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

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DatasmithSketchUpMesh.h"
#include "DatasmithSketchUpUtils.h"
#include "DatasmithSketchUpExportContext.h"
// SketchUp to Datasmith exporter classes.
#include "DatasmithSketchUpMaterial.h"
#include "DatasmithSketchUpMetadata.h"
#include "DatasmithSketchUpString.h"
#include "DatasmithSketchUpSummary.h"
#include "DatasmithSketchUpComponent.h"
// SketchUp SDK.
#include "DatasmithSketchUpSDKBegins.h"
#include <SketchUpAPI/model/component_definition.h>
#include "SketchUpAPI/model/drawing_element.h"
#include "SketchUpAPI/model/edge.h"
#include "SketchUpAPI/model/face.h"
#include "SketchUpAPI/model/entities.h"
#include "SketchUpAPI/model/entity.h"
#include "SketchUpAPI/model/image.h"
#include "SketchUpAPI/model/layer.h"
#include "SketchUpAPI/model/mesh_helper.h"
#include "SketchUpAPI/model/uv_helper.h"
#include "SketchUpAPI/geometry/point3d.h"
#include "SketchUpAPI/geometry/vector3d.h"
#include <SketchUpAPI/geometry/transformation.h>
#include "DatasmithSketchUpSDKCeases.h"
// Datasmith SDK.
#include <SketchUpAPI/model/texture.h>
#include "DatasmithMesh.h"
#include "DatasmithMeshExporter.h"
#include "DatasmithSceneExporter.h"
#include "DatasmithSceneFactory.h"
#include "DatasmithSketchUpTexture.h"
#include "DatasmithUtils.h"
#include "Misc/SecureHash.h"
#include "Async/Async.h"
#include "UObject/GarbageCollection.h"
class FDatasmithMesh;
using namespace DatasmithSketchUp;
namespace DatasmithSketchUp
{
// The vertex indices of a mesh triangle in a tessellated SketchUp face.
struct SMeshTriangleIndices
{
size_t IndexA; // index of the first triangle vertex
size_t IndexB; // index of the second triangle vertex
size_t IndexC; // index of the third triangle vertex
};
// The vertex normals of a mesh triangle in a tessellated SketchUp face.
struct SMeshTriangleNormals
{
SUVector3D NormalA; // normal of the first triangle vertex
SUVector3D NormalB; // normal of the second triangle vertex
SUVector3D NormalC; // normal of the third triangle vertex
};
// Used to extract geometry before filling DatasmithMesh
class FDatasmithSketchUpMesh : FNoncopyable
{
public:
// Convert the combined mesh into a Datasmith mesh.
void ConvertMeshToDatasmith(FExportContext& Context, const SUTransformation& Transform, FDatasmithMesh& OutDMesh) const;
// Tessellate a SketchUp face into a triangle mesh merged into the combined mesh.
void AddFace(FExportContext& Context, SUFaceRef InSFaceRef, FLayerIDType LayerId);
int32 GetOrCreateSlotForMaterial(FMaterialIDType MaterialID)
{
if (int32* SlotIdPtr = SlotIdForMaterialId.Find(MaterialID))
{
return *SlotIdPtr;
}
else
{
int32 SlotId = MaterialIDForSlotId.Num();
MaterialIDForSlotId.Add(MaterialID);// Assign material to slot
SlotIdForMaterialId.Add(MaterialID, SlotId); // store back reference from material to slot
return SlotId;
}
}
int32 GetOrCreateSlotForLayer(FLayerIDType LayerID)
{
if (int32* SlotIdPtr = SlotIdForLayerId.Find(LayerID))
{
return *SlotIdPtr;
}
else
{
int32 SlotId = LayerIDForSlotId.Num();
LayerIDForSlotId.Add(LayerID);// Assign material to slot
SlotIdForLayerId.Add(LayerID, SlotId); // store back reference from material to slot
return SlotId;
}
}
// Return whether or not the combined mesh contains geometry.
bool ContainsGeometry() const;
// Combined mesh vertex points.
TArray<SUPoint3D> MeshVertexPoints;
// Combined mesh vertex normals.
TArray<SUVector3D> MeshVertexNormals;
// Combined mesh vertex UVQ texture coordinates.
TArray<SUUVQ> MeshVertexUVQs;
// Combined mesh triangle vertex indices.
TArray<SMeshTriangleIndices> MeshTriangleIndices;
// Combined mesh triangle material IDs.
TArray<int32> MeshTriangleSlotIds;
TArray<FEntityIDType> MaterialIDForSlotId;
TMap<FEntityIDType, int32> SlotIdForMaterialId;
TArray<FLayerIDType> LayerIDForSlotId;
TMap<FLayerIDType, int32> SlotIdForLayerId;
bool bHasFacesWithDefaultMaterial = false;;
};
inline bool FDatasmithSketchUpMesh::ContainsGeometry() const
{
return (MeshVertexPoints.Num() > 0 && MeshTriangleIndices.Num() > 0);
}
void FDatasmithSketchUpMesh::AddFace(FExportContext& Context, SUFaceRef InSFaceRef, FLayerIDType LayerId)
{
// Retrieve the SketchUp face front material.
SUMaterialRef FrontMaterialRef = SU_INVALID;
SUFaceGetFrontMaterial(InSFaceRef, &FrontMaterialRef); // we can ignore the returned SU_RESULT
// Retrieve the SketchUp face back material.
SUMaterialRef BackMaterialRef = SU_INVALID;
SUFaceGetBackMaterial(InSFaceRef, &BackMaterialRef); // we can ignore the returned SU_RESULT
// Fall back on the back material when there is no face front material, but there is a face back material.
bool bUseBackMaterial = SUIsInvalid(FrontMaterialRef) && SUIsValid(BackMaterialRef);
bool bUseFrontMaterial = !bUseBackMaterial;
// Create a UV helper for the SketchUp face.
SUTextureWriterRef TextureWriterRef = SU_INVALID;
SUUVHelperRef UVHelperRef = SU_INVALID;
SUFaceGetUVHelper(InSFaceRef, bUseFrontMaterial, bUseBackMaterial, TextureWriterRef, &UVHelperRef); // we can ignore the returned SU_RESULT
// Tessellate the SketchUp face into a SketchUp triangle mesh.
SUMeshHelperRef MeshRef = SU_INVALID;
SUMeshHelperCreateWithUVHelper(&MeshRef, InSFaceRef, UVHelperRef); // we can ignore the returned SU_RESULT
// Get the number of mesh vertices.
size_t VertexCount = 0;
SUMeshHelperGetNumVertices(MeshRef, &VertexCount); // we can ignore the returned SU_RESULT
// Get the number of mesh triangles.
size_t TriangleCount = 0;
SUMeshHelperGetNumTriangles(MeshRef, &TriangleCount); // we can ignore the returned SU_RESULT
if (VertexCount == 0 || TriangleCount == 0)
{
// Release the SketchUp triangle mesh.
SUMeshHelperRelease(&MeshRef); // we can ignore the returned SU_RESULT
// Release SketchUp face UV helper.
SUUVHelperRelease(&UVHelperRef); // we can ignore the returned SU_RESULT
return;
}
// Retrieve the mesh vertex points.
size_t VertexPointCount = VertexCount;
TArray<SUPoint3D> VertexPoints;
VertexPoints.SetNumUninitialized(VertexPointCount);
SUMeshHelperGetVertices(MeshRef, VertexPointCount, VertexPoints.GetData(), &VertexPointCount); // we can ignore the returned SU_RESULT
VertexPoints.SetNum(VertexPointCount);
// Retrieve the mesh vertex normals.
size_t VertexNormalCount = VertexCount;
TArray<SUVector3D> VertexNormals;
VertexNormals.SetNumUninitialized(VertexNormalCount);
SUMeshHelperGetNormals(MeshRef, VertexNormalCount, VertexNormals.GetData(), &VertexNormalCount); // we can ignore the returned SU_RESULT
VertexNormals.SetNum(VertexNormalCount);
// Retrieve the mesh triangle vertex indices, by strides of three indices per triangle.
size_t TriangleVertexIndexCount = TriangleCount * 3;
TArray<size_t> TriangleVertexIndices;
TriangleVertexIndices.SetNumUninitialized(TriangleVertexIndexCount);
SUMeshHelperGetVertexIndices(MeshRef, TriangleVertexIndexCount, TriangleVertexIndices.GetData(), &TriangleVertexIndexCount); // we can ignore the returned SU_RESULT
TriangleVertexIndices.SetNum(TriangleVertexIndexCount);
// Get the SketchUp triangle mesh vertex offset into the combined mesh vertex vector.
int32 MeshVertexIndexOffset = MeshVertexPoints.Num();
// Combine the mesh vertex points.
MeshVertexPoints.Append(VertexPoints);
MeshVertexNormals.Reserve(MeshVertexNormals.Num() + VertexNormalCount);
MeshVertexUVQs.Reserve(MeshVertexUVQs.Num() + VertexPointCount);
MeshTriangleIndices.Reserve(MeshTriangleIndices.Num() + TriangleVertexIndexCount);
// we use TextureScale to modify the scale of the mesh UV
// while we also modify texture tiling in the material, this is required
// to have consistent of materials across "node inherited" and "face applied materials"
// for node materials, tiling and uv scale is 1, so no changes
// for face applied materials, the tiling "cancels" between uv material tiling/scaling , so there is no
// visual change, but this allows to have a material in Datasmith with tiling that if we apply to other surfaces
// will keep a consistent visual
FVector2D TextureScale = FVector2D::One();
SUTextureRef TextureRef = SU_INVALID;
SUMaterialGetTexture(bUseFrontMaterial ? FrontMaterialRef : BackMaterialRef, &TextureRef);
if(SUIsValid(TextureRef))
{
size_t TextureWidth = 0;
size_t TextureHeight = 0;
double TextureSScale = 1.0;
double TextureTScale = 1.0;
SUTextureGetDimensions(TextureRef, &TextureWidth, &TextureHeight, &TextureSScale, &TextureTScale); // we can ignore the returned SU_RESULT
TextureScale = FVector2D(TextureSScale, TextureTScale);
}
if (bUseFrontMaterial)
{
// Combine the mesh vertex normals.
MeshVertexNormals.Append(VertexNormals);
// Combine the mesh vertex front UVQ texture coordinates.
for (size_t VertexPointIndex = 0; VertexPointIndex < VertexPointCount; VertexPointIndex++)
{
// Retrieve the front UVQ texture coordinate of the mesh vertex.
SUUVQ SUVQ;
SUUVHelperGetFrontUVQ(UVHelperRef, &VertexPoints[VertexPointIndex], &SUVQ); // we can ignore the returned SU_RESULT
SUVQ.u /= TextureScale.X;
SUVQ.v /= TextureScale.Y;
MeshVertexUVQs.Add(SUVQ);
}
// Combine the mesh front-facing triangle vertex indices.
for (size_t Index = 0; Index < TriangleVertexIndexCount;)
{
size_t IndexA = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
size_t IndexB = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
size_t IndexC = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
SMeshTriangleIndices TriangleIndices = { IndexA, IndexB, IndexC };
MeshTriangleIndices.Add(TriangleIndices);
}
}
else
{
// Combine the mesh vertex normals.
for (size_t VertexNormalIndex = 0; VertexNormalIndex < VertexNormalCount; VertexNormalIndex++)
{
// Reverse the mesh vertex normal.
SUVector3D VertexNormal = VertexNormals[VertexNormalIndex];
VertexNormal.x = -VertexNormal.x;
VertexNormal.y = -VertexNormal.y;
VertexNormal.z = -VertexNormal.z;
MeshVertexNormals.Add(VertexNormal);
}
// Combine the mesh vertex back UVQ texture coordinates.
for (size_t VertexPointIndex = 0; VertexPointIndex < VertexPointCount; VertexPointIndex++)
{
// Retrieve the back UVQ texture coordinate of the mesh vertex.
SUUVQ UVQ;
SUUVHelperGetBackUVQ(UVHelperRef, &VertexPoints[VertexPointIndex], &UVQ); // we can ignore the returned SU_RESULT
UVQ.u /= TextureScale.X;
UVQ.v /= TextureScale.Y;
MeshVertexUVQs.Add(UVQ);
}
// Combine the mesh back-facing triangle vertex indices.
for (size_t Index = 0; Index < TriangleVertexIndexCount;)
{
size_t IndexA = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
size_t IndexB = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
size_t IndexC = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
SMeshTriangleIndices TriangleIndices = { IndexC, IndexB, IndexA };
MeshTriangleIndices.Add(TriangleIndices);
}
}
// Release the SketchUp triangle mesh.
SUMeshHelperRelease(&MeshRef); // we can ignore the returned SU_RESULT
// Release SketchUp face UV helper.
SUUVHelperRelease(&UVHelperRef); // we can ignore the returned SU_RESULT
int32 SlotId = 0; // Default material slot
if (Context.bColorByLayer)
{
// Get the front material ID of the SketckUp front material.
SlotId = GetOrCreateSlotForLayer(LayerId);
}
else
{
// Get the SketckUp material ID.
if (bUseFrontMaterial)
{
if (SUIsValid(FrontMaterialRef))
{
// Get the front material ID of the SketckUp front material.
SlotId = GetOrCreateSlotForMaterial(DatasmithSketchUpUtils::GetMaterialID(FrontMaterialRef));
}
}
else // bUseBackMaterial
{
if (SUIsValid(BackMaterialRef))
{
// Get the back material ID of the SketckUp back material.
SlotId = GetOrCreateSlotForMaterial(DatasmithSketchUpUtils::GetMaterialID(BackMaterialRef));
}
}
}
if (SlotId == 0)
{
// todo: it's possible to skip adding slot=0 when there's no faces with 'default' material
// for this need to compute MeshTriangleSlotIds afterwards(when all materials are known)
bHasFacesWithDefaultMaterial = true;
}
MeshTriangleSlotIds.Reserve(MeshTriangleSlotIds.Num() + TriangleCount);
for(int32 TriangleIndex = 0; TriangleIndex < TriangleCount; ++TriangleIndex)
{
MeshTriangleSlotIds.Add(SlotId);
}
}
void FDatasmithSketchUpMesh::ConvertMeshToDatasmith(FExportContext& Context, const SUTransformation& Transform, FDatasmithMesh& OutDMesh) const
{
// Get the number of mesh vertices (must be > 0).
int32 VertexCount = MeshVertexPoints.Num();
// Set the number of vertices of the exported Datasmith mesh.
OutDMesh.SetVerticesCount(VertexCount);
bool bIsMirroredTransform = false;
SUTransformationIsMirrored(&Transform, &bIsMirroredTransform);
for (int32 VertexNo = 0; VertexNo < VertexCount; VertexNo++)
{
SUPoint3D VertexPoint = MeshVertexPoints[VertexNo];
SUPoint3DTransform(&Transform, &VertexPoint);
FVector P = FVector(DatasmithSketchUpUtils::FromSketchUp::ConvertPosition(VertexPoint));
OutDMesh.SetVertex(VertexNo, P.X, P.Y, P.Z);
}
// Set the number of Datasmith mesh UV channels.
OutDMesh.SetUVChannelsCount(1);
OutDMesh.SetUVCount(0, VertexCount);
// Convert SketchUp UVQ texture coordinates to Datasmith UV texture coordinates.
for (int32 VertexNo = 0; VertexNo < VertexCount; VertexNo++)
{
// Set and flip vertically the UV texture coordinates in Datasmith mesh UV channel 0.
SUUVQ const& SUVQ = MeshVertexUVQs[VertexNo];
OutDMesh.SetUV(0, VertexNo, SUVQ.u / SUVQ.q, -SUVQ.v / SUVQ.q);
}
// Get the number of mesh triangles (must be > 0).
int32 TriangleCount = MeshTriangleIndices.Num();
// Set the number of triangles of the exported Datasmith mesh.
OutDMesh.SetFacesCount(TriangleCount);
SUTransformation TransformNoTranslation = Transform;
TransformNoTranslation.values[12] = 0;
TransformNoTranslation.values[13] = 0;
TransformNoTranslation.values[14] = 0;
// Make inverse-transposed transform for normals from orientation component of source transform
SUTransformation TransformInverse;
SUTransformationGetInverse(&TransformNoTranslation, &TransformInverse);
SUTransformation TransformForNormals;
// Transpose
for (int32 X = 0; X < 4; ++X)
{
for (int32 Y = 0; Y < 4; ++Y)
{
TransformForNormals.values[X + Y*4] = TransformInverse.values[Y + X*4];
}
}
TArray<SUVector3D> MeshVertexNormalsBaked;
MeshVertexNormalsBaked.Reserve(MeshVertexNormals.Num());
for (SUVector3D Normal : MeshVertexNormals)
{
SUVector3DTransform(&TransformForNormals, &Normal);
MeshVertexNormalsBaked.Add(Normal);
}
// Convert triangle vertex indices and normals from SketchUp right-handed Z-up coordinates to Unreal left-handed Z-up coordinates.
// To avoid perturbating X, which is forward in Unreal, the handedness conversion is done by flipping the side vector Y.
for (int32 TriangleNo = 0, NormalNo = 0; TriangleNo < TriangleCount; TriangleNo++)
{
// Set the triangle smoothing mask in the exported Datasmith mesh.
uint32 SmoothingMask = 0; // no smoothing
OutDMesh.SetFaceSmoothingMask(TriangleNo, SmoothingMask);
// Set the triangle vertex indices in the exported Datasmith mesh.
SMeshTriangleIndices const& TriangleIndices = MeshTriangleIndices[TriangleNo];
int32 IndexA = static_cast<int32>(TriangleIndices.IndexA);
int32 IndexB = static_cast<int32>(TriangleIndices.IndexB);
int32 IndexC = static_cast<int32>(TriangleIndices.IndexC);
if (bIsMirroredTransform)
{
// Reorient triangle if transform is changing handedness
std::swap(IndexB, IndexC);
}
OutDMesh.SetFace(TriangleNo, IndexA, IndexB, IndexC, MeshTriangleSlotIds[TriangleNo]);
// Set the triangle vertex normals in the exported Datasmith mesh.
SMeshTriangleNormals TriangleNormals = { MeshVertexNormalsBaked[IndexA],
MeshVertexNormalsBaked[IndexB],
MeshVertexNormalsBaked[IndexC] };
OutDMesh.SetNormal(NormalNo++, float(TriangleNormals.NormalA.x), float(-TriangleNormals.NormalA.y), float(TriangleNormals.NormalA.z));
OutDMesh.SetNormal(NormalNo++, float(TriangleNormals.NormalB.x), float(-TriangleNormals.NormalB.y), float(TriangleNormals.NormalB.z));
OutDMesh.SetNormal(NormalNo++, float(TriangleNormals.NormalC.x), float(-TriangleNormals.NormalC.y), float(TriangleNormals.NormalC.z));
// Set the triangle UV coordinate indices in the exported Datasmith mesh.
OutDMesh.SetFaceUV(TriangleNo, 0, IndexA, IndexB, IndexC);
}
}
}
namespace DatasmithSketchUp
{
// Parses SU Image entity geometry
class FImageParser
{
public:
FImageParser(SUEntityRef InEntityRef): EntityRef(InEntityRef)
{
}
int32 ImageId = 0;
FLayerIDType LayerId;
void Parse(FExportContext& Context, FDatasmithSketchUpMesh& ExtractedMesh)
{
SUEntityGetID(EntityRef, &ImageId);
// Record every face's layer(even for invisible faces!). When face layer visibility changes
// this geometry needs to be rebuilt
SULayerRef LayerRef = SU_INVALID;
SUImageRef ImageRef = SUImageFromEntity(EntityRef);
SUDrawingElementGetLayer(SUImageToDrawingElement(ImageRef), &LayerRef);
LayerId = DatasmithSketchUpUtils::GetEntityID(SULayerToEntity(LayerRef));
bool bHidden = false;
SUDrawingElementGetHidden(SUImageToDrawingElement(ImageRef), &bHidden);
if (!bHidden && Context.Layers.IsLayerVisible(LayerRef))
{
TArray<SUPoint3D>& MeshVertexPoints = ExtractedMesh.MeshVertexPoints;
TArray<SUVector3D>& MeshVertexNormals = ExtractedMesh.MeshVertexNormals;
TArray<SUUVQ>& MeshVertexUVQs = ExtractedMesh.MeshVertexUVQs;
TArray<SMeshTriangleIndices>& MeshTriangleIndices = ExtractedMesh.MeshTriangleIndices;
TArray<int32>& MeshTriangleSlotIds = ExtractedMesh.MeshTriangleSlotIds;
// Get the SketchUp triangle mesh vertex offset into the combined mesh vertex vector.
int32 MeshVertexIndexOffset = MeshVertexPoints.Num();
const int32 VertexPointCount = 4;
const int32 VertexNormalCount = 4;
const int32 TriangleCount = 2;
const int32 TriangleVertexIndexCount = 6;
MeshVertexNormals.Reserve(MeshVertexNormals.Num() + VertexNormalCount);
MeshVertexUVQs.Reserve(MeshVertexUVQs.Num() + VertexPointCount);
MeshTriangleIndices.Reserve(MeshTriangleIndices.Num() + TriangleVertexIndexCount);
SUVector3D Normal{0, 0, 1}; // todo: fix
double WidthInch = 0;
double HeightInch = 0;
if (SUImageGetDimensions(ImageRef, &WidthInch, &HeightInch) != SU_ERROR_NONE)
{
return;
}
for (size_t VertexPointIndex = 0; VertexPointIndex < VertexPointCount; VertexPointIndex++)
{
MeshVertexNormals.Add(Normal);
double X = (VertexPointIndex % 2);
double Y = (VertexPointIndex / 2);
// Put 1 in Q as we divide later by it
MeshVertexUVQs.Add(SUUVQ{X, Y, 1});
MeshVertexPoints.Add(SUPoint3D{X * WidthInch, Y * HeightInch, 0});
}
const size_t TriangleVertexIndices[TriangleVertexIndexCount] =
{
0, 1, 2,
3, 2, 1
};
// Combine the mesh front-facing triangle vertex indices.
for (size_t Index = 0; Index < TriangleVertexIndexCount;)
{
size_t IndexA = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
size_t IndexB = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
size_t IndexC = MeshVertexIndexOffset + TriangleVertexIndices[Index++];
SMeshTriangleIndices TriangleIndices = { IndexA, IndexB, IndexC };
MeshTriangleIndices.Add(TriangleIndices);
}
MeshTriangleSlotIds.Reserve(MeshTriangleSlotIds.Num() + TriangleCount);
for(int32 TriangleIndex = 0; TriangleIndex < TriangleCount; ++TriangleIndex)
{
MeshTriangleSlotIds.Add(0);
}
}
}
SUEntityRef EntityRef;
};
}
bool FEntitiesGeometry::FExportedGeometry::IsMeshUsingInheritedMaterial(int32 MeshIndex)
{
return Meshes[MeshIndex]->bIsUsingInheritedMaterial;
}
int32 FEntitiesGeometry::GetInheritedMaterialOverrideSlotId()
{
return 0;
}
const TCHAR* FEntitiesGeometry::FExportedGeometry::GetMeshElementName(int32 MeshIndex)
{
return Meshes[MeshIndex]->DatasmithMesh->GetName();
}
void FEntitiesGeometry::ExportOneMesh(FExportContext& Context, const TSharedPtr<FDatasmithSketchUpMesh>& ExtractedMesh, FExportedGeometry& ExportedGeometry, int32 MeshIndex, const FString& MeshElementName, const FString& MeshLabel, SUTransformation Transform)
{
TSharedPtr<FDatasmithInstantiatedMesh> Mesh;
// Create MeshElement or reuse existing
if (MeshIndex < ExportedGeometry.Meshes.Num())
{
Mesh = ExportedGeometry.Meshes[MeshIndex];
Mesh->SlotIdForMaterialId.Reset();
Mesh->SlotIdForLayerId.Reset();
}
else
{
Mesh = MakeShared<FDatasmithInstantiatedMesh>();
ExportedGeometry.Meshes.Add(Mesh);
}
// todo: reuse DatasmithMesh when it allows to reset material slots
Mesh->DatasmithMesh = FDatasmithSceneFactory::CreateMesh(TEXT(""));
Mesh->DatasmithMesh->SetName(*MeshElementName);
Mesh->DatasmithMesh->SetLabel(*MeshLabel);
Mesh->bIsUsingInheritedMaterial = ExtractedMesh->bHasFacesWithDefaultMaterial;
// Add the non-inherited materials used by the combined mesh triangles.
if (Context.bColorByLayer)
{
for (int32 SlotId = 0;SlotId < ExtractedMesh->LayerIDForSlotId.Num(); ++SlotId)
{
FLayerIDType LayerID = ExtractedMesh->LayerIDForSlotId[SlotId];
Mesh->SlotIdForLayerId.FindOrAdd(LayerID, SlotId);
if (FMaterialOccurrence* Material = Context.Materials.LayerMaterials.RegisterGeometryForLayer(LayerID, this))
{
Mesh->DatasmithMesh->SetMaterial(Material->GetName(), SlotId);
}
}
}
else
{
for (int32 SlotId = 0;SlotId < ExtractedMesh->MaterialIDForSlotId.Num(); ++SlotId)
{
if (SlotId == 0 && !ExtractedMesh->bHasFacesWithDefaultMaterial)
{
continue; // Skip adding Default material slot if it's not used
}
FMaterialIDType MeshMaterialID = ExtractedMesh->MaterialIDForSlotId[SlotId];
Mesh->SlotIdForMaterialId.FindOrAdd(MeshMaterialID, SlotId);
// Default or (somehow)missing materials are also assigned to mesh(as a default material)
if (FMaterialOccurrence* Material = Context.Materials.RegularMaterials.RegisterGeometry(MeshMaterialID, this))
{
Mesh->DatasmithMesh->SetMaterial(Material->GetName(), SlotId);
}
}
}
Mesh->ExportFuture = Context.MeshExportTasks.Emplace_GetRef(Async(
EAsyncExecution::ThreadPool,
[&Context, Mesh, ExtractedMesh, Transform]()
{
FDatasmithMeshExporter DatasmithMeshExporter;
FDatasmithMesh DatasmithMesh;
ExtractedMesh->ConvertMeshToDatasmith(Context, Transform, DatasmithMesh);
FGCScopeGuard GCGuard; // Prevent GC from running while UDatasmithMesh is created in ExportToUObject.
return DatasmithMeshExporter.ExportToUObject(Mesh->DatasmithMesh, Context.GetAssetsOutputPath(), DatasmithMesh, nullptr, FDatasmithExportOptions::LightmapUV);
}
).Share());
}
void ScanSketchUpEntitiesFaces(FExportContext& Context, SUEntitiesRef EntitiesRef, FEntitiesGeometry& Geometry, TFunctionRef<void(TSharedPtr<FDatasmithSketchUpMesh> ExtractedMesh)> OnNewExtractedMesh);
void CombineSketchUpEntitiesFaces(FExportContext& Context, SUEntitiesRef EntitiesRef, FEntitiesGeometry& Geometry, TFunctionRef<void(TSharedPtr<FDatasmithSketchUpMesh> ExtractedMesh)> OnNewExtractedMesh);
void FEntities::UpdateGeometry(FExportContext& Context, TArray<FNodeOccurence*> NodesToInstance, TArray<FNodeOccurence*> NodesToBake)
{
if (EntitiesGeometry.IsValid())
{
Context.Materials.UnregisterGeometry(EntitiesGeometry.Get());
// Remove mesh elements from scene
RemoveMeshesFromDatasmithScene(Context);
Context.EntitiesObjects.UnregisterEntities(*this);
EntitiesGeometry->FaceIds.Reset();
EntitiesGeometry->Layers.Reset();
EntitiesGeometry->ExportedGeometryForNode.Reset();
EntitiesGeometry->ExportedGeometryForTransform.Reset();
}
else
{
EntitiesGeometry = MakeShared<FEntitiesGeometry>();
}
int32 MeshCount = 0;
TFunction<void(TSharedPtr<FDatasmithSketchUpMesh> ExtractedMesh)> ProcessExtractedMesh = [&Context, this, &MeshCount,
&NodesToInstance, &NodesToBake](TSharedPtr<FDatasmithSketchUpMesh> ExtractedMeshPtr)
{
if (ExtractedMeshPtr->ContainsGeometry())
{
FString MeshLabel = FDatasmithUtils::SanitizeObjectName(Definition.GetSketchupSourceName());
// Export mesh for 'regular' instances without applying a transform
if (!NodesToInstance.IsEmpty())
{
FString MeshElementName = FString::Printf(TEXT("M%ls_%d"), *Definition.GetSketchupSourceId(), MeshCount + 1); // Count meshes from 1
SUTransformation Transform;
SUTransformationScale(&Transform, 1.0);
FEntitiesGeometry::FExportedGeometry& ExportedGeometry = EntitiesGeometry->ExportedGeometryForInstances;
EntitiesGeometry->ExportOneMesh(Context, ExtractedMeshPtr, ExportedGeometry, MeshCount, MeshElementName, MeshLabel, Transform);
}
int32 NodeBaked = 0;
// Export mesh for nodes with skewed transform, applying this transform to exported mesh vertices
for (FNodeOccurence* Node : NodesToBake)
{
// Make name for baked meshes different from the 'regular' mesh by adding an extra index
NodeBaked += 1;
FString MeshElementName = FString::Printf(TEXT("M%ls_%d_%d"), *Definition.GetSketchupSourceId(), MeshCount + 1, NodeBaked); // Count meshes from 1
SUTransformation Transform = Node->BakeTransform;
// Find exported geometry with the same Bake transform and reuse it
bool bFoundGeometry = false;
for (const TPair<SUTransformation, FEntitiesGeometry::FExportedGeometry>& OtherTransformAndGeometry: EntitiesGeometry->ExportedGeometryForTransform)
{
if (DatasmithSketchUpUtils::CompareSUTransformations(OtherTransformAndGeometry.Key, Transform))
{
EntitiesGeometry->ExportedGeometryForNode.Add(Node, OtherTransformAndGeometry.Value);
bFoundGeometry = true;
}
}
if (!bFoundGeometry)
{
FEntitiesGeometry::FExportedGeometry& ExportedGeometry = EntitiesGeometry->ExportedGeometryForNode.Add(Node);
EntitiesGeometry->ExportOneMesh(Context, ExtractedMeshPtr, ExportedGeometry, MeshCount, MeshElementName, MeshLabel, Transform);
EntitiesGeometry->ExportedGeometryForTransform.Add({Transform, ExportedGeometry});
}
}
MeshCount++;
}
};
if (Context.Options.bSeparateDisconnectedMeshes)
{
ScanSketchUpEntitiesFaces(Context, EntitiesRef, *EntitiesGeometry, ProcessExtractedMesh);
}
else
{
CombineSketchUpEntitiesFaces(Context, EntitiesRef, *EntitiesGeometry, ProcessExtractedMesh);
}
EntitiesGeometry->ExportedGeometryForInstances.Meshes.SetNum(NodesToInstance.IsEmpty() ? 0 : MeshCount);
Context.EntitiesObjects.RegisterEntities(*this);
}
void FEntities::AddMeshesToDatasmithScene(FExportContext& Context)
{
EntitiesGeometry->ForEachExportedMesh([&Context](const FDatasmithInstantiatedMesh& Mesh)
{
Context.DatasmithScene->AddMesh(Mesh.DatasmithMesh);
});
}
void FEntities::RemoveMeshesFromDatasmithScene(FExportContext& Context)
{
EntitiesGeometry->ForEachExportedMesh([&Context](const FDatasmithInstantiatedMesh& Mesh)
{
Context.DatasmithScene->RemoveMesh(Mesh.DatasmithMesh);
});
}
TArray<SUGroupRef> FEntities::GetGroups()
{
// Get the number of groups in the SketchUp model entities.
size_t SourceGroupCount;
SUEntitiesGetNumGroups(EntitiesRef, &SourceGroupCount);
// Retrieve the groups in the source SketchUp entities.
TArray<SUGroupRef> SGroups;
SGroups.Init(SU_INVALID, SourceGroupCount);
SUEntitiesGetGroups(EntitiesRef, SourceGroupCount, SGroups.GetData(), &SourceGroupCount); // we can ignore the returned SU_RESULT
SGroups.SetNum(SourceGroupCount);
return MoveTemp(SGroups);
}
TArray<SUComponentInstanceRef> FEntities::GetComponentInstances()
{
// Get the number of component instances in the SketchUp model entities.
size_t SourceComponentInstanceCount;
SUEntitiesGetNumInstances(EntitiesRef, &SourceComponentInstanceCount);
// Retrieve the component instances in the source SketchUp entities.
TArray<SUComponentInstanceRef> SComponentInstances;
SComponentInstances.Init(SU_INVALID, SourceComponentInstanceCount);
SUEntitiesGetInstances(EntitiesRef, SourceComponentInstanceCount, SComponentInstances.GetData(), &SourceComponentInstanceCount); // we can ignore the returned SU_RESULT
SComponentInstances.SetNum(SourceComponentInstanceCount);
return MoveTemp(SComponentInstances);
}
TArray<SUImageRef> FEntities::GetImages()
{
size_t ImageCount = 0;
SUEntitiesGetNumImages(EntitiesRef, &ImageCount);
TArray<SUImageRef> ImageRefs;
ImageRefs.Init(SU_INVALID, ImageCount);
SUEntitiesGetImages(EntitiesRef, ImageCount, ImageRefs.GetData(), &ImageCount);
ImageRefs.SetNum(ImageCount);
return MoveTemp(ImageRefs);
}
void ScanSketchUpEntitiesFaces(FExportContext& Context, SUEntitiesRef EntitiesRef, FEntitiesGeometry& Geometry, TFunctionRef<void(TSharedPtr<FDatasmithSketchUpMesh> ExtractedMesh)> OnNewExtractedMesh)
{
// Get the number of faces in the source SketchUp entities.
size_t SFaceCount = 0;
SUEntitiesGetNumFaces(EntitiesRef, &SFaceCount); // we can ignore the returned SU_RESULT
if (SFaceCount == 0)
{
return;
}
// Retrieve the faces in the source SketchUp entities.
TArray<SUFaceRef> SFaces;
SFaces.Init(SU_INVALID, SFaceCount);
SUEntitiesGetFaces(EntitiesRef, SFaceCount, SFaces.GetData(), &SFaceCount);
SFaces.SetNum(SFaceCount);
TSet<int32> ScannedEdgeIDSet;
// Mesh index inside the SketchUp component definition.
int32 MeshIndex = 0;
for (SUFaceRef SSourceFaceRef : SFaces)
{
// Get the Source SketckUp face ID.
int32 SSourceFaceID = DatasmithSketchUpUtils::GetFaceID(SSourceFaceRef);
// Do not scan more than once a valid SketckUp face.
if (SUIsInvalid(SSourceFaceRef) || Geometry.FaceIds.Contains(SSourceFaceID))
{
continue;
}
// Create a mesh combining the geometry of the SketchUp connected faces.
TSharedPtr<FDatasmithSketchUpMesh> ExtractedMeshPtr = MakeShared<FDatasmithSketchUpMesh>();
FDatasmithSketchUpMesh& ExtractedMesh = *ExtractedMeshPtr;
ExtractedMesh.GetOrCreateSlotForMaterial(FMaterial::INHERITED_MATERIAL_ID); // Add default material to Slot=0
// The source SketchUp face needs to be scanned once.
TArray<SUFaceRef> FacesToScan;
FacesToScan.Add(SSourceFaceRef);
Geometry.FaceIds.Add(SSourceFaceID);
// Collect all connected faces
while (FacesToScan.Num() > 0)
{
SUFaceRef SScannedFaceRef = FacesToScan.Pop(EAllowShrinking::No);
// int64 SFacePID = 0;
// SUEntityGetPersistentID(SUFaceToEntity(SScannedFaceRef), &SFacePID);
// ADD_TRACE_LINE(TEXT(" Face %lld"), SFacePID);
// Record every face's layer(even for invisible faces!). When face layer visibility changes
// this geometry needs to be rebuilt
SULayerRef LayerRef = SU_INVALID;
SUDrawingElementGetLayer(SUFaceToDrawingElement(SScannedFaceRef), &LayerRef);
FLayerIDType LayerId = DatasmithSketchUpUtils::GetEntityID(SULayerToEntity(LayerRef));
Geometry.Layers.Add(LayerId);
bool bFaceHidden = false;
SUDrawingElementGetHidden(SUFaceToDrawingElement(SScannedFaceRef), &bFaceHidden);
if (!bFaceHidden && Context.Layers.IsLayerVisible(LayerRef))
{
ExtractedMesh.AddFace(Context, SScannedFaceRef, LayerId);
}
// Get the number of SketchUp face edges.
size_t SEdgeCount = 0;
SUFaceGetNumEdges(SScannedFaceRef, &SEdgeCount); // we can ignore the returned SU_RESULT
// Retrieve the SketchUp face edges.
TArray<SUEdgeRef> SEdges;
SEdges.Init(SU_INVALID, SEdgeCount);
SUFaceGetEdges(SScannedFaceRef, SEdgeCount, SEdges.GetData(), &SEdgeCount); // we can ignore the returned SU_RESULT
SEdges.SetNum(SEdgeCount);
for (SUEdgeRef SEdgeRef : SEdges)
{
// Get the SketckUp edge ID.
int32 SEdgeID = DatasmithSketchUpUtils::GetEdgeID(SEdgeRef);
// Avoid scanning more than once this SketckUp edge.
if (!ScannedEdgeIDSet.Contains(SEdgeID))
{
ScannedEdgeIDSet.Add(SEdgeID);
// Get the number of SketchUp faces associated with the edge.
size_t SEdgeFaceCount = 0;
SUEdgeGetNumFaces(SEdgeRef, &SEdgeFaceCount); // we can ignore the returned SU_RESULT
// Retrieve the SketchUp faces associated with the edge.
TArray<SUFaceRef> SEdgeFaces;
SEdgeFaces.Init(SU_INVALID, SEdgeFaceCount);
SUEdgeGetFaces(SEdgeRef, SEdgeFaceCount, SEdgeFaces.GetData(), &SEdgeFaceCount); // we can ignore the returned SU_RESULT
SEdgeFaces.SetNum(SEdgeFaceCount);
for (SUFaceRef SFaceRef : SEdgeFaces)
{
// Get the SketckUp face ID.
int32 SFaceID = DatasmithSketchUpUtils::GetFaceID(SFaceRef);
// Avoid scanning more than once this SketckUp face.
if (!Geometry.FaceIds.Contains(SFaceID))
{
Geometry.FaceIds.Add(SFaceID);
// This SketchUp face is connected and needs to be scanned further.
FacesToScan.Add(SFaceRef);
}
}
}
}
}
OnNewExtractedMesh(ExtractedMeshPtr);
}
}
void CombineSketchUpEntitiesFaces(FExportContext& Context, SUEntitiesRef EntitiesRef, FEntitiesGeometry& Geometry, TFunctionRef<void(TSharedPtr<FDatasmithSketchUpMesh> ExtractedMesh)> OnNewExtractedMesh)
{
// Get the number of faces in the source SketchUp entities.
size_t SFaceCount = 0;
SUEntitiesGetNumFaces(EntitiesRef, &SFaceCount); // we can ignore the returned SU_RESULT
if (SFaceCount == 0)
{
return;
}
// Retrieve the faces in the source SketchUp entities.
TArray<SUFaceRef> SFaces;
SFaces.Init(SU_INVALID, SFaceCount);
SUEntitiesGetFaces(EntitiesRef, SFaceCount, SFaces.GetData(), &SFaceCount);
SFaces.SetNum(SFaceCount);
// Create a mesh combining the geometry of the SketchUp connected faces.
TSharedPtr<FDatasmithSketchUpMesh> ExtractedMeshPtr = MakeShared<FDatasmithSketchUpMesh>();
FDatasmithSketchUpMesh& ExtractedMesh = *ExtractedMeshPtr;
ExtractedMesh.GetOrCreateSlotForMaterial(FMaterial::INHERITED_MATERIAL_ID); // Add default material to Slot=0
for (SUFaceRef FaceRef : SFaces)
{
// Get the Source SketckUp face ID.
int32 SSourceFaceID = DatasmithSketchUpUtils::GetFaceID(FaceRef);
// Do not scan more than once a valid SketckUp face.
if (SUIsInvalid(FaceRef) || Geometry.FaceIds.Contains(SSourceFaceID))
{
continue;
}
Geometry.FaceIds.Add(SSourceFaceID);
// Record every face's layer(even for invisible faces!). When face layer visibility changes
// this geometry needs to be rebuilt
SULayerRef LayerRef = SU_INVALID;
SUDrawingElementGetLayer(SUFaceToDrawingElement(FaceRef), &LayerRef);
FLayerIDType LayerId = DatasmithSketchUpUtils::GetEntityID(SULayerToEntity(LayerRef));
Geometry.Layers.Add(LayerId);
bool bFaceHidden = false;
SUDrawingElementGetHidden(SUFaceToDrawingElement(FaceRef), &bFaceHidden);
// Check layer visibility without considering parent components
// Assume default layer is visible. As it's overriden by parent components/instances and will have visibility of those layers
// todo: more full support for layers visibility should consider occurrences where this mesh is used
// if there are layers that are visible/hidden which override default layer of this specific mesh
//
// E.g. when this mesh has faces with Default layer assigned. AND other faces, with other layers.
// This means these are faces of a free geometry within some component(or model itself).
// The component can be instantiated more than once.
// Let's say it has instance A with LayerA and instance B with LayerB. LayerA and LayerB override those
// faces with Default layer and as a consequence override faces visibility.
bool bLayerVisibility = Context.Layers.IsLayerVisible(LayerRef) || Context.Layers.IsDefault(LayerId);
if (!bFaceHidden && bLayerVisibility)
{
ExtractedMesh.AddFace(Context, FaceRef, LayerId);
}
}
OnNewExtractedMesh(ExtractedMeshPtr);
}
void FImage::UpdateGeometry(FExportContext& Context)
{
FImageParser ImageParser(EntityRef);
FDatasmithSketchUpMesh ExtractedMesh;
ImageParser.Parse(Context, ExtractedMesh);
FDatasmithMeshExporter DatasmithMeshExporter;
FDatasmithMesh DatasmithMesh;
SUTransformation Transform;
SUTransformationScale(&Transform, 1.0);
ExtractedMesh.ConvertMeshToDatasmith(Context, Transform, DatasmithMesh);
DatasmithMeshElement = FDatasmithSceneFactory::CreateMesh(TEXT(""));
DatasmithMeshElement->SetName(GetMeshElementName());
DatasmithMeshElement->SetLabel(*GetEntityName());
FGCScopeGuard GCGuard; // Prevent GC from running while UDatasmithMesh is created in ExportToUObject.
bool bResult = DatasmithMeshExporter.ExportToUObject(DatasmithMeshElement, Context.GetAssetsOutputPath(), DatasmithMesh, nullptr, FDatasmithExportOptions::LightmapUV);
// todo: something like AddMeshesToDatasmithScene
Context.DatasmithScene->AddMesh(DatasmithMeshElement);
}