Files
UnrealEngineUWP/Engine/Source/Editor/MergeActors/Private/MeshApproximationTool/MeshApproximationTool.cpp
Sebastien Lussier fec9e8df17 WorldPartition HLOD - First pass at hooking MeshApproximation merge method to HLODs
#rb patrick.enfedaque

[CL 16254621 by Sebastien Lussier in ue5-main branch]
2021-05-10 16:13:14 -04:00

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