// Copyright Epic Games, Inc. All Rights Reserved. #include "StaticMeshDescription.h" #include "StaticMeshAttributes.h" #include "StaticMeshOperations.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(StaticMeshDescription) void UStaticMeshDescription::RegisterAttributes() { RequiredAttributes = MakeUnique(GetMeshDescription()); RequiredAttributes->Register(); } FVector2D UStaticMeshDescription::GetVertexInstanceUV(FVertexInstanceID VertexInstanceID, int32 UVIndex) const { if (!GetMeshDescription().IsVertexInstanceValid(VertexInstanceID)) { UE_LOG(LogMeshDescription, Warning, TEXT("GetVertexInstanceUV: VertexInstanceID %d doesn't exist."), VertexInstanceID.GetValue()); return FVector2D::ZeroVector; } if (!GetMeshDescription().VertexInstanceAttributes().HasAttribute(MeshAttribute::VertexInstance::TextureCoordinate)) { UE_LOG(LogMeshDescription, Warning, TEXT("GetVertexInstanceUV: VertexInstanceAttribute TextureCoordinate doesn't exist.")); return FVector2D::ZeroVector; } return (FVector2D)GetMeshDescription().VertexInstanceAttributes().GetAttribute(VertexInstanceID, MeshAttribute::VertexInstance::TextureCoordinate, UVIndex); } void UStaticMeshDescription::SetVertexInstanceUV(FVertexInstanceID VertexInstanceID, FVector2D UV, int32 UVIndex) { if (!GetMeshDescription().IsVertexInstanceValid(VertexInstanceID)) { UE_LOG(LogMeshDescription, Warning, TEXT("SetVertexInstanceUV: VertexInstanceID %d doesn't exist."), VertexInstanceID.GetValue()); return; } if (!GetMeshDescription().VertexInstanceAttributes().HasAttribute(MeshAttribute::VertexInstance::TextureCoordinate)) { UE_LOG(LogMeshDescription, Warning, TEXT("SetVertexInstanceUV: VertexInstanceAttribute TextureCoordinate doesn't exist.")); return; } GetMeshDescription().VertexInstanceAttributes().SetAttribute(VertexInstanceID, MeshAttribute::VertexInstance::TextureCoordinate, UVIndex, FVector2f(UV)); } void UStaticMeshDescription::SetPolygonGroupMaterialSlotName(FPolygonGroupID PolygonGroupID, const FName& SlotName) { if (!GetMeshDescription().IsPolygonGroupValid(PolygonGroupID)) { UE_LOG(LogMeshDescription, Warning, TEXT("SetPolygonGroupMaterialSlotName: PolygonGroupID %d doesn't exist."), PolygonGroupID.GetValue()); return; } if (!GetMeshDescription().PolygonGroupAttributes().HasAttribute(MeshAttribute::PolygonGroup::ImportedMaterialSlotName)) { UE_LOG(LogMeshDescription, Warning, TEXT("SetPolygonGroupMaterialSlotName: PolygonGroupAttribute ImportedMaterialSlotName doesn't exist.")); return; } GetMeshDescription().PolygonGroupAttributes().SetAttribute(PolygonGroupID, MeshAttribute::PolygonGroup::ImportedMaterialSlotName, 0, SlotName); } void UStaticMeshDescription::CreateCube(FVector Center, FVector HalfExtents, FPolygonGroupID PolygonGroup, FPolygonID& PolygonID_PlusX, FPolygonID& PolygonID_MinusX, FPolygonID& PolygonID_PlusY, FPolygonID& PolygonID_MinusY, FPolygonID& PolygonID_PlusZ, FPolygonID& PolygonID_MinusZ) { FMeshDescription& MeshDescription = GetMeshDescription(); TVertexAttributesRef Positions = GetVertexPositions(); FVertexID VertexIDs[8]; MeshDescription.ReserveNewVertices(8); for (int32 Index = 0; Index < 8; ++Index) { VertexIDs[Index] = MeshDescription.CreateVertex(); } const FVector3f CenterPlusHalfExtent(Center + HalfExtents); //LWC_TODO: Precision loss Positions[VertexIDs[0]] = CenterPlusHalfExtent * FVector3f( 1.0f, -1.0f, 1.0f); Positions[VertexIDs[1]] = CenterPlusHalfExtent * FVector3f( 1.0f, 1.0f, 1.0f); Positions[VertexIDs[2]] = CenterPlusHalfExtent * FVector3f(-1.0f, 1.0f, 1.0f); Positions[VertexIDs[3]] = CenterPlusHalfExtent * FVector3f(-1.0f, -1.0f, 1.0f); Positions[VertexIDs[4]] = CenterPlusHalfExtent * FVector3f(-1.0f, 1.0f, -1.0f); Positions[VertexIDs[5]] = CenterPlusHalfExtent * FVector3f(-1.0f, -1.0f, -1.0f); Positions[VertexIDs[6]] = CenterPlusHalfExtent * FVector3f( 1.0f, -1.0f, -1.0f); Positions[VertexIDs[7]] = CenterPlusHalfExtent * FVector3f( 1.0f, 1.0f, -1.0f); auto MakePolygon = [this, &MeshDescription, &VertexIDs, PolygonGroup](int32 P0, int32 P1, int32 P2, int32 P3) -> FPolygonID { FVertexInstanceID VertexInstanceIDs[4]; VertexInstanceIDs[0] = MeshDescription.CreateVertexInstance(VertexIDs[P0]); VertexInstanceIDs[1] = MeshDescription.CreateVertexInstance(VertexIDs[P1]); VertexInstanceIDs[2] = MeshDescription.CreateVertexInstance(VertexIDs[P2]); VertexInstanceIDs[3] = MeshDescription.CreateVertexInstance(VertexIDs[P3]); TVertexInstanceAttributesRef UVs = GetVertexInstanceUVs(); UVs[VertexInstanceIDs[0]] = FVector2f(0.0f, 0.0f); UVs[VertexInstanceIDs[1]] = FVector2f(1.0f, 0.0f); UVs[VertexInstanceIDs[2]] = FVector2f(1.0f, 1.0f); UVs[VertexInstanceIDs[3]] = FVector2f(0.0f, 1.0f); TVertexInstanceAttributesRef Colors = GetVertexInstanceColors(); Colors[VertexInstanceIDs[0]] = (FVector4f)FLinearColor::Red; Colors[VertexInstanceIDs[1]] = (FVector4f)FLinearColor::Green; Colors[VertexInstanceIDs[2]] = (FVector4f)FLinearColor::Blue; Colors[VertexInstanceIDs[3]] = (FVector4f)FLinearColor::White; TArray EdgeIDs; EdgeIDs.Reserve(4); FPolygonID PolygonID = MeshDescription.CreatePolygon(PolygonGroup, VertexInstanceIDs, &EdgeIDs); for (FEdgeID EdgeID : EdgeIDs) { GetEdgeHardnesses()[EdgeID] = true; } return PolygonID; }; PolygonID_PlusX = MakePolygon(0, 1, 7, 6); PolygonID_MinusX = MakePolygon(2, 3, 5, 4); PolygonID_PlusY = MakePolygon(1, 2, 4, 7); PolygonID_MinusY = MakePolygon(3, 0, 6, 5); PolygonID_PlusZ = MakePolygon(1, 0, 3, 2); PolygonID_MinusZ = MakePolygon(6, 7, 4, 5); FStaticMeshOperations::ComputeTriangleTangentsAndNormals(MeshDescription); FStaticMeshOperations::ComputeTangentsAndNormals(MeshDescription, EComputeNTBsFlags::Normals | EComputeNTBsFlags::Tangents); }