Files
UnrealEngine/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsEditorOnlyExp/Private/MeshToVolumeTool.cpp
2025-05-18 13:04:45 +08:00

316 lines
9.2 KiB
C++

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