Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Private/OctreeDynamicMeshComponent.cpp
Ryan Schmidt f75fd67a7e ModelingTools: handle scaling (uniform and non-uniform) in Sculpt tool. This is done by transforming mesh to world space for sculpting, and transforming back on Bake. Not an ideal solution, but usable numeric range in the World is bounded by float precision and we are working in doubles.
Added functions to TTransform3 to clamp scale to valid range and transform Normals.
Added MeshTransforms, has functions to transform and inverse-transform a mesh.
Added OctreeDynamicMeshComponent::ApplyTransform() to apply these functions to internal mesh.

#jira UE-80548
#rb jimmy.andrews
#rnx

[CL 9552130 by Ryan Schmidt in Dev-Editor branch]
2019-10-11 17:31:21 -04:00

410 lines
11 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "OctreeDynamicMeshComponent.h"
#include "RenderingThread.h"
#include "RenderResource.h"
#include "PrimitiveViewRelevance.h"
#include "PrimitiveSceneProxy.h"
#include "VertexFactory.h"
#include "MaterialShared.h"
#include "Engine/CollisionProfile.h"
#include "Materials/Material.h"
#include "LocalVertexFactory.h"
#include "SceneManagement.h"
#include "DynamicMeshBuilder.h"
#include "EngineGlobals.h"
#include "Engine/Engine.h"
#include "StaticMeshResources.h"
#include "StaticMeshAttributes.h"
#include "DynamicMeshAttributeSet.h"
#include "MeshNormals.h"
#include "MeshTransforms.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "DynamicMeshToMeshDescription.h"
#include "Changes/MeshVertexChange.h"
#include "Changes/MeshChange.h"
#include "DynamicMeshChangeTracker.h"
// default proxy for this component
#include "OctreeDynamicMeshSceneProxy.h"
UOctreeDynamicMeshComponent::UOctreeDynamicMeshComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
PrimaryComponentTick.bCanEverTick = false;
SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
InitializeNewMesh();
}
void UOctreeDynamicMeshComponent::InitializeMesh(FMeshDescription* MeshDescription)
{
FMeshDescriptionToDynamicMesh Converter;
Converter.bPrintDebugMessages = true;
Mesh->Clear();
Converter.Convert(MeshDescription, *Mesh);
FAxisAlignedBox3d MeshBounds = Mesh->GetCachedBounds();
Octree = MakeUnique<FDynamicMeshOctree3>();
Octree->RootDimension = MeshBounds.MaxDim() * 0.5;
Octree->Initialize(GetMesh());
FDynamicMeshOctree3::FStatistics Stats;
Octree->ComputeStatistics(Stats);
//UE_LOG(LogTemp, Warning, TEXT("OctreeStats %s"), *Stats.ToString());
OctreeCut = MakeUnique<FDynamicMeshOctree3::FTreeCutSet>();
NotifyMeshUpdated();
}
TUniquePtr<FDynamicMesh3> UOctreeDynamicMeshComponent::ExtractMesh(bool bNotifyUpdate)
{
TUniquePtr<FDynamicMesh3> CurMesh = MoveTemp(Mesh);
InitializeNewMesh();
if (bNotifyUpdate)
{
NotifyMeshUpdated();
}
return CurMesh;
}
void UOctreeDynamicMeshComponent::InitializeNewMesh()
{
Mesh = MakeUnique<FDynamicMesh3>();
// discard any attributes/etc initialized by default
Mesh->Clear();
Octree = MakeUnique<FDynamicMeshOctree3>();
Octree->Initialize(GetMesh());
OctreeCut = MakeUnique<FDynamicMeshOctree3::FTreeCutSet>();
}
void UOctreeDynamicMeshComponent::ApplyTransform(const FTransform3d& Transform, bool bInvert)
{
if (bInvert)
{
MeshTransforms::ApplyTransformInverse(*GetMesh(), Transform);
}
else
{
MeshTransforms::ApplyTransform(*GetMesh(), Transform);
}
if (CurrentProxy != nullptr)
{
Octree->ModifiedBounds = FAxisAlignedBox3d(
-TNumericLimits<float>::Max()*FVector3d::One(),
TNumericLimits<float>::Max()*FVector3d::One());
NotifyMeshUpdated();
}
else
{
FAxisAlignedBox3d MeshBounds = Mesh->GetCachedBounds();
Octree = MakeUnique<FDynamicMeshOctree3>();
Octree->RootDimension = MeshBounds.MaxDim() * 0.5;
Octree->Initialize(GetMesh());
OctreeCut = MakeUnique<FDynamicMeshOctree3::FTreeCutSet>();
}
}
void UOctreeDynamicMeshComponent::Bake(FMeshDescription* MeshDescription, bool bHaveModifiedTopology, const FConversionToMeshDescriptionOptions& ConversionOptions)
{
if (bHaveModifiedTopology == false)
{
FDynamicMeshToMeshDescription Converter(ConversionOptions);
Converter.Update(Mesh.Get(), *MeshDescription);
}
else
{
FDynamicMeshToMeshDescription Converter(ConversionOptions);
Converter.Convert(Mesh.Get(), *MeshDescription);
//UE_LOG(LogTemp, Warning, TEXT("MeshDescription has %d instances"), MeshDescription->VertexInstances().Num());
}
}
void UOctreeDynamicMeshComponent::NotifyMeshUpdated()
{
if (CurrentProxy != nullptr)
{
FAxisAlignedBox3d DirtyBox = Octree->ModifiedBounds;
Octree->ResetModifiedBounds();
// update existing cells
int TotalTriangleCount = 0;
int SpillTriangleCount = 0;
TArray<int32> SetsToUpdate;
{
SCOPE_CYCLE_COUNTER(STAT_SculptToolOctree_UpdateExisting);
FCriticalSection SetsLock;
int NumCutCells = CutCellSetMap.Num();
ParallelFor(NumCutCells, [&](int i)
{
const FCutCellIndexSet& CutCellSet = CutCellSetMap[i];
if (Octree->TestCellIntersection(CutCellSet.CellRef, DirtyBox) == false)
{
return;
}
TArray<int32>& TriangleSet = TriangleDecomposition.GetIndexSetArray(CutCellSet.DecompSetID);
TriangleSet.Reset();
Octree->CollectTriangles(CutCellSet.CellRef, [&TriangleSet](int TriangleID) {
TriangleSet.Add(TriangleID);
});
SetsLock.Lock();
TotalTriangleCount += TriangleSet.Num();
SetsToUpdate.Add(CutCellSet.DecompSetID);
SetsLock.Unlock();
}, false);
}
// update cut set to find new cells
TArray<FDynamicMeshOctree3::FCellReference> NewCutCells;
{
SCOPE_CYCLE_COUNTER(STAT_SculptToolOctree_UpdateCutSet);
Octree->UpdateLevelCutSet(*OctreeCut, NewCutCells);
}
// add new ones
{
SCOPE_CYCLE_COUNTER(STAT_SculptToolOctree_CreateNew);
for (const FDynamicMeshOctree3::FCellReference& CellRef : NewCutCells)
{
int32 IndexSetID = TriangleDecomposition.CreateNewIndexSet();
TArray<int32>& TriangleSet = TriangleDecomposition.GetIndexSetArray(IndexSetID);
Octree->CollectTriangles(CellRef, [&TriangleSet](int TriangleID) {
TriangleSet.Add(TriangleID);
});
TotalTriangleCount += TriangleSet.Num();
FCutCellIndexSet SetMapEntry = { CellRef, IndexSetID };
CutCellSetMap.Add(SetMapEntry);
SetsToUpdate.Add(IndexSetID);
}
}
// rebuild spill set (always for now...should track bounds? and do separately for each root cell?)
{
SCOPE_CYCLE_COUNTER(STAT_SculptToolOctree_UpdateSpill);
TArray<int32>& SpillTriangleSet = TriangleDecomposition.GetIndexSetArray(SpillDecompSetID);
SpillTriangleSet.Reset();
Octree->CollectRootTriangles(*OctreeCut,
[&SpillTriangleSet](int TriangleID) {
SpillTriangleSet.Add(TriangleID);
});
Octree->CollectSpillTriangles(
[&SpillTriangleSet](int TriangleID) {
SpillTriangleSet.Add(TriangleID);
});
TotalTriangleCount += SpillTriangleSet.Num();
SpillTriangleCount += SpillTriangleSet.Num();
SetsToUpdate.Add(SpillDecompSetID);
}
//UE_LOG(LogTemp, Warning, TEXT("Updating %d of %d decomposition sets, %d tris total, spillcount %d"), SetsToUpdate.Num(), CutCellSetMap.Num(), TotalTriangleCount, SpillTriangleCount);
{
SCOPE_CYCLE_COUNTER(STAT_SculptToolOctree_UpdateFromDecomp);
CurrentProxy->UpdateFromDecomposition(TriangleDecomposition, SetsToUpdate);
}
}
//MarkRenderStateDirty();
//UpdateBounds();
//CurrentProxy = nullptr;
}
static void InitializeOctreeCutSet(const FDynamicMesh3& Mesh, const FDynamicMeshOctree3& Octree, TUniquePtr<FDynamicMeshOctree3::FTreeCutSet>& CutSet)
{
int TriangleCount = Mesh.TriangleCount();
if (TriangleCount < 50000)
{
*CutSet = Octree.BuildLevelCutSet(1);
return;
}
FDynamicMeshOctree3::FStatistics Stats;
Octree.ComputeStatistics(Stats);
int MaxLevel = Stats.Levels;
int CutLevel = 0;
while ( CutLevel < MaxLevel-1 && Stats.LevelBoxCounts[CutLevel] < 200 && Stats.LevelBoxCounts[CutLevel+1] < 300)
{
CutLevel++;
}
*CutSet = Octree.BuildLevelCutSet(CutLevel);
//UE_LOG(LogTemp, Warning, TEXT("InitializeOctreeCutSet - level %d cells %d"), CutLevel, CutSet->CutCells.Num());
}
FPrimitiveSceneProxy* UOctreeDynamicMeshComponent::CreateSceneProxy()
{
CurrentProxy = nullptr;
if (Mesh->TriangleCount() > 0)
{
CurrentProxy = new FOctreeDynamicMeshSceneProxy(this);
if (TriangleColorFunc != nullptr)
{
CurrentProxy->bUsePerTriangleColor = true;
CurrentProxy->PerTriangleColorFunc = [this](int TriangleID) { return GetTriangleColor(TriangleID); };
}
OctreeCut = MakeUnique<FDynamicMeshOctree3::FTreeCutSet>();
InitializeOctreeCutSet(*Mesh, *Octree, OctreeCut);
TriangleDecomposition = FArrayIndexSetsDecomposition();
SpillDecompSetID = TriangleDecomposition.CreateNewIndexSet();
CutCellSetMap.Reset();
for (auto CellRef : OctreeCut->CutCells)
{
int32 IndexSetID = TriangleDecomposition.CreateNewIndexSet();
TArray<int32>& TriangleSet = TriangleDecomposition.GetIndexSetArray(IndexSetID);
Octree->CollectTriangles(CellRef, [&TriangleSet](int TriangleID) {
TriangleSet.Add(TriangleID);
});
FCutCellIndexSet SetMapEntry = { CellRef, IndexSetID };
CutCellSetMap.Add(SetMapEntry);
}
// collect spill triangles
{
TArray<int32>& SpillTriangleSet = TriangleDecomposition.GetIndexSetArray(SpillDecompSetID);
Octree->CollectRootTriangles(*OctreeCut,
[&SpillTriangleSet](int TriangleID) {
SpillTriangleSet.Add(TriangleID);
});
Octree->CollectSpillTriangles(
[&SpillTriangleSet](int TriangleID) {
SpillTriangleSet.Add(TriangleID);
});
}
CurrentProxy->InitializeFromDecomposition(TriangleDecomposition);
}
return CurrentProxy;
}
int32 UOctreeDynamicMeshComponent::GetNumMaterials() const
{
return 1;
}
FColor UOctreeDynamicMeshComponent::GetTriangleColor(int TriangleID)
{
if (TriangleColorFunc != nullptr)
{
return TriangleColorFunc(TriangleID);
}
else
{
return (TriangleID % 2 == 0) ? FColor::Red : FColor::White;
}
}
FBoxSphereBounds UOctreeDynamicMeshComponent::CalcBounds(const FTransform& LocalToWorld) const
{
// Bounds are tighter if the box is generated from pre-transformed vertices.
FBox BoundingBox(ForceInit);
for ( FVector3d Vertex : Mesh->VerticesItr() )
{
BoundingBox += LocalToWorld.TransformPosition(Vertex);
}
FBoxSphereBounds NewBounds;
NewBounds.BoxExtent = BoundingBox.GetExtent();
NewBounds.Origin = BoundingBox.GetCenter();
NewBounds.SphereRadius = NewBounds.BoxExtent.Size();
return NewBounds;
}
void UOctreeDynamicMeshComponent::ApplyChange(const FMeshVertexChange* Change, bool bRevert)
{
int NV = Change->Vertices.Num();
const TArray<FVector3d>& Positions = (bRevert) ? Change->OldPositions : Change->NewPositions;
Octree->ResetModifiedBounds();
TSet<int> TrianglesToUpdate;
for (int k = 0; k < NV; ++k)
{
int vid = Change->Vertices[k];
for (int tid : Mesh->VtxTrianglesItr(vid))
{
if (TrianglesToUpdate.Contains(tid) == false)
{
Octree->NotifyPendingModification(tid);
TrianglesToUpdate.Add(tid);
}
}
Mesh->SetVertex(vid, Positions[k]);
}
Octree->ReinsertTriangles(TrianglesToUpdate);
//NotifyMeshUpdated();
OnMeshChanged.Broadcast();
}
void UOctreeDynamicMeshComponent::ApplyChange(const FMeshChange* Change, bool bRevert)
{
TArray<int> RemoveTriangles, AddTriangles;
bool bRemoveOld = ! bRevert;
Change->DynamicMeshChange->GetSavedTriangleList(RemoveTriangles, bRemoveOld);
Change->DynamicMeshChange->GetSavedTriangleList(AddTriangles, !bRemoveOld);
Octree->ResetModifiedBounds();
Octree->RemoveTriangles(RemoveTriangles);
Change->DynamicMeshChange->Apply(Mesh.Get(), bRevert);
Octree->InsertTriangles(AddTriangles);
//NotifyMeshUpdated();
OnMeshChanged.Broadcast();
}