You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
231 lines
7.4 KiB
C++
231 lines
7.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "MeshApproximationTool/MeshApproximationTool.h"
|
|
#include "Misc/Paths.h"
|
|
#include "Misc/FeedbackContext.h"
|
|
#include "Modules/ModuleManager.h"
|
|
#include "UObject/Package.h"
|
|
#include "Misc/PackageName.h"
|
|
#include "Widgets/DeclarativeSyntaxSupport.h"
|
|
#include "GameFramework/Actor.h"
|
|
#include "Components/StaticMeshComponent.h"
|
|
#include "Components/InstancedStaticMeshComponent.h"
|
|
#include "Components/SplineMeshComponent.h"
|
|
#include "Engine/StaticMeshActor.h"
|
|
#include "Materials/Material.h"
|
|
#include "Engine/Selection.h"
|
|
#include "Editor.h"
|
|
#include "Misc/MessageDialog.h"
|
|
#include "MeshApproximationTool/SMeshApproximationDialog.h"
|
|
#include "MeshUtilities.h"
|
|
#include "IContentBrowserSingleton.h"
|
|
#include "ContentBrowserModule.h"
|
|
#include "AssetRegistryModule.h"
|
|
#include "IMeshReductionInterfaces.h"
|
|
#include "IMeshMergeUtilities.h"
|
|
#include "MeshMergeModule.h"
|
|
|
|
#include "AssetRegistryModule.h"
|
|
#include "AssetToolsModule.h"
|
|
|
|
|
|
#include "IGeometryProcessingInterfacesModule.h"
|
|
#include "GeometryProcessingInterfaces/ApproximateActors.h"
|
|
|
|
#include "SMeshApproximationDialog.h"
|
|
|
|
#define LOCTEXT_NAMESPACE "MeshApproximationTool"
|
|
|
|
bool UMeshApproximationSettingsObject::bInitialized = false;
|
|
UMeshApproximationSettingsObject* UMeshApproximationSettingsObject::DefaultSettings = nullptr;
|
|
|
|
|
|
|
|
FMeshApproximationTool::FMeshApproximationTool()
|
|
{
|
|
SettingsObject = UMeshApproximationSettingsObject::Get();
|
|
}
|
|
|
|
FMeshApproximationTool::~FMeshApproximationTool()
|
|
{
|
|
UMeshApproximationSettingsObject::Destroy();
|
|
SettingsObject = nullptr;
|
|
}
|
|
|
|
TSharedRef<SWidget> FMeshApproximationTool::GetWidget()
|
|
{
|
|
SAssignNew(ProxyDialog, SMeshApproximationDialog, this);
|
|
return ProxyDialog.ToSharedRef();
|
|
}
|
|
|
|
FText FMeshApproximationTool::GetTooltipText() const
|
|
{
|
|
return LOCTEXT("MeshApproximationToolTooltip", "Approximate selected Actors with combined Actors");
|
|
}
|
|
|
|
FString FMeshApproximationTool::GetDefaultPackageName() const
|
|
{
|
|
FString PackageName;
|
|
|
|
USelection* SelectedActors = GEditor->GetSelectedActors();
|
|
|
|
// Iterate through selected actors and find first static mesh asset
|
|
// Use this static mesh path as destination package name for a merged mesh
|
|
for (FSelectionIterator Iter(*SelectedActors); Iter; ++Iter)
|
|
{
|
|
AActor* Actor = Cast<AActor>(*Iter);
|
|
if (Actor)
|
|
{
|
|
TInlineComponentArray<UStaticMeshComponent*> SMComponets;
|
|
Actor->GetComponents<UStaticMeshComponent>(SMComponets);
|
|
for (UStaticMeshComponent* Component : SMComponets)
|
|
{
|
|
if (Component->GetStaticMesh())
|
|
{
|
|
PackageName = FPackageName::GetLongPackagePath(Component->GetStaticMesh()->GetOutermost()->GetName());
|
|
PackageName += FString(TEXT("/APPROX_")) + Component->GetStaticMesh()->GetName();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!PackageName.IsEmpty())
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (PackageName.IsEmpty())
|
|
{
|
|
PackageName = FPackageName::FilenameToLongPackageName(FPaths::ProjectContentDir() + TEXT("APPROX"));
|
|
PackageName = MakeUniqueObjectName(NULL, UPackage::StaticClass(), *PackageName).ToString();
|
|
}
|
|
|
|
return PackageName;
|
|
}
|
|
|
|
|
|
const TArray<TSharedPtr<FMergeComponentData>>& FMeshApproximationTool::GetSelectedComponentsInWidget() const
|
|
{
|
|
return ProxyDialog->GetSelectedComponents();
|
|
}
|
|
|
|
|
|
static void ReplaceSourceActorsByApproximationMeshes(TArray<UObject*>& NewAssetsToSync, ULevel* Level, TArray<AActor*>& Actors)
|
|
{
|
|
UStaticMesh* MergedMesh = nullptr;
|
|
if (NewAssetsToSync.FindItemByClass(&MergedMesh))
|
|
{
|
|
Level->Modify();
|
|
|
|
UWorld* World = Level->OwningWorld;
|
|
FActorSpawnParameters Params;
|
|
Params.OverrideLevel = Level;
|
|
FRotator MergedActorRotation(ForceInit);
|
|
// The pivot of the merged mesh is always at the origin
|
|
FVector MergedActorLocation(0, 0, 0);
|
|
|
|
AStaticMeshActor* MergedActor = World->SpawnActor<AStaticMeshActor>(MergedActorLocation, MergedActorRotation, Params);
|
|
MergedActor->GetStaticMeshComponent()->SetStaticMesh(MergedMesh);
|
|
MergedActor->SetActorLabel(MergedMesh->GetName());
|
|
World->UpdateCullDistanceVolumes(MergedActor, MergedActor->GetStaticMeshComponent());
|
|
GEditor->SelectNone(true, true);
|
|
GEditor->SelectActor(MergedActor, true, true);
|
|
|
|
// Remove source actors
|
|
for (AActor* Actor : Actors)
|
|
{
|
|
Actor->Destroy();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FMeshApproximationTool::RunMerge(const FString& PackageName, const TArray<TSharedPtr<FMergeComponentData>>& SelectedComponents)
|
|
{
|
|
TArray<AActor*> Actors;
|
|
TArray<ULevel*> UniqueLevels;
|
|
TArray<UObject*> AssetsToSync;
|
|
|
|
BuildActorsListFromMergeComponentsData(SelectedComponents, Actors, bReplaceSourceActors ? &UniqueLevels : nullptr);
|
|
|
|
// This restriction is only for replacement of selected actors with merged mesh actor
|
|
if (UniqueLevels.Num() > 1 && bReplaceSourceActors)
|
|
{
|
|
FText Message = NSLOCTEXT("UnrealEd", "FailedToMergeActorsSublevels_Msg", "The selected actors should be in the same level");
|
|
const FText Title = NSLOCTEXT("UnrealEd", "FailedToMergeActors_Title", "Unable to merge actors");
|
|
FMessageDialog::Open(EAppMsgType::Ok, Message, &Title);
|
|
return false;
|
|
}
|
|
|
|
const FMeshApproximationSettings& UseSettings = SettingsObject->Settings;
|
|
|
|
IGeometryProcessingInterfacesModule& GeomProcInterfaces = FModuleManager::Get().LoadModuleChecked<IGeometryProcessingInterfacesModule>("GeometryProcessingInterfaces");
|
|
IGeometryProcessing_ApproximateActors* ApproxActorsAPI = GeomProcInterfaces.GetApproximateActorsImplementation();
|
|
|
|
//
|
|
// Construct options for ApproximateActors operation
|
|
//
|
|
|
|
IGeometryProcessing_ApproximateActors::FOptions Options;
|
|
Options.BasePackagePath = PackageName;
|
|
Options.WorldSpaceApproximationAccuracyMeters = UseSettings.ApproximationAccuracy;
|
|
Options.ClampVoxelDimension = UseSettings.ClampVoxelDimension;
|
|
Options.WindingThreshold = UseSettings.WindingThreshold;
|
|
Options.bApplyMorphology = UseSettings.bFillGaps;
|
|
Options.MorphologyDistanceMeters = UseSettings.GapDistance;
|
|
Options.FixedTriangleCount = UseSettings.TargetTriCount;
|
|
if (UseSettings.SimplifyMethod == EMeshApproximationSimplificationPolicy::TrianglesPerArea)
|
|
{
|
|
Options.MeshSimplificationPolicy = IGeometryProcessing_ApproximateActors::ESimplificationPolicy::TrianglesPerUnitSqMeter;
|
|
Options.SimplificationTargetMetric = UseSettings.TrianglesPerM;
|
|
}
|
|
else
|
|
{
|
|
Options.MeshSimplificationPolicy = IGeometryProcessing_ApproximateActors::ESimplificationPolicy::FixedTriangleCount;
|
|
}
|
|
|
|
Options.TextureImageSize = UseSettings.MaterialSettings.TextureSize.X;
|
|
Options.AntiAliasMultiSampling = FMath::Max(1, UseSettings.MultiSamplingAA);
|
|
|
|
Options.RenderCaptureImageSize = (UseSettings.RenderCaptureResolution == 0) ?
|
|
Options.TextureImageSize : UseSettings.RenderCaptureResolution;
|
|
Options.FieldOfViewDegrees = UseSettings.CaptureFieldOfView;
|
|
Options.NearPlaneDist = UseSettings.NearPlaneDist;
|
|
|
|
|
|
// run actor approximation computation
|
|
IGeometryProcessing_ApproximateActors::FResults Results;
|
|
ApproxActorsAPI->ApproximateActors(Actors, Options, Results);
|
|
|
|
// Notify Asset Browser about new Assets
|
|
for (UStaticMesh* StaticMesh : Results.NewMeshAssets)
|
|
{
|
|
FAssetRegistryModule::AssetCreated(StaticMesh);
|
|
}
|
|
for (UMaterial* Material : Results.NewMaterials)
|
|
{
|
|
FAssetRegistryModule::AssetCreated(Material);
|
|
}
|
|
for (UTexture2D* Texture : Results.NewTextures)
|
|
{
|
|
FAssetRegistryModule::AssetCreated(Texture);
|
|
}
|
|
|
|
if (ensure(Results.NewMeshAssets.Num() == 1))
|
|
{
|
|
TArray<UObject*> NewAssetsToSync;
|
|
NewAssetsToSync.Add(Results.NewMeshAssets[0]);
|
|
if (bReplaceSourceActors && UniqueLevels[0])
|
|
{
|
|
ReplaceSourceActorsByApproximationMeshes(NewAssetsToSync, UniqueLevels[0], Actors);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
#undef LOCTEXT_NAMESPACE
|
|
|