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2025-05-18 13:04:45 +08:00

581 lines
20 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#ifdef NEW_DIRECTLINK_PLUGIN
#include "DatasmithMaxDirectLink.h"
#include "DatasmithMaxHelper.h"
#include "DatasmithMaxWriter.h"
#include "DatasmithMaxClassIDs.h"
#include "DatasmithMaxSceneExporter.h"
#include "MaxMaterialsToUEPbr/DatasmithMaxMaterialsToUEPbr.h"
#include "DatasmithSceneFactory.h"
#include "DatasmithExportOptions.h"
#include "Misc/Paths.h"
#include "Misc/SecureHash.h"
#include "Logging/LogMacros.h"
#include "Windows/AllowWindowsPlatformTypes.h"
MAX_INCLUDES_START
#include "impexp.h"
#include "max.h"
MAX_INCLUDES_END
namespace DatasmithMaxDirectLink
{
void FMaterialsCollectionTracker::AddActualMaterial(FMaterialTracker& MaterialTracker, Mtl* Material)
{
// Record relationships between tracked material and actual materials used on geometry(e.g. submaterials of a tracked multisubobj material)
MaterialTracker.AddActualMaterial(Material);
TSet<FMaterialTracker*>& MaterialTrackersForMaterial = ActualMaterialToMaterialTracker.FindOrAdd(Material);
MaterialTrackersForMaterial.Add(&MaterialTracker);
}
void FMaterialsCollectionTracker::ReleaseActualMaterial(FMaterialTracker& MaterialTracker, Mtl* Material)
{
TSet<FMaterialTracker*>* Found = ActualMaterialToMaterialTracker.Find(Material);
if (!Found)
{
return;
}
TSet<FMaterialTracker*>& MaterialTrackersForMaterial = *Found;
MaterialTrackersForMaterial.Remove(&MaterialTracker);
if (!MaterialTrackersForMaterial.Num())
{
//Clean up material when it's not used by other tracked materials
ActualMaterialToMaterialTracker.Remove(Material);
if (FString Name; UsedMaterialToDatasmithMaterialName.RemoveAndCopyValue(Material, Name))
{
MaterialNameProvider.RemoveExistingName(Name);
}
RemoveDatasmithMaterialForUsedMaterial(Material);
}
}
const TCHAR* FMaterialsCollectionTracker::GetMaterialName(Mtl* Material)
{
if (FString* NamePtr = UsedMaterialToDatasmithMaterialName.Find(Material))
{
return **NamePtr;
}
// Using material's Name as Max doesn't have another persistent id for materials(like INode has with its GetHandle)
FString SourceName = Material->GetName().data();
FString SanitizedName = FDatasmithUtils::SanitizeObjectName(SourceName);
// Limit Datasmith name size to FName length max
if (SanitizedName.Len() > (NAME_SIZE-1))
{
// In case we have such long material names make sure that their shortened versions don't match when their source names are different
// We could rely GenerateUniqueName but since we can build a stable name better do it because we can.
// GenerateUniqueName is the last resort when materials have identical names
FString NameHash = FMD5::HashBytes(reinterpret_cast<const uint8*>(*SourceName), SourceName.Len()*sizeof(TCHAR));
SanitizedName = SanitizedName.Left(NAME_SIZE-1-NameHash.Len()) + NameHash;
}
return *UsedMaterialToDatasmithMaterialName.Add(Material, MaterialNameProvider.GenerateUniqueName(SanitizedName));
}
bool FMaterialsCollectionTracker::IsMaterialUsed(Mtl* Material)
{
return (UsedMaterialToMeshElementSlot.Contains(Material) || UsedMaterialToMeshActorSlot.Contains(Material));
}
void FMaterialsCollectionTracker::SetMaterialForMeshElement(const TSharedPtr<IDatasmithMeshElement>& MeshElement, Mtl* MaterialAssignedToNode, Mtl* ActualMaterial, uint16 SlotId)
{
MeshElement->SetMaterial(GetMaterialName(ActualMaterial), SlotId);
if (!UsedMaterialToDatasmithMaterial.Contains(ActualMaterial))
{
// Invalidate material assigned directly to node to make it build its submaterials
// Rebuilding individual submaterials looks much more complex especially taking into account that Update can be cancelled/resumed
InvalidateMaterial(MaterialAssignedToNode);
}
UsedMaterialToMeshElementSlot.FindOrAdd(ActualMaterial).FindOrAdd(MeshElement.Get()).Add(SlotId);
MeshElementToUsedMaterialSlot.FindOrAdd(MeshElement.Get()).FindOrAdd(ActualMaterial).Add(SlotId);
}
void FMaterialsCollectionTracker::SetMaterialForMeshActorElement(
const TSharedPtr<IDatasmithMeshActorElement>& MeshActor, Mtl* MaterialAssignedToNode, Mtl* Material, int32 SlotId)
{
MeshActor->AddMaterialOverride(GetMaterialName(Material), SlotId);
UsedMaterialToMeshActorSlot.FindOrAdd(Material).FindOrAdd(MeshActor.Get()).Add(SlotId);
MeshActorToUsedMaterialSlot.FindOrAdd(MeshActor.Get()).FindOrAdd(Material).Add(SlotId);
}
void FMaterialsCollectionTracker::UnSetMaterialsForMeshElement(const TSharedPtr<IDatasmithMeshElement>& MeshElement)
{
if (!MeshElement)
{
return;
}
if (!MeshElementToUsedMaterialSlot.Contains(MeshElement.Get()))
{
return;
}
TArray<Mtl*> Materials;
MeshElementToUsedMaterialSlot[MeshElement.Get()].GetKeys(Materials);
for (Mtl* Material : Materials)
{
UsedMaterialToMeshElementSlot[Material].Remove(MeshElement.Get());
if (UsedMaterialToMeshElementSlot[Material].IsEmpty())
{
if (!IsMaterialUsed(Material))
{
RemoveDatasmithMaterialForUsedMaterial(Material);
}
UsedMaterialToMeshElementSlot.Remove(Material);
}
}
MeshElementToUsedMaterialSlot.Remove(MeshElement.Get());
}
void FMaterialsCollectionTracker::UnSetMaterialsForMeshActor(const TSharedPtr<IDatasmithMeshActorElement>& MeshActor)
{
if (!MeshActor)
{
return;
}
if (!MeshActorToUsedMaterialSlot.Contains(MeshActor.Get()))
{
return;
}
TArray<Mtl*> Materials;
MeshActorToUsedMaterialSlot[MeshActor.Get()].GetKeys(Materials);
for (Mtl* Material : Materials)
{
UsedMaterialToMeshActorSlot[Material].Remove(MeshActor.Get());
if (UsedMaterialToMeshActorSlot[Material].IsEmpty())
{
if (!IsMaterialUsed(Material))
{
RemoveDatasmithMaterialForUsedMaterial(Material);
}
UsedMaterialToMeshActorSlot.Remove(Material);
}
}
MeshActorToUsedMaterialSlot.Remove(MeshActor.Get());
}
void FMaterialsCollectionTracker::SetMaterialsForMeshElement(FMeshConverted& MeshConverted, Mtl* Material)
{
SetMaterialsForMeshElement(MeshConverted.GetDatasmithMeshElement(), Material, MeshConverted.SupportedChannels);
}
void FMaterialsCollectionTracker::SetMaterialsForMeshElement(const TSharedPtr<IDatasmithMeshElement>& MeshElement, Mtl* Material, const TSet<uint16>& SupportedChannels)
{
if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::XRefMat)
{
SetMaterialsForMeshElement(MeshElement, FDatasmithMaxMatHelper::GetRenderedXRefMaterial(Material), SupportedChannels);
return;
}
if (Material != nullptr)
{
TArray<uint16> ChannelsSorted = SupportedChannels.Array();
ChannelsSorted.Sort();
for (uint16 Channel : ChannelsSorted)
{
//Max's channel UI is not zero-based, so we register an incremented ChannelID for better visual consistency after importing in Unreal.
uint16 DisplayedChannelID = Channel + 1;
// Multi mat
if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::MultiMat)
{
// Replicate the 3ds max behavior where material ids greater than the number of sub-materials wrap around and are mapped to the existing sub-materials
if ( Mtl* SubMaterial = Material->GetSubMtl(Channel % Material->NumSubMtls()) )
{
if (FDatasmithMaxMatHelper::GetMaterialClass(SubMaterial) == EDSMaterialType::TheaRandom)
{
SetMaterialForMeshElement(MeshElement, Material, FDatasmithMaxSceneExporter::GetRandomSubMaterial(SubMaterial, MeshElement->GetDimensions()), DisplayedChannelID);
}
else
{
SetMaterialForMeshElement(MeshElement, Material, SubMaterial, DisplayedChannelID);
}
}
}
else if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::TheaRandom)
{
SetMaterialForMeshElement(MeshElement, Material, FDatasmithMaxSceneExporter::GetRandomSubMaterial(Material, MeshElement->GetDimensions()), DisplayedChannelID);
}
// Single material
else
{
SetMaterialForMeshElement(MeshElement, Material, Material, DisplayedChannelID);
}
}
}
}
void FMaterialsCollectionTracker::SetMaterialsForMeshActor(const TSharedPtr<IDatasmithMeshActorElement>& MeshActor, Mtl* Material, TSet<uint16>& SupportedChannels, const FVector3f& RandomSeed)
{
if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::XRefMat)
{
SetMaterialsForMeshActor(MeshActor, FDatasmithMaxMatHelper::GetRenderedXRefMaterial(Material), SupportedChannels, RandomSeed);
return;
}
if (Material != nullptr)
{
if (SupportedChannels.Num() <= 1)
{
if (FDatasmithMaxMatHelper::GetMaterialClass(Material) != EDSMaterialType::MultiMat)
{
if (FDatasmithMaxMatHelper::GetMaterialClass(Material) != EDSMaterialType::TheaRandom)
{
SetMaterialForMeshActorElement(MeshActor, Material, Material, -1);
}
else
{
SetMaterialForMeshActorElement(MeshActor, Material, FDatasmithMaxSceneExporter::GetRandomSubMaterial(Material, RandomSeed), -1 );
}
}
else
{
int Mid = 0;
//Find the lowest supported material id.
SupportedChannels.Sort([](const uint16& A, const uint16& B) { return (A < B); });
for (const uint16 SupportedMid : SupportedChannels)
{
Mid = SupportedMid;
}
// Replicate the 3ds max behavior where material ids greater than the number of sub-materials wrap around and are mapped to the existing sub-materials
if (Mtl* SubMaterial = Material->GetSubMtl(Mid % Material->NumSubMtls()))
{
if (FDatasmithMaxMatHelper::GetMaterialClass(SubMaterial) != EDSMaterialType::TheaRandom)
{
SetMaterialForMeshActorElement(MeshActor, Material, SubMaterial, -1);
}
else
{
SetMaterialForMeshActorElement(MeshActor, Material, FDatasmithMaxSceneExporter::GetRandomSubMaterial(Material, RandomSeed), -1 );
}
}
}
}
else
{
int ActualSubObj = 1;
SupportedChannels.Sort([](const uint16& A, const uint16& B) { return (A < B); });
for (const uint16 Mid : SupportedChannels)
{
if (FDatasmithMaxMatHelper::GetMaterialClass(Material) != EDSMaterialType::MultiMat)
{
if (FDatasmithMaxMatHelper::GetMaterialClass(Material) != EDSMaterialType::TheaRandom)
{
SetMaterialForMeshActorElement(MeshActor, Material, Material, ActualSubObj);
}
else
{
SetMaterialForMeshActorElement(MeshActor, Material, FDatasmithMaxSceneExporter::GetRandomSubMaterial(Material, RandomSeed), -1);
}
}
else
{
// Replicate the 3ds max behavior where material ids greater than the number of sub-materials wrap around and are mapped to the existing sub-materials
int32 MaterialIndex = Mid % Material->NumSubMtls();
Mtl* SubMaterial = Material->GetSubMtl(MaterialIndex);
if (SubMaterial != nullptr)
{
if (FDatasmithMaxMatHelper::GetMaterialClass(SubMaterial) != EDSMaterialType::TheaRandom)
{
//Material slots in Max are not zero-based, so we serialize our SlotID starting from 1 for better visual consistency.
SetMaterialForMeshActorElement(MeshActor, Material, SubMaterial, Mid + 1);
}
else
{
SetMaterialForMeshActorElement(MeshActor, Material, FDatasmithMaxSceneExporter::GetRandomSubMaterial(SubMaterial, RandomSeed), MaterialIndex + 1);
}
}
}
ActualSubObj++;
}
}
}
}
// Collects actual materials that are used by the top-level material(assigned to node)
class FMaterialEnum
{
public:
FMaterialsCollectionTracker& MaterialsCollectionTracker;
FMaterialTracker& MaterialTracker;
FMaterialEnum(FMaterialsCollectionTracker& InMaterialsCollectionTracker, FMaterialTracker& InMaterialTracker): MaterialsCollectionTracker(InMaterialsCollectionTracker), MaterialTracker(InMaterialTracker) {}
void MaterialEnum(Mtl* Material, bool bAddMaterial)
{
if (Material == NULL)
{
return;
}
if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::XRefMat)
{
MaterialEnum(FDatasmithMaxMatHelper::GetRenderedXRefMaterial(Material), true);
}
else if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::MultiMat)
{
for (int i = 0; i < Material->NumSubMtls(); i++)
{
MaterialEnum(Material->GetSubMtl(i), true);
}
}
else
{
if (bAddMaterial)
{
MaterialsCollectionTracker.AddActualMaterial(MaterialTracker, Material);
}
bool bAddRecursively = Material->ClassID() == THEARANDOMCLASS || Material->ClassID() == VRAYBLENDMATCLASS || Material->ClassID() == CORONALAYERMATCLASS || Material->ClassID() == BLENDMATCLASS;
for (int i = 0; i < Material->NumSubMtls(); i++)
{
MaterialEnum(Material->GetSubMtl(i), bAddRecursively);
}
}
}
};
void FMaterialsCollectionTracker::Reset()
{
MaterialTrackers.Reset();
InvalidatedMaterialTrackers.Reset();
ActualMaterialToMaterialTracker.Reset();
UsedMaterialToDatasmithMaterial.Reset();
UsedMaterialToDatasmithMaterialName.Reset();
UsedMaterialToMeshElementSlot.Reset();
MeshElementToUsedMaterialSlot.Reset();
UsedMaterialToMeshActorSlot.Reset();
MeshActorToUsedMaterialSlot.Reset();
MaterialNameProvider.Clear();
UsedTextureToMaterialTracker.Reset();
UsedTextureToDatasmithElement.Reset();
TextureElementToTexmap.Reset();
TextureElementsAddedToScene.Reset();
}
void FMaterialsCollectionTracker::UpdateMaterial(FMaterialTracker* MaterialTracker)
{
RemoveConvertedMaterial(*MaterialTracker);
FMaterialEnum(*this, *MaterialTracker).MaterialEnum(MaterialTracker->Material, true);
}
void FMaterialsCollectionTracker::AddDatasmithMaterialForUsedMaterial(TSharedRef<IDatasmithScene> DatasmithScene, Mtl* Material, TSharedPtr<IDatasmithBaseMaterialElement> DatasmithMaterial)
{
if (DatasmithMaterial)
{
SCENE_UPDATE_STAT_INC(UpdateMaterials, Converted);
DatasmithScene->AddMaterial(DatasmithMaterial);
UsedMaterialToDatasmithMaterial.Add(Material, DatasmithMaterial);
SceneTracker.RemapConvertedMaterialUVChannels(Material, DatasmithMaterial);
}
}
void FMaterialsCollectionTracker::ConvertMaterial(Mtl* Material, TSharedRef<IDatasmithScene> DatasmithScene, const TCHAR* AssetsPath, TSet<Texmap*>& TexmapsConverted)
{
SCENE_UPDATE_STAT_INC(UpdateMaterials, Total);
if (UsedMaterialToDatasmithMaterial.Contains(Material))
{
// Material might have been already converted - if it's present in UsedMaterialToDatasmithMaterial this means that it(or multisubobj it's part of) wasn't changed
// e.g. this happens when another multisubobj material is added with existing (and already converted) material as submaterial
return;
}
if (!IsMaterialUsed(Material))
{
// Don't convert materials that don't have visible geometry exported
// This happens when a submaterial of MultiSubobj material is unused on a mesh
return;
}
TSet<Texmap*> TexmapsUsedByMaterial;
FMaterialConversionContext MaterialConversionContext = {TexmapsUsedByMaterial, *this};
TGuardValue MaterialConversionContextGuard(FDatasmithMaxMaterialsToUEPbrManager::Context, &MaterialConversionContext);
TSharedPtr<IDatasmithBaseMaterialElement> DatasmithMaterial;
if (FDatasmithMaxMaterialsToUEPbr* MaterialConverter = FDatasmithMaxMaterialsToUEPbrManager::GetMaterialConverter(Material))
{
MaterialConverter->Convert(DatasmithScene, DatasmithMaterial, Material, AssetsPath);
AddDatasmithMaterialForUsedMaterial(DatasmithScene, Material, DatasmithMaterial);
}
else
{
MSTR Classname;
Material->GetClassName(Classname);
FString MaterialDesc = FString::Printf(TEXT("\"%s\" of type <%s> (0x%08x-0x%08x)"), Material->GetName().data(), Classname.data(), Material->ClassID().PartA(), Material->ClassID().PartB());
LogWarning(FString(TEXT("Material not supported: ")) + MaterialDesc);
}
// Tie texture used by an actual material to tracked material
for (Texmap* Tex : TexmapsUsedByMaterial)
{
for (FMaterialTracker* MaterialTracker : ActualMaterialToMaterialTracker[Material])
{
MaterialTracker->AddActualTexture(Tex);
UsedTextureToMaterialTracker.FindOrAdd(Tex).Add(MaterialTracker);
}
TexmapsConverted.Add(Tex);
}
}
void FMaterialsCollectionTracker::ReleaseMaterial(FMaterialTracker& MaterialTracker)
{
RemoveConvertedMaterial(MaterialTracker);
MaterialTrackers.Remove(MaterialTracker.Material);
InvalidatedMaterialTrackers.Remove(&MaterialTracker);
}
void FMaterialsCollectionTracker::RemoveDatasmithMaterialForUsedMaterial(Mtl* Material)
{
TSharedPtr<IDatasmithBaseMaterialElement> DatasmithMaterial;
if(UsedMaterialToDatasmithMaterial.RemoveAndCopyValue(Material, DatasmithMaterial))
{
SceneTracker.RemoveMaterial(DatasmithMaterial);
}
}
void FMaterialsCollectionTracker::RemoveConvertedMaterial(FMaterialTracker& MaterialTracker)
{
for (Mtl* Material: MaterialTracker.GetActualMaterials())
{
ReleaseActualMaterial(MaterialTracker, Material);
}
for (Texmap* Tex: MaterialTracker.GetActualTexmaps())
{
TSet<FMaterialTracker*>& MaterialTrackersForTexture = UsedTextureToMaterialTracker[Tex];
MaterialTrackersForTexture.Remove(&MaterialTracker);
if (!MaterialTrackersForTexture.Num()) // No tracked materials are using this texture anymore
{
UsedTextureToMaterialTracker.Remove(Tex);
for (const TSharedPtr<IDatasmithTextureElement>& TextureElement: UsedTextureToDatasmithElement[Tex])
{
TSet<Texmap*>& Texmaps = TextureElementToTexmap[TextureElement];
Texmaps.Remove(Tex);
if (Texmaps.IsEmpty()) // This was the last texmap that produced this element
{
RemoveTextureElement(TextureElement);
TextureElementToTexmap.Remove(TextureElement);
}
}
UsedTextureToDatasmithElement.Remove(Tex);
}
}
MaterialTracker.ResetActualMaterialAndTextures();
}
void FMaterialsCollectionTracker::UpdateTexmap(Texmap* Texmap)
{
if (UsedTextureToDatasmithElement.Contains(Texmap))
{
// Don't update texmap that wasn't released - this means that it doesn't need update
// Texmap is released when every material that uses it is invalidated or removed
// When Texmap wasn't released means that some materials using it weren't invalidated which implies texmap is up to date(or material would have received a change event)
return;
}
TArray<TSharedPtr<IDatasmithTextureElement>> TextureElements;
if (TSharedPtr<ITexmapToTextureElementConverter>* Found = TexmapConverters.Find(Texmap))
{
TSharedPtr<ITexmapToTextureElementConverter> Converter = *Found;
TSharedPtr<IDatasmithTextureElement> TextureElement = Converter->Convert(*this, Converter->TextureElementName);
if (TextureElement)
{
TextureElements.Add(TextureElement);
AddTextureElement(TextureElement);
}
}
UsedTextureToDatasmithElement.FindOrAdd(Texmap).Append(TextureElements);
for (TSharedPtr<IDatasmithTextureElement> TextureElement : TextureElements)
{
TextureElementToTexmap.FindOrAdd(TextureElement).Add(Texmap);
}
}
void FMaterialsCollectionTracker::AddTextureElement(const TSharedPtr<IDatasmithTextureElement>& TextureElement)
{
if (TextureElementsAddedToScene.Contains(TextureElement))
{
return;
}
SceneTracker.GetDatasmithSceneRef()->AddTexture(TextureElement);
TextureElementsAddedToScene.Add(TextureElement);
}
void FMaterialsCollectionTracker::RemoveTextureElement(const TSharedPtr<IDatasmithTextureElement>& TextureElement)
{
TextureElementsAddedToScene.Remove(TextureElement);
SceneTracker.RemoveTexture(TextureElement);
}
void FMaterialsCollectionTracker::AddTexmapForConversion(Texmap* Texmap, const FString& DesiredTextureElementName, const TSharedPtr<ITexmapToTextureElementConverter>& Converter)
{
Converter->TextureElementName = DesiredTextureElementName;
TexmapConverters.Add(Texmap, Converter);
}
FMaterialTracker* FMaterialsCollectionTracker::AddMaterial(Mtl* Material)
{
if (FMaterialTrackerHandle* HandlePtr = MaterialTrackers.Find(Material))
{
return HandlePtr->GetMaterialTracker();
}
// Track material if not yet
FMaterialTrackerHandle& MaterialTrackerHandle = MaterialTrackers.Emplace(Material, Material);
InvalidatedMaterialTrackers.Add(MaterialTrackerHandle.GetMaterialTracker());
return MaterialTrackerHandle.GetMaterialTracker();
}
void FMaterialsCollectionTracker::InvalidateMaterial(Mtl* Material)
{
if (FMaterialTrackerHandle* MaterialTrackerHandle = MaterialTrackers.Find(Material))
{
InvalidatedMaterialTrackers.Add(MaterialTrackerHandle->GetMaterialTracker());
}
}
}
#include "Windows/HideWindowsPlatformTypes.h"
#endif // NEW_DIRECTLINK_PLUGIN