316 lines
9.2 KiB
C++
316 lines
9.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MeshToVolumeTool.h"
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#include "InteractiveToolManager.h"
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#include "ToolBuilderUtil.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "Engine/World.h"
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#include "MeshSimplification.h"
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#include "Util/ColorConstants.h"
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#include "ToolSetupUtil.h"
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#include "Selection/ToolSelectionUtil.h"
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#include "ModelingToolTargetUtil.h"
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#include "Engine/BlockingVolume.h"
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#include "Components/BrushComponent.h"
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#include "Engine/Polys.h"
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#include "Model.h"
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#include "BSPOps.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(MeshToVolumeTool)
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using namespace UE::Geometry;
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#define LOCTEXT_NAMESPACE "UMeshToVolumeTool"
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/*
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* ToolBuilder
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*/
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bool UMeshToVolumeToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
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{
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// We don't want to allow this tool to run on selected volumes
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return ToolBuilderUtil::CountSelectedActorsOfType<AVolume>(SceneState) == 0 && Super::CanBuildTool(SceneState);
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}
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USingleSelectionMeshEditingTool* UMeshToVolumeToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
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{
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return NewObject<UMeshToVolumeTool>(SceneState.ToolManager);
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}
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class FCalculateVolumeOp : public TGenericDataOperator<FDynamicMeshFaceArray>
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{
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public:
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virtual ~FCalculateVolumeOp() {}
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// inputs
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TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe> SourceMesh;
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// parameters
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EMeshToVolumeMode ConversionMode;
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UE::Conversion::FMeshToVolumeOptions MeshToVolumeOptions;
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// error flags
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bool bTooManyTriangles = false;
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//
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// TGenericDataOperator implementation
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//
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virtual void CalculateResult(FProgressCancel* Progress) override
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{
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if (Progress && Progress->Cancelled())
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{
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return;
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}
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auto SimplifyToMax = [this](FDynamicMesh3& Mesh, int32 TriangleCount)
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{
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FVolPresMeshSimplification Simplifier(&Mesh);
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Simplifier.SimplifyToTriangleCount(TriangleCount);
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};
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if (ConversionMode == EMeshToVolumeMode::MinimalPolygons)
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{
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UE::Conversion::GetPolygonFaces(*SourceMesh, MeshToVolumeOptions, *Result);
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}
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else
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{
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bTooManyTriangles = MeshToVolumeOptions.bAutoSimplify
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&& (SourceMesh->TriangleCount() > MeshToVolumeOptions.MaxTriangles);
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if (Progress && Progress->Cancelled())
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{
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return;
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}
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if (bTooManyTriangles)
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{
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FDynamicMesh3 LocalMesh = *SourceMesh;
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LocalMesh.DiscardAttributes();
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SimplifyToMax(LocalMesh, MeshToVolumeOptions.MaxTriangles);
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UE::Conversion::GetTriangleFaces(LocalMesh, *Result);
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}
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else
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{
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UE::Conversion::GetTriangleFaces(*SourceMesh, *Result);
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}
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}
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}
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};
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/*
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* Tool
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*/
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UMeshToVolumeTool::UMeshToVolumeTool()
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{
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SetToolDisplayName(LOCTEXT("MeshToVolumeToolName", "Mesh To Volume"));
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}
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void UMeshToVolumeTool::Setup()
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{
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UInteractiveTool::Setup();
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PreviewMesh = NewObject<UPreviewMesh>(this);
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PreviewMesh->bBuildSpatialDataStructure = false;
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PreviewMesh->CreateInWorld(UE::ToolTarget::GetTargetActor(Target)->GetWorld(), FTransform::Identity);
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PreviewMesh->SetTransform((FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target));
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ToolSetupUtil::ApplyRenderingConfigurationToPreview(PreviewMesh, nullptr);
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PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
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PreviewMesh->ReplaceMesh(UE::ToolTarget::GetDynamicMeshCopy(Target));
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FComponentMaterialSet MaterialSet = UE::ToolTarget::GetMaterialSet(Target);
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PreviewMesh->SetMaterials(MaterialSet.Materials);
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InputMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
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InputMesh->Copy(*PreviewMesh->GetMesh());
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VolumeEdgesSet = NewObject<ULineSetComponent>(PreviewMesh->GetRootComponent());
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VolumeEdgesSet->SetupAttachment(PreviewMesh->GetRootComponent());
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VolumeEdgesSet->SetLineMaterial(ToolSetupUtil::GetDefaultLineComponentMaterial(GetToolManager()));
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VolumeEdgesSet->RegisterComponent();
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UE::ToolTarget::HideSourceObject(Target);
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Settings = NewObject<UMeshToVolumeToolProperties>(this);
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Settings->RestoreProperties(this);
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AddToolPropertySource(Settings);
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Settings->WatchProperty(Settings->ConversionMode,
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[this](EMeshToVolumeMode NewMode) { Compute->InvalidateResult(); });
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Settings->WatchProperty(Settings->bPreserveGroupBoundaries,
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[this](bool NewValue) { Compute->InvalidateResult(); });
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Settings->WatchProperty(Settings->bAutoSimplify,
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[this](bool NewValue) { Compute->InvalidateResult(); });
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Settings->WatchProperty(Settings->SimplifyMaxTriangles,
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[this](int32 NewValue) { Compute->InvalidateResult(); });
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HandleSourcesProperties = NewObject<UOnAcceptHandleSourcesPropertiesSingle>(this);
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HandleSourcesProperties->RestoreProperties(this);
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AddToolPropertySource(HandleSourcesProperties);
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Compute = MakeUnique<TGenericDataBackgroundCompute<FDynamicMeshFaceArray>>();
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Compute->Setup(this);
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Compute->OnResultUpdated.AddLambda([this](const TUniquePtr<FDynamicMeshFaceArray>& NewResult)
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{
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UpdateLineSet(*NewResult);
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});
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Compute->OnOpCompleted.AddLambda([this](const TGenericDataOperator<FDynamicMeshFaceArray>* UncastOp)
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{
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const FCalculateVolumeOp* Op = static_cast<const FCalculateVolumeOp*>(UncastOp);
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if (Op->bTooManyTriangles)
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{
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GetToolManager()->DisplayMessage(
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LOCTEXT("LargeFaceCount", "Mesh has large face count; output Volume representation has been automatically simplified"),
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EToolMessageLevel::UserWarning);
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}
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else
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{
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GetToolManager()->DisplayMessage({}, EToolMessageLevel::UserWarning);
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}
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});
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Compute->InvalidateResult();
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GetToolManager()->DisplayMessage(
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LOCTEXT("OnStartTool", "Convert a Static Mesh to a Volume, or update an existing Volume"),
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EToolMessageLevel::UserNotification);
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// check for errors in input mesh
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bool bFoundBoundaryEdges = false;
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for (int32 BoundaryEdgeID : InputMesh->BoundaryEdgeIndicesItr())
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{
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bFoundBoundaryEdges = true;
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break;
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}
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if (bFoundBoundaryEdges)
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{
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GetToolManager()->DisplayMessage(
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LOCTEXT("OpenBoundaryEdges", "Input Mesh is non-Closed and may produce a broken Volume"),
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EToolMessageLevel::UserWarning);
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}
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}
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void UMeshToVolumeTool::OnShutdown(EToolShutdownType ShutdownType)
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{
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Settings->SaveProperties(this);
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HandleSourcesProperties->SaveProperties(this);
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PreviewMesh->SetVisible(false);
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PreviewMesh->Disconnect();
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PreviewMesh = nullptr;
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UE::ToolTarget::ShowSourceObject(Target);
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if (ShutdownType == EToolShutdownType::Accept)
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{
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GetToolManager()->BeginUndoTransaction(LOCTEXT("MeshToVolumeToolTransactionName", "Create Volume"));
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AActor* TargetOwnerActor = UE::ToolTarget::GetTargetActor(Target);
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UWorld* TargetOwnerWorld = TargetOwnerActor->GetWorld();
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FTransform SetTransform = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target);
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AVolume* TargetVolume = nullptr;
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if (Settings->TargetVolume.IsValid() == false)
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{
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FRotator Rotation(0.0f, 0.0f, 0.0f);
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FActorSpawnParameters SpawnInfo;
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FTransform NewActorTransform = FTransform::Identity;
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UClass* VolumeClass = Settings->NewVolumeType.Get();
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if (VolumeClass)
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{
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TargetVolume = (AVolume*)TargetOwnerWorld->SpawnActor(VolumeClass, &NewActorTransform, SpawnInfo);
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}
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else
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{
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TargetVolume = TargetOwnerWorld->SpawnActor<ABlockingVolume>(FVector::ZeroVector, Rotation, SpawnInfo);
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}
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TargetVolume->BrushType = EBrushType::Brush_Add;
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UModel* Model = NewObject<UModel>(TargetVolume);
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TargetVolume->Brush = Model;
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TargetVolume->GetBrushComponent()->Brush = TargetVolume->Brush;
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}
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else
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{
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TargetVolume = Settings->TargetVolume.Get();
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SetTransform = TargetVolume->GetActorTransform();
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TargetVolume->Modify(true);
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TargetVolume->GetBrushComponent()->Modify();
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}
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// Note: InputMesh parameter not actually used by DynamicMeshToVolume
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TUniquePtr<FDynamicMeshFaceArray> Faces = Compute->Shutdown();
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UE::Conversion::DynamicMeshToVolume(*InputMesh, *Faces, TargetVolume);
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TargetVolume->SetActorTransform(SetTransform);
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TargetVolume->PostEditChange();
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ToolSelectionUtil::SetNewActorSelection(GetToolManager(), TargetVolume);
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TArray<AActor*> Actors;
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Actors.Add(TargetOwnerActor);
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HandleSourcesProperties->ApplyMethod(Actors, GetToolManager());
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GetToolManager()->EndUndoTransaction();
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}
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}
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void UMeshToVolumeTool::OnTick(float DeltaTime)
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{
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Compute->Tick(DeltaTime);
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}
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void UMeshToVolumeTool::Render(IToolsContextRenderAPI* RenderAPI)
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{
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}
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bool UMeshToVolumeTool::CanAccept() const
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{
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return Super::CanAccept() && Compute->HaveValidResult();
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}
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void UMeshToVolumeTool::UpdateLineSet(FDynamicMeshFaceArray& FaceArr)
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{
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FColor BoundaryEdgeColor(240, 15, 15);
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float BoundaryEdgeThickness = 0.5;
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float BoundaryEdgeDepthBias = 2.0f;
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VolumeEdgesSet->Clear();
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for (const UE::Conversion::FDynamicMeshFace& Face : FaceArr)
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{
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int32 NumV = Face.BoundaryLoop.Num();
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for (int32 k = 0; k < NumV; ++k)
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{
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VolumeEdgesSet->AddLine(
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(FVector)Face.BoundaryLoop[k], (FVector)Face.BoundaryLoop[(k+1)%NumV],
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BoundaryEdgeColor, BoundaryEdgeThickness, BoundaryEdgeDepthBias);
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}
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}
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}
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TUniquePtr<UE::Geometry::TGenericDataOperator<FDynamicMeshFaceArray>> UMeshToVolumeTool::MakeNewOperator()
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{
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TUniquePtr<FCalculateVolumeOp> VolumeOp = MakeUnique<FCalculateVolumeOp>();
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VolumeOp->SourceMesh = InputMesh;
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VolumeOp->ConversionMode = Settings->ConversionMode;
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VolumeOp->MeshToVolumeOptions.bAutoSimplify = Settings->bAutoSimplify;
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VolumeOp->MeshToVolumeOptions.MaxTriangles = Settings->SimplifyMaxTriangles;
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VolumeOp->MeshToVolumeOptions.bRespectGroupBoundaries = Settings->bPreserveGroupBoundaries;
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return VolumeOp;
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}
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#undef LOCTEXT_NAMESPACE
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