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Added DownSampleMeshDistanceFieldDivider target platform variable #rb daniel.wright #rnx #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: mickael.gilabert #ROBOMERGE-SOURCE: CL 6442105 via CL 6444722 via CL 6444741 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 6507762 by mickael gilabert in Dev-VR branch]
353 lines
15 KiB
C++
353 lines
15 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Misc/Guid.h"
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#include "Modules/ModuleInterface.h"
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#include "Components.h"
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#include "Engine/MeshMerging.h"
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#include "SkelImport.h"
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#include "MeshBuild.h"
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#include "IMeshMergeUtilities.h"
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#include "Animation/SkinWeightProfile.h"
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class UMeshComponent;
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class USkeletalMesh;
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class UStaticMesh;
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class UStaticMeshComponent;
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struct FFlattenMaterial;
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struct FRawMesh;
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struct FStaticMeshLODResources;
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typedef FIntPoint FMeshIdAndLOD;
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struct FFlattenMaterial;
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struct FReferenceSkeleton;
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struct FStaticMeshLODResources;
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class UMeshComponent;
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class UStaticMesh;
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namespace ETangentOptions
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{
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enum Type
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{
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None = 0,
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BlendOverlappingNormals = 0x1,
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IgnoreDegenerateTriangles = 0x2,
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UseMikkTSpace = 0x4,
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};
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};
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/**
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* Contains the vertices that are most dominated by that bone. Vertices are in Bone space.
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* Not used at runtime, but useful for fitting physics assets etc.
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*/
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struct FBoneVertInfo
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{
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// Invariant: Arrays should be same length!
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TArray<FVector> Positions;
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TArray<FVector> Normals;
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};
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struct FOverlappingCorners;
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class IMeshUtilities : public IModuleInterface
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{
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public:
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/************************************************************************/
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/* DEPRECATED FUNCTIONALITY */
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/************************************************************************/
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/**
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* Harvest static mesh components from input actors
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* and merge into signle mesh grouping them by unique materials
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*
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* @param SourceActors List of actors to merge
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* @param InSettings Settings to use
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* @param InOuter Outer if required
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* @param InBasePackageName Destination package name for a generated assets. Used if Outer is null.
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* @param UseLOD -1 if you'd like to build for all LODs. If you specify, that LOD mesh for source meshes will be used to merge the mesh
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* This is used by hierarchical building LODs
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* @param OutAssetsToSync Merged mesh assets
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* @param OutMergedActorLocation World position of merged mesh
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*/
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virtual void MergeActors(
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const TArray<AActor*>& SourceActors,
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const FMeshMergingSettings& InSettings,
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UPackage* InOuter,
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const FString& InBasePackageName,
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TArray<UObject*>& OutAssetsToSync,
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FVector& OutMergedActorLocation,
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bool bSilent=false) const = 0;
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/**
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* MergeStaticMeshComponents
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*
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* @param ComponentsToMerge - Components to merge
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* @param World - World in which the component reside
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* @param InSettings - Settings to use
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* @param InOuter - Outer if required
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* @param InBasePackageName - Destination package name for a generated assets. Used if Outer is null.
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* @param UseLOD -1 if you'd like to build for all LODs. If you specify, that LOD mesh for source meshes will be used to merge the mesh
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* This is used by hierarchical building LODs
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* @param OutAssetsToSync Merged mesh assets
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* @param OutMergedActorLocation World position of merged mesh
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* @param ViewDistance Distance for LOD determination
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* @param bSilent Non-verbose flag
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* @return void
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*/
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virtual void MergeStaticMeshComponents(
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const TArray<UStaticMeshComponent*>& ComponentsToMerge,
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UWorld* World,
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const FMeshMergingSettings& InSettings,
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UPackage* InOuter,
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const FString& InBasePackageName,
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TArray<UObject*>& OutAssetsToSync,
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FVector& OutMergedActorLocation,
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const float ScreenAreaSize,
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bool bSilent /*= false*/) const = 0;
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/**
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* Creates a (proxy)-mesh combining the static mesh components from the given list of actors (at the moment this requires having Simplygon)
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*
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* @param InActors - List of Actors to merge
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* @param InMeshProxySettings - Merge settings
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* @param InOuter - Package for a generated assets, if NULL new packages will be created for each asset
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* @param InProxyBasePackageName - Will be used for naming generated assets, in case InOuter is not specified ProxyBasePackageName will be used as long package name for creating new packages
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* @param InGuid - Guid identifying the data used for this proxy job
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* @param InProxyCreatedDelegate - Delegate callback for when the proxy is finished
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* @param bAllowAsync - Flag whether or not this call could be run async (SimplygonSwarm)
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*/
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virtual void CreateProxyMesh(const TArray<class AActor*>& InActors, const struct FMeshProxySettings& InMeshProxySettings, UPackage* InOuter, const FString& InProxyBasePackageName, const FGuid InGuid, FCreateProxyDelegate InProxyCreatedDelegate, const bool bAllowAsync = false, const float ScreenAreaSize = 1.0f) = 0;
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/**
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* FlattenMaterialsWithMeshData
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*
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* @param InMaterials - List of unique materials used by InSourceMeshes
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* @param InSourceMeshes - List of raw meshes used to flatten the materials with (vertex data)
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* @param InMaterialIndexMap - Map used for mapping the raw meshes to the correct materials
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* @param InMeshShouldBakeVertexData - Array of flags to determine whether or not a mesh requires to have its vertex data baked down
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* @param InMaterialProxySettings - Settings for creating the flattened material
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* @param OutFlattenedMaterials - List of flattened materials (one for each mesh)
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*/
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virtual void FlattenMaterialsWithMeshData(TArray<UMaterialInterface*>& InMaterials, TArray<struct FRawMeshExt>& InSourceMeshes, TMap<FMeshIdAndLOD, TArray<int32>>& InMaterialIndexMap, TArray<bool>& InMeshShouldBakeVertexData, const FMaterialProxySettings &InMaterialProxySettings, TArray<FFlattenMaterial> &OutFlattenedMaterials) const = 0;
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/**
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* Calculates (new) non-overlapping UV coordinates for the given Raw Mesh
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*
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* @param RawMesh - Raw Mesh to generate UV coordinates for
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* @param TextureResolution - Texture resolution to take into account while generating the UVs
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* @param bMergeIdenticalMaterials - Whether faces with identical materials can be treated as one in the resulting set of unique UVs
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* @param OutTexCoords - New set of UV coordinates
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* @return bool - whether or not generating the UVs succeeded
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*/
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virtual bool GenerateUniqueUVsForStaticMesh(const FRawMesh& RawMesh, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const = 0;
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virtual bool GenerateUniqueUVsForStaticMesh(const FRawMesh& RawMesh, int32 TextureResolution, bool bMergeIdenticalMaterials, TArray<FVector2D>& OutTexCoords) const = 0;
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/** Returns the mesh reduction plugin if available. */
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virtual IMeshReduction* GetStaticMeshReductionInterface() = 0;
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/** Returns the mesh reduction plugin if available. */
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virtual IMeshReduction* GetSkeletalMeshReductionInterface() = 0;
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/** Returns the mesh merging plugin if available. */
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virtual IMeshMerging* GetMeshMergingInterface() = 0;
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public:
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/** Returns a string uniquely identifying this version of mesh utilities. */
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virtual const FString& GetVersionString() const = 0;
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/**
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* Builds a renderable static mesh using the provided source models and the LOD groups settings.
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* @returns true if the renderable mesh was built successfully.
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*/
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virtual bool BuildStaticMesh(
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class FStaticMeshRenderData& OutRenderData,
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UStaticMesh* StaticMesh,
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const class FStaticMeshLODGroup& LODGroup
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) = 0;
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virtual void BuildStaticMeshVertexAndIndexBuffers(
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TArray<FStaticMeshBuildVertex>& OutVertices,
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TArray<TArray<uint32> >& OutPerSectionIndices,
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TArray<int32>& OutWedgeMap,
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const FRawMesh& RawMesh,
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const FOverlappingCorners& OverlappingCorners,
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const TMap<uint32, uint32>& MaterialToSectionMapping,
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float ComparisonThreshold,
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FVector BuildScale,
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int32 ImportVersion
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) = 0;
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/**
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* Builds a static mesh using the provided source models and the LOD groups settings, and replaces
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* the RawMeshes with the reduced meshes. Does not modify renderable data.
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* @returns true if the meshes were built successfully.
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*/
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virtual bool GenerateStaticMeshLODs(
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UStaticMesh* StaticMesh,
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const class FStaticMeshLODGroup& LODGroup
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) = 0;
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/** Builds a signed distance field volume for the given LODModel. */
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virtual void GenerateSignedDistanceFieldVolumeData(
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FString MeshName,
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const FStaticMeshLODResources& LODModel,
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class FQueuedThreadPool& ThreadPool,
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const TArray<EBlendMode>& MaterialBlendModes,
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const FBoxSphereBounds& Bounds,
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float DistanceFieldResolutionScale,
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bool bGenerateAsIfTwoSided,
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class FDistanceFieldVolumeData& OutData) = 0;
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/**
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* Down sample distance field volume.
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* Method overwrites data of DistanceFieldData.
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* If input is compressed, it will be decompressed, downsampled and recompressed
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*/
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virtual void DownSampleDistanceFieldVolumeData(
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class FDistanceFieldVolumeData& DistanceFieldData,
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float Divider) = 0;
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/** Helper structure for skeletal mesh import options */
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struct MeshBuildOptions
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{
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MeshBuildOptions()
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: bRemoveDegenerateTriangles(false)
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, bComputeNormals(true)
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, bComputeTangents(true)
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, bUseMikkTSpace(false)
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{
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}
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bool bRemoveDegenerateTriangles;
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bool bComputeNormals;
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bool bComputeTangents;
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bool bUseMikkTSpace;
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FOverlappingThresholds OverlappingThresholds;
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};
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/**
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* Create all render specific data for a skeletal mesh LOD model
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* @returns true if the mesh was built successfully.
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*/
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virtual bool BuildSkeletalMesh(
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FSkeletalMeshLODModel& LODModel,
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const FReferenceSkeleton& RefSkeleton,
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const TArray<SkeletalMeshImportData::FVertInfluence>& Influences,
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const TArray<SkeletalMeshImportData::FMeshWedge>& Wedges,
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const TArray<SkeletalMeshImportData::FMeshFace>& Faces,
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const TArray<FVector>& Points,
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const TArray<int32>& PointToOriginalMap,
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const MeshBuildOptions& BuildOptions = MeshBuildOptions(),
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TArray<FText> * OutWarningMessages = NULL,
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TArray<FName> * OutWarningNames = NULL
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) = 0;
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/** Cache optimize the index buffer. */
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virtual void CacheOptimizeIndexBuffer(TArray<uint16>& Indices) = 0;
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/** Cache optimize the index buffer. */
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virtual void CacheOptimizeIndexBuffer(TArray<uint32>& Indices) = 0;
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/** Build adjacency information for the skeletal mesh used for tessellation. */
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virtual void BuildSkeletalAdjacencyIndexBuffer(
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const TArray<struct FSoftSkinVertex>& VertexBuffer,
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const uint32 TexCoordCount,
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const TArray<uint32>& Indices,
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TArray<uint32>& OutPnAenIndices
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) = 0;
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/**
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* Calculate the verts associated weighted to each bone of the skeleton.
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* The vertices returned are in the local space of the bone.
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*
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* @param SkeletalMesh The target skeletal mesh.
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* @param Infos The output array of vertices associated with each bone.
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* @param bOnlyDominant Controls whether a vertex is added to the info for a bone if it is most controlled by that bone, or if that bone has ANY influence on that vert.
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*/
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virtual void CalcBoneVertInfos( USkeletalMesh* SkeletalMesh, TArray<FBoneVertInfo>& Infos, bool bOnlyDominant) = 0;
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/**
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* Convert a set of mesh components in their current pose to a static mesh.
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* @param InMeshComponents The mesh components we want to convert
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* @param InRootTransform The transform of the root of the mesh we want to output
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* @param InPackageName The package name to create the static mesh in. If this is empty then a dialog will be displayed to pick the mesh.
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* @return a new static mesh (specified by the user)
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*/
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virtual UStaticMesh* ConvertMeshesToStaticMesh(const TArray<UMeshComponent*>& InMeshComponents, const FTransform& InRootTransform = FTransform::Identity, const FString& InPackageName = FString()) = 0;
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/**
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* Calculates UV coordinates bounds for the given Skeletal Mesh
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*
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* @param InRawMesh - Skeletal Mesh to calculate the bounds for
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* @param OutBounds - Out texture bounds (min-max)
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*/
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virtual void CalculateTextureCoordinateBoundsForSkeletalMesh(const FSkeletalMeshLODModel& LODModel, TArray<FBox2D>& OutBounds) const = 0;
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/** Calculates (new) non-overlapping UV coordinates for the given Skeletal Mesh
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*
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* @param LODModel - Skeletal Mesh to generate UV coordinates for
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* @param TextureResolution - Texture resolution to take into account while generating the UVs
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* @param OutTexCoords - New set of UV coordinates
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* @return bool - whether or not generating the UVs succeeded
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*/
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virtual bool GenerateUniqueUVsForSkeletalMesh(const FSkeletalMeshLODModel& LODModel, int32 TextureResolution, TArray<FVector2D>& OutTexCoords) const = 0;
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/**
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* Remove Bones based on LODInfo setting
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*
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* @param SkeletalMesh Mesh that needs bones to be removed
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* @param LODIndex Desired LOD to remove bones [ 0 based ]
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* @param BoneNamesToRemove List of bone names to remove
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*
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* @return true if success
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*/
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virtual bool RemoveBonesFromMesh(USkeletalMesh* SkeletalMesh, int32 LODIndex, const TArray<FName>* BoneNamesToRemove) const = 0;
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/**
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* Calculates Tangents and Normals for a given set of vertex data
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*
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* @param InVertices Vertices that make up the mesh
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* @param InIndices Indices for the Vertex array
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* @param InUVs Texture coordinates (per-index based)
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* @param InSmoothingGroupIndices Smoothing group index (per-face based)
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* @param InTangentOptions Flags for Tangent calculation
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* @param OutTangentX Array to hold calculated Tangents
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* @param OutTangentY Array to hold calculated Bitangents
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* @param OutNormals Array to hold calculated normals (if already contains normals will use those instead for the tangent calculation)
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*/
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virtual void CalculateTangents(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, const TArray<FVector2D>& InUVs, const TArray<uint32>& InSmoothingGroupIndices, const uint32 InTangentOptions, TArray<FVector>& OutTangentX, TArray<FVector>& OutTangentY, TArray<FVector>& OutNormals) const = 0;
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/**
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* Calculates Normals for a given set of vertex data
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*
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* @param InVertices Vertices that make up the mesh
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* @param InIndices Indices for the Vertex array
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* @param InUVs Texture coordinates (per-index based)
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* @param InSmoothingGroupIndices Smoothing group index (per-face based)
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* @param InTangentOptions Flags for Tangent calculation
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* @param OutNormals Array to hold calculated normals
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*/
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virtual void CalculateNormals(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, const TArray<FVector2D>& InUVs, const TArray<uint32>& InSmoothingGroupIndices, const uint32 InTangentOptions, TArray<FVector>& OutNormals) const = 0;
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/**
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* Calculates the overlapping corners for a given set of vertex data
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*
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* @param InVertices Vertices that make up the mesh
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* @param InIndices Indices for the Vertex array
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* @param bIgnoreDegenerateTriangles Indicates if we should skip degenerate triangles
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* @param OutOverlappingCorners Container to hold the overlapping corners. For a vertex, lists all the overlapping vertices.
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*/
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virtual void CalculateOverlappingCorners(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, bool bIgnoreDegenerateTriangles, FOverlappingCorners& OutOverlappingCorners) const = 0;
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virtual void RecomputeTangentsAndNormalsForRawMesh(bool bRecomputeTangents, bool bRecomputeNormals, const FMeshBuildSettings& InBuildSettings, FRawMesh &OutRawMesh) const = 0;
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virtual void RecomputeTangentsAndNormalsForRawMesh(bool bRecomputeTangents, bool bRecomputeNormals, const FMeshBuildSettings& InBuildSettings, const FOverlappingCorners& InOverlappingCorners, FRawMesh &OutRawMesh) const = 0;
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virtual void FindOverlappingCorners(FOverlappingCorners& OutOverlappingCorners, const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, float ComparisonThreshold) const = 0;
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/** Used to generate runtime skin weight data from Editor-only data */
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virtual void GenerateRuntimeSkinWeightData(const FSkeletalMeshLODModel* ImportedModel, const TArray<FRawSkinWeight>& InRawSkinWeights, FRuntimeSkinWeightProfileData& InOutSkinWeightOverrideData) const = 0;
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};
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