Files
UnrealEngineUWP/Engine/Plugins/Editor/MeshEditor/Source/PolygonModeling/AutoClusterMeshCommand.cpp
Michael Lentine ea5ca985d4 Copying //UE4/Dev-Physics to //UE4/Dev-Main.
#rb none
#lockdown Nick.Penwarden

[CL 4653110 by Michael Lentine in Main branch]
2018-12-12 11:25:29 -05:00

217 lines
7.1 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "AutoClusterMeshCommand.h"
#include "IMeshEditorModeEditingContract.h"
#include "IMeshEditorModeUIContract.h"
#include "ScopedTransaction.h"
#include "Editor.h"
#include "Engine/Selection.h"
#include "Framework/Commands/UIAction.h"
#include "MeshFractureSettings.h"
#include "GeometryCollection/GeometryCollection.h"
#include "GeometryCollection/GeometryCollectionObject.h"
#include "GeometryCollection/GeometryCollectionComponent.h"
#include "EditorSupportDelegates.h"
#include "GeometryCollection/GeometryCollectionClusteringUtility.h"
#define LOCTEXT_NAMESPACE "ClusterMeshCommand"
DEFINE_LOG_CATEGORY(LogAutoClusterCommand);
FUIAction UAutoClusterMeshCommand::MakeUIAction(class IMeshEditorModeUIContract& MeshEditorMode)
{
FUIAction UIAction;
{
FExecuteAction ExecuteAction(FExecuteAction::CreateLambda([&MeshEditorMode, this]
{
this->Execute(MeshEditorMode);
}));
// The 'Auto-cluster' button is only available when there is a geometry collection selected and we are viewing Level 1 in the hierarchy
// button is grayed out at other times
UIAction = FUIAction(
ExecuteAction,
FCanExecuteAction::CreateLambda([&MeshEditorMode] { return (MeshEditorMode.GetSelectedEditableMeshes().Num() > 0)
&& MeshEditorMode.GetFractureSettings()->CommonSettings->ViewMode == EMeshFractureLevel::Level1; })
);
}
return UIAction;
}
void UAutoClusterMeshCommand::RegisterUICommand( FBindingContext* BindingContext )
{
UI_COMMAND_EXT( BindingContext, /* Out */ UICommandInfo, "AutoClusterMesh", "Auto Cluster", "Performs Voronoi Cluster.", EUserInterfaceActionType::Button, FInputChord() );
}
void UAutoClusterMeshCommand::Execute(IMeshEditorModeEditingContract& MeshEditorMode)
{
if (MeshEditorMode.GetActiveAction() != NAME_None)
{
return;
}
if (MeshEditorMode.GetSelectedEditableMeshes().Num() == 0)
{
return;
}
FScopedTransaction Transaction(LOCTEXT("AutoClusterMesh", "Auto Cluster Mersh"));
MeshEditorMode.CommitSelectedMeshes();
TArray<UEditableMesh*> SelectedMeshes = MeshEditorMode.GetSelectedEditableMeshes();
// we only handle clustering of a single geometry collection
if (SelectedMeshes.Num() == 1 && GetGeometryCollectionComponent(SelectedMeshes[0]))
{
// Combining child bones from within a single Editable Mesh that already is a Geometry Collection
ClusterChildBonesOfASingleMesh(MeshEditorMode, SelectedMeshes);
}
UpdateExplodedView(MeshEditorMode, EViewResetType::RESET_TRANSFORMS);
}
void UAutoClusterMeshCommand::ClusterChildBonesOfASingleMesh(IMeshEditorModeEditingContract& MeshEditorMode, TArray<UEditableMesh*>& SelectedMeshes)
{
const UMeshFractureSettings* FratureSettings = MeshEditorMode.GetFractureSettings();
int8 FractureLevel = FratureSettings->CommonSettings->GetFractureLevelNumber();
int NumClusters = FratureSettings->UniformSettings->NumberVoronoiSites;
for (UEditableMesh* EditableMesh : SelectedMeshes)
{
AActor* SelectedActor = GetEditableMeshActor(EditableMesh);
check(SelectedActor);
EditableMesh->StartModification(EMeshModificationType::Final, EMeshTopologyChange::TopologyChange);
{
UGeometryCollectionComponent* Component = Cast<UGeometryCollectionComponent>(SelectedActor->GetComponentByClass(UGeometryCollectionComponent::StaticClass()));
if (Component)
{
ClusterSelectedBones(FractureLevel, NumClusters, EditableMesh, Component);
}
}
EditableMesh->EndModification();
MeshEditorMode.TrackUndo(EditableMesh, EditableMesh->MakeUndo());
}
}
void UAutoClusterMeshCommand::ClusterSelectedBones(int FractureLevel, int NumClusters, UEditableMesh* EditableMesh, UGeometryCollectionComponent* GeometryCollectionComponent)
{
check(EditableMesh);
check(GeometryCollectionComponent);
if (FractureLevel > 0)
{
FGeometryCollectionEdit GeometryCollectionEdit = GeometryCollectionComponent->EditRestCollection();
if (UGeometryCollection* GeometryCollectionObject = GeometryCollectionEdit.GetRestCollection())
{
TSharedPtr<FGeometryCollection> GeometryCollectionPtr = GeometryCollectionObject->GetGeometryCollection();
if (FGeometryCollection* GeometryCollection = GeometryCollectionPtr.Get())
{
const TManagedArray<FGeometryCollectionBoneNode>& Hierarchy = *GeometryCollection->BoneHierarchy;
TMap<int, FVector> Locations;
for (int Element = 0; Element < Hierarchy.Num(); Element++)
{
const FGeometryCollectionBoneNode& Node = Hierarchy[Element];
if (Node.Level == FractureLevel)
{
FVector Centre(0, 0, 0);
GetCenterOfBone(GeometryCollectionObject, Element, Centre);
Locations.Add(Element, Centre);
}
}
TArray<FVector> Sites;
GenerateClusterSites(NumClusters, FractureLevel, Locations, Sites);
if (Sites.Num() > 0)
{
ClusterToNearestSite(FractureLevel, GeometryCollectionComponent, Locations, Sites);
}
GeometryCollectionComponent->MarkRenderDynamicDataDirty();
GeometryCollectionComponent->MarkRenderStateDirty();
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
}
}
}
}
void UAutoClusterMeshCommand::GenerateClusterSites(int NumSitesToGenerate, int FractureLevel, TMap<int, FVector>& Locations, TArray<FVector>& Sites)
{
TArray<int> Keys;
for (auto& Location : Locations)
{
Keys.Push(Location.Key);
}
if (Keys.Num() > 0)
{
for (int SiteIndex = 0; SiteIndex < NumSitesToGenerate; SiteIndex++)
{
int RandomIndex = FMath::Rand() % Keys.Num();
Sites.Push(Locations[Keys[RandomIndex]]);
}
}
}
void UAutoClusterMeshCommand::ClusterToNearestSite(int FractureLevel, UGeometryCollectionComponent* GeometryCollectionComponent, TMap<int, FVector>& Locations, TArray<FVector>& Sites)
{
FGeometryCollectionEdit GeometryCollectionEdit = GeometryCollectionComponent->EditRestCollection();
if (UGeometryCollection* GeometryCollectionObject = GeometryCollectionEdit.GetRestCollection())
{
TSharedPtr<FGeometryCollection> GeometryCollectionPtr = GeometryCollectionObject->GetGeometryCollection();
if (FGeometryCollection* GeometryCollection = GeometryCollectionPtr.Get())
{
TArray<TArray<int>> SiteToBone;
SiteToBone.AddDefaulted(Sites.Num());
for (auto& location : Locations)
{
int NearestSite = FindNearestSitetoBone(location.Value, Sites);
if (NearestSite >= 0)
{
SiteToBone[NearestSite].Push(location.Key);
}
}
for (int SiteIndex = 0; SiteIndex < Sites.Num(); SiteIndex++)
{
if (SiteToBone[SiteIndex].Num() > 0)
{
FGeometryCollectionClusteringUtility::ClusterBonesUnderNewNode(GeometryCollection, SiteToBone[SiteIndex][0], SiteToBone[SiteIndex], false);
}
}
}
}
}
int UAutoClusterMeshCommand::FindNearestSitetoBone(const FVector& BoneLocation, const TArray<FVector>& Sites)
{
// brute force search
int ClosestSite = -1;
float ClosestDistSqr = FLT_MAX;
for (int SiteIndex = 0; SiteIndex < Sites.Num(); SiteIndex++)
{
const FVector& SiteLocation = Sites[SiteIndex];
float DistanceSqr = FVector::DistSquared(SiteLocation, BoneLocation);
if (DistanceSqr < ClosestDistSqr)
{
ClosestDistSqr = DistanceSqr;
ClosestSite = SiteIndex;
}
}
return ClosestSite;
}
#undef LOCTEXT_NAMESPACE