Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingTools/Private/WeldMeshEdgesTool.cpp
Ryan Schmidt f45388ffbe Rename USimpleDynamicMeshComponent to UDynamicMeshComponent. Move ModelingComponents Components and SceneProxys to /Components subdirectory.
#rb none
#rnx
#jira none
#preflight 60c4451f5c10070001ae0537

[CL 16652187 by Ryan Schmidt in ue5-main branch]
2021-06-12 14:28:52 -04:00

185 lines
5.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "WeldMeshEdgesTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/DynamicMeshAttributeSet.h"
#include "DynamicMesh/Operations/MergeCoincidentMeshEdges.h"
#include "Components/DynamicMeshComponent.h"
#include "ModelingToolTargetUtil.h"
#include "SceneManagement.h" // for FPrimitiveDrawInterface
#include "Async/ParallelFor.h"
#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UWeldMeshEdgesTool"
/*
* ToolBuilder
*/
USingleSelectionMeshEditingTool* UWeldMeshEdgesToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<UWeldMeshEdgesTool>(SceneState.ToolManager);
}
/*
* Tool
*/
UWeldMeshEdgesTool::UWeldMeshEdgesTool()
{
Tolerance = FMergeCoincidentMeshEdges::DEFAULT_TOLERANCE;
bOnlyUnique = false;
}
void UWeldMeshEdgesTool::Setup()
{
UInteractiveTool::Setup();
// create dynamic mesh component to use for live preview
DynamicMeshComponent = NewObject<UDynamicMeshComponent>(UE::ToolTarget::GetTargetActor(Target));
DynamicMeshComponent->SetupAttachment(UE::ToolTarget::GetTargetComponent(Target));
DynamicMeshComponent->RegisterComponent();
DynamicMeshComponent->SetWorldTransform((FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target));
// transfer materials
FComponentMaterialSet MaterialSet = UE::ToolTarget::GetMaterialSet(Target);
for (int k = 0; k < MaterialSet.Materials.Num(); ++k)
{
DynamicMeshComponent->SetMaterial(k, MaterialSet.Materials[k]);
}
DynamicMeshComponent->SetTangentsType(EDynamicMeshComponentTangentsMode::AutoCalculated);
DynamicMeshComponent->SetMesh(UE::ToolTarget::GetDynamicMeshCopy(Target));
DynamicMeshComponent->ProcessMesh([&](const FDynamicMesh3& ReadMesh) { OriginalMesh = ReadMesh; });
// hide input StaticMeshComponent
UE::ToolTarget::HideSourceObject(Target);
// initialize our properties
ToolPropertyObjects.Add(this);
bResultValid = false;
SetToolDisplayName(LOCTEXT("ToolName", "Weld Edges"));
GetToolManager()->DisplayMessage(
LOCTEXT("WeldMeshEdgesToolDescription", "Weld overlapping/identical border edges of the selected Mesh, by merging the vertices."),
EToolMessageLevel::UserNotification);
}
void UWeldMeshEdgesTool::Shutdown(EToolShutdownType ShutdownType)
{
if (DynamicMeshComponent != nullptr)
{
UE::ToolTarget::ShowSourceObject(Target);
if (ShutdownType == EToolShutdownType::Accept)
{
// this block bakes the modified DynamicMeshComponent back into the StaticMeshComponent inside an undo transaction
GetToolManager()->BeginUndoTransaction(LOCTEXT("WeldMeshEdgesToolTransactionName", "Remesh Mesh"));
DynamicMeshComponent->ProcessMesh([&](const FDynamicMesh3& CurMesh)
{
UE::ToolTarget::CommitDynamicMeshUpdate(Target, CurMesh, true);
});
GetToolManager()->EndUndoTransaction();
}
DynamicMeshComponent->UnregisterComponent();
DynamicMeshComponent->DestroyComponent();
DynamicMeshComponent = nullptr;
}
}
void UWeldMeshEdgesTool::Render(IToolsContextRenderAPI* RenderAPI)
{
UpdateResult();
FPrimitiveDrawInterface* PDI = RenderAPI->GetPrimitiveDrawInterface();
FTransform Transform = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target);
FColor LineColor(200, 200, 200);
float PDIScale = RenderAPI->GetCameraState().GetPDIScalingFactor();
FDynamicMesh3* TargetMesh = DynamicMeshComponent->GetMesh();
FDynamicMeshUVOverlay* UVOverlay = TargetMesh->Attributes()->PrimaryUV();
for (int eid : TargetMesh->EdgeIndicesItr())
{
if (UVOverlay->IsSeamEdge(eid))
{
FVector3d A, B;
TargetMesh->GetEdgeV(eid, A, B);
PDI->DrawLine(Transform.TransformPosition((FVector)A), Transform.TransformPosition((FVector)B),
LineColor, 0, 1.0f*PDIScale, 1.0f, true);
}
}
FColor LineColor2(255, 0, 0);
for (int eid : TargetMesh->BoundaryEdgeIndicesItr())
{
FVector3d A, B;
TargetMesh->GetEdgeV(eid, A, B);
PDI->DrawLine(Transform.TransformPosition((FVector)A), Transform.TransformPosition((FVector)B),
LineColor2, 0, 2.0f*PDIScale, 1.0f, true);
}
}
#if WITH_EDITOR
void UWeldMeshEdgesTool::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
FProperty* PropertyThatChanged = PropertyChangedEvent.Property;
bResultValid = false;
}
#endif
void UWeldMeshEdgesTool::UpdateResult()
{
if (bResultValid)
{
return;
}
ComputeMesh = OriginalMesh;
FMergeCoincidentMeshEdges Merger(&ComputeMesh);
Merger.MergeVertexTolerance = this->Tolerance;
Merger.MergeSearchTolerance = 2*Merger.MergeVertexTolerance;
Merger.OnlyUniquePairs = this->bOnlyUnique;
FDynamicMesh3* SetMesh = &ComputeMesh;
if (Merger.Apply() == false)
{
UE_LOG(LogTemp, Warning, TEXT("WeldMeshEdgesTool : Merger.Apply() returned false"));
SetMesh = &OriginalMesh;
}
else if (ComputeMesh.CheckValidity(true, EValidityCheckFailMode::ReturnOnly) == false)
{
UE_LOG(LogTemp, Warning, TEXT("WeldMeshEdgesTool : returned mesh is invalid"));
SetMesh = &OriginalMesh;
}
DynamicMeshComponent->EditMesh([SetMesh](FDynamicMesh3& EditMesh)
{
EditMesh = *SetMesh;
});
GetToolManager()->PostInvalidation();
bResultValid = true;
}
#undef LOCTEXT_NAMESPACE