Files
UnrealEngineUWP/Engine/Source/Runtime/MeshDescription/Private/MeshDescription.cpp
Richard TalbotWatkin e74f50df46 Reduce memory usage for importing lots of meshes (56.17GB to 45.75GB -> ~18% for DATASET-0010a)
- Clear MeshDescription once serialized in BulkData after UStaticMesh Build (56.17GB peak to 51.28GB)
  - Clear SourceModels from DatasmithMesh as soon as possible (51.28GB peak to 48.8GB)
  - Remove CommitMeshDescription from FillUStaticMesh since already in PreBuildStaticMesh phase (48.8GB peak to 45.75GB)

From dev-enterprise[at]6953449

#rb jeanmichel.dignard, johan.duparc
#jira UE-63369

[CL 7318511 by Richard TalbotWatkin in Dev-Editor branch]
2019-07-16 04:54:08 -04:00

2023 lines
77 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "MeshDescription.h"
#include "MeshAttributes.h"
#include "Serialization/BulkDataReader.h"
#include "Serialization/BulkDataWriter.h"
#include "Algo/Copy.h"
void UDEPRECATED_MeshDescription::Serialize( FArchive& Ar )
{
Super::Serialize( Ar );
if( !HasAnyFlags( RF_ClassDefaultObject ) )
{
UE_LOG( LogLoad, Error, TEXT( "UMeshDescription about to be deprecated - please resave %s" ), *GetPathName() );
}
// Discard the contents
FMeshDescription MeshDescription;
Ar << MeshDescription;
}
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void FMeshDescription::Serialize(FArchive& Ar)
{
Ar.UsingCustomVersion(FReleaseObjectVersion::GUID);
Ar.UsingCustomVersion(FEditorObjectVersion::GUID);
if (Ar.IsLoading() && Ar.CustomVer(FReleaseObjectVersion::GUID) < FReleaseObjectVersion::MeshDescriptionNewSerialization)
{
UE_LOG(LogLoad, Warning, TEXT("Deprecated serialization format"));
}
Ar << VertexArray;
Ar << VertexInstanceArray;
Ar << EdgeArray;
Ar << PolygonArray;
Ar << PolygonGroupArray;
Ar << VertexAttributesSet;
Ar << VertexInstanceAttributesSet;
Ar << EdgeAttributesSet;
Ar << PolygonAttributesSet;
Ar << PolygonGroupAttributesSet;
// Serialize new triangle arrays since version MeshDescriptionTriangles
if (!Ar.IsLoading() || Ar.CustomVer(FEditorObjectVersion::GUID) >= FEditorObjectVersion::MeshDescriptionTriangles)
{
Ar << TriangleArray;
Ar << TriangleAttributesSet;
}
if (Ar.IsLoading() && Ar.CustomVer(FReleaseObjectVersion::GUID) >= FReleaseObjectVersion::MeshDescriptionNewSerialization)
{
// Populate vertex instance IDs for vertices
for (const FVertexInstanceID VertexInstanceID : VertexInstanceArray.GetElementIDs())
{
const FVertexID VertexID = GetVertexInstanceVertex(VertexInstanceID);
VertexArray[VertexID].VertexInstanceIDs.Add(VertexInstanceID);
}
// Populate edge IDs for vertices
for (const FEdgeID EdgeID : EdgeArray.GetElementIDs())
{
const FVertexID VertexID0 = GetEdgeVertex(EdgeID, 0);
const FVertexID VertexID1 = GetEdgeVertex(EdgeID, 1);
VertexArray[VertexID0].ConnectedEdgeIDs.Add(EdgeID);
VertexArray[VertexID1].ConnectedEdgeIDs.Add(EdgeID);
}
if (Ar.CustomVer(FEditorObjectVersion::GUID) >= FEditorObjectVersion::MeshDescriptionTriangles)
{
// Make reverse connection from polygons to triangles
for (const FTriangleID TriangleID : TriangleArray.GetElementIDs())
{
const FPolygonID PolygonID = TriangleArray[TriangleID].PolygonID;
PolygonArray[PolygonID].TriangleIDs.Add(TriangleID);
}
}
// Populate polygon IDs for vertex instances, edges and polygon groups
for (const FPolygonID PolygonID : PolygonArray.GetElementIDs())
{
if (Ar.CustomVer(FEditorObjectVersion::GUID) >= FEditorObjectVersion::MeshDescriptionTriangles)
{
// If the polygon has no contour serialized, copy it over from the triangle
if (PolygonArray[PolygonID].PerimeterContour.VertexInstanceIDs.Num() == 0)
{
check(PolygonArray[PolygonID].TriangleIDs.Num() == 1);
const FTriangleID TriangleID = PolygonArray[PolygonID].TriangleIDs[0];
for (int32 Index = 0; Index < 3; Index++)
{
PolygonArray[PolygonID].PerimeterContour.VertexInstanceIDs.Add(TriangleArray[TriangleID].GetVertexInstanceID(Index));
}
}
}
// For backward compatibility only; in 4.24, this will be removed.
// Note: internal edges will have the same connected polygon twice.
const TArray<FVertexInstanceID>& VertexInstanceIDs = GetPolygonVertexInstances(PolygonID);
const int32 NumVertexInstances = VertexInstanceIDs.Num();
for (int32 Index = 0; Index < NumVertexInstances; ++Index)
{
const FVertexInstanceID VertexInstanceID0 = VertexInstanceIDs[Index];
const FVertexInstanceID VertexInstanceID1 = VertexInstanceIDs[(Index + 1) % NumVertexInstances];
const FVertexID VertexID0 = GetVertexInstanceVertex(VertexInstanceID0);
const FVertexID VertexID1 = GetVertexInstanceVertex(VertexInstanceID1);
const FEdgeID EdgeID = GetVertexPairEdge(VertexID0, VertexID1);
VertexInstanceArray[VertexInstanceID0].ConnectedPolygons.Add(PolygonID);
EdgeArray[EdgeID].ConnectedPolygons.Add(PolygonID);
}
// End backward compatibility
const FPolygonGroupID PolygonGroupID = PolygonArray[PolygonID].PolygonGroupID;
PolygonGroupArray[PolygonGroupID].Polygons.Add(PolygonID);
}
}
if (Ar.IsLoading())
{
if (Ar.CustomVer(FEditorObjectVersion::GUID) < FEditorObjectVersion::MeshDescriptionTriangles)
{
TriangleArray.Reset();
// If we didn't serialize triangles, generate them from the polygon contour
for (const FPolygonID PolygonID : PolygonArray.GetElementIDs())
{
check(PolygonArray[PolygonID].TriangleIDs.Num() == 0);
ComputePolygonTriangulation(PolygonID);
}
}
else
{
// Otherwise connect existing triangles to vertex instances and edges
for (const FTriangleID TriangleID : TriangleArray.GetElementIDs())
{
for (int32 Index = 0; Index < 3; ++Index)
{
const FVertexInstanceID VertexInstanceID = GetTriangleVertexInstance(TriangleID, Index);
const FVertexInstanceID NextVertexInstanceID = GetTriangleVertexInstance(TriangleID, (Index + 1 == 3) ? 0 : Index + 1);
const FVertexID VertexID0 = GetVertexInstanceVertex(VertexInstanceID);
const FVertexID VertexID1 = GetVertexInstanceVertex(NextVertexInstanceID);
FEdgeID EdgeID = GetVertexPairEdge(VertexID0, VertexID1);
check(EdgeID != FEdgeID::Invalid);
VertexInstanceArray[VertexInstanceID].ConnectedTriangles.Add(TriangleID);
EdgeArray[EdgeID].ConnectedTriangles.Add(TriangleID);
}
}
}
}
if (Ar.IsLoading())
{
bool bAllTriangles = true;
int32 TriCount = 0;
for (const FPolygonID PolygonID : PolygonArray.GetElementIDs())
{
int32 NumTriangles = GetPolygonTriangleIDs(PolygonID).Num();
TriCount += NumTriangles;
if (NumTriangles > 3)
{
bAllTriangles = false;
UE_LOG(LogTemp, Log, TEXT("Polygon %d is a quad (or more)"), PolygonID.GetValue());
}
}
check(!bAllTriangles || TriCount == TriangleArray.Num());
}
}
void FMeshDescription::Empty()
{
VertexArray.Reset();
VertexInstanceArray.Reset();
EdgeArray.Reset();
TriangleArray.Reset();
PolygonArray.Reset();
PolygonGroupArray.Reset();
//Empty all attributes
VertexAttributesSet.Initialize( 0 );
VertexInstanceAttributesSet.Initialize( 0 );
EdgeAttributesSet.Initialize( 0 );
TriangleAttributesSet.Initialize( 0 );
PolygonAttributesSet.Initialize( 0 );
PolygonGroupAttributesSet.Initialize( 0 );
}
bool FMeshDescription::IsEmpty() const
{
return VertexArray.GetArraySize() == 0 &&
VertexInstanceArray.GetArraySize() == 0 &&
EdgeArray.GetArraySize() == 0 &&
TriangleArray.GetArraySize() == 0 &&
PolygonArray.GetArraySize() == 0 &&
PolygonGroupArray.GetArraySize() == 0;
}
void FMeshDescription::Compact( FElementIDRemappings& OutRemappings )
{
VertexArray.Compact( OutRemappings.NewVertexIndexLookup );
VertexInstanceArray.Compact( OutRemappings.NewVertexInstanceIndexLookup );
EdgeArray.Compact( OutRemappings.NewEdgeIndexLookup );
TriangleArray.Compact( OutRemappings.NewTriangleIndexLookup );
PolygonArray.Compact( OutRemappings.NewPolygonIndexLookup );
PolygonGroupArray.Compact( OutRemappings.NewPolygonGroupIndexLookup );
RemapAttributes( OutRemappings );
FixUpElementIDs( OutRemappings );
}
void FMeshDescription::Remap( const FElementIDRemappings& Remappings )
{
VertexArray.Remap( Remappings.NewVertexIndexLookup );
VertexInstanceArray.Remap( Remappings.NewVertexInstanceIndexLookup );
EdgeArray.Remap( Remappings.NewEdgeIndexLookup );
TriangleArray.Remap( Remappings.NewTriangleIndexLookup );
PolygonArray.Remap( Remappings.NewPolygonIndexLookup );
PolygonGroupArray.Remap( Remappings.NewPolygonGroupIndexLookup );
RemapAttributes( Remappings );
FixUpElementIDs( Remappings );
}
void FMeshDescription::RemapAttributes( const FElementIDRemappings& Remappings )
{
VertexAttributesSet.Remap( Remappings.NewVertexIndexLookup );
VertexInstanceAttributesSet.Remap( Remappings.NewVertexInstanceIndexLookup );
EdgeAttributesSet.Remap( Remappings.NewEdgeIndexLookup );
TriangleAttributesSet.Remap( Remappings.NewTriangleIndexLookup );
PolygonAttributesSet.Remap( Remappings.NewPolygonIndexLookup );
PolygonGroupAttributesSet.Remap( Remappings.NewPolygonGroupIndexLookup );
}
void FMeshDescription::FixUpElementIDs( const FElementIDRemappings& Remappings )
{
for( const FVertexID VertexID : VertexArray.GetElementIDs() )
{
FMeshVertex& Vertex = VertexArray[ VertexID ];
// Fix up vertex instance index references in vertices array
for( FVertexInstanceID& VertexInstanceID : Vertex.VertexInstanceIDs )
{
VertexInstanceID = Remappings.GetRemappedVertexInstanceID( VertexInstanceID );
}
// Fix up edge index references in the vertex array
for( FEdgeID& EdgeID : Vertex.ConnectedEdgeIDs )
{
EdgeID = Remappings.GetRemappedEdgeID( EdgeID );
}
}
// Fix up vertex index references in vertex instance array
for( const FVertexInstanceID VertexInstanceID : VertexInstanceArray.GetElementIDs() )
{
FMeshVertexInstance& VertexInstance = VertexInstanceArray[ VertexInstanceID ];
VertexInstance.VertexID = Remappings.GetRemappedVertexID( VertexInstance.VertexID );
for( FPolygonID& PolygonID : VertexInstance.ConnectedPolygons )
{
PolygonID = Remappings.GetRemappedPolygonID( PolygonID );
}
for( FTriangleID& TriangleID : VertexInstance.ConnectedTriangles )
{
TriangleID = Remappings.GetRemappedTriangleID( TriangleID );
}
}
for( const FEdgeID EdgeID : EdgeArray.GetElementIDs() )
{
FMeshEdge& Edge = EdgeArray[ EdgeID ];
// Fix up vertex index references in Edges array
for( int32 Index = 0; Index < 2; Index++ )
{
Edge.VertexIDs[ Index ] = Remappings.GetRemappedVertexID( Edge.VertexIDs[ Index ] );
}
for( FPolygonID& ConnectedPolygon : Edge.ConnectedPolygons )
{
ConnectedPolygon = Remappings.GetRemappedPolygonID( ConnectedPolygon );
}
for( FTriangleID& TriangleID : Edge.ConnectedTriangles )
{
TriangleID = Remappings.GetRemappedTriangleID( TriangleID );
}
}
for( const FTriangleID TriangleID : TriangleArray.GetElementIDs() )
{
FMeshTriangle& Triangle = TriangleArray[ TriangleID ];
// Fix up vertex instance references in Triangle
for( int32 Index = 0; Index < 3; ++Index )
{
Triangle.SetVertexInstanceID( Index, Remappings.GetRemappedVertexInstanceID( Triangle.GetVertexInstanceID( Index ) ) );
}
Triangle.PolygonID = Remappings.GetRemappedPolygonID( Triangle.PolygonID );
}
for( const FPolygonID PolygonID : PolygonArray.GetElementIDs() )
{
FMeshPolygon& Polygon = PolygonArray[ PolygonID ];
// Fix up references to vertex indices in section polygons' contours
for( FVertexInstanceID& VertexInstanceID : Polygon.PerimeterContour.VertexInstanceIDs )
{
VertexInstanceID = Remappings.GetRemappedVertexInstanceID( VertexInstanceID );
}
for( FTriangleID& TriangleID : Polygon.TriangleIDs )
{
TriangleID = Remappings.GetRemappedTriangleID( TriangleID );
}
Polygon.PolygonGroupID = Remappings.GetRemappedPolygonGroupID( Polygon.PolygonGroupID );
}
for( const FPolygonGroupID PolygonGroupID : PolygonGroupArray.GetElementIDs() )
{
FMeshPolygonGroup& PolygonGroup = PolygonGroupArray[ PolygonGroupID ];
for( FPolygonID& Polygon : PolygonGroup.Polygons )
{
Polygon = Remappings.GetRemappedPolygonID( Polygon );
}
}
}
void FMeshDescription::CreateVertexInstance_Internal(const FVertexInstanceID VertexInstanceID, const FVertexID VertexID)
{
VertexInstanceArray[VertexInstanceID].VertexID = VertexID;
check(!VertexArray[VertexID].VertexInstanceIDs.Contains(VertexInstanceID));
VertexArray[VertexID].VertexInstanceIDs.Add(VertexInstanceID);
VertexInstanceAttributesSet.Insert(VertexInstanceID);
}
void FMeshDescription::DeleteVertexInstance(const FVertexInstanceID VertexInstanceID, TArray<FVertexID>* InOutOrphanedVerticesPtr)
{
check(VertexInstanceArray[VertexInstanceID].ConnectedPolygons.Num() == 0);
const FVertexID VertexID = VertexInstanceArray[VertexInstanceID].VertexID;
verify(VertexArray[VertexID].VertexInstanceIDs.RemoveSingle(VertexInstanceID) == 1);
if (InOutOrphanedVerticesPtr && VertexArray[VertexID].VertexInstanceIDs.Num() == 0 && VertexArray[VertexID].ConnectedEdgeIDs.Num() == 0)
{
InOutOrphanedVerticesPtr->AddUnique(VertexID);
}
VertexInstanceArray.Remove(VertexInstanceID);
VertexInstanceAttributesSet.Remove(VertexInstanceID);
}
void FMeshDescription::CreateEdge_Internal(const FEdgeID EdgeID, const FVertexID VertexID0, const FVertexID VertexID1)
{
check(GetVertexPairEdge(VertexID0, VertexID1) == FEdgeID::Invalid);
FMeshEdge& Edge = EdgeArray[EdgeID];
Edge.VertexIDs[0] = VertexID0;
Edge.VertexIDs[1] = VertexID1;
VertexArray[VertexID0].ConnectedEdgeIDs.Add(EdgeID);
VertexArray[VertexID1].ConnectedEdgeIDs.Add(EdgeID);
EdgeAttributesSet.Insert(EdgeID);
}
void FMeshDescription::DeleteEdge(const FEdgeID EdgeID, TArray<FVertexID>* InOutOrphanedVerticesPtr)
{
FMeshEdge& Edge = EdgeArray[EdgeID];
for (const FVertexID EdgeVertexID : Edge.VertexIDs)
{
FMeshVertex& Vertex = VertexArray[EdgeVertexID];
verify(Vertex.ConnectedEdgeIDs.RemoveSingle(EdgeID) == 1);
if (InOutOrphanedVerticesPtr && Vertex.ConnectedEdgeIDs.Num() == 0)
{
check(Vertex.VertexInstanceIDs.Num() == 0); // We must already have deleted any vertex instances
InOutOrphanedVerticesPtr->AddUnique(EdgeVertexID);
}
}
EdgeArray.Remove(EdgeID);
EdgeAttributesSet.Remove(EdgeID);
}
void FMeshDescription::CreateTriangle_Internal(const FTriangleID TriangleID, const FPolygonGroupID PolygonGroupID, TArrayView<const FVertexInstanceID> VertexInstanceIDs, TArray<FEdgeID>* OutEdgeIDs)
{
if (OutEdgeIDs)
{
OutEdgeIDs->Empty();
}
// Fill out triangle vertex instances
FMeshTriangle& Triangle = TriangleArray[TriangleID];
check(VertexInstanceIDs.Num() == 3);
Triangle.SetVertexInstanceID(0, VertexInstanceIDs[0]);
Triangle.SetVertexInstanceID(1, VertexInstanceIDs[1]);
Triangle.SetVertexInstanceID(2, VertexInstanceIDs[2]);
// Make a polygon which will contain this triangle
FPolygonID PolygonID = PolygonArray.Add();
FMeshPolygon& Polygon = PolygonArray[PolygonID];
PolygonAttributesSet.Insert(PolygonID);
Polygon.PerimeterContour.VertexInstanceIDs.Reserve(3);
Algo::Copy(VertexInstanceIDs, Polygon.PerimeterContour.VertexInstanceIDs);
Polygon.PolygonGroupID = PolygonGroupID;
PolygonGroupArray[PolygonGroupID].Polygons.Add(PolygonID);
Triangle.PolygonID = PolygonID;
check(!Polygon.TriangleIDs.Contains(TriangleID));
Polygon.TriangleIDs.Add(TriangleID);
TriangleAttributesSet.Insert(TriangleID);
for (int32 Index = 0; Index < 3; ++Index)
{
const FVertexInstanceID VertexInstanceID = Triangle.GetVertexInstanceID(Index);
const FVertexInstanceID NextVertexInstanceID = Triangle.GetVertexInstanceID((Index == 2) ? 0 : Index + 1);
const FVertexID ThisVertexID = GetVertexInstanceVertex(VertexInstanceID);
const FVertexID NextVertexID = GetVertexInstanceVertex(NextVertexInstanceID);
FEdgeID EdgeID = GetVertexPairEdge(ThisVertexID, NextVertexID);
if (EdgeID == FEdgeID::Invalid)
{
EdgeID = CreateEdge(ThisVertexID, NextVertexID);
if (OutEdgeIDs)
{
OutEdgeIDs->Add(EdgeID);
}
}
check(!VertexInstanceArray[VertexInstanceID].ConnectedTriangles.Contains(TriangleID));
VertexInstanceArray[VertexInstanceID].ConnectedTriangles.Add(TriangleID);
check(!EdgeArray[EdgeID].ConnectedTriangles.Contains(TriangleID));
EdgeArray[EdgeID].ConnectedTriangles.Add(TriangleID);
// For backward compatibility only; in 4.24, this will be removed.
// Note: internal edges will have the same connected polygon twice.
VertexInstanceArray[VertexInstanceID].ConnectedPolygons.Add(PolygonID);
EdgeArray[EdgeID].ConnectedPolygons.Add(PolygonID);
// End backward compatibility
}
}
void FMeshDescription::DeleteTriangle(const FTriangleID TriangleID, TArray<FEdgeID>* InOutOrphanedEdgesPtr, TArray<FVertexInstanceID>* InOutOrphanedVertexInstancesPtr, TArray<FPolygonGroupID>* InOutOrphanedPolygonGroupsPtr)
{
const FMeshTriangle& Triangle = TriangleArray[TriangleID];
const FPolygonID PolygonID = Triangle.PolygonID;
// Delete this triangle from the polygon
verify(PolygonArray[PolygonID].TriangleIDs.RemoveSingle(TriangleID) == 1);
if (PolygonArray[PolygonID].TriangleIDs.Num() == 0)
{
// If it was the only triangle in the polygon, delete the polygon too
for (int32 Index = 0; Index < 3; ++Index)
{
const FVertexInstanceID VertexInstanceID = Triangle.GetVertexInstanceID(Index);
const FVertexInstanceID NextVertexInstanceID = Triangle.GetVertexInstanceID((Index == 2) ? 0 : Index + 1);
const FVertexID VertexID0 = GetVertexInstanceVertex(VertexInstanceID);
const FVertexID VertexID1 = GetVertexInstanceVertex(NextVertexInstanceID);
FEdgeID EdgeID = GetVertexPairEdge(VertexID0, VertexID1);
check(EdgeID != FEdgeID::Invalid);
verify(VertexInstanceArray[VertexInstanceID].ConnectedTriangles.RemoveSingle(TriangleID) == 1);
verify(EdgeArray[EdgeID].ConnectedTriangles.RemoveSingle(TriangleID) == 1);
// For backward compatibility only; in 4.24, this will be removed.
// Note: internal edges will have the same connected polygon twice.
verify(VertexInstanceArray[VertexInstanceID].ConnectedPolygons.RemoveSingle(PolygonID) == 1);
verify(EdgeArray[EdgeID].ConnectedPolygons.RemoveSingle(PolygonID) == 1);
// End backward compatibility
if (InOutOrphanedVertexInstancesPtr && VertexInstanceArray[VertexInstanceID].ConnectedTriangles.Num() == 0)
{
InOutOrphanedVertexInstancesPtr->AddUnique(VertexInstanceID);
}
if (InOutOrphanedEdgesPtr && EdgeArray[EdgeID].ConnectedTriangles.Num() == 0)
{
InOutOrphanedEdgesPtr->AddUnique(EdgeID);
}
}
// Remove the polygon
const FPolygonGroupID PolygonGroupID = PolygonArray[PolygonID].PolygonGroupID;
verify(PolygonGroupArray[PolygonGroupID].Polygons.RemoveSingle(PolygonID) == 1);
if (InOutOrphanedPolygonGroupsPtr && PolygonGroupArray[PolygonGroupID].Polygons.Num() == 0)
{
InOutOrphanedPolygonGroupsPtr->AddUnique(PolygonGroupID);
}
PolygonArray.Remove( PolygonID );
PolygonAttributesSet.Remove( PolygonID );
}
else
{
// @todo: Handle this properly when deleting a triangle which forms part of an n-gon
// Either it needs to shave off the triangle from the contour and update the contour vertex instances,
// or it should just refuse to delete the triangle.
check(false);
}
TriangleArray.Remove(TriangleID);
TriangleAttributesSet.Remove(TriangleID);
}
void FMeshDescription::CreatePolygon_Internal(const FPolygonID PolygonID, const FPolygonGroupID PolygonGroupID, TArrayView<const FVertexInstanceID> VertexInstanceIDs, TArray<FEdgeID>* OutEdgeIDs)
{
if (OutEdgeIDs)
{
OutEdgeIDs->Empty();
}
FMeshPolygon& Polygon = PolygonArray[PolygonID];
const int32 NumVertices = VertexInstanceIDs.Num();
Polygon.PerimeterContour.VertexInstanceIDs.SetNumUninitialized(NumVertices);
for (int32 Index = 0; Index < NumVertices; ++Index)
{
const FVertexInstanceID ThisVertexInstanceID = VertexInstanceIDs[Index];
const FVertexInstanceID NextVertexInstanceID = VertexInstanceIDs[(Index + 1 == NumVertices) ? 0 : Index + 1];
const FVertexID ThisVertexID = GetVertexInstanceVertex(ThisVertexInstanceID);
const FVertexID NextVertexID = GetVertexInstanceVertex(NextVertexInstanceID);
Polygon.PerimeterContour.VertexInstanceIDs[Index] = ThisVertexInstanceID;
FEdgeID EdgeID = GetVertexPairEdge(ThisVertexID, NextVertexID);
if (EdgeID == FEdgeID::Invalid)
{
EdgeID = CreateEdge(ThisVertexID, NextVertexID);
if (OutEdgeIDs)
{
OutEdgeIDs->Add(EdgeID);
}
}
// For backward compatibility only; in 4.24, this will be removed.
check(!VertexInstanceArray[ThisVertexInstanceID].ConnectedPolygons.Contains(PolygonID));
VertexInstanceArray[ThisVertexInstanceID].ConnectedPolygons.Add(PolygonID);
check(!EdgeArray[EdgeID].ConnectedPolygons.Contains(PolygonID));
EdgeArray[EdgeID].ConnectedPolygons.Add(PolygonID);
// End backward compatibility
}
Polygon.PolygonGroupID = PolygonGroupID;
PolygonGroupArray[PolygonGroupID].Polygons.Add(PolygonID);
check(Polygon.TriangleIDs.Num() == 0);
ComputePolygonTriangulation(PolygonID);
PolygonAttributesSet.Insert(PolygonID);
}
void FMeshDescription::DeletePolygon(const FPolygonID PolygonID, TArray<FEdgeID>* InOutOrphanedEdgesPtr, TArray<FVertexInstanceID>* InOutOrphanedVertexInstancesPtr, TArray<FPolygonGroupID>* InOutOrphanedPolygonGroupsPtr)
{
FMeshPolygon& Polygon = PolygonArray[PolygonID];
// Remove constituent triangles
for (const FTriangleID TriangleID : Polygon.TriangleIDs)
{
const FMeshTriangle& Triangle = TriangleArray[TriangleID];
for (int32 Index = 0; Index < 3; ++Index)
{
const FVertexInstanceID ThisVertexInstanceID = Triangle.GetVertexInstanceID(Index);
const FVertexInstanceID NextVertexInstanceID = Triangle.GetVertexInstanceID((Index == 2) ? 0 : Index + 1);
const FVertexID ThisVertexID = GetVertexInstanceVertex(ThisVertexInstanceID);
const FVertexID NextVertexID = GetVertexInstanceVertex(NextVertexInstanceID);
const FEdgeID EdgeID = GetVertexPairEdge(ThisVertexID, NextVertexID);
// If a valid edge isn't found, we deem this to be because it's an internal edge which was already removed
// in a previous iteration through the triangle array.
if (EdgeID != FEdgeID::Invalid)
{
if (IsEdgeInternal(EdgeID))
{
// Remove internal edges
for (const FVertexID EdgeVertexID : EdgeArray[EdgeID].VertexIDs)
{
verify(VertexArray[EdgeVertexID].ConnectedEdgeIDs.RemoveSingle(EdgeID) == 1);
}
EdgeArray.Remove(EdgeID);
EdgeAttributesSet.Remove(EdgeID);
}
else
{
verify(EdgeArray[EdgeID].ConnectedTriangles.RemoveSingle(TriangleID) == 1);
// For backward compatibility only; in 4.24, this will be removed.
verify(EdgeArray[EdgeID].ConnectedPolygons.RemoveSingle(PolygonID) == 1);
// End backward compatibility
if (InOutOrphanedEdgesPtr && EdgeArray[EdgeID].ConnectedTriangles.Num() == 0)
{
InOutOrphanedEdgesPtr->AddUnique(EdgeID);
}
}
}
verify(VertexInstanceArray[ThisVertexInstanceID].ConnectedTriangles.RemoveSingle(TriangleID) == 1);
if (InOutOrphanedVertexInstancesPtr && VertexInstanceArray[ThisVertexInstanceID].ConnectedTriangles.Num() == 0)
{
InOutOrphanedVertexInstancesPtr->AddUnique(ThisVertexInstanceID);
}
}
TriangleArray.Remove(TriangleID);
TriangleAttributesSet.Remove(TriangleID);
}
// For backward compatibility only; in 4.24, this will be removed.
for (const FVertexInstanceID VertexInstanceID : Polygon.PerimeterContour.VertexInstanceIDs)
{
verify(VertexInstanceArray[VertexInstanceID].ConnectedPolygons.RemoveSingle(PolygonID) == 1);
}
// End backward compatibility
FMeshPolygonGroup& PolygonGroup = PolygonGroupArray[ Polygon.PolygonGroupID ];
verify( PolygonGroup.Polygons.RemoveSingle( PolygonID ) == 1 );
if( InOutOrphanedPolygonGroupsPtr && PolygonGroup.Polygons.Num() == 0 )
{
InOutOrphanedPolygonGroupsPtr->AddUnique( Polygon.PolygonGroupID );
}
PolygonArray.Remove( PolygonID );
PolygonAttributesSet.Remove( PolygonID );
}
bool FMeshDescription::IsVertexOrphaned( const FVertexID VertexID ) const
{
for( const FVertexInstanceID VertexInstanceID : VertexArray[ VertexID ].VertexInstanceIDs )
{
if( VertexInstanceArray[ VertexInstanceID ].ConnectedPolygons.Num() > 0 )
{
return false;
}
}
return true;
}
FEdgeID FMeshDescription::GetVertexPairEdge(const FVertexID VertexID0, const FVertexID VertexID1) const
{
for (const FEdgeID VertexConnectedEdgeID : VertexArray[VertexID0].ConnectedEdgeIDs)
{
const FVertexID EdgeVertexID0 = EdgeArray[VertexConnectedEdgeID].VertexIDs[0];
const FVertexID EdgeVertexID1 = EdgeArray[VertexConnectedEdgeID].VertexIDs[1];
if ((EdgeVertexID0 == VertexID0 && EdgeVertexID1 == VertexID1) || (EdgeVertexID0 == VertexID1 && EdgeVertexID1 == VertexID0))
{
return VertexConnectedEdgeID;
}
}
return FEdgeID::Invalid;
}
FEdgeID FMeshDescription::GetVertexInstancePairEdge(const FVertexInstanceID VertexInstanceID0, const FVertexInstanceID VertexInstanceID1) const
{
const FVertexID VertexID0 = VertexInstanceArray[VertexInstanceID0].VertexID;
const FVertexID VertexID1 = VertexInstanceArray[VertexInstanceID1].VertexID;
for (const FEdgeID VertexConnectedEdgeID : VertexArray[VertexID0].ConnectedEdgeIDs)
{
const FVertexID EdgeVertexID0 = EdgeArray[VertexConnectedEdgeID].VertexIDs[0];
const FVertexID EdgeVertexID1 = EdgeArray[VertexConnectedEdgeID].VertexIDs[1];
if ((EdgeVertexID0 == VertexID0 && EdgeVertexID1 == VertexID1) || (EdgeVertexID0 == VertexID1 && EdgeVertexID1 == VertexID0))
{
return VertexConnectedEdgeID;
}
}
return FEdgeID::Invalid;
}
TArray<FMeshTriangle> FMeshDescription::GetPolygonTriangles(const FPolygonID PolygonID) const
{
TArray<FMeshTriangle> Triangles;
for (const FTriangleID TriangleID : PolygonArray[PolygonID].TriangleIDs)
{
Triangles.Add(TriangleArray[TriangleID]);
}
return Triangles;
}
void FMeshDescription::SetPolygonVertexInstance(const FPolygonID PolygonID, const int32 PerimeterIndex, const FVertexInstanceID VertexInstanceID)
{
FMeshPolygon& Polygon = PolygonArray[PolygonID];
check(PerimeterIndex >= 0 && PerimeterIndex < Polygon.PerimeterContour.VertexInstanceIDs.Num());
// Disconnect old vertex instance from polygon, and connect new one
const FVertexInstanceID OldVertexInstanceID = Polygon.PerimeterContour.VertexInstanceIDs[PerimeterIndex];
// For backward compatibility only; in 4.24, this will be removed.
verify(VertexInstanceArray[OldVertexInstanceID].ConnectedPolygons.RemoveSingle(PolygonID) == 1);
check(!VertexInstanceArray[VertexInstanceID].ConnectedPolygons.Contains(PolygonID));
VertexInstanceArray[VertexInstanceID].ConnectedPolygons.Add(PolygonID);
// End backward compatibility
Polygon.PerimeterContour.VertexInstanceIDs[PerimeterIndex] = VertexInstanceID;
// Fix up triangle list
for (const FTriangleID TriangleID : Polygon.TriangleIDs)
{
FMeshTriangle& Triangle = TriangleArray[TriangleID];
for (int32 VertexIndex = 0; VertexIndex < 3; ++VertexIndex)
{
if (Triangle.GetVertexInstanceID(VertexIndex) == OldVertexInstanceID)
{
verify(VertexInstanceArray[OldVertexInstanceID].ConnectedTriangles.RemoveSingle(TriangleID) == 1);
check(!VertexInstanceArray[VertexInstanceID].ConnectedTriangles.Contains(TriangleID));
VertexInstanceArray[VertexInstanceID].ConnectedTriangles.Add(TriangleID);
Triangle.SetVertexInstanceID(VertexIndex, VertexInstanceID);
}
}
}
}
FPlane FMeshDescription::ComputePolygonPlane( const FPolygonID PolygonID ) const
{
// NOTE: This polygon plane computation code is partially based on the implementation of "Newell's method" from Real-Time
// Collision Detection by Christer Ericson, published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc
// @todo mesheditor perf: For polygons that are just triangles, use a cross product to get the normal fast!
// @todo mesheditor perf: We could skip computing the plane distance when we only need the normal
// @todo mesheditor perf: We could cache these computed polygon normals; or just use the normal of the first three vertices' triangle if it is satisfactory in all cases
// @todo mesheditor: For non-planar polygons, the result can vary. Ideally this should use the actual polygon triangulation as opposed to the arbitrary triangulation used here.
FVector Centroid = FVector::ZeroVector;
FVector Normal = FVector::ZeroVector;
TArray<FVertexID> PerimeterVertexIDs;
GetPolygonVertices( PolygonID, /* Out */ PerimeterVertexIDs );
// @todo Maybe this shouldn't be in FMeshDescription but in a utility class, as it references a specific attribute name
TVertexAttributesConstRef<FVector> VertexPositions = VertexAttributes().GetAttributesRef<FVector>( MeshAttribute::Vertex::Position );
// Use 'Newell's Method' to compute a robust 'best fit' plane from the vertices of this polygon
for ( int32 VertexNumberI = PerimeterVertexIDs.Num() - 1, VertexNumberJ = 0; VertexNumberJ < PerimeterVertexIDs.Num(); VertexNumberI = VertexNumberJ, VertexNumberJ++ )
{
const FVertexID VertexIDI = PerimeterVertexIDs[ VertexNumberI ];
const FVector PositionI = VertexPositions[ VertexIDI ];
const FVertexID VertexIDJ = PerimeterVertexIDs[ VertexNumberJ ];
const FVector PositionJ = VertexPositions[ VertexIDJ ];
Centroid += PositionJ;
Normal.X += ( PositionJ.Y - PositionI.Y ) * ( PositionI.Z + PositionJ.Z );
Normal.Y += ( PositionJ.Z - PositionI.Z ) * ( PositionI.X + PositionJ.X );
Normal.Z += ( PositionJ.X - PositionI.X ) * ( PositionI.Y + PositionJ.Y );
}
Normal.Normalize();
// Construct a plane from the normal and centroid
return FPlane( Normal, FVector::DotProduct( Centroid, Normal ) / ( float )PerimeterVertexIDs.Num() );
}
FVector FMeshDescription::ComputePolygonNormal( const FPolygonID PolygonID ) const
{
// @todo mesheditor: Polygon normals are now computed and cached when changes are made to a polygon.
// In theory, we can just return that cached value, but we need to check that there is nothing which relies on the value being correct before
// the cache is updated at the end of a modification.
const FPlane PolygonPlane = ComputePolygonPlane( PolygonID );
const FVector PolygonNormal( PolygonPlane.X, PolygonPlane.Y, PolygonPlane.Z );
return PolygonNormal;
}
/** Returns true if the triangle formed by the specified three positions has a normal that is facing the opposite direction of the reference normal */
static bool IsTriangleFlipped(const FVector ReferenceNormal, const FVector VertexPositionA, const FVector VertexPositionB, const FVector VertexPositionC)
{
const FVector TriangleNormal = FVector::CrossProduct(
VertexPositionC - VertexPositionA,
VertexPositionB - VertexPositionA).GetSafeNormal();
return (FVector::DotProduct(ReferenceNormal, TriangleNormal) <= 0.0f);
}
/** Given three direction vectors, indicates if A and B are on the same 'side' of Vec. */
static bool VectorsOnSameSide(const FVector& Vec, const FVector& A, const FVector& B, const float SameSideDotProductEpsilon)
{
const FVector CrossA = FVector::CrossProduct(Vec, A);
const FVector CrossB = FVector::CrossProduct(Vec, B);
float DotWithEpsilon = SameSideDotProductEpsilon + FVector::DotProduct(CrossA, CrossB);
return !FMath::IsNegativeFloat(DotWithEpsilon);
}
/** Util to see if P lies within triangle created by A, B and C. */
static bool PointInTriangle(const FVector& A, const FVector& B, const FVector& C, const FVector& P, const float InsideTriangleDotProductEpsilon)
{
// Cross product indicates which 'side' of the vector the point is on
// If its on the same side as the remaining vert for all edges, then its inside.
return (VectorsOnSameSide(B - A, P - A, C - A, InsideTriangleDotProductEpsilon) &&
VectorsOnSameSide(C - B, P - B, A - B, InsideTriangleDotProductEpsilon) &&
VectorsOnSameSide(A - C, P - C, B - C, InsideTriangleDotProductEpsilon));
}
void FMeshDescription::ComputePolygonTriangulation(const FPolygonID PolygonID)
{
// NOTE: This polygon triangulation code is partially based on the ear cutting algorithm described on
// page 497 of the book "Real-time Collision Detection", published in 2005.
FMeshPolygon& Polygon = PolygonArray[PolygonID];
const TArray<FVertexInstanceID>& PolygonVertexInstanceIDs = Polygon.PerimeterContour.VertexInstanceIDs;
// Polygon must have at least three vertices/edges
const int32 PolygonVertexCount = PolygonVertexInstanceIDs.Num();
check(PolygonVertexCount >= 3);
// If polygon was already triangulated, and only has three vertices, no need to do anything here
if (Polygon.TriangleIDs.Num() == 1 && PolygonVertexCount == 3)
{
return;
}
// Remove currently configured triangles
for (const FTriangleID TriangleID : Polygon.TriangleIDs)
{
// Disconnect triangles from vertex instances
for (const FVertexInstanceID VertexInstanceID : GetTriangleVertexInstances(TriangleID))
{
verify(VertexInstanceArray[VertexInstanceID].ConnectedTriangles.RemoveSingle(TriangleID) == 1);
}
// Disconnect triangles from perimeter edges, and delete internal edges
for (const FEdgeID EdgeID : GetTriangleEdges(TriangleID))
{
if (EdgeID != FEdgeID::Invalid)
{
// The edge may be invalid if it was an internal edge which was deleted in a previous iteration through the triangles.
// So only do something with valid edges
if (IsEdgeInternal(EdgeID))
{
// Remove internal edges completely (the first time they are seen)
for (const FVertexID VertexID : GetEdgeVertices(EdgeID))
{
// Disconnect edge from vertices
verify(VertexArray[VertexID].ConnectedEdgeIDs.RemoveSingle(EdgeID) == 1);
}
EdgeArray.Remove(EdgeID);
EdgeAttributesSet.Remove(EdgeID);
}
else
{
// Don't remove perimeter edge, but disconnect this triangle from it
verify(EdgeArray[EdgeID].ConnectedTriangles.RemoveSingle(TriangleID) == 1);
}
}
}
TriangleArray.Remove(TriangleID);
TriangleAttributesSet.Remove(TriangleID);
}
Polygon.TriangleIDs.Reset();
// If perimeter only has 3 vertices, just add a single triangle and return
if (PolygonVertexCount == 3)
{
const FTriangleID TriangleID = TriangleArray.Add();
TriangleAttributesSet.Insert(TriangleID);
FMeshTriangle& Triangle = TriangleArray[TriangleID];
Triangle.PolygonID = PolygonID;
Polygon.TriangleIDs.Add(TriangleID);
for (int32 Index = 0; Index < 3; ++Index)
{
const FVertexInstanceID ThisVertexInstanceID = PolygonVertexInstanceIDs[Index];
const FVertexInstanceID NextVertexInstanceID = PolygonVertexInstanceIDs[(Index == 2) ? 0 : Index + 1];
const FVertexID ThisVertexID = GetVertexInstanceVertex(ThisVertexInstanceID);
const FVertexID NextVertexID = GetVertexInstanceVertex(NextVertexInstanceID);
const FEdgeID EdgeID = GetVertexPairEdge(ThisVertexID, NextVertexID);
check(EdgeID != FEdgeID::Invalid);
Triangle.SetVertexInstanceID(Index, ThisVertexInstanceID);
check(!EdgeArray[EdgeID].ConnectedTriangles.Contains(TriangleID));
EdgeArray[EdgeID].ConnectedTriangles.Add(TriangleID);
check(!VertexInstanceArray[ThisVertexInstanceID].ConnectedTriangles.Contains(TriangleID));
VertexInstanceArray[ThisVertexInstanceID].ConnectedTriangles.Add(TriangleID);
}
return;
}
// @todo mesheditor: Perhaps should always attempt to triangulate by splitting polygons along the shortest edge, for better determinism.
// First figure out the polygon normal. We need this to determine which triangles are convex, so that
// we can figure out which ears to clip
const FVector PolygonNormal = ComputePolygonNormal(PolygonID);
// Make a simple linked list array of the previous and next vertex numbers, for each vertex number
// in the polygon. This will just save us having to iterate later on.
TArray<int32> PrevVertexNumbers;
TArray<int32> NextVertexNumbers;
TArray<FVector> VertexPositions;
{
const TVertexAttributesRef<FVector> MeshVertexPositions = VertexAttributes().GetAttributesRef<FVector>(MeshAttribute::Vertex::Position);
PrevVertexNumbers.SetNumUninitialized(PolygonVertexCount, false);
NextVertexNumbers.SetNumUninitialized(PolygonVertexCount, false);
VertexPositions.SetNumUninitialized(PolygonVertexCount, false);
for (int32 VertexNumber = 0; VertexNumber < PolygonVertexCount; ++VertexNumber)
{
PrevVertexNumbers[VertexNumber] = VertexNumber - 1;
NextVertexNumbers[VertexNumber] = VertexNumber + 1;
VertexPositions[VertexNumber] = MeshVertexPositions[GetVertexInstanceVertex(PolygonVertexInstanceIDs[VertexNumber])];
}
PrevVertexNumbers[0] = PolygonVertexCount - 1;
NextVertexNumbers[PolygonVertexCount - 1] = 0;
}
int32 EarVertexNumber = 0;
int32 EarTestCount = 0;
for (int32 RemainingVertexCount = PolygonVertexCount; RemainingVertexCount >= 3; )
{
bool bIsEar = true;
// If we're down to only a triangle, just treat it as an ear. Also, if we've tried every possible candidate
// vertex looking for an ear, go ahead and just treat the current vertex as an ear. This can happen when
// vertices are colinear or other degenerate cases.
if (RemainingVertexCount > 3 && EarTestCount < RemainingVertexCount)
{
const FVector PrevVertexPosition = VertexPositions[PrevVertexNumbers[EarVertexNumber]];
const FVector EarVertexPosition = VertexPositions[EarVertexNumber];
const FVector NextVertexPosition = VertexPositions[NextVertexNumbers[EarVertexNumber]];
// Figure out whether the potential ear triangle is facing the same direction as the polygon
// itself. If it's facing the opposite direction, then we're dealing with a concave triangle
// and we'll skip it for now.
if (!IsTriangleFlipped(PolygonNormal, PrevVertexPosition, EarVertexPosition, NextVertexPosition))
{
int32 TestVertexNumber = NextVertexNumbers[NextVertexNumbers[EarVertexNumber]];
do
{
// Test every other remaining vertex to make sure that it doesn't lie inside our potential ear
// triangle. If we find a vertex that's inside the triangle, then it cannot actually be an ear.
const FVector TestVertexPosition = VertexPositions[TestVertexNumber];
if (PointInTriangle(PrevVertexPosition, EarVertexPosition, NextVertexPosition, TestVertexPosition, SMALL_NUMBER))
{
bIsEar = false;
break;
}
TestVertexNumber = NextVertexNumbers[TestVertexNumber];
} while (TestVertexNumber != PrevVertexNumbers[EarVertexNumber]);
}
else
{
bIsEar = false;
}
}
if (bIsEar)
{
// OK, we found an ear! Let's save this triangle in our output buffer.
// This will also create any missing internal edges.
{
// Add a new triangle
const FTriangleID TriangleID = TriangleArray.Add();
TriangleAttributesSet.Insert(TriangleID);
// Set its vertex instances and connect it to its parent polygon
FMeshTriangle& Triangle = TriangleArray[TriangleID];
Triangle.SetVertexInstanceID(0, PolygonVertexInstanceIDs[PrevVertexNumbers[EarVertexNumber]]);
Triangle.SetVertexInstanceID(1, PolygonVertexInstanceIDs[EarVertexNumber]);
Triangle.SetVertexInstanceID(2, PolygonVertexInstanceIDs[NextVertexNumbers[EarVertexNumber]]);
Triangle.PolygonID = PolygonID;
check(!Polygon.TriangleIDs.Contains(TriangleID));
Polygon.TriangleIDs.Add(TriangleID);
// Now generate internal edges and connected vertex instances to the new triangle
for (int32 Index = 0; Index < 3; ++Index)
{
const FVertexInstanceID ThisVertexInstanceID = Triangle.GetVertexInstanceID(Index);
const FVertexInstanceID NextVertexInstanceID = Triangle.GetVertexInstanceID((Index == 2) ? 0 : Index + 1);
const FVertexID ThisVertexID = GetVertexInstanceVertex(ThisVertexInstanceID);
const FVertexID NextVertexID = GetVertexInstanceVertex(NextVertexInstanceID);
FEdgeID EdgeID = GetVertexPairEdge(ThisVertexID, NextVertexID);
if (EdgeID == FEdgeID::Invalid)
{
// This must be an internal edge (as perimeter edges will already be defined)
EdgeID = CreateEdge(ThisVertexID, NextVertexID);
// Internal edges have the same polygon connected either side.
// For backward compatibility only; in 4.24, this will be removed.
EdgeArray[EdgeID].ConnectedPolygons.Add(PolygonID);
EdgeArray[EdgeID].ConnectedPolygons.Add(PolygonID);
// End backward compatibility
}
check(!VertexInstanceArray[ThisVertexInstanceID].ConnectedTriangles.Contains(TriangleID));
VertexInstanceArray[ThisVertexInstanceID].ConnectedTriangles.Add(TriangleID);
check(!EdgeArray[EdgeID].ConnectedTriangles.Contains(TriangleID));
EdgeArray[EdgeID].ConnectedTriangles.Add(TriangleID);
}
}
// Update our linked list. We're effectively cutting off the ear by pointing the ear vertex's neighbors to
// point at their next sequential neighbor, and reducing the remaining vertex count by one.
{
NextVertexNumbers[PrevVertexNumbers[EarVertexNumber]] = NextVertexNumbers[EarVertexNumber];
PrevVertexNumbers[NextVertexNumbers[EarVertexNumber]] = PrevVertexNumbers[EarVertexNumber];
--RemainingVertexCount;
}
// Move on to the previous vertex in the list, now that this vertex was cut
EarVertexNumber = PrevVertexNumbers[EarVertexNumber];
EarTestCount = 0;
}
else
{
// The vertex is not the ear vertex, because it formed a triangle that either had a normal which pointed in the opposite direction
// of the polygon, or at least one of the other polygon vertices was found to be inside the triangle. Move on to the next vertex.
EarVertexNumber = NextVertexNumbers[EarVertexNumber];
// Keep track of how many ear vertices we've tested, so that if we exhaust all remaining vertices, we can
// fall back to clipping the triangle and adding it to our mesh anyway. This is important for degenerate cases.
++EarTestCount;
}
}
check(Polygon.TriangleIDs.Num() > 0);
}
void FMeshDescription::ComputePolygonTriangulation(const FPolygonID PolygonID, TArray<FMeshTriangle>& OutTriangles)
{
// NOTE: This polygon triangulation code is partially based on the ear cutting algorithm described on
// page 497 of the book "Real-time Collision Detection", published in 2005.
struct Local
{
// Returns true if the triangle formed by the specified three positions has a normal that is facing the opposite direction of the reference normal
static inline bool IsTriangleFlipped(const FVector ReferenceNormal, const FVector VertexPositionA, const FVector VertexPositionB, const FVector VertexPositionC)
{
const FVector TriangleNormal = FVector::CrossProduct(
VertexPositionC - VertexPositionA,
VertexPositionB - VertexPositionA).GetSafeNormal();
return (FVector::DotProduct(ReferenceNormal, TriangleNormal) <= 0.0f);
}
};
// @todo mesheditor: Perhaps should always attempt to triangulate by splitting polygons along the shortest edge, for better determinism.
// const FMeshPolygon& Polygon = GetPolygon( PolygonID );
const TArray<FVertexInstanceID>& PolygonVertexInstanceIDs = GetPolygonVertexInstances(PolygonID);
// Polygon must have at least three vertices/edges
const int32 PolygonVertexCount = PolygonVertexInstanceIDs.Num();
check(PolygonVertexCount >= 3);
OutTriangles.Reset(PolygonVertexCount-2);
// If perimeter has 3 vertices, just copy content of perimeter out
if (PolygonVertexCount == 3)
{
OutTriangles.Emplace();
FMeshTriangle& Triangle = OutTriangles.Last();
Triangle.SetVertexInstanceID(0, PolygonVertexInstanceIDs[0]);
Triangle.SetVertexInstanceID(1, PolygonVertexInstanceIDs[1]);
Triangle.SetVertexInstanceID(2, PolygonVertexInstanceIDs[2]);
return;
}
// First figure out the polygon normal. We need this to determine which triangles are convex, so that
// we can figure out which ears to clip
const FVector PolygonNormal = ComputePolygonNormal(PolygonID);
// Make a simple linked list array of the previous and next vertex numbers, for each vertex number
// in the polygon. This will just save us having to iterate later on.
TArray<int32> PrevVertexNumbers, NextVertexNumbers;
TArray<FVector> VertexPositions;
{
const TVertexAttributesRef<FVector> MeshVertexPositions = VertexAttributes().GetAttributesRef<FVector>(MeshAttribute::Vertex::Position);
PrevVertexNumbers.SetNumUninitialized(PolygonVertexCount, false);
NextVertexNumbers.SetNumUninitialized(PolygonVertexCount, false);
VertexPositions.SetNumUninitialized(PolygonVertexCount, false);
for (int32 VertexNumber = 0; VertexNumber < PolygonVertexCount; ++VertexNumber)
{
PrevVertexNumbers[VertexNumber] = VertexNumber - 1;
NextVertexNumbers[VertexNumber] = VertexNumber + 1;
VertexPositions[VertexNumber] = MeshVertexPositions[GetVertexInstanceVertex(PolygonVertexInstanceIDs[VertexNumber])];
}
PrevVertexNumbers[0] = PolygonVertexCount - 1;
NextVertexNumbers[PolygonVertexCount - 1] = 0;
}
int32 EarVertexNumber = 0;
int32 EarTestCount = 0;
for (int32 RemainingVertexCount = PolygonVertexCount; RemainingVertexCount >= 3; )
{
bool bIsEar = true;
// If we're down to only a triangle, just treat it as an ear. Also, if we've tried every possible candidate
// vertex looking for an ear, go ahead and just treat the current vertex as an ear. This can happen when
// vertices are colinear or other degenerate cases.
if (RemainingVertexCount > 3 && EarTestCount < RemainingVertexCount)
{
const FVector PrevVertexPosition = VertexPositions[PrevVertexNumbers[EarVertexNumber]];
const FVector EarVertexPosition = VertexPositions[EarVertexNumber];
const FVector NextVertexPosition = VertexPositions[NextVertexNumbers[EarVertexNumber]];
// Figure out whether the potential ear triangle is facing the same direction as the polygon
// itself. If it's facing the opposite direction, then we're dealing with a concave triangle
// and we'll skip it for now.
if (!Local::IsTriangleFlipped(
PolygonNormal,
PrevVertexPosition,
EarVertexPosition,
NextVertexPosition))
{
int32 TestVertexNumber = NextVertexNumbers[NextVertexNumbers[EarVertexNumber]];
do
{
// Test every other remaining vertex to make sure that it doesn't lie inside our potential ear
// triangle. If we find a vertex that's inside the triangle, then it cannot actually be an ear.
const FVector TestVertexPosition = VertexPositions[TestVertexNumber];
if (PointInTriangle(
PrevVertexPosition,
EarVertexPosition,
NextVertexPosition,
TestVertexPosition,
SMALL_NUMBER))
{
bIsEar = false;
break;
}
TestVertexNumber = NextVertexNumbers[TestVertexNumber];
} while (TestVertexNumber != PrevVertexNumbers[EarVertexNumber]);
}
else
{
bIsEar = false;
}
}
if (bIsEar)
{
// OK, we found an ear! Let's save this triangle in our output buffer.
{
OutTriangles.Emplace();
FMeshTriangle& Triangle = OutTriangles.Last();
Triangle.SetVertexInstanceID(0, PolygonVertexInstanceIDs[PrevVertexNumbers[EarVertexNumber]]);
Triangle.SetVertexInstanceID(1, PolygonVertexInstanceIDs[EarVertexNumber]);
Triangle.SetVertexInstanceID(2, PolygonVertexInstanceIDs[NextVertexNumbers[EarVertexNumber]]);
}
// Update our linked list. We're effectively cutting off the ear by pointing the ear vertex's neighbors to
// point at their next sequential neighbor, and reducing the remaining vertex count by one.
{
NextVertexNumbers[PrevVertexNumbers[EarVertexNumber]] = NextVertexNumbers[EarVertexNumber];
PrevVertexNumbers[NextVertexNumbers[EarVertexNumber]] = PrevVertexNumbers[EarVertexNumber];
--RemainingVertexCount;
}
// Move on to the previous vertex in the list, now that this vertex was cut
EarVertexNumber = PrevVertexNumbers[EarVertexNumber];
EarTestCount = 0;
}
else
{
// The vertex is not the ear vertex, because it formed a triangle that either had a normal which pointed in the opposite direction
// of the polygon, or at least one of the other polygon vertices was found to be inside the triangle. Move on to the next vertex.
EarVertexNumber = NextVertexNumbers[EarVertexNumber];
// Keep track of how many ear vertices we've tested, so that if we exhaust all remaining vertices, we can
// fall back to clipping the triangle and adding it to our mesh anyway. This is important for degenerate cases.
++EarTestCount;
}
}
check(OutTriangles.Num() > 0);
}
void FMeshDescription::TriangulateMesh()
{
// Perform triangulation directly into mesh polygons
for( const FPolygonID PolygonID : Polygons().GetElementIDs() )
{
ComputePolygonTriangulation( PolygonID );
}
}
bool FMeshDescription::ComputePolygonTangentsAndNormals(const FPolygonID PolygonID
, float ComparisonThreshold
, const TVertexAttributesRef<FVector> VertexPositions
, const TVertexInstanceAttributesRef<FVector2D> VertexUVs
, TPolygonAttributesRef<FVector> PolygonNormals
, TPolygonAttributesRef<FVector> PolygonTangents
, TPolygonAttributesRef<FVector> PolygonBinormals
, TPolygonAttributesRef<FVector> PolygonCenters)
{
bool bValidNTBs = true;
// Calculate the center of this polygon
FVector Center = FVector::ZeroVector;
const TArray<FVertexInstanceID>& VertexInstanceIDs = GetPolygonVertexInstances(PolygonID);
for (const FVertexInstanceID VertexInstanceID : VertexInstanceIDs)
{
Center += VertexPositions[GetVertexInstanceVertex(VertexInstanceID)];
}
Center /= float(VertexInstanceIDs.Num());
// Calculate the tangent basis for the polygon, based on the average of all constituent triangles
FVector Normal = FVector::ZeroVector;
FVector Tangent = FVector::ZeroVector;
FVector Binormal = FVector::ZeroVector;
for (const FTriangleID TriangleID : GetPolygonTriangleIDs(PolygonID))
{
const FMeshTriangle& Triangle = TriangleArray[ TriangleID ];
const FVertexID VertexID0 = GetVertexInstanceVertex(Triangle.GetVertexInstanceID(0));
const FVertexID VertexID1 = GetVertexInstanceVertex(Triangle.GetVertexInstanceID(1));
const FVertexID VertexID2 = GetVertexInstanceVertex(Triangle.GetVertexInstanceID(2));
const FVector DPosition1 = VertexPositions[VertexID1] - VertexPositions[VertexID0];
const FVector DPosition2 = VertexPositions[VertexID2] - VertexPositions[VertexID0];
const FVector2D DUV1 = VertexUVs[Triangle.GetVertexInstanceID(1)] - VertexUVs[Triangle.GetVertexInstanceID(0)];
const FVector2D DUV2 = VertexUVs[Triangle.GetVertexInstanceID(2)] - VertexUVs[Triangle.GetVertexInstanceID(0)];
// We have a left-handed coordinate system, but a counter-clockwise winding order
// Hence normal calculation has to take the triangle vectors cross product in reverse.
FVector TmpNormal = FVector::CrossProduct(DPosition2, DPosition1);
if (!TmpNormal.IsNearlyZero(ComparisonThreshold) && !TmpNormal.ContainsNaN())
{
Normal += TmpNormal;
// ...and tangent space seems to be right-handed.
const float DetUV = FVector2D::CrossProduct(DUV1, DUV2);
const float InvDetUV = (DetUV == 0.0f) ? 0.0f : 1.0f / DetUV;
Tangent += (DPosition1 * DUV2.Y - DPosition2 * DUV1.Y) * InvDetUV;
Binormal += (DPosition2 * DUV1.X - DPosition1 * DUV2.X) * InvDetUV;
}
else
{
//The polygon is degenerated
bValidNTBs = false;
}
}
PolygonNormals[PolygonID] = Normal.GetSafeNormal();
PolygonTangents[PolygonID] = Tangent.GetSafeNormal();
PolygonBinormals[PolygonID] = Binormal.GetSafeNormal();
PolygonCenters[PolygonID] = Center;
return bValidNTBs;
}
void FMeshDescription::ComputePolygonTangentsAndNormals(const TArray<FPolygonID>& PolygonIDs, float ComparisonThreshold)
{
const TVertexAttributesRef<FVector> VertexPositions = VertexAttributes().GetAttributesRef<FVector>(MeshAttribute::Vertex::Position);
const TVertexInstanceAttributesRef<FVector2D> VertexUVs = VertexInstanceAttributes().GetAttributesRef<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate);
TPolygonAttributesRef<FVector> PolygonNormals = PolygonAttributes().GetAttributesRef<FVector>(MeshAttribute::Polygon::Normal);
TPolygonAttributesRef<FVector> PolygonTangents = PolygonAttributes().GetAttributesRef<FVector>(MeshAttribute::Polygon::Tangent);
TPolygonAttributesRef<FVector> PolygonBinormals = PolygonAttributes().GetAttributesRef<FVector>(MeshAttribute::Polygon::Binormal);
TPolygonAttributesRef<FVector> PolygonCenters = PolygonAttributes().GetAttributesRef<FVector>(MeshAttribute::Polygon::Center);
TArray<FPolygonID> DegeneratePolygonIDs;
for (const FPolygonID PolygonID : PolygonIDs)
{
if (!ComputePolygonTangentsAndNormals(PolygonID, ComparisonThreshold, VertexPositions, VertexUVs, PolygonNormals, PolygonTangents, PolygonBinormals, PolygonCenters))
{
DegeneratePolygonIDs.Add(PolygonID);
}
}
//Remove degenerated polygons
//Delete the degenerated polygons. The array is fill only if the remove degenerated option is turn on.
if (DegeneratePolygonIDs.Num() > 0)
{
TArray<FEdgeID> OrphanedEdges;
TArray<FVertexInstanceID> OrphanedVertexInstances;
TArray<FPolygonGroupID> OrphanedPolygonGroups;
TArray<FVertexID> OrphanedVertices;
for (FPolygonID PolygonID : DegeneratePolygonIDs)
{
DeletePolygon(PolygonID, &OrphanedEdges, &OrphanedVertexInstances, &OrphanedPolygonGroups);
}
for (FPolygonGroupID PolygonGroupID : OrphanedPolygonGroups)
{
DeletePolygonGroup(PolygonGroupID);
}
for (FVertexInstanceID VertexInstanceID : OrphanedVertexInstances)
{
DeleteVertexInstance(VertexInstanceID, &OrphanedVertices);
}
for (FEdgeID EdgeID : OrphanedEdges)
{
DeleteEdge(EdgeID, &OrphanedVertices);
}
for (FVertexID VertexID : OrphanedVertices)
{
DeleteVertex(VertexID);
}
//Compact and Remap IDs so we have clean ID from 0 to n since we just erase some polygons
//The render build need to have compact ID
FElementIDRemappings RemappingInfos;
Compact(RemappingInfos);
}
}
void FMeshDescription::ComputePolygonTangentsAndNormals(float ComparisonThreshold)
{
TArray<FPolygonID> PolygonsToComputeNTBs;
PolygonsToComputeNTBs.Reserve(Polygons().Num());
for (const FPolygonID& PolygonID : Polygons().GetElementIDs())
{
PolygonsToComputeNTBs.Add(PolygonID);
}
ComputePolygonTangentsAndNormals(PolygonsToComputeNTBs, ComparisonThreshold);
}
void FMeshDescription::GetConnectedSoftEdges(const FVertexID VertexID, TArray<FEdgeID>& OutConnectedSoftEdges) const
{
OutConnectedSoftEdges.Reset();
TEdgeAttributesConstRef<bool> EdgeHardnesses = EdgeAttributes().GetAttributesRef<bool>(MeshAttribute::Edge::IsHard);
for (const FEdgeID ConnectedEdgeID : VertexArray[VertexID].ConnectedEdgeIDs)
{
if (!EdgeHardnesses[ConnectedEdgeID])
{
OutConnectedSoftEdges.Add(ConnectedEdgeID);
}
}
}
void FMeshDescription::GetPolygonsInSameSoftEdgedGroupAsPolygon(const FPolygonID PolygonID, const TArray<FPolygonID>& CandidatePolygonIDs, const TArray<FEdgeID>& SoftEdgeIDs, TArray<FPolygonID>& OutPolygonIDs) const
{
// The aim of this method is:
// - given a polygon ID,
// - given a set of candidate polygons connected to the same vertex (which should include the polygon ID),
// - given a set of soft edges connected to the same vertex,
// return the polygon IDs which form an adjacent run without crossing a hard edge.
OutPolygonIDs.Reset();
// Maintain a list of polygon IDs to be examined. Adjacents are added to the list if suitable.
// Add the start poly here.
TArray<FPolygonID> PolygonsToCheck;
PolygonsToCheck.Reset(CandidatePolygonIDs.Num());
PolygonsToCheck.Add(PolygonID);
int32 Index = 0;
while (Index < PolygonsToCheck.Num())
{
const FPolygonID PolygonToCheck = PolygonsToCheck[Index];
Index++;
if (CandidatePolygonIDs.Contains(PolygonToCheck))
{
OutPolygonIDs.Add(PolygonToCheck);
// Now look at its adjacent polygons. If they are joined by a soft edge which includes the vertex we're interested in, we want to consider them.
// We take a shortcut by doing this process in reverse: we already know all the soft edges we are interested in, so check if any of them
// have the current polygon as an adjacent.
for (const FEdgeID SoftEdgeID : SoftEdgeIDs)
{
const TArray<FPolygonID>& EdgeConnectedPolygons = GetEdgeConnectedPolygons(SoftEdgeID);
if (EdgeConnectedPolygons.Contains(PolygonToCheck))
{
for (const FPolygonID AdjacentPolygon : EdgeConnectedPolygons)
{
// Only add new polygons which haven't yet been added to the list. This prevents circular runs of polygons triggering infinite loops.
PolygonsToCheck.AddUnique(AdjacentPolygon);
}
}
}
}
}
}
void FMeshDescription::GetVertexConnectedPolygonsInSameSoftEdgedGroup(const FVertexID VertexID, const FPolygonID PolygonID, TArray<FPolygonID>& OutPolygonIDs) const
{
// The aim here is to determine which polygons form part of the same soft edged group as the polygons attached to this vertex.
// They should all contribute to the final vertex instance normal.
// Get all polygons connected to this vertex.
TArray<FPolygonID> ConnectedPolygons;
GetVertexConnectedPolygons(VertexID, ConnectedPolygons);
// Cache a list of all soft edges which share this vertex.
// We're only interested in finding adjacent polygons which are not the other side of a hard edge.
TArray<FEdgeID> ConnectedSoftEdges;
GetConnectedSoftEdges(VertexID, ConnectedSoftEdges);
GetPolygonsInSameSoftEdgedGroupAsPolygon(PolygonID, ConnectedPolygons, ConnectedSoftEdges, OutPolygonIDs);
}
float FMeshDescription::GetPolygonCornerAngleForVertex(const FPolygonID PolygonID, const FVertexID VertexID) const
{
const FMeshPolygon& Polygon = PolygonArray[PolygonID];
// Lambda function which returns the inner angle at a given index on a polygon contour
auto GetContourAngle = [this](const FMeshPolygonContour& Contour, const int32 ContourIndex)
{
const int32 NumVertices = Contour.VertexInstanceIDs.Num();
const int32 PrevIndex = (ContourIndex + NumVertices - 1) % NumVertices;
const int32 NextIndex = (ContourIndex + 1) % NumVertices;
const FVertexID PrevVertexID = GetVertexInstanceVertex(Contour.VertexInstanceIDs[PrevIndex]);
const FVertexID ThisVertexID = GetVertexInstanceVertex(Contour.VertexInstanceIDs[ContourIndex]);
const FVertexID NextVertexID = GetVertexInstanceVertex(Contour.VertexInstanceIDs[NextIndex]);
TVertexAttributesConstRef<FVector> VertexPositions = VertexAttributes().GetAttributesRef<FVector>(MeshAttribute::Vertex::Position);
const FVector PrevVertexPosition = VertexPositions[PrevVertexID];
const FVector ThisVertexPosition = VertexPositions[ThisVertexID];
const FVector NextVertexPosition = VertexPositions[NextVertexID];
const FVector Direction1 = (PrevVertexPosition - ThisVertexPosition).GetSafeNormal();
const FVector Direction2 = (NextVertexPosition - ThisVertexPosition).GetSafeNormal();
return FMath::Acos(FVector::DotProduct(Direction1, Direction2));
};
const FVertexInstanceArray& VertexInstancesRef = VertexInstances();
auto IsVertexInstancedFromThisVertex = [&VertexInstancesRef, VertexID](const FVertexInstanceID VertexInstanceID)
{
return VertexInstancesRef[VertexInstanceID].VertexID == VertexID;
};
// First look for the vertex instance in the perimeter
int32 ContourIndex = Polygon.PerimeterContour.VertexInstanceIDs.IndexOfByPredicate(IsVertexInstancedFromThisVertex);
if (ContourIndex != INDEX_NONE)
{
// Return the internal angle if found
return GetContourAngle(Polygon.PerimeterContour, ContourIndex);
}
// Found nothing; return 0
return 0.0f;
}
void FMeshDescription::ComputeTangentsAndNormals(const FVertexInstanceID VertexInstanceID
, EComputeNTBsOptions ComputeNTBsOptions
, const TPolygonAttributesRef<FVector> PolygonNormals
, const TPolygonAttributesRef<FVector> PolygonTangents
, const TPolygonAttributesRef<FVector> PolygonBinormals
, TVertexInstanceAttributesRef<FVector> VertexNormals
, TVertexInstanceAttributesRef<FVector> VertexTangents
, TVertexInstanceAttributesRef<float> VertexBinormalSigns)
{
bool bComputeNormals = !!(ComputeNTBsOptions & EComputeNTBsOptions::Normals);
bool bComputeTangents = !!(ComputeNTBsOptions & EComputeNTBsOptions::Tangents);
bool bUseWeightedNormals = !!(ComputeNTBsOptions & EComputeNTBsOptions::WeightedNTBs);
FVector Normal = FVector::ZeroVector;
FVector Tangent = FVector::ZeroVector;
FVector Binormal = FVector::ZeroVector;
FVector& NormalRef = VertexNormals[VertexInstanceID];
FVector& TangentRef = VertexTangents[VertexInstanceID];
float& BinormalRef = VertexBinormalSigns[VertexInstanceID];
if (!bComputeNormals && !bComputeTangents)
{
//Nothing to compute
return;
}
const FVertexID VertexID = GetVertexInstanceVertex(VertexInstanceID);
if (bComputeNormals || NormalRef.IsNearlyZero())
{
// Get all polygons connected to this vertex instance
TArray<FPolygonID> AllConnectedPolygons;
const TArray<FPolygonID>& VertexInstanceConnectedPolygons = GetVertexInstanceConnectedPolygons(VertexInstanceID);
check(VertexInstanceConnectedPolygons.Num() > 0);
// Add also any in the same smoothing group connected to a different vertex instance
// (as they still have influence over the normal).
GetVertexConnectedPolygonsInSameSoftEdgedGroup(VertexID, VertexInstanceConnectedPolygons[0], AllConnectedPolygons);
// The vertex instance normal is computed as a sum of all connected polygons' normals, weighted by the angle they make with the vertex
for (const FPolygonID ConnectedPolygonID : AllConnectedPolygons)
{
const float Angle = bUseWeightedNormals ? GetPolygonCornerAngleForVertex(ConnectedPolygonID, VertexID) : 1.0f;
Normal += PolygonNormals[ConnectedPolygonID] * Angle;
// If this polygon is actually connected to the vertex instance we're processing, also include its contributions towards the tangent
if (VertexInstanceConnectedPolygons.Contains(ConnectedPolygonID))
{
Tangent += PolygonTangents[ConnectedPolygonID] * Angle;
Binormal += PolygonBinormals[ConnectedPolygonID] * Angle;
}
}
// Normalize Normal
Normal = Normal.GetSafeNormal();
}
else
{
//We use existing normals so just use all polygons having a vertex instance at the same location sharing the same normals
Normal = NormalRef;
TArray<FVertexInstanceID> VertexInstanceIDs = GetVertexVertexInstances(VertexID);
for (const FVertexInstanceID& ConnectedVertexInstanceID : VertexInstanceIDs)
{
if (ConnectedVertexInstanceID != VertexInstanceID && !VertexNormals[ConnectedVertexInstanceID].Equals(Normal))
{
continue;
}
const TArray<FPolygonID>& ConnectedPolygons = GetVertexInstanceConnectedPolygons(ConnectedVertexInstanceID);
for (const FPolygonID ConnectedPolygonID : ConnectedPolygons)
{
const float Angle = bUseWeightedNormals ? GetPolygonCornerAngleForVertex(ConnectedPolygonID, VertexID) : 1.0f;
// If this polygon is actually connected to the vertex instance we're processing, also include its contributions towards the tangent
Tangent += PolygonTangents[ConnectedPolygonID] * Angle;
Binormal += PolygonBinormals[ConnectedPolygonID] * Angle;
}
}
}
float BinormalSign = 1.0f;
if (bComputeTangents)
{
// Make Tangent orthonormal to Normal.
// This is a quicker method than normalizing Tangent, taking the cross product Normal X Tangent, and then a further cross product with that result
Tangent = (Tangent - Normal * FVector::DotProduct(Normal, Tangent)).GetSafeNormal();
// Calculate binormal sign
BinormalSign = (FVector::DotProduct(FVector::CrossProduct(Normal, Tangent), Binormal) < 0.0f) ? -1.0f : 1.0f;
}
//Set the value that need to be set
if (NormalRef.IsNearlyZero())
{
NormalRef = Normal;
}
if (bComputeTangents)
{
if (TangentRef.IsNearlyZero())
{
TangentRef = Tangent;
}
if (FMath::IsNearlyZero(BinormalRef))
{
BinormalRef = BinormalSign;
}
}
}
void FMeshDescription::ComputeTangentsAndNormals(const TArray<FVertexInstanceID>& VertexInstanceIDs, EComputeNTBsOptions ComputeNTBsOptions)
{
const TPolygonAttributesRef<FVector> PolygonNormals = PolygonAttributes().GetAttributesRef<FVector>(MeshAttribute::Polygon::Normal);
const TPolygonAttributesRef<FVector> PolygonTangents = PolygonAttributes().GetAttributesRef<FVector>(MeshAttribute::Polygon::Tangent);
const TPolygonAttributesRef<FVector> PolygonBinormals = PolygonAttributes().GetAttributesRef<FVector>(MeshAttribute::Polygon::Binormal);
TVertexInstanceAttributesRef<FVector> VertexNormals = VertexInstanceAttributes().GetAttributesRef<FVector>(MeshAttribute::VertexInstance::Normal);
TVertexInstanceAttributesRef<FVector> VertexTangents = VertexInstanceAttributes().GetAttributesRef<FVector>(MeshAttribute::VertexInstance::Tangent);
TVertexInstanceAttributesRef<float> VertexBinormalSigns = VertexInstanceAttributes().GetAttributesRef<float>(MeshAttribute::VertexInstance::BinormalSign);
for (const FVertexInstanceID VertexInstanceID : VertexInstanceIDs)
{
ComputeTangentsAndNormals(VertexInstanceID, ComputeNTBsOptions, PolygonNormals, PolygonTangents, PolygonBinormals, VertexNormals, VertexTangents, VertexBinormalSigns);
}
}
void FMeshDescription::ComputeTangentsAndNormals(EComputeNTBsOptions ComputeNTBsOptions)
{
const TPolygonAttributesRef<FVector> PolygonNormals = PolygonAttributes().GetAttributesRef<FVector>(MeshAttribute::Polygon::Normal);
const TPolygonAttributesRef<FVector> PolygonTangents = PolygonAttributes().GetAttributesRef<FVector>(MeshAttribute::Polygon::Tangent);
const TPolygonAttributesRef<FVector> PolygonBinormals = PolygonAttributes().GetAttributesRef<FVector>(MeshAttribute::Polygon::Binormal);
TVertexInstanceAttributesRef<FVector> VertexNormals = VertexInstanceAttributes().GetAttributesRef<FVector>(MeshAttribute::VertexInstance::Normal);
TVertexInstanceAttributesRef<FVector> VertexTangents = VertexInstanceAttributes().GetAttributesRef<FVector>(MeshAttribute::VertexInstance::Tangent);
TVertexInstanceAttributesRef<float> VertexBinormalSigns = VertexInstanceAttributes().GetAttributesRef<float>(MeshAttribute::VertexInstance::BinormalSign);
for (const FVertexInstanceID VertexInstanceID : VertexInstances().GetElementIDs())
{
ComputeTangentsAndNormals(VertexInstanceID, ComputeNTBsOptions, PolygonNormals, PolygonTangents, PolygonBinormals, VertexNormals, VertexTangents, VertexBinormalSigns);
}
}
void FMeshDescription::DetermineEdgeHardnessesFromVertexInstanceNormals( const float Tolerance )
{
const TVertexInstanceAttributesRef<FVector> VertexNormals = VertexInstanceAttributes().GetAttributesRef<FVector>( MeshAttribute::VertexInstance::Normal );
TEdgeAttributesRef<bool> EdgeHardnesses = EdgeAttributes().GetAttributesRef<bool>( MeshAttribute::Edge::IsHard );
// Holds unique vertex instance IDs for a given edge vertex
// @todo: use TMemStackAllocator or similar to avoid expensive allocations
TArray<FVertexInstanceID> UniqueVertexInstanceIDs;
for( const FEdgeID EdgeID : Edges().GetElementIDs() )
{
// Get list of polygons connected to this edge
const TArray<FPolygonID>& ConnectedPolygonIDs = GetEdgeConnectedPolygons( EdgeID );
if( ConnectedPolygonIDs.Num() == 0 )
{
// What does it mean if an edge has no connected polygons? For now we just skip it
continue;
}
// Assume by default that the edge is soft - but as soon as any vertex instance belonging to a connected polygon
// has a distinct normal from the others (within the given tolerance), we mark it as hard.
// The exception is if an edge has exactly one connected polygon: in this case we automatically deem it a hard edge.
bool bEdgeIsHard = ( ConnectedPolygonIDs.Num() == 1 );
// Examine vertices on each end of the edge, if we haven't yet identified it as 'hard'
for( int32 VertexIndex = 0; !bEdgeIsHard && VertexIndex < 2; ++VertexIndex )
{
const FVertexID VertexID = GetEdgeVertex( EdgeID, VertexIndex );
const int32 ReservedElements = 4;
UniqueVertexInstanceIDs.Reset( ReservedElements );
// Get a list of all vertex instances for this vertex which form part of any polygon connected to the edge
for( const FVertexInstanceID VertexInstanceID : GetVertexVertexInstances( VertexID ) )
{
for( const FPolygonID PolygonID : GetVertexInstanceConnectedPolygons( VertexInstanceID ) )
{
if( ConnectedPolygonIDs.Contains( PolygonID ) )
{
UniqueVertexInstanceIDs.AddUnique( VertexInstanceID );
break;
}
}
}
check( UniqueVertexInstanceIDs.Num() > 0 );
// First unique vertex instance is used as a reference against which the others are compared.
// (not a perfect approach: really the 'median' should be used as a reference)
const FVector ReferenceNormal = VertexNormals[ UniqueVertexInstanceIDs[ 0 ] ];
for( int32 Index = 1; Index < UniqueVertexInstanceIDs.Num(); ++Index )
{
if( !VertexNormals[ UniqueVertexInstanceIDs[ Index ] ].Equals( ReferenceNormal, Tolerance ) )
{
bEdgeIsHard = true;
break;
}
}
}
EdgeHardnesses[ EdgeID ] = bEdgeIsHard;
}
}
void FMeshDescription::DetermineUVSeamsFromUVs( const int32 UVIndex, const float Tolerance )
{
const TVertexInstanceAttributesRef<FVector2D> VertexUVs = VertexInstanceAttributes().GetAttributesRef<FVector2D>( MeshAttribute::VertexInstance::TextureCoordinate );
TEdgeAttributesRef<bool> EdgeUVSeams = EdgeAttributes().GetAttributesRef<bool>( MeshAttribute::Edge::IsUVSeam );
// Holds unique vertex instance IDs for a given edge vertex
// @todo: use TMemStackAllocator or similar to avoid expensive allocations
TArray<FVertexInstanceID> UniqueVertexInstanceIDs;
for( const FEdgeID EdgeID : Edges().GetElementIDs() )
{
// Get list of polygons connected to this edge
const TArray<FPolygonID>& ConnectedPolygonIDs = GetEdgeConnectedPolygons( EdgeID );
if( ConnectedPolygonIDs.Num() == 0 )
{
// What does it mean if an edge has no connected polygons? For now we just skip it
continue;
}
// Assume by default that the edge is not a UV seam - but as soon as any vertex instance belonging to a connected polygon
// has a distinct UV from the others (within the given tolerance), we mark it as a UV seam.
bool bEdgeIsUVSeam = false;
// Examine vertices on each end of the edge, if we haven't yet identified it as a UV seam
for( int32 VertexIndex = 0; !bEdgeIsUVSeam && VertexIndex < 2; ++VertexIndex )
{
const FVertexID VertexID = GetEdgeVertex( EdgeID, VertexIndex );
const int32 ReservedElements = 4;
UniqueVertexInstanceIDs.Reset( ReservedElements );
// Get a list of all vertex instances for this vertex which form part of any polygon connected to the edge
for( const FVertexInstanceID VertexInstanceID : GetVertexVertexInstances( VertexID ) )
{
for( const FPolygonID PolygonID : GetVertexInstanceConnectedPolygons( VertexInstanceID ) )
{
if( ConnectedPolygonIDs.Contains( PolygonID ) )
{
UniqueVertexInstanceIDs.AddUnique( VertexInstanceID );
break;
}
}
}
check( UniqueVertexInstanceIDs.Num() > 0 );
// First unique vertex instance is used as a reference against which the others are compared.
// (not a perfect approach: really the 'median' should be used as a reference)
const FVector2D ReferenceUV = VertexUVs.Get( UniqueVertexInstanceIDs[ 0 ], UVIndex );
for( int32 Index = 1; Index < UniqueVertexInstanceIDs.Num(); ++Index )
{
if( !VertexUVs.Get( UniqueVertexInstanceIDs[ Index ], UVIndex ).Equals( ReferenceUV, Tolerance ) )
{
bEdgeIsUVSeam = true;
break;
}
}
}
EdgeUVSeams[ EdgeID ] = bEdgeIsUVSeam;
}
}
void FMeshDescription::GetPolygonsInSameChartAsPolygon( const FPolygonID PolygonID, TArray<FPolygonID>& OutPolygonIDs )
{
const TEdgeAttributesRef<bool> EdgeUVSeams = EdgeAttributes().GetAttributesRef<bool>( MeshAttribute::Edge::IsUVSeam );
const int32 NumPolygons = Polygons().Num();
// This holds the results - all polygon IDs which are in the same UV chart
OutPolygonIDs.Reset( NumPolygons );
// This holds all the polygons we need to check, and those we have already checked so we don't add duplicates
// @todo: use TMemStackAllocator or similar to avoid expensive allocations
TArray<FPolygonID> PolygonsToCheck;
PolygonsToCheck.Reserve( NumPolygons );
// Add the initial polygon
PolygonsToCheck.Add( PolygonID );
int32 Index = 0;
while( Index < PolygonsToCheck.Num() )
{
// Process the next polygon to be checked. If it's in this list, we already know it's one of the results. Now we have to check the neighbors.
const FPolygonID PolygonToCheck = PolygonsToCheck[ Index ];
OutPolygonIDs.Add( PolygonToCheck );
Index++;
// Iterate through edges of the polygon
const TArray<FVertexInstanceID>& VertexInstanceIDs = GetPolygonVertexInstances( PolygonToCheck );
FVertexID LastVertexID = GetVertexInstanceVertex( VertexInstanceIDs.Last() );
for( const FVertexInstanceID VertexInstanceID : VertexInstanceIDs )
{
const FVertexID VertexID = GetVertexInstanceVertex( VertexInstanceID );
const FEdgeID EdgeID = GetVertexPairEdge( VertexID, LastVertexID );
if( EdgeID != FEdgeID::Invalid && !EdgeUVSeams[ EdgeID ] )
{
// If it's a valid edge and not a UV seam, check its connected polygons
const TArray<FPolygonID>& ConnectedPolygonIDs = GetEdgeConnectedPolygons( EdgeID );
for( const FPolygonID ConnectedPolygonID : ConnectedPolygonIDs )
{
// Add polygons which aren't the one being checked, and haven't already been added to the list
if( ConnectedPolygonID != PolygonToCheck && !PolygonsToCheck.Contains( ConnectedPolygonID ) )
{
PolygonsToCheck.Add( ConnectedPolygonID );
}
}
}
LastVertexID = VertexID;
}
}
}
void FMeshDescription::GetAllCharts( TArray<TArray<FPolygonID>>& OutCharts )
{
// @todo: OutCharts: array of array doesn't seem like a really efficient data structure. Also templatize on allocator?
const int32 NumPolygons = Polygons().Num();
// Maintain a record of the polygons which have already been entered into a chart
// @todo: use TMemStackAllocator or similar to avoid expensive allocations
TSet<FPolygonID> ConsumedPolygons;
ConsumedPolygons.Reserve( NumPolygons );
for( const FPolygonID PolygonID : Polygons().GetElementIDs() )
{
if( !ConsumedPolygons.Contains( PolygonID ) )
{
TArray<FPolygonID>& Chart = OutCharts.AddDefaulted_GetRef();
GetPolygonsInSameChartAsPolygon( PolygonID, Chart );
// Mark all polygons in the chart as 'consumed'. Note that the chart will also contain the initial polygon.
for( const FPolygonID ChartPolygon : Chart )
{
ConsumedPolygons.Add( ChartPolygon );
}
}
}
}
void FMeshDescription::ReversePolygonFacing(const FPolygonID PolygonID)
{
// Build a reverse perimeter
FMeshPolygon& Polygon = PolygonArray[PolygonID];
for (int32 i = 0; i < Polygon.PerimeterContour.VertexInstanceIDs.Num() / 2; ++i)
{
Polygon.PerimeterContour.VertexInstanceIDs.Swap(i, Polygon.PerimeterContour.VertexInstanceIDs.Num() - i - 1);
}
// Triangulate the polygon since we reverse the indices
ComputePolygonTriangulation(PolygonID);
}
void FMeshDescription::ReverseAllPolygonFacing()
{
// Perform triangulation directly into mesh polygons
for (const FPolygonID PolygonID : Polygons().GetElementIDs())
{
ReversePolygonFacing(PolygonID);
}
}
void FMeshDescription::RemapPolygonGroups(const TMap<FPolygonGroupID, FPolygonGroupID>& Remap)
{
TPolygonGroupAttributesRef<FName> PolygonGroupNames = PolygonGroupAttributes().GetAttributesRef<FName>(MeshAttribute::PolygonGroup::ImportedMaterialSlotName);
struct FOldPolygonGroupData
{
FName Name;
TArray<FPolygonID> Polygons;
};
TMap<FPolygonGroupID, FOldPolygonGroupData> OldData;
for (const FPolygonGroupID& PolygonGroupID : PolygonGroups().GetElementIDs())
{
if (!Remap.Contains(PolygonGroupID) || PolygonGroupID == Remap[PolygonGroupID])
{
//No need to change this one
continue;
}
FOldPolygonGroupData& PolygonGroupData = OldData.FindOrAdd(PolygonGroupID);
PolygonGroupData.Name = PolygonGroupNames[PolygonGroupID];
FMeshPolygonGroup& PolygonGroup = PolygonGroupArray[PolygonGroupID];
PolygonGroupData.Polygons = PolygonGroup.Polygons;
PolygonGroup.Polygons.Empty();
DeletePolygonGroup(PolygonGroupID);
}
for (auto Kvp : OldData)
{
FPolygonGroupID GroupID = Kvp.Key;
FPolygonGroupID ToGroupID = Remap[GroupID];
if (!PolygonGroups().IsValid(ToGroupID))
{
CreatePolygonGroupWithID(ToGroupID);
}
TArray<FPolygonID>& Polygons = PolygonGroupArray[ToGroupID].Polygons;
Polygons.Append(Kvp.Value.Polygons);
PolygonGroupNames[ToGroupID] = Kvp.Value.Name;
for (FPolygonID PolygonID : Polygons)
{
PolygonArray[PolygonID].PolygonGroupID = ToGroupID;
}
}
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#if WITH_EDITORONLY_DATA
void FMeshDescriptionBulkData::Serialize( FArchive& Ar, UObject* Owner )
{
Ar.UsingCustomVersion( FEditorObjectVersion::GUID );
if( Ar.IsTransacting() )
{
// If transacting, keep these members alive the other side of an undo, otherwise their values will get lost
CustomVersions.Serialize( Ar );
Ar << bBulkDataUpdated;
}
else
{
if( Ar.IsLoading() )
{
// If loading, take a copy of the package custom version container, so it can be applied when unpacking
// MeshDescription from the bulk data.
CustomVersions = Ar.GetCustomVersions();
}
else if( Ar.IsSaving() )
{
// If the bulk data hasn't been updated since this was loaded, there's a possibility that it has old versioning.
// Explicitly load and resave the FMeshDescription so that its version is in sync with the FMeshDescriptionBulkData.
if( !bBulkDataUpdated )
{
FMeshDescription MeshDescription;
LoadMeshDescription( MeshDescription );
SaveMeshDescription( MeshDescription );
}
}
}
BulkData.Serialize( Ar, Owner );
if( Ar.IsLoading() && Ar.CustomVer( FEditorObjectVersion::GUID ) < FEditorObjectVersion::MeshDescriptionBulkDataGuid )
{
FPlatformMisc::CreateGuid( Guid );
}
else
{
Ar << Guid;
}
}
void FMeshDescriptionBulkData::SaveMeshDescription( FMeshDescription& MeshDescription )
{
BulkData.RemoveBulkData();
if( !MeshDescription.IsEmpty() )
{
const bool bIsPersistent = true;
FBulkDataWriter Ar( BulkData, bIsPersistent );
Ar << MeshDescription;
// Preserve CustomVersions at save time so we can reuse the same ones when reloading direct from memory
CustomVersions = Ar.GetCustomVersions();
}
FPlatformMisc::CreateGuid( Guid );
// Mark the MeshDescriptionBulkData as having been updated.
// This means we know that its version is up-to-date.
bBulkDataUpdated = true;
}
void FMeshDescriptionBulkData::LoadMeshDescription( FMeshDescription& MeshDescription )
{
MeshDescription.Empty();
if( BulkData.GetElementCount() > 0 )
{
// Get a lock on the bulk data and read it into the mesh description
{
const bool bIsPersistent = true;
FBulkDataReader Ar( BulkData, bIsPersistent );
// Propagate the custom version information from the package to the bulk data, so that the MeshDescription
// is serialized with the same versioning.
Ar.SetCustomVersions( CustomVersions );
Ar << MeshDescription;
}
// Unlock bulk data when we leave scope
// Throw away the bulk data allocation as we don't need it now we have its contents as a FMeshDescription
// @todo: revisit this
// BulkData.UnloadBulkData();
}
}
void FMeshDescriptionBulkData::Empty()
{
BulkData.RemoveBulkData();
}
FString FMeshDescriptionBulkData::GetIdString() const
{
return Guid.ToString();
}
#endif // #if WITH_EDITORONLY_DATA