// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "BaseTools/SingleSelectionMeshEditingTool.h" #include "PreviewMesh.h" #include "ModelingOperators.h" #include "MeshOpPreviewHelpers.h" #include "BaseTools/SingleTargetWithSelectionTool.h" #include "DynamicMesh/DynamicMesh3.h" #include "DynamicMesh/DynamicMeshAABBTree3.h" #include "DynamicMesh/MeshSharingUtil.h" #include "WeldMeshEdgesTool.generated.h" #define UE_API MESHMODELINGTOOLS_API // predeclarations struct FMeshDescription; class UMeshElementsVisualizer; class UWeldMeshEdgesTool; class FWeldMeshEdgesOp; /** * */ UCLASS(MinimalAPI) class UWeldMeshEdgesToolBuilder : public USingleTargetWithSelectionToolBuilder { GENERATED_BODY() public: UE_API virtual USingleTargetWithSelectionTool* CreateNewTool(const FToolBuilderState& SceneState) const override; virtual bool RequiresInputSelection() const override { return false; }; }; UENUM() enum class EWeldMeshEdgesAttributeUIMode : uint8 { /** Do not weld split-attributes*/ None, /** Apply attribute welding only along the current mesh welds */ OnWeldedMeshEdgesOnly, /** Apply attribute welding to all split-attributes */ OnFullMesh }; UCLASS(MinimalAPI) class UWeldMeshEdgesToolProperties : public UInteractiveToolPropertySet { GENERATED_BODY() public: /** Edges are considered matching if both pairs of endpoint vertices are closer than this distance */ UPROPERTY(EditAnywhere, Category = Options, meta = (UIMin = "0.000001", UIMax = "0.01", ClampMin = "0.00000001", ClampMax = "1000.0")) float Tolerance = FMathf::ZeroTolerance; /** Only merge unambiguous pairs that have unique duplicate-edge matches */ UPROPERTY(EditAnywhere, Category = Options) bool bOnlyUnique = false; /** If enabled, after an initial attempt at Welding, attempt to resolve remaining open edges in T-junction configurations via edge splits, and then retry Weld */ UPROPERTY(EditAnywhere, Category = Options) bool bResolveTJunctions = false; /** If enabled, will split bowtie vertices before welding. This can in some cases enable more edges to be successfully welded */ UPROPERTY(EditAnywhere, Category = Options) bool bSplitBowties = true; /** Initial number of open boundary edges */ UPROPERTY(VisibleAnywhere, Category = Statistics) int32 InitialEdges; /** Number of remaining open boundary edges */ UPROPERTY(VisibleAnywhere, Category = Statistics) int32 RemainingEdges; /** Controls split-attribute welding performed after the Mesh weld. Applies to normals, tangents, UVs and colors. */ UPROPERTY(EditAnywhere, Category = Options, meta = (DisplayName = "Split-Attribute Welding")) EWeldMeshEdgesAttributeUIMode AttrWeldingMode = EWeldMeshEdgesAttributeUIMode::OnWeldedMeshEdgesOnly; /** Threshold on the angle between normals used to determine if split normals should be merged*/ UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "AttrWeldingMode != EWeldMeshEdgesAttributeUIMode::None", UIMin = "0.0", UIMax = "180.0", ClampMin = "0.0", ClampMax = "180.0", DisplayName="Normal Angle Threshold")) float SplitNormalThreshold = 0.1f; /** Threshold on the angle between tangent used to determine if split tangents should be merged*/ UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "AttrWeldingMode != EWeldMeshEdgesAttributeUIMode::None", UIMin = "0.0", UIMax = "180.0", ClampMin = "0.0", ClampMax = "180.0", DisplayName="Tangent Angle Threshold")) float SplitTangentsThreshold = 0.1f; /** Threshold uv-distance used to determine if split UVs should be merged */ UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "AttrWeldingMode != EWeldMeshEdgesAttributeUIMode::None", UIMin = "0" , DisplayName = "UV Distance Threshold")) float SplitUVThreshold = 0.01f; /** Threshold color-distance used to determine if split colors should be merged */ UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "AttrWeldingMode != EWeldMeshEdgesAttributeUIMode::None", UIMin = "0", DisplayName = "Color Distance Threshold")) float SplitColorThreshold = 0.01f; }; UCLASS(MinimalAPI) class UWeldMeshEdgesOperatorFactory : public UObject, public UE::Geometry::IDynamicMeshOperatorFactory { GENERATED_BODY() public: // IDynamicMeshOperatorFactory API UE_API virtual TUniquePtr MakeNewOperator() override; UPROPERTY() TObjectPtr WeldMeshEdgesTool; }; /** * Mesh Weld Edges Tool */ UCLASS(MinimalAPI) class UWeldMeshEdgesTool : public USingleTargetWithSelectionTool { GENERATED_BODY() public: UE_API UWeldMeshEdgesTool(); UE_API virtual void Setup() override; UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override; UE_API virtual void OnTick(float DeltaTime) override; virtual bool HasCancel() const override { return true; } virtual bool HasAccept() const override { return true; } UE_API virtual bool CanAccept() const override; // update parameters in FWeldMeshEdgesOp based on current Settings UE_API void UpdateOpParameters(FWeldMeshEdgesOp& Op) const; protected: UPROPERTY() TObjectPtr Settings; UPROPERTY() TObjectPtr PreviewCompute = nullptr; UPROPERTY() TObjectPtr MeshElementsDisplay = nullptr; UPROPERTY() TObjectPtr OperatorFactory; protected: TSharedPtr SourceMesh; // If there is an active selection, SelectedEdges will be initialized TSet SelectedEdges; }; #undef UE_API