Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingToolsEditorOnly/Private/MergeMeshesTool.cpp
ryan schmidt e7f3baf1ca Edigrate Dev-Editor updates to InteractiveToolsFramework, GeometryProcessing, MeshModelingToolset, and ModelingTools Editor Mode Plugins. Update a few files in new MeshPaint Plugin for UInteractiveTool rename of ::Tick() to ::OnTick().
#rb none
#rnx

#ROBOMERGE-SOURCE: CL 12908995 via CL 12908996 via CL 12909001
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12909003 by ryan schmidt in Main branch]
2020-04-18 18:42:59 -04:00

261 lines
6.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MergeMeshesTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
#include "AssetGenerationUtil.h"
#include "Selection/ToolSelectionUtil.h"
#include "DynamicMesh3.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "CompositionOps/VoxelMergeMeshesOp.h"
#define LOCTEXT_NAMESPACE "UMergeMeshesTool"
/*
* ToolBuilder
*/
bool UMergeMeshesToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
const bool bHasBuildAPI = (this->AssetAPI != nullptr);
const int32 MinRequiredComponents = 1;
const bool bHasComponents = ToolBuilderUtil::CountComponents(SceneState, CanMakeComponentTarget) >= MinRequiredComponents;
return ( bHasBuildAPI && bHasComponents );
}
UInteractiveTool* UMergeMeshesToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
UMergeMeshesTool* NewTool = NewObject<UMergeMeshesTool>(SceneState.ToolManager);
TArray<UActorComponent*> Components = ToolBuilderUtil::FindAllComponents(SceneState, CanMakeComponentTarget);
check(Components.Num() > 0);
TArray<TUniquePtr<FPrimitiveComponentTarget>> ComponentTargets;
for (UActorComponent* ActorComponent : Components)
{
auto* MeshComponent = Cast<UPrimitiveComponent>(ActorComponent);
if ( MeshComponent )
{
ComponentTargets.Add(MakeComponentTarget(MeshComponent));
}
}
NewTool->SetSelection(MoveTemp(ComponentTargets));
NewTool->SetWorld(SceneState.World);
NewTool->SetAssetAPI(AssetAPI);
return NewTool;
}
/*
* Tool
*/
UMergeMeshesTool::UMergeMeshesTool()
{
}
void UMergeMeshesTool::SetWorld(UWorld* World)
{
this->TargetWorld = World;
}
void UMergeMeshesTool::SetAssetAPI(IToolsContextAssetAPI* AssetAPIIn)
{
this->AssetAPI = AssetAPIIn;
}
void UMergeMeshesTool::Setup()
{
UInteractiveTool::Setup();
MergeProps = NewObject<UMergeMeshesToolProperties>();
AddToolPropertySource(MergeProps);
MeshStatisticsProperties = NewObject<UMeshStatisticsProperties>(this);
AddToolPropertySource(MeshStatisticsProperties);
// Hide the source meshes
for (auto& ComponentTarget : ComponentTargets)
{
ComponentTarget->SetOwnerVisibility(false);
}
// save transformed version of input meshes (maybe this could happen in the Operator?)
CacheInputMeshes();
// initialize the PreviewMesh+BackgroundCompute object
Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(this, "Preview");
Preview->Setup(this->TargetWorld, this);
Preview->OnMeshUpdated.AddLambda([this](UMeshOpPreviewWithBackgroundCompute* Compute) {
MeshStatisticsProperties->Update(*Compute->PreviewMesh->GetPreviewDynamicMesh());
});
CreateLowQualityPreview(); // update the preview with a low-quality result
Preview->ConfigureMaterials(
ToolSetupUtil::GetDefaultSculptMaterial(GetToolManager()),
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
);
Preview->InvalidateResult(); // start compute
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "This Tool combines the input meshes into closed solids using voxelization techniques. UVs, sharp edges, and small/thin features will be lost. Increase Voxel Count to enhance accuracy."),
EToolMessageLevel::UserNotification);
}
void UMergeMeshesTool::Shutdown(EToolShutdownType ShutdownType)
{
FDynamicMeshOpResult Result = Preview->Shutdown();
if (ShutdownType == EToolShutdownType::Accept)
{
// Generate the result
{
GetToolManager()->BeginUndoTransaction(LOCTEXT("MergeMeshes", "Merge Meshes"));
GenerateAsset(Result);
GetToolManager()->EndUndoTransaction();
}
// Hide or destroy the sources
{
if (MergeProps->bDeleteInputActors)
GetToolManager()->BeginUndoTransaction(LOCTEXT("RemoveSources", "Remove Sources"));
for (auto& ComponentTarget : ComponentTargets)
{
ComponentTarget->SetOwnerVisibility(true);
AActor* Actor = ComponentTarget->GetOwnerActor();
if (MergeProps->bDeleteInputActors)
{
Actor->Destroy();
}
else
{
// just hide the result.
Actor->SetIsTemporarilyHiddenInEditor(true);
}
}
if (MergeProps->bDeleteInputActors)
GetToolManager()->EndUndoTransaction();
}
}
else
{
// Restore (unhide) the source meshes
for (auto& ComponentTarget : ComponentTargets)
{
ComponentTarget->SetOwnerVisibility(true);
}
}
}
void UMergeMeshesTool::OnTick(float DeltaTime)
{
Preview->Tick(DeltaTime);
}
bool UMergeMeshesTool::HasAccept() const
{
return true;
}
bool UMergeMeshesTool::CanAccept() const
{
return Preview->HaveValidResult();
}
void UMergeMeshesTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
Preview->InvalidateResult();
}
TUniquePtr<FDynamicMeshOperator> UMergeMeshesTool::MakeNewOperator()
{
TUniquePtr<FVoxelMergeMeshesOp> MergeOp = MakeUnique<FVoxelMergeMeshesOp>();
MergeOp->VoxelCount = MergeProps->VoxelCount;
MergeOp->AdaptivityD = MergeProps->MeshAdaptivity;
MergeOp->IsoSurfaceD = MergeProps->OffsetDistance;
MergeOp->bAutoSimplify = MergeProps->bAutoSimplify;
MergeOp->InputMeshArray = InputMeshes;
return MergeOp;
}
void UMergeMeshesTool::CacheInputMeshes()
{
InputMeshes = MakeShared<TArray<IVoxelBasedCSG::FPlacedMesh>>();
// Package the selected meshes and transforms for consumption by the CSGTool
for (auto& ComponentTarget : ComponentTargets)
{
IVoxelBasedCSG::FPlacedMesh PlacedMesh;
PlacedMesh.Mesh = ComponentTarget->GetMesh();
PlacedMesh.Transform = ComponentTarget->GetWorldTransform();
InputMeshes->Add(PlacedMesh);
}
}
void UMergeMeshesTool::CreateLowQualityPreview()
{
FProgressCancel NullInterrupter;
FVoxelMergeMeshesOp MergeMeshesOp;
MergeMeshesOp.VoxelCount = 12;
MergeMeshesOp.AdaptivityD = 0.001;
MergeMeshesOp.bAutoSimplify = true;
MergeMeshesOp.InputMeshArray = InputMeshes;
MergeMeshesOp.CalculateResult(&NullInterrupter);
TUniquePtr<FDynamicMesh3> FastPreviewMesh = MergeMeshesOp.ExtractResult();
Preview->PreviewMesh->SetTransform((FTransform)MergeMeshesOp.GetResultTransform());
Preview->PreviewMesh->UpdatePreview(FastPreviewMesh.Get()); // copies the mesh @todo we could just give ownership to the Preview!
Preview->SetVisibility(true);
}
void UMergeMeshesTool::GenerateAsset(const FDynamicMeshOpResult& Result)
{
check(Result.Mesh.Get() != nullptr);
AActor* NewActor = AssetGenerationUtil::GenerateStaticMeshActor(
AssetAPI, TargetWorld,
Result.Mesh.Get(), Result.Transform, TEXT("MergedMesh"));
if (NewActor != nullptr)
{
ToolSelectionUtil::SetNewActorSelection(GetToolManager(), NewActor);
}
}
#undef LOCTEXT_NAMESPACE