
|
|
Vertex.InfluenceWeights[0] += 255 - TotalInfluenceWeight;
|
|
}
|
|
|
|
// Add the vertex as well as its original index in the points array
|
|
Vertex.PointWedgeIdx = Wedges[Face.iWedge[VertexIndex]].iVertex;
|
|
|
|
int32 RawIndex = RawVertices.Add(Vertex);
|
|
|
|
// Add an efficient way to find dupes of this vertex later for fast combining of vertices
|
|
FSkeletalMeshVertIndexAndZ IAndZ;
|
|
IAndZ.Index = RawIndex;
|
|
IAndZ.Z = Vertex.Position.Z;
|
|
|
|
VertIndexAndZ.Add(IAndZ);
|
|
}
|
|
}
|
|
|
|
// Generate chunks and their vertices and indices
|
|
SkeletalMeshTools::BuildSkeletalMeshChunks(Faces, RawVertices, VertIndexAndZ, bKeepOverlappingVertices, Chunks, bTooManyVerts);
|
|
|
|
// Chunk vertices to satisfy the requested limit.
|
|
const uint32 MaxGPUSkinBones = FGPUBaseSkinVertexFactory::GetMaxGPUSkinBones();
|
|
check(MaxGPUSkinBones <= FGPUBaseSkinVertexFactory::GHardwareMaxGPUSkinBones);
|
|
SkeletalMeshTools::ChunkSkinnedVertices(Chunks, MaxGPUSkinBones);
|
|
|
|
// Build the skeletal model from chunks.
|
|
BuildSkeletalModelFromChunks(LODModel, RefSkeleton, Chunks, PointToOriginalMap);
|
|
|
|
if (IsInGameThread())
|
|
{
|
|
// Only update status if in the game thread. When importing morph targets, this function can run in another thread
|
|
GWarn->EndSlowTask();
|
|
}
|
|
|
|
// Only show these warnings if in the game thread. When importing morph targets, this function can run in another thread and these warnings dont prevent the mesh from importing
|
|
if (IsInGameThread())
|
|
{
|
|
bool bHasBadSections = false;
|
|
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
|
|
{
|
|
FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
bHasBadSections |= (Section.NumTriangles == 0);
|
|
|
|
// Log info about the section.
|
|
UE_LOG(LogSkeletalMesh, Log, TEXT("Section %u: Material=%u, %u triangles"),
|
|
SectionIndex,
|
|
Section.MaterialIndex,
|
|
Section.NumTriangles
|
|
);
|
|
}
|
|
if (bHasBadSections)
|
|
{
|
|
FText BadSectionMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshHasBadSections", "Input mesh has a section with no triangles. This mesh may not render properly."));
|
|
if (OutWarningMessages)
|
|
{
|
|
OutWarningMessages->Add(BadSectionMessage);
|
|
if (OutWarningNames)
|
|
{
|
|
OutWarningNames->Add(FFbxErrors::SkeletalMesh_SectionWithNoTriangle);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, BadSectionMessage);
|
|
}
|
|
}
|
|
|
|
if (bTooManyVerts)
|
|
{
|
|
FText TooManyVertsMessage(NSLOCTEXT("UnrealEd", "Error_SkeletalMeshTooManyVertices", "Input mesh has too many vertices. The generated mesh will be corrupt! Consider adding extra materials to split up the source mesh into smaller chunks."));
|
|
|
|
if (OutWarningMessages)
|
|
{
|
|
OutWarningMessages->Add(TooManyVertsMessage);
|
|
if (OutWarningNames)
|
|
{
|
|
OutWarningNames->Add(FFbxErrors::SkeletalMesh_TooManyVertices);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, TooManyVertsMessage);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool NonOpaqueMaterialPredicate(UStaticMeshComponent* InMesh)
|
|
{
|
|
TArray<UMaterialInterface*> OutMaterials;
|
|
InMesh->GetUsedMaterials(OutMaterials);
|
|
for (auto Material : OutMaterials)
|
|
{
|
|
if (Material == nullptr || Material->GetBlendMode() != BLEND_Opaque)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static FIntPoint ConditionalImageResize(const FIntPoint& SrcSize, const FIntPoint& DesiredSize, TArray<FColor>& InOutImage, bool bLinearSpace)
|
|
{
|
|
const int32 NumDesiredSamples = DesiredSize.X*DesiredSize.Y;
|
|
if (InOutImage.Num() && InOutImage.Num() != NumDesiredSamples)
|
|
{
|
|
check(InOutImage.Num() == SrcSize.X*SrcSize.Y);
|
|
TArray<FColor> OutImage;
|
|
if (NumDesiredSamples > 0)
|
|
{
|
|
FImageUtils::ImageResize(SrcSize.X, SrcSize.Y, InOutImage, DesiredSize.X, DesiredSize.Y, OutImage, bLinearSpace);
|
|
}
|
|
Exchange(InOutImage, OutImage);
|
|
return DesiredSize;
|
|
}
|
|
|
|
return SrcSize;
|
|
}
|
|
|
|
static void RetrieveValidStaticMeshComponentsForMerging(AActor* InActor, TArray<UStaticMeshComponent*>& OutComponents)
|
|
{
|
|
TInlineComponentArray<UStaticMeshComponent*> Components;
|
|
InActor->GetComponents<UStaticMeshComponent>(Components);
|
|
// TODO: support derived classes from static component
|
|
Components.RemoveAll([](UStaticMeshComponent* Val){ return !(Val->GetClass() == UStaticMeshComponent::StaticClass() || Val->IsA(USplineMeshComponent::StaticClass())); });
|
|
|
|
// TODO: support non-opaque materials
|
|
//Components.RemoveAll(&NonOpaqueMaterialPredicate);
|
|
OutComponents.Append(Components);
|
|
}
|
|
|
|
static void CheckWrappingUVs(TArray<FRawMeshExt>& SourceMeshes, TArray<bool>& MeshShouldBakeVertexData)
|
|
{
|
|
const uint32 MeshCount = SourceMeshes.Num();
|
|
for (uint32 MeshIndex = 0; MeshIndex < MeshCount; ++MeshIndex)
|
|
{
|
|
FRawMeshExt& SourceMesh = SourceMeshes[MeshIndex];
|
|
const int32 LODIndex = SourceMeshes[MeshIndex].ExportLODIndex;
|
|
if (SourceMesh.bShouldExportLOD[LODIndex])
|
|
{
|
|
FRawMesh* RawMesh = SourceMesh.MeshLODData[LODIndex].RawMesh;
|
|
check(RawMesh);
|
|
|
|
for (uint32 ChannelIndex = 0; ChannelIndex < MAX_MESH_TEXTURE_COORDS; ++ChannelIndex)
|
|
{
|
|
bool bProcessed = false;
|
|
bool bHasCoordinates = (RawMesh->WedgeTexCoords[ChannelIndex].Num() != 0);
|
|
|
|
if (bHasCoordinates)
|
|
{
|
|
FVector2D Min(FLT_MAX, FLT_MAX);
|
|
FVector2D Max(-FLT_MAX, -FLT_MAX);
|
|
for (const FVector2D& Coordinate : RawMesh->WedgeTexCoords[ChannelIndex])
|
|
{
|
|
if ((FMath::IsNegativeFloat(Coordinate.X) || FMath::IsNegativeFloat(Coordinate.Y)) || (Coordinate.X > (1.0f + KINDA_SMALL_NUMBER) || Coordinate.Y > (1.0f + KINDA_SMALL_NUMBER)))
|
|
{
|
|
MeshShouldBakeVertexData[MeshIndex] = true;
|
|
bProcessed = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bProcessed)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::CreateProxyMesh(const TArray<AActor*>& InActors, const struct FMeshProxySettings& InMeshProxySettings, UPackage* InOuter, const FString& InProxyBasePackageName, const FGuid InGuid, FCreateProxyDelegate InProxyCreatedDelegate, const bool bAllowAsync, const float ScreenAreaSize)
|
|
{
|
|
// Error/warning checking for input
|
|
if (MeshMerging == NULL)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("No automatic mesh merging module available"));
|
|
return;
|
|
}
|
|
|
|
// Check that the delegate has a func-ptr bound to it
|
|
if (!InProxyCreatedDelegate.IsBound())
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("Invalid (unbound) delegate for returning generated proxy mesh"));
|
|
return;
|
|
}
|
|
|
|
// No actors given as input
|
|
if (InActors.Num() == 0)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("No actors specified to generate a proxy mesh for"));
|
|
return;
|
|
}
|
|
|
|
// Base asset name for a new assets
|
|
// In case outer is null ProxyBasePackageName has to be long package name
|
|
if (InOuter == nullptr && FPackageName::IsShortPackageName(InProxyBasePackageName))
|
|
{
|
|
UE_LOG(LogMeshUtilities, Warning, TEXT("Invalid long package name: '%s'."), *InProxyBasePackageName);
|
|
return;
|
|
}
|
|
|
|
FScopedSlowTask SlowTask(100.f, (LOCTEXT("CreateProxyMesh_CreateMesh", "Creating Mesh Proxy")));
|
|
SlowTask.MakeDialog();
|
|
|
|
// Retrieve static mesh components valid for merging from the given set of actors
|
|
TArray<UStaticMeshComponent*> ComponentsToMerge;
|
|
{
|
|
// Collect components to merge
|
|
for (AActor* Actor : InActors)
|
|
{
|
|
RetrieveValidStaticMeshComponentsForMerging(Actor, ComponentsToMerge);
|
|
}
|
|
}
|
|
|
|
// Check if there are actually any static mesh components to merge
|
|
if (ComponentsToMerge.Num() == 0)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("No valid static mesh components found in given set of Actors"));
|
|
return;
|
|
}
|
|
|
|
typedef FIntPoint FMeshIdAndLOD;
|
|
TArray<FRawMeshExt> SourceMeshes;
|
|
TArray<FSectionInfo> UniqueSections;
|
|
TMap<FMeshIdAndLOD, TArray<int32>> GlobalMaterialMap;
|
|
static const int32 ProxyMeshTargetLODLevel = 0;
|
|
|
|
FBoxSphereBounds EstimatedBounds(ForceInitToZero);
|
|
for (const UStaticMeshComponent* StaticMeshComponent : ComponentsToMerge)
|
|
{
|
|
EstimatedBounds = EstimatedBounds + StaticMeshComponent->Bounds;
|
|
}
|
|
|
|
static const float FOVRad = 90.0f * (float)PI / 360.0f;
|
|
static const FMatrix ProjectionMatrix = FPerspectiveMatrix(FOVRad, 1920, 1080, 0.01f);
|
|
FHierarchicalLODUtilitiesModule& Module = FModuleManager::LoadModuleChecked<FHierarchicalLODUtilitiesModule>("HierarchicalLODUtilities");
|
|
IHierarchicalLODUtilities* Utilities = Module.GetUtilities();
|
|
float EstimatedDistance = Utilities->CalculateDrawDistanceFromScreenSize(EstimatedBounds.SphereRadius, ScreenAreaSize, ProjectionMatrix);
|
|
|
|
SlowTask.EnterProgressFrame(5.0f, LOCTEXT("CreateProxyMesh_CollectingMeshes", "Collecting Input Static Meshes"));
|
|
|
|
// Retrieve mesh / material data
|
|
for (const UStaticMeshComponent* StaticMeshComponent : ComponentsToMerge)
|
|
{
|
|
TArray<int32> StaticMeshGlobalMaterialMap;
|
|
FRawMesh* RawMesh = new FRawMesh();
|
|
FMemory::Memzero(RawMesh, sizeof(FRawMesh));
|
|
|
|
const int32 ProxyMeshSourceLODLevel = InMeshProxySettings.bCalculateCorrectLODModel ? Utilities->GetLODLevelForScreenSize(StaticMeshComponent, Utilities->CalculateScreenSizeFromDrawDistance(StaticMeshComponent->Bounds.SphereRadius, ProjectionMatrix, EstimatedDistance)) : 0;
|
|
// Proxy meshes should always propagate vertex colours for material baking
|
|
static const bool bPropagateVertexColours = true;
|
|
|
|
const bool bValidRawMesh = ConstructRawMesh(StaticMeshComponent, ProxyMeshSourceLODLevel, bPropagateVertexColours, *RawMesh, UniqueSections, StaticMeshGlobalMaterialMap);
|
|
|
|
if ( bValidRawMesh )
|
|
{
|
|
// Add constructed raw mesh to source mesh array
|
|
const int32 SourceMeshIndex = SourceMeshes.AddZeroed();
|
|
SourceMeshes[SourceMeshIndex].MeshLODData[ProxyMeshTargetLODLevel].RawMesh = RawMesh;
|
|
SourceMeshes[SourceMeshIndex].bShouldExportLOD[ProxyMeshTargetLODLevel] = true;
|
|
SourceMeshes[SourceMeshIndex].ExportLODIndex = ProxyMeshTargetLODLevel;
|
|
|
|
// Make sure we do now the bounds of our UVs
|
|
//CalculateTextureCoordinateBoundsForRawMesh(*SourceMeshes[SourceMeshIndex].MeshLODData[ProxyMeshTargetLODLevel].RawMesh, SourceMeshes[SourceMeshIndex].MeshLODData[ProxyMeshTargetLODLevel].TexCoordBounds);
|
|
|
|
// Append retrieved materials for this static mesh component to the global material map
|
|
GlobalMaterialMap.Add(FMeshIdAndLOD(SourceMeshIndex, ProxyMeshTargetLODLevel), StaticMeshGlobalMaterialMap);
|
|
}
|
|
}
|
|
|
|
if (SourceMeshes.Num() == 0)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("No valid (or completely culled) raw meshes constructed from static mesh components"));
|
|
return;
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(InMeshProxySettings.bUseLandscapeCulling ? 40.0f : 45.0f, LOCTEXT("CreateProxyMesh_RemapAndFlatten", "Remapping and Flattening Materials"));
|
|
TArray<bool> MeshShouldBakeVertexData;
|
|
MeshShouldBakeVertexData.AddZeroed(SourceMeshes.Num());
|
|
CheckWrappingUVs(SourceMeshes, MeshShouldBakeVertexData);
|
|
|
|
TMap<FMeshIdAndLOD, TArray<int32> > NewGlobalMaterialMap;
|
|
TArray<FSectionInfo> NewUniqueSections;
|
|
FMaterialUtilities::RemapUniqueMaterialIndices(
|
|
UniqueSections,
|
|
SourceMeshes,
|
|
GlobalMaterialMap,
|
|
InMeshProxySettings.MaterialSettings,
|
|
true, // Always need vertex data for baking materials
|
|
true, // Always want to merge materials
|
|
MeshShouldBakeVertexData,
|
|
NewGlobalMaterialMap,
|
|
NewUniqueSections);
|
|
// Use shared material data.
|
|
Exchange(GlobalMaterialMap, NewGlobalMaterialMap);
|
|
Exchange(UniqueSections, NewUniqueSections);
|
|
|
|
// Flatten Materials
|
|
TArray<FFlattenMaterial> FlattenedMaterials;
|
|
|
|
TArray<UMaterialInterface*> Materials;
|
|
for (const FSectionInfo& Section : UniqueSections)
|
|
{
|
|
Materials.Push(Section.Material);
|
|
}
|
|
|
|
|
|
FlattenMaterialsWithMeshData(Materials, SourceMeshes, GlobalMaterialMap, MeshShouldBakeVertexData, InMeshProxySettings.MaterialSettings, FlattenedMaterials);
|
|
|
|
for (FRawMeshExt& MeshData : SourceMeshes)
|
|
{
|
|
if (MeshData.MeshLODData[MeshData.ExportLODIndex].NewUVs.Num() == 0)
|
|
{
|
|
MeshData.MeshLODData[MeshData.ExportLODIndex].TexCoordBounds.Empty();
|
|
}
|
|
}
|
|
|
|
for (FFlattenMaterial& InMaterial : FlattenedMaterials)
|
|
{
|
|
FMaterialUtilities::OptimizeFlattenMaterial(InMaterial);
|
|
}
|
|
|
|
//For each raw mesh, re-map the material indices from Local to Global material indices space
|
|
for (int32 RawMeshIndex = 0; RawMeshIndex < SourceMeshes.Num(); ++RawMeshIndex)
|
|
{
|
|
const TArray<int32>& GlobalMaterialIndices = *GlobalMaterialMap.Find(FMeshIdAndLOD(RawMeshIndex, ProxyMeshTargetLODLevel));
|
|
TArray<int32>& MaterialIndices = SourceMeshes[RawMeshIndex].MeshLODData[ProxyMeshTargetLODLevel].RawMesh->FaceMaterialIndices;
|
|
int32 MaterialIndicesCount = MaterialIndices.Num();
|
|
|
|
for (int32 TriangleIndex = 0; TriangleIndex < MaterialIndicesCount; ++TriangleIndex)
|
|
{
|
|
int32 LocalMaterialIndex = MaterialIndices[TriangleIndex];
|
|
int32 GlobalMaterialIndex = GlobalMaterialIndices[LocalMaterialIndex];
|
|
|
|
//Assign the new material index to the raw mesh
|
|
MaterialIndices[TriangleIndex] = GlobalMaterialIndex;
|
|
}
|
|
}
|
|
|
|
// Build proxy mesh
|
|
|
|
// Landscape culling
|
|
TArray<FRawMesh*> CullingRawMeshes;
|
|
if (InMeshProxySettings.bUseLandscapeCulling)
|
|
{
|
|
SlowTask.EnterProgressFrame(5.0f, LOCTEXT("CreateProxyMesh_LandscapeCulling", "Applying Landscape Culling"));
|
|
|
|
// Extract landscape proxies and cull volumes from the world
|
|
TArray<ALandscapeProxy*> LandscapeActors;
|
|
TArray<AMeshMergeCullingVolume*> CullVolumes;
|
|
|
|
UWorld* InWorld = InActors[0]->GetWorld();
|
|
|
|
uint32 MaxLandscapeExportLOD = 0;
|
|
if (InWorld->IsValidLowLevel())
|
|
{
|
|
for (FConstLevelIterator Iterator = InWorld->GetLevelIterator(); Iterator; ++Iterator)
|
|
{
|
|
for (AActor* Actor : (*Iterator)->Actors)
|
|
{
|
|
if (Actor)
|
|
{
|
|
ALandscapeProxy* LandscapeProxy = Cast<ALandscapeProxy>(Actor);
|
|
if (LandscapeProxy && LandscapeProxy->bUseLandscapeForCullingInvisibleHLODVertices)
|
|
{
|
|
// Retrieve highest landscape LOD level possible
|
|
MaxLandscapeExportLOD = FMath::Max(MaxLandscapeExportLOD, FMath::CeilLogTwo(LandscapeProxy->SubsectionSizeQuads + 1) - 1);
|
|
LandscapeActors.Add(LandscapeProxy);
|
|
}
|
|
// Check for culling volumes
|
|
AMeshMergeCullingVolume* Volume = Cast<AMeshMergeCullingVolume>(Actor);
|
|
if (Volume)
|
|
{
|
|
// If the mesh's bounds intersect with the volume there is a possibility of culling
|
|
const bool bIntersecting = Volume->EncompassesPoint(EstimatedBounds.Origin, EstimatedBounds.SphereRadius, nullptr);
|
|
if (bIntersecting)
|
|
{
|
|
CullVolumes.Add(Volume);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Setting determines the precision at which we should export the landscape for culling (highest, half or lowest)
|
|
const uint32 LandscapeExportLOD = ((float)MaxLandscapeExportLOD * (0.5f * (float)InMeshProxySettings.LandscapeCullingPrecision));
|
|
for (ALandscapeProxy* Landscape : LandscapeActors)
|
|
{
|
|
// Export the landscape to raw mesh format
|
|
FRawMesh* LandscapeRawMesh = new FRawMesh();
|
|
FBoxSphereBounds LandscapeBounds = EstimatedBounds;
|
|
Landscape->ExportToRawMesh(LandscapeExportLOD, *LandscapeRawMesh, LandscapeBounds);
|
|
if (LandscapeRawMesh->VertexPositions.Num())
|
|
{
|
|
CullingRawMeshes.Add(LandscapeRawMesh);
|
|
}
|
|
}
|
|
|
|
// Also add volume mesh data as culling meshes
|
|
for (AMeshMergeCullingVolume* Volume : CullVolumes)
|
|
{
|
|
// Export the landscape to raw mesh format
|
|
FRawMesh* VolumeMesh = new FRawMesh();
|
|
|
|
TArray<FStaticMaterial> VolumeMaterials;
|
|
GetBrushMesh(Volume, Volume->Brush, *VolumeMesh, VolumeMaterials);
|
|
|
|
// Offset vertices to correct world position;
|
|
FVector VolumeLocation = Volume->GetActorLocation();
|
|
for (FVector& Position : VolumeMesh->VertexPositions)
|
|
{
|
|
Position += VolumeLocation;
|
|
}
|
|
|
|
CullingRawMeshes.Add(VolumeMesh);
|
|
}
|
|
}
|
|
|
|
// Allocate merge complete data
|
|
FMergeCompleteData* Data = new FMergeCompleteData();
|
|
Data->InOuter = InOuter;
|
|
Data->InProxySettings = InMeshProxySettings;
|
|
Data->ProxyBasePackageName = InProxyBasePackageName;
|
|
Data->CallbackDelegate = InProxyCreatedDelegate;
|
|
|
|
// Add this proxy job to map
|
|
Processor->AddProxyJob(InGuid, Data);
|
|
|
|
// We are only using LOD level 0 (ProxyMeshTargetLODLevel)
|
|
TArray<FMeshMergeData> MergeData;
|
|
for (FRawMeshExt& SourceMesh : SourceMeshes)
|
|
{
|
|
MergeData.Add(SourceMesh.MeshLODData[ProxyMeshTargetLODLevel]);
|
|
}
|
|
|
|
// Populate landscape clipping geometry
|
|
for (FRawMesh* RawMesh : CullingRawMeshes)
|
|
{
|
|
FMeshMergeData ClipData;
|
|
ClipData.bIsClippingMesh = true;
|
|
ClipData.RawMesh = RawMesh;
|
|
MergeData.Add(ClipData);
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(50.0f, LOCTEXT("CreateProxyMesh_GenerateProxy", "Generating Proxy Mesh"));
|
|
// Choose Simplygon Swarm (if available) or local proxy lod method
|
|
if (DistributedMeshMerging != nullptr && GetDefault<UEditorPerProjectUserSettings>()->bUseSimplygonSwarm && bAllowAsync)
|
|
{
|
|
DistributedMeshMerging->ProxyLOD(MergeData, Data->InProxySettings, FlattenedMaterials, InGuid);
|
|
}
|
|
else
|
|
{
|
|
MeshMerging->ProxyLOD(MergeData, Data->InProxySettings, FlattenedMaterials, InGuid);
|
|
Processor->Tick(0); // make sure caller gets merging results
|
|
}
|
|
|
|
for (FMeshMergeData& DataToRelease : MergeData)
|
|
{
|
|
DataToRelease.ReleaseData();
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::CreateProxyMesh(const TArray<AActor*>& Actors, const struct FMeshProxySettings& InProxySettings, UPackage* InOuter, const FString& ProxyBasePackageName, TArray<UObject*>& OutAssetsToSync, FVector& OutProxyLocation)
|
|
{
|
|
CreateProxyMesh(Actors, InProxySettings, InOuter, ProxyBasePackageName, OutAssetsToSync);
|
|
}
|
|
|
|
void FMeshUtilities::CreateProxyMesh(const TArray<AActor*>& Actors, const struct FMeshProxySettings& InProxySettings, UPackage* InOuter, const FString& ProxyBasePackageName, TArray<UObject*>& OutAssetsToSync, const float ScreenAreaSize)
|
|
{
|
|
FCreateProxyDelegate Delegate;
|
|
|
|
FGuid JobGuid = FGuid::NewGuid();
|
|
Delegate.BindLambda(
|
|
[&](const FGuid Guid, TArray<UObject*>& InAssetsToSync)
|
|
{
|
|
if (JobGuid == Guid)
|
|
{
|
|
OutAssetsToSync.Append(InAssetsToSync);
|
|
}
|
|
}
|
|
);
|
|
|
|
CreateProxyMesh(Actors, InProxySettings, InOuter, ProxyBasePackageName, JobGuid, Delegate, false, ScreenAreaSize);
|
|
}
|
|
|
|
void FMeshUtilities::FlattenMaterialsWithMeshData(TArray<UMaterialInterface*>& InMaterials, TArray<FRawMeshExt>& InSourceMeshes, TMap<FMeshIdAndLOD, TArray<int32>>& InMaterialIndexMap, TArray<bool>& InMeshShouldBakeVertexData, const FMaterialProxySettings &InMaterialProxySettings, TArray<FFlattenMaterial> &OutFlattenedMaterials) const
|
|
{
|
|
FScopedSlowTask SlowTask(InMaterials.Num(), (LOCTEXT("FlattenMaterialsWithMeshData", "Flattening Materials With Mesh Data")));
|
|
SlowTask.MakeDialog();
|
|
|
|
// Prepare container for cached shaders.
|
|
TMap<UMaterialInterface*, FExportMaterialProxyCache> CachedShaders;
|
|
CachedShaders.Empty(InMaterials.Num());
|
|
|
|
bool bDitheredLODTransition = false;
|
|
|
|
for (int32 MaterialIndex = 0; MaterialIndex < InMaterials.Num(); MaterialIndex++)
|
|
{
|
|
UMaterialInterface* CurrentMaterial = InMaterials[MaterialIndex];
|
|
SlowTask.EnterProgressFrame(1.0f, FText::FromString(FString::Printf(TEXT("Flattening out %s"), *CurrentMaterial->GetName())));
|
|
|
|
// Store if any material uses dithered transitions
|
|
bDitheredLODTransition |= CurrentMaterial->IsDitheredLODTransition();
|
|
|
|
// Check if we already have cached compiled shader for this material.
|
|
FExportMaterialProxyCache* CachedShader = CachedShaders.Find(CurrentMaterial);
|
|
if (CachedShader == nullptr)
|
|
{
|
|
CachedShader = &CachedShaders.Add(CurrentMaterial);
|
|
}
|
|
|
|
FFlattenMaterial FlattenMaterial = FMaterialUtilities::CreateFlattenMaterialWithSettings(InMaterialProxySettings);
|
|
|
|
/* Find a mesh which uses the current material. Materials using vertex data are added for each individual mesh using it,
|
|
which is why baking down the materials like this works. :) */
|
|
int32 UsedMeshIndex = 0;
|
|
int32 LocalMaterialIndex = 0;
|
|
int32 LocalTextureBoundIndex = 0;
|
|
FMeshMergeData* MergeData = nullptr;
|
|
for (int32 MeshIndex = 0; MeshIndex < InSourceMeshes.Num() && MergeData == nullptr; MeshIndex++)
|
|
{
|
|
const int32 LODIndex = InSourceMeshes[MeshIndex].ExportLODIndex;
|
|
if (InSourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh->VertexPositions.Num())
|
|
{
|
|
const TArray<int32>& GlobalMaterialIndices = *InMaterialIndexMap.Find(FMeshIdAndLOD(MeshIndex, LODIndex));
|
|
for (LocalMaterialIndex = 0; LocalMaterialIndex < GlobalMaterialIndices.Num(); LocalMaterialIndex++)
|
|
{
|
|
// Only need to set merge data if we need to bake out using vertex data for this specific mesh
|
|
if (InMeshShouldBakeVertexData[MeshIndex] && GlobalMaterialIndices[LocalMaterialIndex] == MaterialIndex)
|
|
{
|
|
UsedMeshIndex = MeshIndex;
|
|
MergeData = &InSourceMeshes[MeshIndex].MeshLODData[LODIndex];
|
|
LocalTextureBoundIndex = LocalMaterialIndex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If there is specific vertex data available and used in the material we should generate non-overlapping UVs
|
|
if (MergeData && InMeshShouldBakeVertexData[UsedMeshIndex])
|
|
{
|
|
// Generate new non-overlapping texture coordinates for mesh if needed
|
|
if (MergeData->TexCoordBounds.Num() == 0)
|
|
{
|
|
// Calculate the max bounds for this raw mesh
|
|
CalculateTextureCoordinateBoundsForRawMesh(*MergeData->RawMesh, MergeData->TexCoordBounds);
|
|
}
|
|
|
|
if (MergeData->NewUVs.Num() == 0)
|
|
{
|
|
// Generate unique UVs
|
|
GenerateUniqueUVsForStaticMesh(*MergeData->RawMesh, InMaterialProxySettings.TextureSize.GetMax(), MergeData->NewUVs);
|
|
}
|
|
|
|
// Export the material using mesh data to support vertex based material properties
|
|
FMaterialUtilities::ExportMaterial(
|
|
CurrentMaterial,
|
|
MergeData->RawMesh,
|
|
LocalMaterialIndex,
|
|
MergeData->TexCoordBounds[LocalTextureBoundIndex],
|
|
MergeData->NewUVs,
|
|
FlattenMaterial,
|
|
CachedShader);
|
|
}
|
|
else
|
|
{
|
|
// Export the material without vertex data
|
|
FMaterialUtilities::ExportMaterial(
|
|
CurrentMaterial,
|
|
FlattenMaterial,
|
|
CachedShader);
|
|
}
|
|
|
|
// Fill flatten material samples alpha values with 255 (for saving out textures correctly for Simplygon Swarm)
|
|
FlattenMaterial.FillAlphaValues(255);
|
|
|
|
// Add flattened material to outgoing array
|
|
OutFlattenedMaterials.Add(FlattenMaterial);
|
|
|
|
// Check if this material will be used later. If not - release shader.
|
|
bool bMaterialStillUsed = false;
|
|
for (int32 Index = MaterialIndex + 1; Index < InMaterials.Num(); Index++)
|
|
{
|
|
if (InMaterials[Index] == CurrentMaterial)
|
|
{
|
|
bMaterialStillUsed = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!bMaterialStillUsed)
|
|
{
|
|
CachedShader->Release();
|
|
}
|
|
}
|
|
|
|
if (OutFlattenedMaterials.Num() > 1)
|
|
{
|
|
// Dither transition fix-up
|
|
for (FFlattenMaterial& FlatMaterial : OutFlattenedMaterials)
|
|
{
|
|
FlatMaterial.bDitheredLODTransition = bDitheredLODTransition;
|
|
}
|
|
|
|
// Start with determining maximum emissive scale
|
|
float MaxEmissiveScale = 0.0f;
|
|
for (FFlattenMaterial& FlatMaterial : OutFlattenedMaterials)
|
|
{
|
|
if (FlatMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Emissive))
|
|
{
|
|
if (FlatMaterial.EmissiveScale > MaxEmissiveScale)
|
|
{
|
|
MaxEmissiveScale = FlatMaterial.EmissiveScale;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (MaxEmissiveScale > 0.001f)
|
|
{
|
|
// Rescale all materials.
|
|
for (FFlattenMaterial& FlatMaterial : OutFlattenedMaterials)
|
|
{
|
|
const float Scale = FlatMaterial.EmissiveScale / MaxEmissiveScale;
|
|
if (FMath::Abs(Scale - 1.0f) < 0.01f)
|
|
{
|
|
// Difference is not noticeable for this material, or this material has maximal emissive level.
|
|
continue;
|
|
}
|
|
// Rescale emissive data.
|
|
TArray<FColor>& EmissiveSamples = FlatMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive);
|
|
for (int32 PixelIndex = 0; PixelIndex < EmissiveSamples.Num(); PixelIndex++)
|
|
{
|
|
FColor& C = EmissiveSamples[PixelIndex];
|
|
C.R = FMath::RoundToInt(C.R * Scale);
|
|
C.G = FMath::RoundToInt(C.G * Scale);
|
|
C.B = FMath::RoundToInt(C.B * Scale);
|
|
}
|
|
|
|
// Update emissive scale to maximum
|
|
FlatMaterial.EmissiveScale = MaxEmissiveScale;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Exports static mesh LOD render data to a RawMesh
|
|
static void ExportStaticMeshLOD(const FStaticMeshLODResources& StaticMeshLOD, FRawMesh& OutRawMesh)
|
|
{
|
|
const int32 NumWedges = StaticMeshLOD.IndexBuffer.GetNumIndices();
|
|
const int32 NumVertexPositions = StaticMeshLOD.PositionVertexBuffer.GetNumVertices();
|
|
const int32 NumFaces = NumWedges / 3;
|
|
|
|
// Indices
|
|
StaticMeshLOD.IndexBuffer.GetCopy(OutRawMesh.WedgeIndices);
|
|
|
|
// Vertex positions
|
|
if (NumVertexPositions > 0)
|
|
{
|
|
OutRawMesh.VertexPositions.Empty(NumVertexPositions);
|
|
for (int32 PosIdx = 0; PosIdx < NumVertexPositions; ++PosIdx)
|
|
{
|
|
FVector Pos = StaticMeshLOD.PositionVertexBuffer.VertexPosition(PosIdx);
|
|
OutRawMesh.VertexPositions.Add(Pos);
|
|
}
|
|
}
|
|
|
|
// Vertex data
|
|
if (StaticMeshLOD.VertexBuffer.GetNumVertices() > 0)
|
|
{
|
|
OutRawMesh.WedgeTangentX.Empty(NumWedges);
|
|
OutRawMesh.WedgeTangentY.Empty(NumWedges);
|
|
OutRawMesh.WedgeTangentZ.Empty(NumWedges);
|
|
|
|
const int32 NumTexCoords = StaticMeshLOD.VertexBuffer.GetNumTexCoords();
|
|
for (int32 TexCoodIdx = 0; TexCoodIdx < NumTexCoords; ++TexCoodIdx)
|
|
{
|
|
OutRawMesh.WedgeTexCoords[TexCoodIdx].Empty(NumWedges);
|
|
}
|
|
|
|
for (int32 WedgeIndex : OutRawMesh.WedgeIndices)
|
|
{
|
|
FVector WedgeTangentX = StaticMeshLOD.VertexBuffer.VertexTangentX(WedgeIndex);
|
|
FVector WedgeTangentY = StaticMeshLOD.VertexBuffer.VertexTangentY(WedgeIndex);
|
|
FVector WedgeTangentZ = StaticMeshLOD.VertexBuffer.VertexTangentZ(WedgeIndex);
|
|
OutRawMesh.WedgeTangentX.Add(WedgeTangentX);
|
|
OutRawMesh.WedgeTangentY.Add(WedgeTangentY);
|
|
OutRawMesh.WedgeTangentZ.Add(WedgeTangentZ);
|
|
|
|
for (int32 TexCoodIdx = 0; TexCoodIdx < NumTexCoords; ++TexCoodIdx)
|
|
{
|
|
FVector2D WedgeTexCoord = StaticMeshLOD.VertexBuffer.GetVertexUV(WedgeIndex, TexCoodIdx);
|
|
OutRawMesh.WedgeTexCoords[TexCoodIdx].Add(WedgeTexCoord);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Vertex colors
|
|
if (StaticMeshLOD.ColorVertexBuffer.GetNumVertices() > 0)
|
|
{
|
|
OutRawMesh.WedgeColors.Empty(NumWedges);
|
|
for (int32 WedgeIndex : OutRawMesh.WedgeIndices)
|
|
{
|
|
FColor VertexColor = StaticMeshLOD.ColorVertexBuffer.VertexColor(WedgeIndex);
|
|
OutRawMesh.WedgeColors.Add(VertexColor);
|
|
}
|
|
}
|
|
|
|
// Materials
|
|
{
|
|
OutRawMesh.FaceMaterialIndices.Empty(NumFaces);
|
|
OutRawMesh.FaceMaterialIndices.SetNumZeroed(NumFaces);
|
|
|
|
for (const FStaticMeshSection& Section : StaticMeshLOD.Sections)
|
|
{
|
|
uint32 FirstTriangle = Section.FirstIndex / 3;
|
|
for (uint32 TriangleIndex = 0; TriangleIndex < Section.NumTriangles; ++TriangleIndex)
|
|
{
|
|
OutRawMesh.FaceMaterialIndices[FirstTriangle + TriangleIndex] = Section.MaterialIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Smoothing masks
|
|
{
|
|
OutRawMesh.FaceSmoothingMasks.Empty(NumFaces);
|
|
OutRawMesh.FaceSmoothingMasks.SetNumUninitialized(NumFaces);
|
|
|
|
for (auto& SmoothingMask : OutRawMesh.FaceSmoothingMasks)
|
|
{
|
|
SmoothingMask = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
const bool IsLandscapeHit(const FVector& RayOrigin, const FVector& RayEndPoint, const UWorld* World, const TArray<ALandscapeProxy*>& LandscapeProxies, FVector& OutHitLocation)
|
|
{
|
|
static FName TraceTag = FName(TEXT("LandscapeTrace"));
|
|
TArray<FHitResult> Results;
|
|
// Each landscape component has 2 collision shapes, 1 of them is specific to landscape editor
|
|
// Trace only ECC_Visibility channel, so we do hit only Editor specific shape
|
|
World->LineTraceMultiByObjectType(Results, RayOrigin, RayEndPoint, FCollisionObjectQueryParams(ECollisionChannel::ECC_Visibility), FCollisionQueryParams(TraceTag, true));
|
|
|
|
bool bHitLandscape = false;
|
|
|
|
for (const FHitResult& HitResult : Results)
|
|
{
|
|
ULandscapeHeightfieldCollisionComponent* CollisionComponent = Cast<ULandscapeHeightfieldCollisionComponent>(HitResult.Component.Get());
|
|
if (CollisionComponent)
|
|
{
|
|
ALandscapeProxy* HitLandscape = CollisionComponent->GetLandscapeProxy();
|
|
if (HitLandscape && LandscapeProxies.Contains(HitLandscape))
|
|
{
|
|
// Could write a correct clipping algorithm, that clips the triangle to hit location
|
|
OutHitLocation = HitLandscape->LandscapeActorToWorld().InverseTransformPosition(HitResult.Location);
|
|
// Above landscape so visible
|
|
bHitLandscape = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return bHitLandscape;
|
|
}
|
|
|
|
|
|
void CullTrianglesFromVolumesAndUnderLandscapes(const UStaticMeshComponent* InMeshComponent, FRawMesh &OutRawMesh)
|
|
{
|
|
UWorld* World = InMeshComponent->GetWorld();
|
|
TArray<ALandscapeProxy*> Landscapes;
|
|
TArray<AMeshMergeCullingVolume*> CullVolumes;
|
|
|
|
FBox ComponentBox(InMeshComponent->Bounds.Origin - InMeshComponent->Bounds.BoxExtent, InMeshComponent->Bounds.Origin + InMeshComponent->Bounds.BoxExtent);
|
|
|
|
for (ULevel* Level : World->GetLevels())
|
|
{
|
|
for (AActor* Actor : Level->Actors)
|
|
{
|
|
ALandscape* Proxy = Cast<ALandscape>(Actor);
|
|
if (Proxy && Proxy->bUseLandscapeForCullingInvisibleHLODVertices)
|
|
{
|
|
FVector Origin, Extent;
|
|
Proxy->GetActorBounds(false, Origin, Extent);
|
|
FBox LandscapeBox(Origin - Extent, Origin + Extent);
|
|
|
|
// Ignore Z axis for 2d bounds check
|
|
if (LandscapeBox.IntersectXY(ComponentBox))
|
|
{
|
|
Landscapes.Add(Proxy->GetLandscapeActor());
|
|
}
|
|
}
|
|
|
|
// Check for culling volumes
|
|
AMeshMergeCullingVolume* Volume = Cast<AMeshMergeCullingVolume>(Actor);
|
|
if (Volume)
|
|
{
|
|
// If the mesh's bounds intersect with the volume there is a possibility of culling
|
|
const bool bIntersecting = Volume->EncompassesPoint(InMeshComponent->Bounds.Origin, InMeshComponent->Bounds.SphereRadius, nullptr);
|
|
if (bIntersecting)
|
|
{
|
|
CullVolumes.Add(Volume);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TArray<bool> VertexVisible;
|
|
VertexVisible.AddZeroed(OutRawMesh.VertexPositions.Num());
|
|
int32 Index = 0;
|
|
|
|
for (const FVector& Position : OutRawMesh.VertexPositions)
|
|
{
|
|
// Start with setting visibility to true on all vertices
|
|
VertexVisible[Index] = true;
|
|
|
|
// Check if this vertex is culled due to being underneath a landscape
|
|
if (Landscapes.Num() > 0)
|
|
{
|
|
bool bVertexWithinLandscapeBounds = false;
|
|
|
|
for (ALandscapeProxy* Proxy : Landscapes)
|
|
{
|
|
FVector Origin, Extent;
|
|
Proxy->GetActorBounds(false, Origin, Extent);
|
|
FBox LandscapeBox(Origin - Extent, Origin + Extent);
|
|
bVertexWithinLandscapeBounds |= LandscapeBox.IsInsideXY(Position);
|
|
}
|
|
|
|
if (bVertexWithinLandscapeBounds)
|
|
{
|
|
const FVector Start = Position;
|
|
FVector End = Position - (WORLD_MAX * FVector::UpVector);
|
|
FVector OutHit;
|
|
const bool IsAboveLandscape = IsLandscapeHit(Start, End, World, Landscapes, OutHit);
|
|
|
|
End = Position + (WORLD_MAX * FVector::UpVector);
|
|
const bool IsUnderneathLandscape = IsLandscapeHit(Start, End, World, Landscapes, OutHit);
|
|
|
|
// Vertex is visible when above landscape (with actual landscape underneath) or if there is no landscape beneath or above the vertex (falls outside of landscape bounds)
|
|
VertexVisible[Index] = (IsAboveLandscape && !IsUnderneathLandscape);// || (!IsAboveLandscape && !IsUnderneathLandscape);
|
|
}
|
|
}
|
|
|
|
// Volume culling
|
|
for (AMeshMergeCullingVolume* Volume : CullVolumes)
|
|
{
|
|
const bool bVertexIsInsideVolume = Volume->EncompassesPoint(Position, 0.0f, nullptr);
|
|
if (bVertexIsInsideVolume)
|
|
{
|
|
// Inside a culling volume so invisible
|
|
VertexVisible[Index] = false;
|
|
}
|
|
}
|
|
|
|
Index++;
|
|
}
|
|
|
|
|
|
// We now know which vertices are below the landscape
|
|
TArray<bool> TriangleVisible;
|
|
int32 NumTriangles = OutRawMesh.WedgeIndices.Num() / 3;
|
|
TriangleVisible.AddZeroed(NumTriangles);
|
|
|
|
bool bCreateNewMesh = false;
|
|
|
|
// Determine which triangles of the mesh are visible
|
|
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
|
|
{
|
|
bool AboveLandscape = false;
|
|
|
|
for (int32 WedgeIndex = 0; WedgeIndex < 3; ++WedgeIndex)
|
|
{
|
|
AboveLandscape |= VertexVisible[OutRawMesh.WedgeIndices[(TriangleIndex * 3) + WedgeIndex]];
|
|
}
|
|
TriangleVisible[TriangleIndex] = AboveLandscape;
|
|
bCreateNewMesh |= !AboveLandscape;
|
|
|
|
}
|
|
|
|
// Check whether or not we have to create a new mesh
|
|
if (bCreateNewMesh)
|
|
{
|
|
FRawMesh NewRawMesh;
|
|
TMap<int32, int32> VertexRemapping;
|
|
|
|
// Fill new mesh with data only from visible triangles
|
|
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; ++TriangleIndex)
|
|
{
|
|
if (!TriangleVisible[TriangleIndex])
|
|
continue;
|
|
|
|
for (int32 WedgeIndex = 0; WedgeIndex < 3; ++WedgeIndex)
|
|
{
|
|
int32 OldIndex = OutRawMesh.WedgeIndices[(TriangleIndex * 3) + WedgeIndex];
|
|
|
|
int32 NewIndex;
|
|
|
|
int32* RemappedIndex = VertexRemapping.Find(Index);
|
|
if (RemappedIndex)
|
|
{
|
|
NewIndex = *RemappedIndex;
|
|
}
|
|
else
|
|
{
|
|
NewIndex = NewRawMesh.VertexPositions.Add(OutRawMesh.VertexPositions[OldIndex]);
|
|
VertexRemapping.Add(OldIndex, NewIndex);
|
|
}
|
|
|
|
NewRawMesh.WedgeIndices.Add(NewIndex);
|
|
if (OutRawMesh.WedgeColors.Num()) NewRawMesh.WedgeColors.Add(OutRawMesh.WedgeColors[(TriangleIndex * 3) + WedgeIndex]);
|
|
if (OutRawMesh.WedgeTangentX.Num()) NewRawMesh.WedgeTangentX.Add(OutRawMesh.WedgeTangentX[(TriangleIndex * 3) + WedgeIndex]);
|
|
if (OutRawMesh.WedgeTangentY.Num()) NewRawMesh.WedgeTangentY.Add(OutRawMesh.WedgeTangentY[(TriangleIndex * 3) + WedgeIndex]);
|
|
if (OutRawMesh.WedgeTangentZ.Num()) NewRawMesh.WedgeTangentZ.Add(OutRawMesh.WedgeTangentZ[(TriangleIndex * 3) + WedgeIndex]);
|
|
|
|
for (int32 UVIndex = 0; UVIndex < MAX_MESH_TEXTURE_COORDS; ++UVIndex)
|
|
{
|
|
if (OutRawMesh.WedgeTexCoords[UVIndex].Num())
|
|
{
|
|
NewRawMesh.WedgeTexCoords[UVIndex].Add(OutRawMesh.WedgeTexCoords[UVIndex][(TriangleIndex * 3) + WedgeIndex]);
|
|
}
|
|
}
|
|
}
|
|
|
|
NewRawMesh.FaceMaterialIndices.Add(OutRawMesh.FaceMaterialIndices[TriangleIndex]);
|
|
NewRawMesh.FaceSmoothingMasks.Add(OutRawMesh.FaceSmoothingMasks[TriangleIndex]);
|
|
}
|
|
|
|
OutRawMesh = NewRawMesh;
|
|
}
|
|
}
|
|
|
|
void PropagateSplineDeformationToRawMesh(const USplineMeshComponent* InSplineMeshComponent, FRawMesh &OutRawMesh)
|
|
{
|
|
// Apply spline deformation for each vertex's tangents
|
|
for (int32 iVert = 0; iVert < OutRawMesh.WedgeIndices.Num(); ++iVert)
|
|
{
|
|
uint32 Index = OutRawMesh.WedgeIndices[iVert];
|
|
float& AxisValue = USplineMeshComponent::GetAxisValue(OutRawMesh.VertexPositions[Index], InSplineMeshComponent->ForwardAxis);
|
|
FTransform SliceTransform = InSplineMeshComponent->CalcSliceTransform(AxisValue);
|
|
|
|
// Transform tangents first
|
|
if (OutRawMesh.WedgeTangentX.Num())
|
|
{
|
|
OutRawMesh.WedgeTangentX[iVert] = SliceTransform.TransformVector(OutRawMesh.WedgeTangentX[iVert]);
|
|
}
|
|
|
|
if (OutRawMesh.WedgeTangentY.Num())
|
|
{
|
|
OutRawMesh.WedgeTangentY[iVert] = SliceTransform.TransformVector(OutRawMesh.WedgeTangentY[iVert]);
|
|
}
|
|
|
|
if (OutRawMesh.WedgeTangentZ.Num())
|
|
{
|
|
OutRawMesh.WedgeTangentZ[iVert] = SliceTransform.TransformVector(OutRawMesh.WedgeTangentZ[iVert]);
|
|
}
|
|
}
|
|
|
|
// Apply spline deformation for each vertex position
|
|
for (int32 iVert = 0; iVert < OutRawMesh.VertexPositions.Num(); ++iVert)
|
|
{
|
|
float& AxisValue = USplineMeshComponent::GetAxisValue(OutRawMesh.VertexPositions[iVert], InSplineMeshComponent->ForwardAxis);
|
|
FTransform SliceTransform = InSplineMeshComponent->CalcSliceTransform(AxisValue);
|
|
AxisValue = 0.0f;
|
|
OutRawMesh.VertexPositions[iVert] = SliceTransform.TransformPosition(OutRawMesh.VertexPositions[iVert]);
|
|
}
|
|
}
|
|
|
|
|
|
void TransformRawMeshVertexData(const FTransform& InTransform, FRawMesh &OutRawMesh )
|
|
{
|
|
for (FVector& Vertex : OutRawMesh.VertexPositions)
|
|
{
|
|
Vertex = InTransform.TransformPosition(Vertex);
|
|
}
|
|
|
|
for (FVector& TangentX : OutRawMesh.WedgeTangentX)
|
|
{
|
|
TangentX = InTransform.TransformVectorNoScale(TangentX);
|
|
}
|
|
|
|
for (FVector& TangentY : OutRawMesh.WedgeTangentY)
|
|
{
|
|
TangentY = InTransform.TransformVectorNoScale(TangentY);
|
|
}
|
|
|
|
for (FVector& TangentZ : OutRawMesh.WedgeTangentZ)
|
|
{
|
|
TangentZ = InTransform.TransformVectorNoScale(TangentZ);
|
|
}
|
|
|
|
const bool bIsMirrored = InTransform.GetDeterminant() < 0.f;
|
|
if (bIsMirrored)
|
|
{
|
|
// Flip faces
|
|
for (int32 FaceIdx = 0; FaceIdx < OutRawMesh.WedgeIndices.Num() / 3; FaceIdx++)
|
|
{
|
|
int32 I0 = FaceIdx * 3 + 0;
|
|
int32 I2 = FaceIdx * 3 + 2;
|
|
Swap(OutRawMesh.WedgeIndices[I0], OutRawMesh.WedgeIndices[I2]);
|
|
|
|
// seems like vertex colors and UVs are not indexed, so swap values instead
|
|
if (OutRawMesh.WedgeColors.Num())
|
|
{
|
|
Swap(OutRawMesh.WedgeColors[I0], OutRawMesh.WedgeColors[I2]);
|
|
}
|
|
|
|
for (int32 i = 0; i < MAX_MESH_TEXTURE_COORDS; ++i)
|
|
{
|
|
if (OutRawMesh.WedgeTexCoords[i].Num())
|
|
{
|
|
Swap(OutRawMesh.WedgeTexCoords[i][I0], OutRawMesh.WedgeTexCoords[i][I2]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void RecomputeTangentsAndNormalsForRawMesh(bool bRecomputeTangents, bool bRecomputeNormals, const FMeshBuildSettings& InBuildSettings, FRawMesh &OutRawMesh )
|
|
{
|
|
const int32 NumWedges = OutRawMesh.WedgeIndices.Num();
|
|
|
|
// Dump normals and tangents if we are recomputing them.
|
|
if (bRecomputeTangents)
|
|
{
|
|
OutRawMesh.WedgeTangentX.Empty(NumWedges);
|
|
OutRawMesh.WedgeTangentX.AddZeroed(NumWedges);
|
|
OutRawMesh.WedgeTangentY.Empty(NumWedges);
|
|
OutRawMesh.WedgeTangentY.AddZeroed(NumWedges);
|
|
}
|
|
|
|
if (bRecomputeNormals)
|
|
{
|
|
OutRawMesh.WedgeTangentZ.Empty(NumWedges);
|
|
OutRawMesh.WedgeTangentZ.AddZeroed(NumWedges);
|
|
}
|
|
|
|
// Compute any missing tangents.
|
|
if (bRecomputeNormals || bRecomputeTangents)
|
|
{
|
|
float ComparisonThreshold = GetComparisonThreshold(InBuildSettings);
|
|
TMultiMap<int32, int32> OverlappingCorners;
|
|
FindOverlappingCorners(OverlappingCorners, OutRawMesh, ComparisonThreshold);
|
|
|
|
// Static meshes always blend normals of overlapping corners.
|
|
uint32 TangentOptions = ETangentOptions::BlendOverlappingNormals;
|
|
if (InBuildSettings.bRemoveDegenerates)
|
|
{
|
|
// If removing degenerate triangles, ignore them when computing tangents.
|
|
TangentOptions |= ETangentOptions::IgnoreDegenerateTriangles;
|
|
}
|
|
if (InBuildSettings.bUseMikkTSpace)
|
|
{
|
|
ComputeTangents_MikkTSpace(OutRawMesh, OverlappingCorners, TangentOptions);
|
|
}
|
|
else
|
|
{
|
|
ComputeTangents(OutRawMesh, OverlappingCorners, TangentOptions);
|
|
}
|
|
}
|
|
|
|
// At this point the mesh will have valid tangents.
|
|
check(OutRawMesh.WedgeTangentX.Num() == NumWedges);
|
|
check(OutRawMesh.WedgeTangentY.Num() == NumWedges);
|
|
check(OutRawMesh.WedgeTangentZ.Num() == NumWedges);
|
|
}
|
|
|
|
bool FMeshUtilities::ConstructRawMesh(
|
|
const UStaticMeshComponent* InMeshComponent,
|
|
int32 InLODIndex,
|
|
const bool bPropagateVertexColours,
|
|
FRawMesh& OutRawMesh,
|
|
TArray<FSectionInfo>& OutUniqueSections,
|
|
TArray<int32>& OutGlobalMaterialIndices) const
|
|
{
|
|
// Retrieve source static mesh
|
|
const UStaticMesh* SourceStaticMesh = InMeshComponent->GetStaticMesh();
|
|
|
|
if (SourceStaticMesh == NULL)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Warning, TEXT("No static mesh actor found in component %s."), *InMeshComponent->GetName());
|
|
return false;
|
|
}
|
|
|
|
if (!SourceStaticMesh->SourceModels.IsValidIndex(InLODIndex))
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("No mesh data found for LOD%d %s."), InLODIndex, *SourceStaticMesh->GetName());
|
|
return false;
|
|
}
|
|
|
|
if (!SourceStaticMesh->RenderData->LODResources.IsValidIndex(InLODIndex))
|
|
{
|
|
UE_LOG(LogMeshUtilities, Warning, TEXT("No mesh render data found for LOD%d %s."), InLODIndex, *SourceStaticMesh->GetName());
|
|
return false;
|
|
}
|
|
|
|
const FStaticMeshSourceModel& SourceStaticMeshModel = SourceStaticMesh->SourceModels[InLODIndex];
|
|
|
|
// Imported meshes will have a filled RawMeshBulkData set
|
|
const bool bImportedMesh = !SourceStaticMeshModel.RawMeshBulkData->IsEmpty();
|
|
// Check whether or not this mesh has been reduced in-engine
|
|
const bool bReducedMesh = (SourceStaticMeshModel.ReductionSettings.PercentTriangles < 1.0f);
|
|
// rying to retrieve rawmesh from SourceStaticMeshModel was giving issues, which causes a mismatch
|
|
const bool bRenderDataMismatch = (InLODIndex > 0);
|
|
|
|
// Determine whether we load the raw mesh data from (original) import data or from the generated render data resources
|
|
if (bImportedMesh && !InMeshComponent->IsA<USplineMeshComponent>() && !bReducedMesh && !bRenderDataMismatch)
|
|
{
|
|
SourceStaticMeshModel.RawMeshBulkData->LoadRawMesh(OutRawMesh);
|
|
}
|
|
else
|
|
{
|
|
ExportStaticMeshLOD(SourceStaticMesh->RenderData->LODResources[InLODIndex], OutRawMesh);
|
|
}
|
|
|
|
// Make sure the raw mesh is not irreparably malformed.
|
|
if (!OutRawMesh.IsValidOrFixable())
|
|
{
|
|
UE_LOG(LogMeshUtilities, Error, TEXT("Raw mesh (%s) is corrupt for LOD%d."), *SourceStaticMesh->GetName(), InLODIndex);
|
|
return false;
|
|
}
|
|
|
|
// Handle spline mesh deformation
|
|
if (InMeshComponent->IsA<USplineMeshComponent>())
|
|
{
|
|
const USplineMeshComponent* SplineMeshComponent = Cast<USplineMeshComponent>(InMeshComponent);
|
|
// Deform raw mesh data according to the Spline Mesh Component's data
|
|
PropagateSplineDeformationToRawMesh(SplineMeshComponent, OutRawMesh);
|
|
}
|
|
|
|
// Use build settings from base mesh for LOD entries that was generated inside Editor.
|
|
const FMeshBuildSettings& BuildSettings = bImportedMesh ? SourceStaticMeshModel.BuildSettings : SourceStaticMesh->SourceModels[0].BuildSettings;
|
|
|
|
// Transform raw mesh to world space
|
|
FTransform ComponentToWorldTransform = InMeshComponent->ComponentToWorld;
|
|
// Take into account build scale settings only for meshes imported from raw data
|
|
// meshes reconstructed from render data already have build scale applied
|
|
if (bImportedMesh)
|
|
{
|
|
ComponentToWorldTransform.SetScale3D(ComponentToWorldTransform.GetScale3D()*BuildSettings.BuildScale3D);
|
|
}
|
|
|
|
// If specified propagate painted vertex colors into our raw mesh
|
|
if (bPropagateVertexColours)
|
|
{
|
|
PropagatePaintedColorsToRawMesh(InMeshComponent, InLODIndex, OutRawMesh);
|
|
}
|
|
|
|
// Transform raw mesh vertex data by the Static Mesh Component's component to world transformation
|
|
TransformRawMeshVertexData(ComponentToWorldTransform, OutRawMesh);
|
|
|
|
// Culling triangles could lead to an entirely empty RawMesh (all vertices culled)
|
|
if (!OutRawMesh.IsValid())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Figure out if we should recompute normals and tangents. By default generated LODs should not recompute normals
|
|
const bool bIsMirrored = ComponentToWorldTransform.GetDeterminant() < 0.f;
|
|
bool bRecomputeNormals = (bImportedMesh && BuildSettings.bRecomputeNormals) || OutRawMesh.WedgeTangentZ.Num() == 0 || bIsMirrored;
|
|
bool bRecomputeTangents = (bImportedMesh && BuildSettings.bRecomputeTangents) || OutRawMesh.WedgeTangentX.Num() == 0 || OutRawMesh.WedgeTangentY.Num() == 0 || bIsMirrored;
|
|
|
|
if (bRecomputeNormals || bRecomputeTangents)
|
|
{
|
|
RecomputeTangentsAndNormalsForRawMesh(bRecomputeTangents, bRecomputeNormals, BuildSettings, OutRawMesh);
|
|
}
|
|
|
|
// Retrieving materials
|
|
UMaterialInterface* DefaultMaterial = Cast<UMaterialInterface>(UMaterial::GetDefaultMaterial(MD_Surface));
|
|
|
|
//Need to store the unique material indices in order to re-map the material indices in each rawmesh
|
|
for (const FStaticMeshSection& Section : SourceStaticMesh->RenderData->LODResources[InLODIndex].Sections)
|
|
{
|
|
// Add material and store the material ID
|
|
UMaterialInterface* MaterialToAdd = InMeshComponent->GetMaterial(Section.MaterialIndex);
|
|
|
|
if (MaterialToAdd)
|
|
{
|
|
//Need to check if the resource exists
|
|
FMaterialResource* Resource = MaterialToAdd->GetMaterialResource(GMaxRHIFeatureLevel);
|
|
if (!Resource)
|
|
{
|
|
MaterialToAdd = DefaultMaterial;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MaterialToAdd = DefaultMaterial;
|
|
}
|
|
|
|
FSectionInfo SectionInfo;
|
|
SectionInfo.Material = MaterialToAdd;
|
|
SectionInfo.bCollisionEnabled = Section.bEnableCollision;
|
|
SectionInfo.bShadowCastingEnabled = Section.bCastShadow;
|
|
const int32 MaterialIdx = OutUniqueSections.Add(SectionInfo);
|
|
|
|
const int32 MaterialMapIdx = OutGlobalMaterialIndices.Add(MaterialIdx);
|
|
|
|
// Update face material indices?
|
|
if (OutRawMesh.FaceMaterialIndices.Num())
|
|
{
|
|
for (int32& MaterialIndex : OutRawMesh.FaceMaterialIndices)
|
|
{
|
|
if (MaterialIndex == Section.MaterialIndex)
|
|
{
|
|
MaterialIndex = MaterialMapIdx;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void FMeshUtilities::ExtractMeshDataForGeometryCache(FRawMesh& RawMesh, const FMeshBuildSettings& BuildSettings, TArray<FStaticMeshBuildVertex>& OutVertices, TArray<TArray<uint32> >& OutPerSectionIndices, int32 ImportVersion)
|
|
{
|
|
int32 NumWedges = RawMesh.WedgeIndices.Num();
|
|
|
|
// Figure out if we should recompute normals and tangents. By default generated LODs should not recompute normals
|
|
bool bRecomputeNormals = (BuildSettings.bRecomputeNormals) || RawMesh.WedgeTangentZ.Num() == 0;
|
|
bool bRecomputeTangents = (BuildSettings.bRecomputeTangents) || RawMesh.WedgeTangentX.Num() == 0 || RawMesh.WedgeTangentY.Num() == 0;
|
|
|
|
// Dump normals and tangents if we are recomputing them.
|
|
if (bRecomputeTangents)
|
|
{
|
|
RawMesh.WedgeTangentX.Empty(NumWedges);
|
|
RawMesh.WedgeTangentX.AddZeroed(NumWedges);
|
|
RawMesh.WedgeTangentY.Empty(NumWedges);
|
|
RawMesh.WedgeTangentY.AddZeroed(NumWedges);
|
|
}
|
|
|
|
if (bRecomputeNormals)
|
|
{
|
|
RawMesh.WedgeTangentZ.Empty(NumWedges);
|
|
RawMesh.WedgeTangentZ.AddZeroed(NumWedges);
|
|
}
|
|
|
|
// Compute any missing tangents.
|
|
TMultiMap<int32, int32> OverlappingCorners;
|
|
if (bRecomputeNormals || bRecomputeTangents)
|
|
{
|
|
float ComparisonThreshold = GetComparisonThreshold(BuildSettings);
|
|
FindOverlappingCorners(OverlappingCorners, RawMesh, ComparisonThreshold);
|
|
|
|
// Static meshes always blend normals of overlapping corners.
|
|
uint32 TangentOptions = ETangentOptions::BlendOverlappingNormals;
|
|
if (BuildSettings.bRemoveDegenerates)
|
|
{
|
|
// If removing degenerate triangles, ignore them when computing tangents.
|
|
TangentOptions |= ETangentOptions::IgnoreDegenerateTriangles;
|
|
}
|
|
if (BuildSettings.bUseMikkTSpace)
|
|
{
|
|
ComputeTangents_MikkTSpace(RawMesh, OverlappingCorners, TangentOptions);
|
|
}
|
|
else
|
|
{
|
|
ComputeTangents(RawMesh, OverlappingCorners, TangentOptions);
|
|
}
|
|
}
|
|
|
|
// At this point the mesh will have valid tangents.
|
|
check(RawMesh.WedgeTangentX.Num() == NumWedges);
|
|
check(RawMesh.WedgeTangentY.Num() == NumWedges);
|
|
check(RawMesh.WedgeTangentZ.Num() == NumWedges);
|
|
|
|
TArray<int32> OutWedgeMap;
|
|
|
|
int32 MaxMaterialIndex = 1;
|
|
for (int32 FaceIndex = 0; FaceIndex < RawMesh.FaceMaterialIndices.Num(); FaceIndex++)
|
|
{
|
|
MaxMaterialIndex = FMath::Max<int32>(RawMesh.FaceMaterialIndices[FaceIndex], MaxMaterialIndex);
|
|
}
|
|
|
|
TMap<uint32, uint32> MaterialToSectionMapping;
|
|
for (int32 i = 0; i <= MaxMaterialIndex; ++i)
|
|
{
|
|
OutPerSectionIndices.Push(TArray<uint32>());
|
|
MaterialToSectionMapping.Add(i, i);
|
|
}
|
|
|
|
BuildStaticMeshVertexAndIndexBuffers(OutVertices, OutPerSectionIndices, OutWedgeMap, RawMesh, OverlappingCorners, MaterialToSectionMapping, KINDA_SMALL_NUMBER, BuildSettings.BuildScale3D, ImportVersion);
|
|
|
|
if (RawMesh.WedgeIndices.Num() < 100000 * 3)
|
|
{
|
|
CacheOptimizeVertexAndIndexBuffer(OutVertices, OutPerSectionIndices, OutWedgeMap);
|
|
check(OutWedgeMap.Num() == RawMesh.WedgeIndices.Num());
|
|
}
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Mesh merging
|
|
------------------------------------------------------------------------------*/
|
|
bool FMeshUtilities::PropagatePaintedColorsToRawMesh(const UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, FRawMesh& RawMesh) const
|
|
{
|
|
UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh();
|
|
|
|
if (StaticMesh->SourceModels.IsValidIndex(LODIndex) &&
|
|
StaticMeshComponent->LODData.IsValidIndex(LODIndex) &&
|
|
StaticMeshComponent->LODData[LODIndex].OverrideVertexColors != nullptr)
|
|
{
|
|
FColorVertexBuffer& ColorVertexBuffer = *StaticMeshComponent->LODData[LODIndex].OverrideVertexColors;
|
|
FStaticMeshSourceModel& SrcModel = StaticMesh->SourceModels[LODIndex];
|
|
FStaticMeshRenderData& RenderData = *StaticMesh->RenderData;
|
|
FStaticMeshLODResources& RenderModel = RenderData.LODResources[LODIndex];
|
|
|
|
if (ColorVertexBuffer.GetNumVertices() == RenderModel.GetNumVertices())
|
|
{
|
|
int32 NumWedges = RawMesh.WedgeIndices.Num();
|
|
const bool bUseWedgeMap = RenderData.WedgeMap.Num() > 0 && RenderData.WedgeMap.Num() == NumWedges;
|
|
// If we have a wedge map
|
|
if (bUseWedgeMap)
|
|
{
|
|
if (RenderData.WedgeMap.Num() == NumWedges)
|
|
{
|
|
int32 NumExistingColors = RawMesh.WedgeColors.Num();
|
|
if (NumExistingColors < NumWedges)
|
|
{
|
|
RawMesh.WedgeColors.AddUninitialized(NumWedges - NumExistingColors);
|
|
}
|
|
|
|
for (int32 i = 0; i < NumWedges; ++i)
|
|
{
|
|
FColor WedgeColor = FColor::White;
|
|
int32 Index = RenderData.WedgeMap[i];
|
|
if (Index != INDEX_NONE)
|
|
{
|
|
WedgeColor = ColorVertexBuffer.VertexColor(Index);
|
|
}
|
|
|
|
RawMesh.WedgeColors[i] = WedgeColor;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
// No wedge map (this can happen when we poly reduce the LOD for example)
|
|
// Use index buffer directly
|
|
else
|
|
{
|
|
UE_LOG(LogMeshUtilities, Warning, TEXT("{%s} Wedge map size %d is wrong or empty. Expected %d. Falling back on using index buffer for propagating vertex painting"), *StaticMesh->GetName(), RenderData.WedgeMap.Num(), RawMesh.WedgeIndices.Num());
|
|
|
|
RawMesh.WedgeColors.SetNumUninitialized(NumWedges);
|
|
|
|
if (RawMesh.VertexPositions.Num() == ColorVertexBuffer.GetNumVertices())
|
|
{
|
|
for (int32 i = 0; i < NumWedges; ++i)
|
|
{
|
|
FColor WedgeColor = FColor::White;
|
|
uint32 VertIndex = RawMesh.WedgeIndices[i];
|
|
|
|
if (VertIndex < ColorVertexBuffer.GetNumVertices())
|
|
{
|
|
WedgeColor = ColorVertexBuffer.VertexColor(VertIndex);
|
|
}
|
|
RawMesh.WedgeColors[i] = WedgeColor;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void TransformPhysicsGeometry(const FTransform& InTransform, FKAggregateGeom& AggGeom)
|
|
{
|
|
FTransform NoScaleInTransform = InTransform;
|
|
NoScaleInTransform.SetScale3D(FVector(1, 1, 1));
|
|
|
|
for (FKSphereElem& Elem : AggGeom.SphereElems)
|
|
{
|
|
FTransform ElemTM = Elem.GetTransform();
|
|
Elem.SetTransform(ElemTM*NoScaleInTransform);
|
|
}
|
|
|
|
for (FKBoxElem& Elem : AggGeom.BoxElems)
|
|
{
|
|
FTransform ElemTM = Elem.GetTransform();
|
|
Elem.SetTransform(ElemTM*NoScaleInTransform);
|
|
}
|
|
|
|
for (FKSphylElem& Elem : AggGeom.SphylElems)
|
|
{
|
|
FTransform ElemTM = Elem.GetTransform();
|
|
Elem.SetTransform(ElemTM*NoScaleInTransform);
|
|
}
|
|
|
|
for (FKConvexElem& Elem : AggGeom.ConvexElems)
|
|
{
|
|
FTransform ElemTM = Elem.GetTransform();
|
|
Elem.SetTransform(ElemTM*InTransform);
|
|
}
|
|
|
|
// seems like all primitives except Convex need separate scaling pass
|
|
const FVector Scale3D = InTransform.GetScale3D();
|
|
if (!Scale3D.Equals(FVector(1.f)))
|
|
{
|
|
const float MinPrimSize = KINDA_SMALL_NUMBER;
|
|
|
|
for (FKSphereElem& Elem : AggGeom.SphereElems)
|
|
{
|
|
Elem.ScaleElem(Scale3D, MinPrimSize);
|
|
}
|
|
|
|
for (FKBoxElem& Elem : AggGeom.BoxElems)
|
|
{
|
|
Elem.ScaleElem(Scale3D, MinPrimSize);
|
|
}
|
|
|
|
for (FKSphylElem& Elem : AggGeom.SphylElems)
|
|
{
|
|
Elem.ScaleElem(Scale3D, MinPrimSize);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ExtractPhysicsGeometry(UStaticMeshComponent* InMeshComponent, FKAggregateGeom& OutAggGeom)
|
|
{
|
|
UStaticMesh* SrcMesh = InMeshComponent->GetStaticMesh();
|
|
if (SrcMesh == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!SrcMesh->BodySetup)
|
|
{
|
|
return;
|
|
}
|
|
|
|
OutAggGeom = SrcMesh->BodySetup->AggGeom;
|
|
|
|
// Convert boxes to convex, so they can be sheared
|
|
for (int32 BoxIdx = 0; BoxIdx < OutAggGeom.BoxElems.Num(); BoxIdx++)
|
|
{
|
|
FKConvexElem* NewConvexColl = new(OutAggGeom.ConvexElems) FKConvexElem();
|
|
NewConvexColl->ConvexFromBoxElem(OutAggGeom.BoxElems[BoxIdx]);
|
|
}
|
|
OutAggGeom.BoxElems.Empty();
|
|
|
|
// we are not owner of this stuff
|
|
OutAggGeom.RenderInfo = nullptr;
|
|
for (FKConvexElem& Elem : OutAggGeom.ConvexElems)
|
|
{
|
|
Elem.ConvexMesh = nullptr;
|
|
Elem.ConvexMeshNegX = nullptr;
|
|
}
|
|
|
|
// Transform geometry to world space
|
|
FTransform CtoM = InMeshComponent->ComponentToWorld;
|
|
TransformPhysicsGeometry(CtoM, OutAggGeom);
|
|
}
|
|
|
|
void FMeshUtilities::CalculateTextureCoordinateBoundsForRawMesh(const FRawMesh& InRawMesh, TArray<FBox2D>& OutBounds) const
|
|
{
|
|
const int32 NumWedges = InRawMesh.WedgeIndices.Num();
|
|
const int32 NumTris = NumWedges / 3;
|
|
|
|
OutBounds.Empty();
|
|
int32 WedgeIndex = 0;
|
|
for (int32 TriIndex = 0; TriIndex < NumTris; TriIndex++)
|
|
{
|
|
int MaterialIndex = InRawMesh.FaceMaterialIndices[TriIndex];
|
|
if (OutBounds.Num() <= MaterialIndex)
|
|
OutBounds.SetNumZeroed(MaterialIndex + 1);
|
|
{
|
|
int32 CachedWedgeIndex = WedgeIndex;
|
|
for (int32 UVIndex = 0; UVIndex < MAX_MESH_TEXTURE_COORDS; ++UVIndex)
|
|
{
|
|
WedgeIndex = CachedWedgeIndex;
|
|
if (InRawMesh.WedgeTexCoords[UVIndex].Num())
|
|
{
|
|
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++, WedgeIndex++)
|
|
{
|
|
OutBounds[MaterialIndex] += InRawMesh.WedgeTexCoords[UVIndex][WedgeIndex];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::CalculateTextureCoordinateBoundsForSkeletalMesh(const FStaticLODModel& LODModel, TArray<FBox2D>& OutBounds) const
|
|
{
|
|
TArray<FSoftSkinVertex> Vertices;
|
|
FMultiSizeIndexContainerData IndexData;
|
|
LODModel.GetVertices(Vertices);
|
|
LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
|
|
|
|
#if WITH_APEX_CLOTHING
|
|
const uint32 SectionCount = (uint32)LODModel.NumNonClothingSections();
|
|
#else
|
|
const uint32 SectionCount = LODModel.Sections.Num();
|
|
#endif // #if WITH_APEX_CLOTHING
|
|
|
|
check(OutBounds.Num() != 0);
|
|
|
|
for (uint32 SectionIndex = 0; SectionIndex < SectionCount; ++SectionIndex)
|
|
{
|
|
const FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
const uint32 FirstIndex = Section.BaseIndex;
|
|
const uint32 LastIndex = FirstIndex + Section.NumTriangles * 3;
|
|
const int32 MaterialIndex = Section.MaterialIndex;
|
|
|
|
if (OutBounds.Num() <= MaterialIndex)
|
|
{
|
|
OutBounds.SetNumZeroed(MaterialIndex + 1);
|
|
}
|
|
|
|
for (uint32 Index = FirstIndex; Index < LastIndex; ++Index)
|
|
{
|
|
uint32 VertexIndex = IndexData.Indices[Index];
|
|
FSoftSkinVertex& Vertex = Vertices[VertexIndex];
|
|
|
|
FVector2D TexCoord = Vertex.UVs[0];
|
|
OutBounds[MaterialIndex] += TexCoord;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void CopyTextureRect(const FColor* Src, const FIntPoint& SrcSize, FColor* Dst, const FIntPoint& DstSize, const FIntPoint& DstPos)
|
|
{
|
|
int32 RowLength = SrcSize.X*sizeof(FColor);
|
|
FColor* RowDst = Dst + DstSize.X*DstPos.Y;
|
|
const FColor* RowSrc = Src;
|
|
|
|
for (int32 RowIdx = 0; RowIdx < SrcSize.Y; ++RowIdx)
|
|
{
|
|
FMemory::Memcpy(RowDst + DstPos.X, RowSrc, RowLength);
|
|
|
|
RowDst += DstSize.X;
|
|
RowSrc += SrcSize.X;
|
|
}
|
|
}
|
|
|
|
static void SetTextureRect(const FColor& ColorValue, const FIntPoint& SrcSize, FColor* Dst, const FIntPoint& DstSize, const FIntPoint& DstPos)
|
|
{
|
|
FColor* RowDst = Dst + DstSize.X*DstPos.Y;
|
|
|
|
for (int32 RowIdx = 0; RowIdx < SrcSize.Y; ++RowIdx)
|
|
{
|
|
for (int32 ColIdx = 0; ColIdx < SrcSize.X; ++ColIdx)
|
|
{
|
|
RowDst[DstPos.X + ColIdx] = ColorValue;
|
|
}
|
|
|
|
RowDst += DstSize.X;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
struct FRawMeshUVTransform
|
|
{
|
|
FVector2D Offset;
|
|
FVector2D Scale;
|
|
|
|
bool IsValid() const
|
|
{
|
|
return (Scale != FVector2D::ZeroVector);
|
|
}
|
|
};
|
|
|
|
static FVector2D GetValidUV(const FVector2D& UV)
|
|
{
|
|
FVector2D NewUV = UV;
|
|
// first make sure they're positive
|
|
if (UV.X < 0.0f)
|
|
{
|
|
NewUV.X = UV.X + FMath::CeilToInt(FMath::Abs(UV.X));
|
|
}
|
|
|
|
if (UV.Y < 0.0f)
|
|
{
|
|
NewUV.Y = UV.Y + FMath::CeilToInt(FMath::Abs(UV.Y));
|
|
}
|
|
|
|
// now make sure they're within [0, 1]
|
|
if (UV.X > 1.0f)
|
|
{
|
|
NewUV.X = FMath::Fmod(NewUV.X, 1.0f);
|
|
}
|
|
|
|
if (UV.Y > 1.0f)
|
|
{
|
|
NewUV.Y = FMath::Fmod(NewUV.Y, 1.0f);
|
|
}
|
|
|
|
return NewUV;
|
|
}
|
|
|
|
static void MergeFlattenedMaterials(TArray<struct FFlattenMaterial>& InMaterialList, FFlattenMaterial& OutMergedMaterial, TArray<FRawMeshUVTransform>& OutUVTransforms)
|
|
{
|
|
OutUVTransforms.Reserve(InMaterialList.Num());
|
|
|
|
// Fill output UV transforms with invalid values
|
|
for (auto Material : InMaterialList)
|
|
{
|
|
|
|
// Invalid UV transform
|
|
FRawMeshUVTransform UVTransform;
|
|
UVTransform.Offset = FVector2D::ZeroVector;
|
|
UVTransform.Scale = FVector2D::ZeroVector;
|
|
OutUVTransforms.Add(UVTransform);
|
|
}
|
|
|
|
int32 AtlasGridSize = FMath::CeilToInt(FMath::Sqrt(InMaterialList.Num()));
|
|
FIntPoint AtlasTextureSize = OutMergedMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse);
|
|
FIntPoint ExportTextureSize = AtlasTextureSize / AtlasGridSize;
|
|
int32 AtlasNumSamples = AtlasTextureSize.X*AtlasTextureSize.Y;
|
|
|
|
|
|
for (int32 PropertyIndex = 0; PropertyIndex < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++PropertyIndex)
|
|
{
|
|
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)PropertyIndex;
|
|
if (OutMergedMaterial.ShouldGenerateDataForProperty(Property))
|
|
{
|
|
check(OutMergedMaterial.GetPropertySize(Property) == AtlasTextureSize);
|
|
TArray<FColor>& Samples = OutMergedMaterial.GetPropertySamples(Property);
|
|
Samples.SetNumZeroed(AtlasNumSamples);
|
|
}
|
|
}
|
|
|
|
int32 AtlasRowIdx = 0;
|
|
int32 AtlasColIdx = 0;
|
|
FIntPoint AtlasTargetPos = FIntPoint(0, 0);
|
|
|
|
bool bSamplesWritten[(uint32)EFlattenMaterialProperties::NumFlattenMaterialProperties];
|
|
FMemory::Memset(bSamplesWritten, 0);
|
|
|
|
// Flatten all materials and merge them into one material using texture atlases
|
|
for (int32 MatIdx = 0; MatIdx < InMaterialList.Num(); ++MatIdx)
|
|
{
|
|
FFlattenMaterial& FlatMaterial = InMaterialList[MatIdx];
|
|
for (int32 PropertyIndex = 0; PropertyIndex < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++PropertyIndex)
|
|
{
|
|
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)PropertyIndex;
|
|
if (OutMergedMaterial.ShouldGenerateDataForProperty(Property) && FlatMaterial.DoesPropertyContainData(Property))
|
|
{
|
|
TArray<FColor>& SourceSamples = FlatMaterial.GetPropertySamples(Property);
|
|
TArray<FColor>& TargetSamples = OutMergedMaterial.GetPropertySamples(Property);
|
|
if (FlatMaterial.IsPropertyConstant(Property))
|
|
{
|
|
SetTextureRect(SourceSamples[0], ExportTextureSize, TargetSamples.GetData(), AtlasTextureSize, AtlasTargetPos);
|
|
}
|
|
else
|
|
{
|
|
FIntPoint PropertySize = FlatMaterial.GetPropertySize(Property);
|
|
PropertySize = ConditionalImageResize(PropertySize, ExportTextureSize, SourceSamples, false);
|
|
CopyTextureRect(SourceSamples.GetData(), ExportTextureSize, TargetSamples.GetData(), AtlasTextureSize, AtlasTargetPos);
|
|
FlatMaterial.SetPropertySize(Property, PropertySize);
|
|
}
|
|
|
|
bSamplesWritten[PropertyIndex] |= true;
|
|
}
|
|
}
|
|
|
|
check(OutUVTransforms.IsValidIndex(MatIdx));
|
|
|
|
OutUVTransforms[MatIdx].Offset = FVector2D(
|
|
(float)AtlasTargetPos.X / AtlasTextureSize.X,
|
|
(float)AtlasTargetPos.Y / AtlasTextureSize.Y);
|
|
|
|
OutUVTransforms[MatIdx].Scale = FVector2D(
|
|
(float)ExportTextureSize.X / AtlasTextureSize.X,
|
|
(float)ExportTextureSize.Y / AtlasTextureSize.Y);
|
|
|
|
AtlasColIdx++;
|
|
if (AtlasColIdx >= AtlasGridSize)
|
|
{
|
|
AtlasColIdx = 0;
|
|
AtlasRowIdx++;
|
|
}
|
|
|
|
AtlasTargetPos = FIntPoint(AtlasColIdx*ExportTextureSize.X, AtlasRowIdx*ExportTextureSize.Y);
|
|
}
|
|
|
|
// Check if some properties weren't populated with data (which means we can empty them out)
|
|
for (int32 PropertyIndex = 0; PropertyIndex < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++PropertyIndex)
|
|
{
|
|
if (!bSamplesWritten[PropertyIndex])
|
|
{
|
|
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)PropertyIndex;
|
|
OutMergedMaterial.GetPropertySamples(Property).Empty();
|
|
OutMergedMaterial.SetPropertySize(Property, FIntPoint(0, 0));
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
static void FlattenBinnedMaterials(TArray<struct FFlattenMaterial>& InMaterialList, const TArray<FBox2D>& InMaterialBoxes, FFlattenMaterial& OutMergedMaterial, TArray<FRawMeshUVTransform>& OutUVTransforms)
|
|
{
|
|
OutUVTransforms.Reserve(InMaterialList.Num());
|
|
|
|
// We support merging only for opaque materials
|
|
// Fill output UV transforms with invalid values
|
|
for (auto Material : InMaterialList)
|
|
{
|
|
// Invalid UV transform
|
|
FRawMeshUVTransform UVTransform;
|
|
UVTransform.Offset = FVector2D::ZeroVector;
|
|
UVTransform.Scale = FVector2D::ZeroVector;
|
|
OutUVTransforms.Add(UVTransform);
|
|
}
|
|
|
|
// Merge all material properties
|
|
for (int32 Index = 0; Index < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++Index)
|
|
{
|
|
const EFlattenMaterialProperties Property = (EFlattenMaterialProperties)Index;
|
|
const FIntPoint& OutTextureSize = OutMergedMaterial.GetPropertySize(Property);
|
|
if (OutTextureSize != FIntPoint::ZeroValue)
|
|
{
|
|
TArray<FColor>& OutSamples = OutMergedMaterial.GetPropertySamples(Property);
|
|
OutSamples.Reserve(OutTextureSize.X * OutTextureSize.Y);
|
|
OutSamples.SetNumZeroed(OutTextureSize.X * OutTextureSize.Y);
|
|
|
|
bool bMaterialsWritten = false;
|
|
for (int32 MaterialIndex = 0; MaterialIndex < InMaterialList.Num(); ++MaterialIndex)
|
|
{
|
|
// Determine output size and offset
|
|
FFlattenMaterial& FlatMaterial = InMaterialList[MaterialIndex];
|
|
|
|
if (FlatMaterial.DoesPropertyContainData(Property))
|
|
{
|
|
FBox2D MaterialBox = InMaterialBoxes[MaterialIndex];
|
|
const FIntPoint& InputSize = FlatMaterial.GetPropertySize(Property);
|
|
TArray<FColor>& InputSamples = FlatMaterial.GetPropertySamples(Property);
|
|
|
|
// Resize material to match output (area) size
|
|
FIntPoint OutputSize = FIntPoint(OutTextureSize.X * MaterialBox.GetSize().X, OutTextureSize.Y * MaterialBox.GetSize().Y);
|
|
ConditionalImageResize(InputSize, OutputSize, InputSamples, false);
|
|
|
|
// Copy material data to the merged 'atlas' texture
|
|
FIntPoint OutputPosition = FIntPoint(OutTextureSize.X * MaterialBox.Min.X, OutTextureSize.Y * MaterialBox.Min.Y);
|
|
CopyTextureRect(InputSamples.GetData(), OutputSize, OutSamples.GetData(), OutTextureSize, OutputPosition);
|
|
|
|
// Set the UV tranforms only once
|
|
if (Index == 0)
|
|
{
|
|
FRawMeshUVTransform& UVTransform = OutUVTransforms[MaterialIndex];
|
|
UVTransform.Offset = MaterialBox.Min;
|
|
UVTransform.Scale = MaterialBox.GetSize();
|
|
}
|
|
|
|
bMaterialsWritten = true;
|
|
}
|
|
}
|
|
|
|
if (!bMaterialsWritten)
|
|
{
|
|
OutSamples.Empty();
|
|
OutMergedMaterial.SetPropertySize(Property, FIntPoint(0, 0));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::MergeActors(
|
|
const TArray<AActor*>& SourceActors,
|
|
const FMeshMergingSettings& InSettings,
|
|
UPackage* InOuter,
|
|
const FString& InBasePackageName,
|
|
int32 UseLOD, // does not build all LODs but only use this LOD to create base mesh
|
|
TArray<UObject*>& OutAssetsToSync,
|
|
FVector& OutMergedActorLocation,
|
|
bool bSilent) const
|
|
{
|
|
MergeActors(SourceActors, InSettings, InOuter, InBasePackageName, OutAssetsToSync, OutMergedActorLocation, bSilent);
|
|
}
|
|
|
|
void FMeshUtilities::MergeActors(
|
|
const TArray<AActor*>& SourceActors,
|
|
const FMeshMergingSettings& InSettings,
|
|
UPackage* InOuter,
|
|
const FString& InBasePackageName,
|
|
TArray<UObject*>& OutAssetsToSync,
|
|
FVector& OutMergedActorLocation,
|
|
bool bSilent) const
|
|
{
|
|
checkf(SourceActors.Num(), TEXT("No actors supplied for merging"));
|
|
|
|
TArray<UStaticMeshComponent*> ComponentsToMerge;
|
|
ComponentsToMerge.Reserve(SourceActors.Num());
|
|
// Collect static mesh components
|
|
for (AActor* Actor : SourceActors)
|
|
{
|
|
TInlineComponentArray<UStaticMeshComponent*> Components;
|
|
Actor->GetComponents<UStaticMeshComponent>(Components);
|
|
|
|
// Filter out bad components
|
|
for (UStaticMeshComponent* MeshComponent : Components)
|
|
{
|
|
if (MeshComponent->GetStaticMesh() != nullptr &&
|
|
MeshComponent->GetStaticMesh()->SourceModels.Num() > 0)
|
|
{
|
|
ComponentsToMerge.Add(MeshComponent);
|
|
}
|
|
}
|
|
}
|
|
|
|
checkf(SourceActors.Num(), TEXT("No valid components found in actors supplied for merging"));
|
|
|
|
UWorld* World = SourceActors[0]->GetWorld();
|
|
checkf(World != nullptr, TEXT("Invalid world retrieved from Actor"));
|
|
const float ScreenSize = TNumericLimits<float>::Max();
|
|
MergeStaticMeshComponents(ComponentsToMerge, World, InSettings, InOuter, InBasePackageName, OutAssetsToSync, OutMergedActorLocation, ScreenSize, bSilent);
|
|
}
|
|
|
|
void FMeshUtilities::MergeStaticMeshComponents(const TArray<UStaticMeshComponent*>& ComponentsToMerge, UWorld* World, const FMeshMergingSettings& InSettings, UPackage* InOuter, const FString& InBasePackageName, TArray<UObject*>& OutAssetsToSync, FVector& OutMergedActorLocation, const float ScreenSize, bool bSilent /*= false*/) const
|
|
{
|
|
FScopedSlowTask SlowTask(100.f, (LOCTEXT("MergeStaticMeshComponents_BuildingMesh", "Merging Static Mesh Components")));
|
|
SlowTask.MakeDialog();
|
|
|
|
TArray<FSectionInfo> UniqueSections;
|
|
TMap<FMeshIdAndLOD, TArray<int32>> MaterialMap;
|
|
TArray<FRawMeshExt> SourceMeshes;
|
|
bool bWithVertexColors[MAX_STATIC_MESH_LODS] = {};
|
|
bool bOcuppiedUVChannels[MAX_STATIC_MESH_LODS][MAX_MESH_TEXTURE_COORDS] = {};
|
|
UBodySetup* BodySetupSource = nullptr;
|
|
|
|
checkf(ComponentsToMerge.Num(), TEXT("No valid components supplied for merging"));
|
|
|
|
SourceMeshes.AddZeroed(ComponentsToMerge.Num());
|
|
|
|
// Use first mesh for naming and pivot
|
|
FString MergedAssetPackageName;
|
|
FVector MergedAssetPivot;
|
|
|
|
int32 NumMaxLOD = 0;
|
|
for (int32 MeshId = 0; MeshId < ComponentsToMerge.Num(); ++MeshId)
|
|
{
|
|
UStaticMeshComponent* MeshComponent = ComponentsToMerge[MeshId];
|
|
|
|
// Determine the maximum number of LOD levels found in the source meshes
|
|
NumMaxLOD = FMath::Max(NumMaxLOD, MeshComponent->GetStaticMesh()->SourceModels.Num());
|
|
|
|
// Save the pivot and asset package name of the first mesh, will later be used for creating merged mesh asset
|
|
if (MeshId == 0)
|
|
{
|
|
// Mesh component pivot point
|
|
MergedAssetPivot = InSettings.bPivotPointAtZero ? FVector::ZeroVector : MeshComponent->ComponentToWorld.GetLocation();
|
|
// Source mesh asset package name
|
|
MergedAssetPackageName = MeshComponent->GetStaticMesh()->GetOutermost()->GetName();
|
|
}
|
|
}
|
|
|
|
// Cap the number of LOD levels to the max
|
|
NumMaxLOD = FMath::Min(NumMaxLOD, MAX_STATIC_MESH_LODS);
|
|
|
|
int32 BaseLODIndex = 0;
|
|
// Are we going to export a single LOD or not
|
|
if (InSettings.LODSelectionType == EMeshLODSelectionType::SpecificLOD && InSettings.SpecificLOD >= 0)
|
|
{
|
|
// Will export only one specified LOD as LOD0 for the merged mesh
|
|
BaseLODIndex = FMath::Max(0, FMath::Min(InSettings.SpecificLOD, MAX_STATIC_MESH_LODS));
|
|
}
|
|
|
|
const bool bMergeAllAvailableLODs = InSettings.LODSelectionType == EMeshLODSelectionType::AllLODs;
|
|
|
|
SlowTask.EnterProgressFrame(10.0f, LOCTEXT("MergeStaticMeshComponents_RetrievingStaticMeshes", "Collecting Source Static Meshes"));
|
|
for (int32 MeshId = 0; MeshId < ComponentsToMerge.Num(); ++MeshId)
|
|
{
|
|
UStaticMeshComponent* StaticMeshComponent = ComponentsToMerge[MeshId];
|
|
|
|
// LOD index will be overridden if the user has chosen to pick it according to the viewing distance
|
|
int32 CalculatedLODIndex = -1;
|
|
if (InSettings.LODSelectionType == EMeshLODSelectionType::CalculateLOD && ScreenSize > 0.0f && ScreenSize < 1.0f)
|
|
{
|
|
FHierarchicalLODUtilitiesModule& Module = FModuleManager::LoadModuleChecked<FHierarchicalLODUtilitiesModule>("HierarchicalLODUtilities");
|
|
IHierarchicalLODUtilities* Utilities = Module.GetUtilities();
|
|
CalculatedLODIndex = Utilities->GetLODLevelForScreenSize(StaticMeshComponent, ScreenSize);
|
|
}
|
|
SourceMeshes[MeshId].SourceStaticMesh = StaticMeshComponent->GetStaticMesh();
|
|
|
|
// Retrieve the lowest available LOD level from the mesh
|
|
int32 StartLODIndex = InSettings.LODSelectionType == EMeshLODSelectionType::CalculateLOD ? CalculatedLODIndex : FMath::Min(BaseLODIndex, StaticMeshComponent->GetStaticMesh()->SourceModels.Num() - 1);
|
|
int32 EndLODIndex = bMergeAllAvailableLODs ? FMath::Min(StaticMeshComponent->GetStaticMesh()->SourceModels.Num(), MAX_STATIC_MESH_LODS) : StartLODIndex + 1;
|
|
|
|
SourceMeshes[MeshId].MaxLODExport = EndLODIndex - 1;
|
|
|
|
// Set export LOD index if we are exporting one specifically
|
|
SourceMeshes[MeshId].ExportLODIndex = !bMergeAllAvailableLODs ? StartLODIndex : -1;
|
|
|
|
for (int32 LODIndex = StartLODIndex; LODIndex < EndLODIndex; ++LODIndex)
|
|
{
|
|
// Store source static mesh and set LOD export flag
|
|
SourceMeshes[MeshId].SourceStaticMesh = StaticMeshComponent->GetStaticMesh();
|
|
SourceMeshes[MeshId].bShouldExportLOD[LODIndex] = false;
|
|
|
|
TArray<int32> MeshMaterialMap;
|
|
// Retrieve and construct raw mesh from source meshes
|
|
SourceMeshes[MeshId].MeshLODData[LODIndex].RawMesh = new FRawMesh();
|
|
FRawMesh* RawMeshLOD = SourceMeshes[MeshId].MeshLODData[LODIndex].RawMesh;
|
|
if ( ConstructRawMesh(StaticMeshComponent, LODIndex, InSettings.bBakeVertexDataToMesh || InSettings.bUseVertexDataForBakingMaterial, *RawMeshLOD, UniqueSections, MeshMaterialMap))
|
|
{
|
|
// Only flag the lod to be eligible for exporting if we found valid data
|
|
SourceMeshes[MeshId].bShouldExportLOD[LODIndex] = true;
|
|
|
|
// Check if vertex colours should be propagated
|
|
if (InSettings.bBakeVertexDataToMesh)
|
|
{
|
|
// Whether at least one of the meshes has vertex colors
|
|
bWithVertexColors[LODIndex] |= (RawMeshLOD->WedgeColors.Num() != 0);
|
|
}
|
|
|
|
// Which UV channels has data at least in one mesh
|
|
for (int32 ChannelIdx = 0; ChannelIdx < MAX_MESH_TEXTURE_COORDS; ++ChannelIdx)
|
|
{
|
|
bOcuppiedUVChannels[LODIndex][ChannelIdx] |= (RawMeshLOD->WedgeTexCoords[ChannelIdx].Num() != 0) && StaticMeshComponent->GetStaticMesh()->LightMapCoordinateIndex != ChannelIdx;
|
|
}
|
|
|
|
if ( InSettings.bUseLandscapeCulling )
|
|
{
|
|
// Landscape / volume culling
|
|
CullTrianglesFromVolumesAndUnderLandscapes(StaticMeshComponent, *RawMeshLOD);
|
|
|
|
if (!RawMeshLOD->IsValid())
|
|
{
|
|
RawMeshLOD = nullptr;
|
|
SourceMeshes[MeshId].bShouldExportLOD[LODIndex] = false;
|
|
}
|
|
}
|
|
|
|
if (SourceMeshes[MeshId].bShouldExportLOD[LODIndex])
|
|
{
|
|
MaterialMap.Add(FMeshIdAndLOD(MeshId, LODIndex), MeshMaterialMap);
|
|
//CalculateTextureCoordinateBoundsForRawMesh(*SourceMeshes[MeshId].MeshLODData[LODIndex].RawMesh, SourceMeshes[MeshId].MeshLODData[LODIndex].TexCoordBounds);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Failed to retrieve static meshes/materials cannot merge anything
|
|
if (MaterialMap.Num() == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (InSettings.bMergePhysicsData)
|
|
{
|
|
for (int32 MeshId = 0; MeshId < ComponentsToMerge.Num(); ++MeshId)
|
|
{
|
|
UStaticMeshComponent* MeshComponent = ComponentsToMerge[MeshId];
|
|
ExtractPhysicsGeometry(MeshComponent, SourceMeshes[MeshId].AggGeom);
|
|
|
|
// We will use first valid BodySetup as a source of physics settings
|
|
if (BodySetupSource == nullptr)
|
|
{
|
|
BodySetupSource = MeshComponent->GetStaticMesh()->BodySetup;
|
|
}
|
|
}
|
|
}
|
|
|
|
const bool bShouldBakeOutMaterials = InSettings.bMergeMaterials && !bMergeAllAvailableLODs;
|
|
SlowTask.EnterProgressFrame(bShouldBakeOutMaterials ? 10.0f : 40.0f, LOCTEXT("MergeStaticMeshComponents_RemapMaterials", "Remapping Duplicate Materials"));
|
|
|
|
// Remap material indices regardless of baking out materials or not (could give a draw call decrease)
|
|
TArray<bool> MeshShouldBakeVertexData;
|
|
MeshShouldBakeVertexData.AddZeroed(SourceMeshes.Num());
|
|
|
|
if (bShouldBakeOutMaterials)
|
|
{
|
|
// If we have UVs outside of the UV boundaries we should use unique UVs to render out the materials
|
|
CheckWrappingUVs(SourceMeshes, MeshShouldBakeVertexData);
|
|
}
|
|
|
|
TMap<FMeshIdAndLOD, TArray<int32> > NewMaterialMap;
|
|
TArray<FSectionInfo> NewSections;
|
|
FMaterialUtilities::RemapUniqueMaterialIndices(
|
|
UniqueSections,
|
|
SourceMeshes,
|
|
MaterialMap,
|
|
InSettings.MaterialSettings,
|
|
InSettings.bUseVertexDataForBakingMaterial,
|
|
InSettings.bMergeMaterials,
|
|
MeshShouldBakeVertexData,
|
|
NewMaterialMap,
|
|
NewSections);
|
|
// Use shared material data.
|
|
Exchange(MaterialMap, NewMaterialMap);
|
|
Exchange(UniqueSections, NewSections);
|
|
|
|
if (bShouldBakeOutMaterials)
|
|
{
|
|
// Should merge flattened materials into one texture
|
|
SlowTask.EnterProgressFrame(30.0f, LOCTEXT("MergeStaticMeshComponents_BakingDownMaterials", "Rendering out Materials"));
|
|
|
|
// Flatten Materials
|
|
TArray<FFlattenMaterial> FlattenedMaterials;
|
|
TArray<UMaterialInterface*> Materials;
|
|
for (const FSectionInfo& Section : UniqueSections)
|
|
{
|
|
Materials.Push(Section.Material);
|
|
}
|
|
|
|
FlattenMaterialsWithMeshData(Materials, SourceMeshes, MaterialMap, MeshShouldBakeVertexData, InSettings.MaterialSettings, FlattenedMaterials);
|
|
|
|
// Try to optimize materials where possible
|
|
for (FFlattenMaterial& InMaterial : FlattenedMaterials)
|
|
{
|
|
FMaterialUtilities::OptimizeFlattenMaterial(InMaterial);
|
|
}
|
|
|
|
FIntPoint AtlasTextureSize = InSettings.MaterialSettings.TextureSize;
|
|
FFlattenMaterial MergedFlatMaterial;
|
|
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Diffuse, AtlasTextureSize);
|
|
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, InSettings.MaterialSettings.bNormalMap ? AtlasTextureSize : FIntPoint::ZeroValue);
|
|
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Metallic, InSettings.MaterialSettings.bMetallicMap ? AtlasTextureSize : FIntPoint::ZeroValue);
|
|
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Roughness, InSettings.MaterialSettings.bRoughnessMap ? AtlasTextureSize : FIntPoint::ZeroValue);
|
|
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Specular, InSettings.MaterialSettings.bSpecularMap ? AtlasTextureSize : FIntPoint::ZeroValue);
|
|
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Emissive, InSettings.MaterialSettings.bEmissiveMap ? AtlasTextureSize : FIntPoint::ZeroValue);
|
|
MergedFlatMaterial.SetPropertySize(EFlattenMaterialProperties::Opacity, InSettings.MaterialSettings.bOpacityMap ? AtlasTextureSize : FIntPoint::ZeroValue);
|
|
|
|
TArray<FRawMeshUVTransform> UVTransforms;
|
|
|
|
if (InSettings.bUseTextureBinning)
|
|
{
|
|
TArray<float> MaterialImportance;
|
|
FMaterialUtilities::DetermineMaterialImportance(Materials, MaterialImportance);
|
|
TArray<FBox2D> MaterialBoxes;
|
|
FMaterialUtilities::GeneratedBinnedTextureSquares(FVector2D(1.0f, 1.0f), MaterialImportance, MaterialBoxes);
|
|
FlattenBinnedMaterials(FlattenedMaterials, MaterialBoxes, MergedFlatMaterial, UVTransforms);
|
|
}
|
|
else
|
|
{
|
|
MergeFlattenedMaterials(FlattenedMaterials, MergedFlatMaterial, UVTransforms);
|
|
}
|
|
|
|
FMaterialUtilities::OptimizeFlattenMaterial(MergedFlatMaterial);
|
|
|
|
// Adjust UVs and remap material indices
|
|
for (int32 MeshIndex = 0; MeshIndex < SourceMeshes.Num(); ++MeshIndex)
|
|
{
|
|
const int32 LODIndex = SourceMeshes[MeshIndex].ExportLODIndex;
|
|
FRawMesh& RawMesh = *SourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh;
|
|
if (RawMesh.VertexPositions.Num())
|
|
{
|
|
const TArray<int32> MaterialIndices = MaterialMap[FMeshIdAndLOD(MeshIndex, LODIndex)];
|
|
|
|
// If we end up in the situation where we have two of the same meshes which require baking vertex data (thus unique UVs), the first one to be found in the array will be used to bake out the material and generate new uvs for it. The other one however will not have the new UVs and thus the baked out material does not match up with its uvs which makes the mesh be UVed incorrectly with the new baked material.
|
|
if (!SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs.Num() && MeshShouldBakeVertexData[MeshIndex])
|
|
{
|
|
// Calculate the max bounds for this raw mesh
|
|
CalculateTextureCoordinateBoundsForRawMesh(*SourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh, SourceMeshes[MeshIndex].MeshLODData[LODIndex].TexCoordBounds);
|
|
|
|
// Generate unique UVs
|
|
GenerateUniqueUVsForStaticMesh(*SourceMeshes[MeshIndex].MeshLODData[LODIndex].RawMesh, InSettings.MaterialSettings.TextureSize.GetMax(), SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs);
|
|
}
|
|
|
|
for (int32 UVChannelIdx = 0; UVChannelIdx < MAX_MESH_TEXTURE_COORDS; ++UVChannelIdx)
|
|
{
|
|
// Determine if we should use original or non-overlapping generated UVs
|
|
TArray<FVector2D>& UVs = SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs.Num() ? SourceMeshes[MeshIndex].MeshLODData[LODIndex].NewUVs : RawMesh.WedgeTexCoords[UVChannelIdx];
|
|
if (RawMesh.WedgeTexCoords[UVChannelIdx].Num() > 0)
|
|
{
|
|
int32 UVIdx = 0;
|
|
for (int32 FaceMaterialIndex : RawMesh.FaceMaterialIndices)
|
|
{
|
|
const FRawMeshUVTransform& UVTransform = UVTransforms[MaterialIndices[FaceMaterialIndex]];
|
|
if (UVTransform.IsValid())
|
|
{
|
|
FVector2D UV0 = GetValidUV(UVs[UVIdx + 0]);
|
|
FVector2D UV1 = GetValidUV(UVs[UVIdx + 1]);
|
|
FVector2D UV2 = GetValidUV(UVs[UVIdx + 2]);
|
|
RawMesh.WedgeTexCoords[UVChannelIdx][UVIdx + 0] = UV0 * UVTransform.Scale + UVTransform.Offset;
|
|
RawMesh.WedgeTexCoords[UVChannelIdx][UVIdx + 1] = UV1 * UVTransform.Scale + UVTransform.Offset;
|
|
RawMesh.WedgeTexCoords[UVChannelIdx][UVIdx + 2] = UV2 * UVTransform.Scale + UVTransform.Offset;
|
|
}
|
|
|
|
UVIdx += 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Reset material indexes
|
|
for (int32& FaceMaterialIndex : RawMesh.FaceMaterialIndices)
|
|
{
|
|
FaceMaterialIndex = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Create merged material asset
|
|
FString MaterialAssetName;
|
|
FString MaterialPackageName;
|
|
if (InBasePackageName.IsEmpty())
|
|
{
|
|
MaterialAssetName = TEXT("M_MERGED_") + FPackageName::GetShortName(MergedAssetPackageName);
|
|
MaterialPackageName = FPackageName::GetLongPackagePath(MergedAssetPackageName) + TEXT("/") + MaterialAssetName;
|
|
}
|
|
else
|
|
{
|
|
MaterialAssetName = TEXT("M_") + FPackageName::GetShortName(InBasePackageName);
|
|
MaterialPackageName = FPackageName::GetLongPackagePath(InBasePackageName) + TEXT("/") + MaterialAssetName;
|
|
}
|
|
|
|
UPackage* MaterialPackage = InOuter;
|
|
if (MaterialPackage == nullptr)
|
|
{
|
|
MaterialPackage = CreatePackage(nullptr, *MaterialPackageName);
|
|
check(MaterialPackage);
|
|
MaterialPackage->FullyLoad();
|
|
MaterialPackage->Modify();
|
|
}
|
|
|
|
UMaterialInstanceConstant* MergedMaterial = ProxyMaterialUtilities::CreateProxyMaterialInstance(MaterialPackage, InSettings.MaterialSettings, MergedFlatMaterial, MaterialAssetName, MaterialPackageName);
|
|
// Set material static lighting usage flag if project has static lighting enabled
|
|
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
|
|
const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnGameThread() != 0);
|
|
if (bAllowStaticLighting)
|
|
{
|
|
MergedMaterial->CheckMaterialUsage(MATUSAGE_StaticLighting);
|
|
}
|
|
|
|
// Only end up with one material so clear array first
|
|
UniqueSections.Empty();
|
|
|
|
FSectionInfo NewSection;
|
|
NewSection.Material = MergedMaterial;
|
|
NewSection.bShadowCastingEnabled = true;
|
|
NewSection.bCollisionEnabled = false;
|
|
|
|
UniqueSections.Add(NewSection);
|
|
}
|
|
|
|
FRawMeshExt MergedMesh;
|
|
FMemory::Memset(&MergedMesh, 0, sizeof(MergedMesh));
|
|
|
|
// Flatten out the occupied UV channel flags, we need this to ensure the same amount of uv sets written out for each mesh
|
|
bool bFlattenedOcuppiedUVChannels[MAX_MESH_TEXTURE_COORDS];
|
|
FMemory::Memset(bFlattenedOcuppiedUVChannels, 0, sizeof(bool) * MAX_MESH_TEXTURE_COORDS);
|
|
for (int CoordinateIndex = 0; CoordinateIndex < MAX_MESH_TEXTURE_COORDS; ++CoordinateIndex)
|
|
{
|
|
for (int32 LODIndex = 0; LODIndex < MAX_STATIC_MESH_LODS; ++LODIndex)
|
|
{
|
|
bFlattenedOcuppiedUVChannels[CoordinateIndex] |= bOcuppiedUVChannels[LODIndex][CoordinateIndex];
|
|
}
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(40.0f, LOCTEXT("MergeStaticMeshComponents_MergingMeshesTogether", "Generating Output Static Mesh"));
|
|
FMeshSectionInfoMap SectionInfoMap;
|
|
int32 MaxExportLODs = bMergeAllAvailableLODs ? NumMaxLOD : 1;
|
|
// Merge meshes into single mesh
|
|
for (int32 SourceMeshIdx = 0; SourceMeshIdx < SourceMeshes.Num(); ++SourceMeshIdx)
|
|
{
|
|
for (int32 TargetLODIndex = 0; TargetLODIndex < MaxExportLODs; ++TargetLODIndex)
|
|
{
|
|
int32 SourceLODIndex = SourceMeshes[SourceMeshIdx].bShouldExportLOD[TargetLODIndex] ? TargetLODIndex : (SourceMeshes[SourceMeshIdx].MaxLODExport);
|
|
|
|
if (!bMergeAllAvailableLODs)
|
|
{
|
|
SourceLODIndex = SourceMeshes[SourceMeshIdx].ExportLODIndex;
|
|
}
|
|
|
|
// Allocate raw meshes where needed
|
|
if (MergedMesh.MeshLODData[TargetLODIndex].RawMesh == nullptr)
|
|
{
|
|
MergedMesh.MeshLODData[TargetLODIndex].RawMesh = new FRawMesh();
|
|
}
|
|
|
|
// Merge vertex data from source mesh list into single mesh
|
|
const FRawMesh& SourceRawMesh = *SourceMeshes[SourceMeshIdx].MeshLODData[SourceLODIndex].RawMesh;
|
|
|
|
if (SourceRawMesh.VertexPositions.Num() == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const TArray<int32> MaterialIndices = MaterialMap[FMeshIdAndLOD(SourceMeshIdx, SourceLODIndex)];
|
|
check(MaterialIndices.Num() > 0);
|
|
|
|
FRawMesh& TargetRawMesh = *MergedMesh.MeshLODData[TargetLODIndex].RawMesh;
|
|
TargetRawMesh.FaceSmoothingMasks.Append(SourceRawMesh.FaceSmoothingMasks);
|
|
|
|
if (InSettings.bMergeMaterials && !bMergeAllAvailableLODs)
|
|
{
|
|
TargetRawMesh.FaceMaterialIndices.AddZeroed(SourceRawMesh.FaceMaterialIndices.Num());
|
|
}
|
|
else
|
|
{
|
|
for (const int32 Index : SourceRawMesh.FaceMaterialIndices)
|
|
{
|
|
TargetRawMesh.FaceMaterialIndices.Add(MaterialIndices[Index]);
|
|
}
|
|
}
|
|
|
|
int32 IndicesOffset = TargetRawMesh.VertexPositions.Num();
|
|
|
|
for (int32 Index : SourceRawMesh.WedgeIndices)
|
|
{
|
|
TargetRawMesh.WedgeIndices.Add(Index + IndicesOffset);
|
|
}
|
|
|
|
for (FVector VertexPos : SourceRawMesh.VertexPositions)
|
|
{
|
|
TargetRawMesh.VertexPositions.Add(VertexPos - MergedAssetPivot);
|
|
}
|
|
|
|
TargetRawMesh.WedgeTangentX.Append(SourceRawMesh.WedgeTangentX);
|
|
TargetRawMesh.WedgeTangentY.Append(SourceRawMesh.WedgeTangentY);
|
|
TargetRawMesh.WedgeTangentZ.Append(SourceRawMesh.WedgeTangentZ);
|
|
|
|
// Deal with vertex colors
|
|
// Some meshes may have it, in this case merged mesh will be forced to have vertex colors as well
|
|
if (InSettings.bBakeVertexDataToMesh)
|
|
{
|
|
if (bWithVertexColors[SourceLODIndex] && SourceRawMesh.WedgeColors.Num())
|
|
{
|
|
TargetRawMesh.WedgeColors.Append(SourceRawMesh.WedgeColors);
|
|
}
|
|
else
|
|
{
|
|
// In case this source mesh does not have vertex colors, fill target with 0xFF
|
|
int32 ColorsOffset = TargetRawMesh.WedgeColors.Num();
|
|
int32 ColorsNum = SourceRawMesh.WedgeIndices.Num();
|
|
TargetRawMesh.WedgeColors.AddUninitialized(ColorsNum);
|
|
FMemory::Memset(&TargetRawMesh.WedgeColors[ColorsOffset], 0xFF, ColorsNum*TargetRawMesh.WedgeColors.GetTypeSize());
|
|
}
|
|
}
|
|
|
|
|
|
// Merge all other UV channels
|
|
for (int32 ChannelIdx = 0; ChannelIdx < MAX_MESH_TEXTURE_COORDS; ++ChannelIdx)
|
|
{
|
|
// Whether this channel has data
|
|
if (bFlattenedOcuppiedUVChannels[ChannelIdx])
|
|
{
|
|
const TArray<FVector2D>& SourceChannel = SourceRawMesh.WedgeTexCoords[ChannelIdx];
|
|
TArray<FVector2D>& TargetChannel = TargetRawMesh.WedgeTexCoords[ChannelIdx];
|
|
|
|
// Whether source mesh has data in this channel
|
|
if (SourceChannel.Num())
|
|
{
|
|
TargetChannel.Append(SourceChannel);
|
|
}
|
|
else
|
|
{
|
|
// Fill with zero coordinates if source mesh has no data for this channel
|
|
const int32 TexCoordNum = SourceRawMesh.WedgeIndices.Num();
|
|
for (int32 CoordIdx = 0; CoordIdx < TexCoordNum; ++CoordIdx)
|
|
{
|
|
TargetChannel.Add(FVector2D::ZeroVector);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Populate mesh section map
|
|
for (int32 TargetLODIndex = 0; TargetLODIndex < MaxExportLODs; ++TargetLODIndex)
|
|
{
|
|
TArray<uint32> UniqueMaterialIndices;
|
|
FRawMesh& TargetRawMesh = *MergedMesh.MeshLODData[TargetLODIndex].RawMesh;
|
|
|
|
for (uint32 MaterialIndex : TargetRawMesh.FaceMaterialIndices)
|
|
{
|
|
UniqueMaterialIndices.AddUnique(MaterialIndex);
|
|
}
|
|
|
|
for (int32 Index = 0; Index < UniqueMaterialIndices.Num(); ++Index)
|
|
{
|
|
const uint32 MaterialIndex = UniqueMaterialIndices[Index];
|
|
FSectionInfo StoredSectionInfo = UniqueSections[MaterialIndex];
|
|
|
|
FMeshSectionInfo SectionInfo;
|
|
SectionInfo.bCastShadow = StoredSectionInfo.bShadowCastingEnabled;
|
|
SectionInfo.bEnableCollision = StoredSectionInfo.bCollisionEnabled;
|
|
SectionInfo.MaterialIndex = MaterialIndex;
|
|
SectionInfoMap.Set(TargetLODIndex, Index, SectionInfo);
|
|
}
|
|
}
|
|
|
|
// Transform physics primitives to merged mesh pivot
|
|
if (InSettings.bMergePhysicsData && !MergedAssetPivot.IsZero())
|
|
{
|
|
FTransform PivotTM(-MergedAssetPivot);
|
|
for (auto& SourceMesh : SourceMeshes)
|
|
{
|
|
TransformPhysicsGeometry(PivotTM, SourceMesh.AggGeom);
|
|
}
|
|
}
|
|
|
|
// Compute target lightmap channel for each LOD, by looking at the first empty UV channel
|
|
int32 LightMapUVChannel = InSettings.bGenerateLightMapUV ? -1 : 0;
|
|
if (InSettings.bGenerateLightMapUV)
|
|
{
|
|
for (int32 ChannelIdx = 0; ChannelIdx < MAX_MESH_TEXTURE_COORDS; ++ChannelIdx)
|
|
{
|
|
bool bOccupied = false;
|
|
if (bFlattenedOcuppiedUVChannels[ChannelIdx])
|
|
{
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
LightMapUVChannel = ChannelIdx;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (LightMapUVChannel == -1)
|
|
{
|
|
// Output warning message
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("Failed to find available lightmap uv channel"));
|
|
LightMapUVChannel = 0;
|
|
}
|
|
}
|
|
|
|
//
|
|
//Create merged mesh asset
|
|
//
|
|
SlowTask.EnterProgressFrame(10.0f, LOCTEXT("MergeStaticMeshComponents_CreatingAsset", "Creating Output Assets"));
|
|
{
|
|
FString AssetName;
|
|
FString PackageName;
|
|
if (InBasePackageName.IsEmpty())
|
|
{
|
|
AssetName = TEXT("SM_MERGED_") + FPackageName::GetShortName(MergedAssetPackageName);
|
|
PackageName = FPackageName::GetLongPackagePath(MergedAssetPackageName) + TEXT("/") + AssetName;
|
|
}
|
|
else
|
|
{
|
|
AssetName = FPackageName::GetShortName(InBasePackageName);
|
|
PackageName = InBasePackageName;
|
|
}
|
|
|
|
UPackage* Package = InOuter;
|
|
if (Package == nullptr)
|
|
{
|
|
Package = CreatePackage(NULL, *PackageName);
|
|
check(Package);
|
|
Package->FullyLoad();
|
|
Package->Modify();
|
|
}
|
|
|
|
UStaticMesh* StaticMesh = NewObject<UStaticMesh>(Package, *AssetName, RF_Public | RF_Standalone);
|
|
StaticMesh->InitResources();
|
|
|
|
FString OutputPath = StaticMesh->GetPathName();
|
|
|
|
// make sure it has a new lighting guid
|
|
StaticMesh->LightingGuid = FGuid::NewGuid();
|
|
if (InSettings.bGenerateLightMapUV)
|
|
{
|
|
StaticMesh->LightMapResolution = InSettings.TargetLightMapResolution;
|
|
StaticMesh->LightMapCoordinateIndex = LightMapUVChannel;
|
|
}
|
|
|
|
for (int32 LODIndex = 0; LODIndex < NumMaxLOD; ++LODIndex)
|
|
{
|
|
if (MergedMesh.MeshLODData[LODIndex].RawMesh != nullptr)
|
|
{
|
|
FRawMesh& MergedMeshLOD = *MergedMesh.MeshLODData[LODIndex].RawMesh;
|
|
if (MergedMeshLOD.VertexPositions.Num() > 0)
|
|
{
|
|
FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel();
|
|
/*Don't allow the engine to recalculate normals*/
|
|
SrcModel->BuildSettings.bRecomputeNormals = false;
|
|
SrcModel->BuildSettings.bRecomputeTangents = false;
|
|
SrcModel->BuildSettings.bRemoveDegenerates = false;
|
|
SrcModel->BuildSettings.bUseHighPrecisionTangentBasis = false;
|
|
SrcModel->BuildSettings.bUseFullPrecisionUVs = false;
|
|
SrcModel->BuildSettings.bGenerateLightmapUVs = InSettings.bGenerateLightMapUV;
|
|
SrcModel->BuildSettings.MinLightmapResolution = InSettings.TargetLightMapResolution;
|
|
SrcModel->BuildSettings.SrcLightmapIndex = 0;
|
|
SrcModel->BuildSettings.DstLightmapIndex = LightMapUVChannel;
|
|
|
|
SrcModel->RawMeshBulkData->SaveRawMesh(MergedMeshLOD);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Assign materials
|
|
for (const FSectionInfo& Section : UniqueSections)
|
|
{
|
|
UMaterialInterface* Material = Section.Material;
|
|
if (Material && !Material->IsAsset())
|
|
{
|
|
Material = nullptr; // do not save non-asset materials
|
|
}
|
|
|
|
StaticMesh->StaticMaterials.Add(FStaticMaterial(Material));
|
|
}
|
|
|
|
if (InSettings.bMergePhysicsData)
|
|
{
|
|
StaticMesh->CreateBodySetup();
|
|
if (BodySetupSource)
|
|
{
|
|
StaticMesh->BodySetup->CopyBodyPropertiesFrom(BodySetupSource);
|
|
}
|
|
|
|
StaticMesh->BodySetup->AggGeom = FKAggregateGeom();
|
|
// Copy collision from the source meshes
|
|
for (const FRawMeshExt& SourceMesh : SourceMeshes)
|
|
{
|
|
StaticMesh->BodySetup->AddCollisionFrom(SourceMesh.AggGeom);
|
|
}
|
|
|
|
// Bake rotation into verts of convex hulls, so they scale correctly after rotation
|
|
for (FKConvexElem& ConvexElem : StaticMesh->BodySetup->AggGeom.ConvexElems)
|
|
{
|
|
ConvexElem.BakeTransformToVerts();
|
|
}
|
|
}
|
|
|
|
StaticMesh->SectionInfoMap.CopyFrom(SectionInfoMap);
|
|
|
|
//Set the Imported version before calling the build
|
|
StaticMesh->ImportVersion = EImportStaticMeshVersion::LastVersion;
|
|
|
|
StaticMesh->Build(bSilent);
|
|
StaticMesh->PostEditChange();
|
|
|
|
OutAssetsToSync.Add(StaticMesh);
|
|
OutMergedActorLocation = MergedAssetPivot;
|
|
}
|
|
|
|
for (FRawMeshExt& SourceMesh : SourceMeshes)
|
|
{
|
|
for (FMeshMergeData& Mergedata : SourceMesh.MeshLODData)
|
|
{
|
|
Mergedata.ReleaseData();
|
|
}
|
|
}
|
|
|
|
for (FMeshMergeData& Mergedata : MergedMesh.MeshLODData)
|
|
{
|
|
Mergedata.ReleaseData();
|
|
}
|
|
}
|
|
|
|
void FMeshUtilities::MergeStaticMeshComponents(const TArray<UStaticMeshComponent*>& ComponentsToMerge, UWorld* World, const FMeshMergingSettings& InSettings, UPackage* InOuter, const FString& InBasePackageName, int32 UseLOD, /* does not build all LODs but only use this LOD to create base mesh */ TArray<UObject*>& OutAssetsToSync, FVector& OutMergedActorLocation, const float ScreenAreaSize, bool bSilent /*= false*/) const
|
|
{
|
|
MergeStaticMeshComponents(ComponentsToMerge, World, InSettings, InOuter, InBasePackageName, OutAssetsToSync, OutMergedActorLocation, ScreenAreaSize, bSilent);
|
|
}
|
|
|
|
bool FMeshUtilities::RemoveBonesFromMesh(USkeletalMesh* SkeletalMesh, int32 LODIndex, const TArray<FName>* BoneNamesToRemove) const
|
|
{
|
|
IMeshBoneReductionModule& MeshBoneReductionModule = FModuleManager::Get().LoadModuleChecked<IMeshBoneReductionModule>("MeshBoneReduction");
|
|
IMeshBoneReduction * MeshBoneReductionInterface = MeshBoneReductionModule.GetMeshBoneReductionInterface();
|
|
|
|
return MeshBoneReductionInterface->ReduceBoneCounts(SkeletalMesh, LODIndex, BoneNamesToRemove);
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Mesh reduction.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
IMeshReduction* FMeshUtilities::GetStaticMeshReductionInterface()
|
|
{
|
|
return StaticMeshReduction;
|
|
}
|
|
|
|
IMeshReduction* FMeshUtilities::GetSkeletalMeshReductionInterface()
|
|
{
|
|
return SkeletalMeshReduction;
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Mesh merging.
|
|
------------------------------------------------------------------------------*/
|
|
IMeshMerging* FMeshUtilities::GetMeshMergingInterface()
|
|
{
|
|
return MeshMerging;
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Module initialization / teardown.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
void FMeshUtilities::StartupModule()
|
|
{
|
|
check(StaticMeshReduction == NULL);
|
|
check(SkeletalMeshReduction == NULL);
|
|
check(MeshMerging == NULL);
|
|
|
|
Processor = new FProxyGenerationProcessor();
|
|
|
|
// Look for a mesh reduction module.
|
|
{
|
|
TArray<FName> ModuleNames;
|
|
FModuleManager::Get().FindModules(TEXT("*MeshReduction"), ModuleNames);
|
|
TArray<FName> SwarmModuleNames;
|
|
FModuleManager::Get().FindModules(TEXT("*SimplygonSwarm"), SwarmModuleNames);
|
|
|
|
for (int32 Index = 0; Index < ModuleNames.Num(); Index++)
|
|
{
|
|
bool bIsChoosenModule = ModuleNames[Index].GetPlainNameString().Equals( CVarMeshReductionModule->GetString() );
|
|
|
|
IMeshReductionModule& MeshReductionModule = FModuleManager::LoadModuleChecked<IMeshReductionModule>(ModuleNames[Index]);
|
|
|
|
// Look for MeshReduction interface
|
|
if( MeshReductionModule.GetStaticMeshReductionInterface() )
|
|
{
|
|
if( bIsChoosenModule || StaticMeshReduction == NULL )
|
|
{
|
|
StaticMeshReduction = MeshReductionModule.GetStaticMeshReductionInterface();
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("Using %s for automatic static mesh reduction"), *ModuleNames[Index].ToString());
|
|
}
|
|
}
|
|
|
|
// Look for MeshReduction interface
|
|
if( MeshReductionModule.GetSkeletalMeshReductionInterface() )
|
|
{
|
|
if( bIsChoosenModule || SkeletalMeshReduction == NULL )
|
|
{
|
|
SkeletalMeshReduction = MeshReductionModule.GetSkeletalMeshReductionInterface();
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("Using %s for automatic skeletal mesh reduction"), *ModuleNames[Index].ToString());
|
|
}
|
|
}
|
|
|
|
// Look for MeshMerging interface
|
|
if( MeshReductionModule.GetMeshMergingInterface() )
|
|
{
|
|
if( bIsChoosenModule || MeshMerging == NULL )
|
|
{
|
|
MeshMerging = MeshReductionModule.GetMeshMergingInterface();
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("Using %s for automatic mesh merging"), *ModuleNames[Index].ToString());
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
for (int32 Index = 0; Index < SwarmModuleNames.Num(); Index++)
|
|
{
|
|
IMeshReductionModule& MeshReductionModule = FModuleManager::LoadModuleChecked<IMeshReductionModule>(SwarmModuleNames[Index]);
|
|
|
|
// Look for distributed mesh merging interface
|
|
if (DistributedMeshMerging == NULL)
|
|
{
|
|
DistributedMeshMerging = MeshReductionModule.GetMeshMergingInterface();
|
|
|
|
if (DistributedMeshMerging)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("Using %s for distributed automatic mesh merging"), *SwarmModuleNames[Index].ToString());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!StaticMeshReduction)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("No automatic static mesh reduction module available"));
|
|
}
|
|
if (!SkeletalMeshReduction)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("No automatic skeletal mesh reduction module available"));
|
|
}
|
|
|
|
if (!MeshMerging)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("No automatic mesh merging module available"));
|
|
}
|
|
else
|
|
{
|
|
MeshMerging->CompleteDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationComplete);
|
|
MeshMerging->FailedDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationFailed);
|
|
}
|
|
|
|
if (!DistributedMeshMerging)
|
|
{
|
|
UE_LOG(LogMeshUtilities, Log, TEXT("No distributed automatic mesh merging module available"));
|
|
}
|
|
else
|
|
{
|
|
DistributedMeshMerging->CompleteDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationComplete);
|
|
DistributedMeshMerging->FailedDelegate.BindRaw(Processor, &FProxyGenerationProcessor::ProxyGenerationFailed);
|
|
}
|
|
}
|
|
|
|
bDisableTriangleOrderOptimization = (CVarTriangleOrderOptimization.GetValueOnGameThread() == 2);
|
|
|
|
bUsingNvTriStrip = !bDisableTriangleOrderOptimization && (CVarTriangleOrderOptimization.GetValueOnGameThread() == 0);
|
|
|
|
// Construct and cache the version string for the mesh utilities module.
|
|
VersionString = FString::Printf(
|
|
TEXT("%s%s%s"),
|
|
MESH_UTILITIES_VER,
|
|
StaticMeshReduction ? *StaticMeshReduction->GetVersionString() : TEXT(""),
|
|
bUsingNvTriStrip ? TEXT("_NvTriStrip") : TEXT("")
|
|
);
|
|
bUsingSimplygon = VersionString.Contains(TEXT("Simplygon"));
|
|
|
|
// hook up level editor extension for skeletal mesh conversion
|
|
ModuleLoadedDelegateHandle = FModuleManager::Get().OnModulesChanged().AddLambda([this](FName InModuleName, EModuleChangeReason InChangeReason)
|
|
{
|
|
if (InChangeReason == EModuleChangeReason::ModuleLoaded)
|
|
{
|
|
if (InModuleName == "LevelEditor")
|
|
{
|
|
AddLevelViewportMenuExtender();
|
|
}
|
|
else if (InModuleName == "AnimationBlueprintEditor")
|
|
{
|
|
AddAnimationBlueprintEditorToolbarExtender();
|
|
}
|
|
else if (InModuleName == "AnimationEditor")
|
|
{
|
|
AddAnimationEditorToolbarExtender();
|
|
}
|
|
else if (InModuleName == "SkeletalMeshEditor")
|
|
{
|
|
AddSkeletalMeshEditorToolbarExtender();
|
|
}
|
|
else if (InModuleName == "SkeletonEditor")
|
|
{
|
|
AddSkeletonEditorToolbarExtender();
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
void FMeshUtilities::ShutdownModule()
|
|
{
|
|
RemoveLevelViewportMenuExtender();
|
|
RemoveAnimationBlueprintEditorToolbarExtender();
|
|
RemoveAnimationEditorToolbarExtender();
|
|
RemoveSkeletalMeshEditorToolbarExtender();
|
|
RemoveSkeletonEditorToolbarExtender();
|
|
FModuleManager::Get().OnModulesChanged().Remove(ModuleLoadedDelegateHandle);
|
|
StaticMeshReduction = NULL;
|
|
SkeletalMeshReduction = NULL;
|
|
MeshMerging = NULL;
|
|
VersionString.Empty();
|
|
}
|
|
|
|
bool FMeshUtilities::GenerateUniqueUVsForStaticMesh(const FRawMesh& RawMesh, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const
|
|
{
|
|
// Create a copy of original mesh
|
|
FRawMesh TempMesh = RawMesh;
|
|
|
|
// Find overlapping corners for UV generator. Allow some threshold - this should not produce any error in a case if resulting
|
|
// mesh will not merge these vertices.
|
|
TMultiMap<int32, int32> OverlappingCorners;
|
|
FindOverlappingCorners(OverlappingCorners, RawMesh, THRESH_POINTS_ARE_SAME);
|
|
|
|
// Generate new UVs
|
|
FLayoutUV Packer(&TempMesh, 0, 1, FMath::Clamp(TextureResolution / 4, 32, 512));
|
|
Packer.FindCharts(OverlappingCorners);
|
|
|
|
bool bPackSuccess = Packer.FindBestPacking();
|
|
if (bPackSuccess)
|
|
{
|
|
Packer.CommitPackedUVs();
|
|
// Save generated UVs
|
|
OutTexCoords = TempMesh.WedgeTexCoords[1];
|
|
}
|
|
return bPackSuccess;
|
|
}
|
|
|
|
bool FMeshUtilities::GenerateUniqueUVsForSkeletalMesh(const FStaticLODModel& LODModel, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const
|
|
{
|
|
// Get easy to use SkeletalMesh data
|
|
TArray<FSoftSkinVertex> Vertices;
|
|
FMultiSizeIndexContainerData IndexData;
|
|
LODModel.GetVertices(Vertices);
|
|
LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
|
|
|
|
int32 NumCorners = IndexData.Indices.Num();
|
|
|
|
// Generate FRawMesh from FStaticLODModel
|
|
FRawMesh TempMesh;
|
|
TempMesh.WedgeIndices.AddUninitialized(NumCorners);
|
|
TempMesh.WedgeTexCoords[0].AddUninitialized(NumCorners);
|
|
TempMesh.VertexPositions.AddUninitialized(NumCorners);
|
|
|
|
// Prepare vertex to wedge map
|
|
// PrevCorner[i] points to previous corner which shares the same wedge
|
|
TArray<int32> LastWedgeCorner;
|
|
LastWedgeCorner.AddUninitialized(Vertices.Num());
|
|
TArray<int32> PrevCorner;
|
|
PrevCorner.AddUninitialized(NumCorners);
|
|
for (int32 Index = 0; Index < Vertices.Num(); Index++)
|
|
{
|
|
LastWedgeCorner[Index] = -1;
|
|
}
|
|
|
|
for (int32 Index = 0; Index < NumCorners; Index++)
|
|
{
|
|
// Copy static vertex data
|
|
int32 VertexIndex = IndexData.Indices[Index];
|
|
FSoftSkinVertex& Vertex = Vertices[VertexIndex];
|
|
TempMesh.WedgeIndices[Index] = Index; // rudimental data, not really used by FLayoutUV - but array size matters
|
|
TempMesh.WedgeTexCoords[0][Index] = Vertex.UVs[0];
|
|
TempMesh.VertexPositions[Index] = Vertex.Position;
|
|
// Link all corners belonging to a single wedge into list
|
|
int32 PrevCornerIndex = LastWedgeCorner[VertexIndex];
|
|
LastWedgeCorner[VertexIndex] = Index;
|
|
PrevCorner[Index] = PrevCornerIndex;
|
|
}
|
|
|
|
// return GenerateUniqueUVsForStaticMesh(TempMesh, TextureResolution, OutTexCoords);
|
|
|
|
// Build overlapping corners map
|
|
TMultiMap<int32, int32> OverlappingCorners;
|
|
for (int32 Index = 0; Index < NumCorners; Index++)
|
|
{
|
|
int VertexIndex = IndexData.Indices[Index];
|
|
for (int32 CornerIndex = LastWedgeCorner[VertexIndex]; CornerIndex >= 0; CornerIndex = PrevCorner[CornerIndex])
|
|
{
|
|
if (CornerIndex != Index)
|
|
{
|
|
OverlappingCorners.Add(Index, CornerIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Generate new UVs
|
|
FLayoutUV Packer(&TempMesh, 0, 1, FMath::Clamp(TextureResolution / 4, 32, 512));
|
|
Packer.FindCharts(OverlappingCorners);
|
|
|
|
bool bPackSuccess = Packer.FindBestPacking();
|
|
if (bPackSuccess)
|
|
{
|
|
Packer.CommitPackedUVs();
|
|
// Save generated UVs
|
|
OutTexCoords = TempMesh.WedgeTexCoords[1];
|
|
}
|
|
return bPackSuccess;
|
|
}
|
|
|
|
void FMeshUtilities::CalculateTangents(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, const TArray<FVector2D>& InUVs, const TArray<uint32>& InSmoothingGroupIndices, const uint32 InTangentOptions, TArray<FVector>& OutTangentX, TArray<FVector>& OutTangentY, TArray<FVector>& OutNormals) const
|
|
{
|
|
const float ComparisonThreshold = (InTangentOptions & ETangentOptions::IgnoreDegenerateTriangles ) ? THRESH_POINTS_ARE_SAME : 0.0f;
|
|
|
|
TMultiMap<int32, int32> OverlappingCorners;
|
|
FindOverlappingCorners(OverlappingCorners, InVertices, InIndices, ComparisonThreshold);
|
|
ComputeTangents(InVertices, InIndices, InUVs, InSmoothingGroupIndices, OverlappingCorners, OutTangentX, OutTangentY, OutNormals, InTangentOptions);
|
|
}
|
|
|
|
void FMeshUtilities::AddAnimationBlueprintEditorToolbarExtender()
|
|
{
|
|
IAnimationBlueprintEditorModule& AnimationBlueprintEditorModule = FModuleManager::Get().LoadModuleChecked<IAnimationBlueprintEditorModule>("AnimationBlueprintEditor");
|
|
auto& ToolbarExtenders = AnimationBlueprintEditorModule.GetAllAnimationBlueprintEditorToolbarExtenders();
|
|
|
|
ToolbarExtenders.Add(IAnimationBlueprintEditorModule::FAnimationBlueprintEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetAnimationBlueprintEditorToolbarExtender));
|
|
AnimationBlueprintEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
|
|
}
|
|
|
|
void FMeshUtilities::RemoveAnimationBlueprintEditorToolbarExtender()
|
|
{
|
|
IAnimationBlueprintEditorModule* AnimationBlueprintEditorModule = FModuleManager::Get().GetModulePtr<IAnimationBlueprintEditorModule>("AnimationBlueprintEditor");
|
|
if (AnimationBlueprintEditorModule)
|
|
{
|
|
typedef IAnimationBlueprintEditorModule::FAnimationBlueprintEditorToolbarExtender DelegateType;
|
|
AnimationBlueprintEditorModule->GetAllAnimationBlueprintEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == AnimationBlueprintEditorExtenderHandle; });
|
|
}
|
|
}
|
|
|
|
TSharedRef<FExtender> FMeshUtilities::GetAnimationBlueprintEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationBlueprintEditor> InAnimationBlueprintEditor)
|
|
{
|
|
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
|
|
|
|
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InAnimationBlueprintEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
|
|
|
|
Extender->AddToolBarExtension(
|
|
"Asset",
|
|
EExtensionHook::After,
|
|
CommandList,
|
|
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
|
|
);
|
|
|
|
return Extender;
|
|
}
|
|
|
|
void FMeshUtilities::AddAnimationEditorToolbarExtender()
|
|
{
|
|
IAnimationEditorModule& AnimationEditorModule = FModuleManager::Get().LoadModuleChecked<IAnimationEditorModule>("AnimationEditor");
|
|
auto& ToolbarExtenders = AnimationEditorModule.GetAllAnimationEditorToolbarExtenders();
|
|
|
|
ToolbarExtenders.Add(IAnimationEditorModule::FAnimationEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetAnimationEditorToolbarExtender));
|
|
AnimationEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
|
|
}
|
|
|
|
void FMeshUtilities::RemoveAnimationEditorToolbarExtender()
|
|
{
|
|
IAnimationEditorModule* AnimationEditorModule = FModuleManager::Get().GetModulePtr<IAnimationEditorModule>("AnimationEditor");
|
|
if (AnimationEditorModule)
|
|
{
|
|
typedef IAnimationEditorModule::FAnimationEditorToolbarExtender DelegateType;
|
|
AnimationEditorModule->GetAllAnimationEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == AnimationEditorExtenderHandle; });
|
|
}
|
|
}
|
|
|
|
TSharedRef<FExtender> FMeshUtilities::GetAnimationEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<IAnimationEditor> InAnimationEditor)
|
|
{
|
|
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
|
|
|
|
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InAnimationEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
|
|
|
|
Extender->AddToolBarExtension(
|
|
"Asset",
|
|
EExtensionHook::After,
|
|
CommandList,
|
|
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
|
|
);
|
|
|
|
return Extender;
|
|
}
|
|
|
|
void FMeshUtilities::AddSkeletalMeshEditorToolbarExtender()
|
|
{
|
|
ISkeletalMeshEditorModule& SkeletalMeshEditorModule = FModuleManager::Get().LoadModuleChecked<ISkeletalMeshEditorModule>("SkeletalMeshEditor");
|
|
auto& ToolbarExtenders = SkeletalMeshEditorModule.GetAllSkeletalMeshEditorToolbarExtenders();
|
|
|
|
ToolbarExtenders.Add(ISkeletalMeshEditorModule::FSkeletalMeshEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetSkeletalMeshEditorToolbarExtender));
|
|
SkeletalMeshEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
|
|
}
|
|
|
|
void FMeshUtilities::RemoveSkeletalMeshEditorToolbarExtender()
|
|
{
|
|
ISkeletalMeshEditorModule* SkeletalMeshEditorModule = FModuleManager::Get().GetModulePtr<ISkeletalMeshEditorModule>("SkeletalMeshEditor");
|
|
if (SkeletalMeshEditorModule)
|
|
{
|
|
typedef ISkeletalMeshEditorModule::FSkeletalMeshEditorToolbarExtender DelegateType;
|
|
SkeletalMeshEditorModule->GetAllSkeletalMeshEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == SkeletalMeshEditorExtenderHandle; });
|
|
}
|
|
}
|
|
|
|
TSharedRef<FExtender> FMeshUtilities::GetSkeletalMeshEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletalMeshEditor> InSkeletalMeshEditor)
|
|
{
|
|
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
|
|
|
|
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InSkeletalMeshEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
|
|
|
|
Extender->AddToolBarExtension(
|
|
"Asset",
|
|
EExtensionHook::After,
|
|
CommandList,
|
|
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
|
|
);
|
|
|
|
return Extender;
|
|
}
|
|
|
|
void FMeshUtilities::AddSkeletonEditorToolbarExtender()
|
|
{
|
|
ISkeletonEditorModule& SkeletonEditorModule = FModuleManager::Get().LoadModuleChecked<ISkeletonEditorModule>("SkeletonEditor");
|
|
auto& ToolbarExtenders = SkeletonEditorModule.GetAllSkeletonEditorToolbarExtenders();
|
|
|
|
ToolbarExtenders.Add(ISkeletonEditorModule::FSkeletonEditorToolbarExtender::CreateRaw(this, &FMeshUtilities::GetSkeletonEditorToolbarExtender));
|
|
SkeletonEditorExtenderHandle = ToolbarExtenders.Last().GetHandle();
|
|
}
|
|
|
|
void FMeshUtilities::RemoveSkeletonEditorToolbarExtender()
|
|
{
|
|
ISkeletonEditorModule* SkeletonEditorModule = FModuleManager::Get().GetModulePtr<ISkeletonEditorModule>("SkeletonEditor");
|
|
if (SkeletonEditorModule)
|
|
{
|
|
typedef ISkeletonEditorModule::FSkeletonEditorToolbarExtender DelegateType;
|
|
SkeletonEditorModule->GetAllSkeletonEditorToolbarExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == SkeletonEditorExtenderHandle; });
|
|
}
|
|
}
|
|
|
|
TSharedRef<FExtender> FMeshUtilities::GetSkeletonEditorToolbarExtender(const TSharedRef<FUICommandList> CommandList, TSharedRef<ISkeletonEditor> InSkeletonEditor)
|
|
{
|
|
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
|
|
|
|
UMeshComponent* MeshComponent = Cast<UMeshComponent>(InSkeletonEditor->GetPersonaToolkit()->GetPreviewMeshComponent());
|
|
|
|
Extender->AddToolBarExtension(
|
|
"Asset",
|
|
EExtensionHook::After,
|
|
CommandList,
|
|
FToolBarExtensionDelegate::CreateRaw(this, &FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar, MeshComponent)
|
|
);
|
|
|
|
return Extender;
|
|
}
|
|
|
|
|
|
void FMeshUtilities::HandleAddConvertComponentToStaticMeshToToolbar(FToolBarBuilder& ParentToolbarBuilder, UMeshComponent* InMeshComponent)
|
|
{
|
|
ParentToolbarBuilder.AddToolBarButton(
|
|
FUIAction(FExecuteAction::CreateLambda([this, InMeshComponent]()
|
|
{
|
|
ConvertMeshesToStaticMesh(TArray<UMeshComponent*>({ InMeshComponent }), InMeshComponent->GetComponentToWorld());
|
|
})),
|
|
NAME_None,
|
|
LOCTEXT("MakeStaticMesh", "Make Static Mesh"),
|
|
LOCTEXT("MakeStaticMeshTooltip", "Make a new static mesh out of the preview's current pose."),
|
|
FSlateIcon("EditorStyle", "Persona.ConvertToStaticMesh")
|
|
);
|
|
}
|
|
|
|
void FMeshUtilities::AddLevelViewportMenuExtender()
|
|
{
|
|
FLevelEditorModule& LevelEditorModule = FModuleManager::Get().LoadModuleChecked<FLevelEditorModule>("LevelEditor");
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|
auto& MenuExtenders = LevelEditorModule.GetAllLevelViewportContextMenuExtenders();
|
|
|
|
MenuExtenders.Add(FLevelEditorModule::FLevelViewportMenuExtender_SelectedActors::CreateRaw(this, &FMeshUtilities::GetLevelViewportContextMenuExtender));
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|
LevelViewportExtenderHandle = MenuExtenders.Last().GetHandle();
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|
}
|
|
|
|
void FMeshUtilities::RemoveLevelViewportMenuExtender()
|
|
{
|
|
if (LevelViewportExtenderHandle.IsValid())
|
|
{
|
|
FLevelEditorModule* LevelEditorModule = FModuleManager::Get().GetModulePtr<FLevelEditorModule>("LevelEditor");
|
|
if (LevelEditorModule)
|
|
{
|
|
typedef FLevelEditorModule::FLevelViewportMenuExtender_SelectedActors DelegateType;
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|
LevelEditorModule->GetAllLevelViewportContextMenuExtenders().RemoveAll([=](const DelegateType& In) { return In.GetHandle() == LevelViewportExtenderHandle; });
|
|
}
|
|
}
|
|
}
|
|
|
|
TSharedRef<FExtender> FMeshUtilities::GetLevelViewportContextMenuExtender(const TSharedRef<FUICommandList> CommandList, const TArray<AActor*> InActors)
|
|
{
|
|
TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
|
|
|
|
if (InActors.Num() > 0)
|
|
{
|
|
bool bHasComponent = false;
|
|
for (AActor* Actor : InActors)
|
|
{
|
|
TInlineComponentArray<UMeshComponent*> Components(Actor);
|
|
if (Components.Num() > 0)
|
|
{
|
|
bHasComponent = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bHasComponent)
|
|
{
|
|
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;
|
|
|
|
for (AActor* Actor : InActors)
|
|
{
|
|
// add all components from this actor
|
|
TInlineComponentArray<UMeshComponent*> ActorComponents(Actor);
|
|
for (UMeshComponent* ActorComponent : ActorComponents)
|
|
{
|
|
MeshComponents.AddUnique(ActorComponent);
|
|
}
|
|
|
|
// add all attached actors
|
|
TArray<AActor*> AttachedActors;
|
|
Actor->GetAttachedActors(AttachedActors);
|
|
for (AActor* AttachedActor : AttachedActors)
|
|
{
|
|
TInlineComponentArray<UMeshComponent*> AttachedActorComponents(AttachedActor);
|
|
for (UMeshComponent* AttachedActorComponent : AttachedActorComponents)
|
|
{
|
|
MeshComponents.AddUnique(AttachedActorComponent);
|
|
}
|
|
}
|
|
}
|
|
|
|
auto GetActorRootTransform = [](AActor* InActor)
|
|
{
|
|
FTransform RootTransform(FTransform::Identity);
|
|
if (ACharacter* Character = Cast<ACharacter>(InActor))
|
|
{
|
|
RootTransform = Character->GetTransform();
|
|
RootTransform.SetLocation(RootTransform.GetLocation() - FVector(0.0f, 0.0f, Character->GetCapsuleComponent()->GetScaledCapsuleHalfHeight()));
|
|
}
|
|
else
|
|
{
|
|
// otherwise just use the actor's origin
|
|
RootTransform = InActor->GetTransform();
|
|
}
|
|
|
|
return RootTransform;
|
|
};
|
|
|
|
// now pick a root transform
|
|
FTransform RootTransform(FTransform::Identity);
|
|
if (InActors.Num() == 1)
|
|
{
|
|
RootTransform = GetActorRootTransform(InActors[0]);
|
|
}
|
|
else
|
|
{
|
|
// multiple actors use the average of their origins, with Z being the min of all origins. Rotation is identity for simplicity
|
|
FVector Location(FVector::ZeroVector);
|
|
float MinZ = FLT_MAX;
|
|
for (AActor* Actor : InActors)
|
|
{
|
|
FTransform ActorTransform(GetActorRootTransform(Actor));
|
|
Location += ActorTransform.GetLocation();
|
|
MinZ = FMath::Min(ActorTransform.GetLocation().Z, MinZ);
|
|
}
|
|
Location /= (float)InActors.Num();
|
|
Location.Z = MinZ;
|
|
|
|
RootTransform.SetLocation(Location);
|
|
}
|
|
|
|
ConvertMeshesToStaticMesh(MeshComponents, RootTransform);
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|
|
|
|
|