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

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16 KiB
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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SubdividePolyTool.h"
#include "ToolBuilderUtil.h"
#include "InteractiveToolManager.h"
#include "GroupTopology.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "DynamicMeshToMeshDescription.h"
#include "ToolSetupUtil.h"
#include "Util/ColorConstants.h"
#include "DynamicMesh/MeshNormals.h"
#include "Components/DynamicMeshComponent.h"
#include "Drawing/PreviewGeometryActor.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ModelingToolTargetUtil.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SubdividePolyTool)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "USubdividePolyTool"
class SubdivPostProcessor : public IRenderMeshPostProcessor
{
public:
SubdivPostProcessor(int InSubdivisionLevel,
ESubdivisionScheme InSubdivisionScheme,
ESubdivisionBoundaryScheme InBoundaryScheme,
ESubdivisionOutputNormals InNormalComputationMethod,
ESubdivisionOutputUVs InUVComputationMethod,
bool bInNewPolyGroups,
TFunction<bool(const FGroupTopology& GroupTopology,
int32 Vid, const FIndex2i& AttachedGroupEdgeEids)> ShouldAddExtraCornerAtVertIn) :
SubdivisionLevel(InSubdivisionLevel),
SubdivisionScheme(InSubdivisionScheme),
BoundaryScheme(InBoundaryScheme),
NormalComputationMethod(InNormalComputationMethod),
UVComputationMethod(InUVComputationMethod),
bNewPolyGroups(bInNewPolyGroups),
ShouldAddExtraCornerAtVert(ShouldAddExtraCornerAtVertIn)
{}
int SubdivisionLevel = 3;
ESubdivisionScheme SubdivisionScheme = ESubdivisionScheme::CatmullClark;
ESubdivisionBoundaryScheme BoundaryScheme = ESubdivisionBoundaryScheme::SmoothCorners;
ESubdivisionOutputNormals NormalComputationMethod = ESubdivisionOutputNormals::Generated;
ESubdivisionOutputUVs UVComputationMethod = ESubdivisionOutputUVs::Interpolated;
bool bNewPolyGroups = false;
// Function passed to the group topology to add extra corners
TFunction<bool(const FGroupTopology& GroupTopology, int32 Vid, const FIndex2i& AttachedGroupEdgeEids)> ShouldAddExtraCornerAtVert;
void ProcessMesh(const FDynamicMesh3& Mesh, FDynamicMesh3& OutRenderMesh) final
{
if (Mesh.TriangleCount() == 0 || Mesh.VertexCount() == 0)
{
return;
}
if (SubdivisionLevel == 0)
{
return;
}
constexpr bool bBuildTopologyImmediately = false; // need to attach extra corner function first
FGroupTopology Topo(&Mesh, bBuildTopologyImmediately);
Topo.ShouldAddExtraCornerAtVert = ShouldAddExtraCornerAtVert;
Topo.RebuildTopology();
FSubdividePoly Subd(Topo, Mesh, SubdivisionLevel);
Subd.SubdivisionScheme = SubdivisionScheme;
Subd.BoundaryScheme = BoundaryScheme;
Subd.NormalComputationMethod = NormalComputationMethod;
Subd.UVComputationMethod = UVComputationMethod;
Subd.bNewPolyGroups = bNewPolyGroups;
ensure(Subd.ComputeTopologySubdivision());
ensure(Subd.ComputeSubdividedMesh(OutRenderMesh));
}
};
// Tool builder
USingleSelectionMeshEditingTool* USubdividePolyToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<USubdividePolyTool>(SceneState.ToolManager);
}
bool USubdividePolyTool::CheckGroupTopology(FText& Message)
{
Message = FText();
if (!ensure(Topology.IsValid()))
{
return false;
}
FSubdividePoly TempSubD(*Topology, *OriginalMesh, 1);
TempSubD.BoundaryScheme = Properties->BoundaryScheme; // will only matter here if we someday support NoBoundaryFaces
FSubdividePoly::ETopologyCheckResult CheckResult = TempSubD.ValidateTopology();
if (CheckResult == FSubdividePoly::ETopologyCheckResult::NoGroups)
{
Message = LOCTEXT("NoGroupsWarning",
"This object has no PolyGroups.\nTool can only use Loop subdivision scheme.\nUse the PolyGroups or Select Tool to assign PolyGroups.");
return false;
}
if (CheckResult == FSubdividePoly::ETopologyCheckResult::InsufficientGroups)
{
Message = LOCTEXT("SingleGroupsWarning",
"This object has only one PolyGroup.\nTool can only use Loop subdivision scheme.\nUse the PolyGroups or Select Tool to assign PolyGroups.");
return false;
}
if (CheckResult == FSubdividePoly::ETopologyCheckResult::UnboundedPolygroup)
{
Message = LOCTEXT("NoGroupBoundaryWarning",
"Found a PolyGroup with no boundaries.\nTool can only use Loop subdivision scheme.\nUse the PolyGroups or Select Tool to assign PolyGroups.");
return false;
}
if (CheckResult == FSubdividePoly::ETopologyCheckResult::MultiBoundaryPolygroup)
{
Message = LOCTEXT("MultipleGroupBoundaryWarning",
"Found a PolyGroup with multiple boundaries, which is not supported.\nTool can only use Loop subdivision scheme.\nUse the PolyGroups or Select Tool to assign PolyGroups.");
return false;
}
if (CheckResult == FSubdividePoly::ETopologyCheckResult::DegeneratePolygroup)
{
Message = LOCTEXT("DegenerateGroupPolygon",
"One PolyGroup has fewer than three boundary edges.\nTool can only use Loop subdivision scheme.\n"
"Use the PolyGroups or Select Tool to assign/fix PolyGroups, or use the \"Extra Corner\" settings to break up edges.");
return false;
}
return true;
}
void USubdividePolyTool::CapSubdivisionLevel(ESubdivisionScheme Scheme, int DesiredLevel)
{
// Stolen from UDisplaceMeshTool::ValidateSubdivisions
constexpr int MaxFaces = 3000000;
int NumOriginalFaces = MaxFaces;
if (Scheme == ESubdivisionScheme::Loop)
{
NumOriginalFaces = OriginalMesh->TriangleCount();
}
else
{
NumOriginalFaces = Topology->Groups.Num();
}
int MaxLevel = (int)floor(log2(MaxFaces / (NumOriginalFaces+1)) / 2.0);
CappedSubdivisionMessage = FText();
if (DesiredLevel > MaxLevel)
{
CappedSubdivisionMessage = FText::Format(LOCTEXT("SubdivisionLevelTooHigh", "Subdivision level clamped: desired subdivision level ({0}) exceeds maximum level ({1}) for a mesh with this number of faces."),
FText::AsNumber(DesiredLevel),
FText::AsNumber(MaxLevel));
Properties->SubdivisionLevel = MaxLevel;
Properties->SilentUpdateWatched(); // Don't trigger this function again due to setting SubdivisionLevel above
}
}
ESubdivisionScheme USubdividePolyTool::GetSubdivisionSchemeToUse()
{
return Properties->bOverriddenSubdivisionScheme ? ESubdivisionScheme::Loop : Properties->SubdivisionScheme;
}
void USubdividePolyTool::UpdateDisplayedMessage()
{
FText Message;
if (Properties->bOverriddenSubdivisionScheme && Properties->SubdivisionScheme != ESubdivisionScheme::Loop)
{
Message = OverriddenSchemeMessage;
}
FText Delimiter = FText::FromString("\n");
if (!CappedSubdivisionMessage.IsEmpty())
{
Message = FText::Join(Delimiter, Message, CappedSubdivisionMessage);
}
GetToolManager()->DisplayMessage(Message, EToolMessageLevel::UserWarning);
}
void USubdividePolyTool::Setup()
{
UInteractiveTool::Setup();
SetToolDisplayName(LOCTEXT("ToolName", "Subdivide"));
if (!Target)
{
return;
}
GetToolManager()->DisplayMessage(LOCTEXT("SubdividePolyToolMessage", "Set the subdivision level and hit Accept to create a new subdivided mesh"), EToolMessageLevel::UserNotification);
Properties = NewObject<USubdividePolyToolProperties>(this, TEXT("Subdivide Mesh Tool Settings"));
Properties->RestoreProperties(this);
bool bWantVertexNormals = false;
OriginalMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>(bWantVertexNormals, false, false, false);
*OriginalMesh = UE::ToolTarget::GetDynamicMeshCopy(Target);
Topology = MakeShared<FGroupTopology>(OriginalMesh.Get(), false);
auto ShouldAddExtraCornerAtVert = [this](const FGroupTopology& GroupTopology, int32 Vid, const FIndex2i& AttachedGroupEdgeEids)
{
return Properties->bAddExtraCorners && GroupTopology.GetMesh()->IsBoundaryVertex(Vid) && FGroupTopology::IsEdgeAngleSharp(GroupTopology.GetMesh(), Vid, AttachedGroupEdgeEids, ExtraCornerDotProductThreshold);
};
Topology->ShouldAddExtraCornerAtVert = ShouldAddExtraCornerAtVert;
auto UpdateExtraCornerThreshold = [this]() { ExtraCornerDotProductThreshold = FMathd::Cos(Properties->ExtraCornerAngleThresholdDegrees * FMathd::DegToRad); };
UpdateExtraCornerThreshold();
Topology->RebuildTopology();
Properties->bOverriddenSubdivisionScheme = !CheckGroupTopology(OverriddenSchemeMessage);
if (Properties->bOverriddenSubdivisionScheme)
{
Properties->SubdivisionScheme = ESubdivisionScheme::Loop;
}
AddToolPropertySource(Properties);
SetToolPropertySourceEnabled(Properties, true);
IPrimitiveComponentBackedTarget* TargetComponent = Cast<IPrimitiveComponentBackedTarget>(Target);
PreviewMesh = NewObject<UPreviewMesh>(this);
if (PreviewMesh == nullptr)
{
return;
}
PreviewMesh->CreateInWorld(GetTargetWorld(), FTransform::Identity);
ToolSetupUtil::ApplyRenderingConfigurationToPreview(PreviewMesh, nullptr);
PreviewMesh->SetTransform(TargetComponent->GetWorldTransform());
PreviewMesh->UpdatePreview(OriginalMesh.Get());
UDynamicMeshComponent* PreviewDynamicMeshComponent = (UDynamicMeshComponent*)PreviewMesh->GetRootComponent();
if (PreviewDynamicMeshComponent == nullptr)
{
return;
}
if (Properties->SubdivisionLevel < 1)
{
Properties->SubdivisionLevel = 1;
}
CapSubdivisionLevel(GetSubdivisionSchemeToUse(), Properties->SubdivisionLevel);
// Use the input mesh's material on the preview
FComponentMaterialSet MaterialSet;
Cast<IMaterialProvider>(Target)->GetMaterialSet(MaterialSet);
for (int k = 0; k < MaterialSet.Materials.Num(); ++k)
{
PreviewMesh->SetMaterial(k, MaterialSet.Materials[k]);
}
// configure secondary render material
UMaterialInterface* SelectionMaterial = ToolSetupUtil::GetSelectionMaterial(FLinearColor(0.8f, 0.75f, 0.0f), GetToolManager());
if (SelectionMaterial != nullptr)
{
PreviewMesh->SetSecondaryRenderMaterial(SelectionMaterial);
}
// dynamic mesh configuration settings
auto RebuildMeshPostProcessor = [this, ShouldAddExtraCornerAtVert]()
{
UDynamicMeshComponent* PreviewDynamicMeshComponent = (UDynamicMeshComponent*)PreviewMesh->GetRootComponent();
PreviewDynamicMeshComponent->SetRenderMeshPostProcessor(MakeUnique<SubdivPostProcessor>(
Properties->SubdivisionLevel,
GetSubdivisionSchemeToUse(),
Properties->BoundaryScheme,
Properties->NormalComputationMethod,
Properties->UVComputationMethod,
Properties->bNewPolyGroups,
ShouldAddExtraCornerAtVert));
PreviewDynamicMeshComponent->NotifyMeshUpdated();
};
RebuildMeshPostProcessor();
// Watch for property changes
Properties->WatchProperty(Properties->SubdivisionLevel, [this, RebuildMeshPostProcessor](int NewSubdLevel)
{
CapSubdivisionLevel(GetSubdivisionSchemeToUse(), NewSubdLevel);
UpdateDisplayedMessage();
RebuildMeshPostProcessor();
});
Properties->WatchProperty(Properties->SubdivisionScheme, [this, RebuildMeshPostProcessor](ESubdivisionScheme NewScheme)
{
CapSubdivisionLevel(GetSubdivisionSchemeToUse(), Properties->SubdivisionLevel);
UpdateDisplayedMessage();
RebuildMeshPostProcessor();
bPreviewGeometryNeedsUpdate = true;
});
Properties->WatchProperty(Properties->NormalComputationMethod, [this, RebuildMeshPostProcessor](ESubdivisionOutputNormals)
{
RebuildMeshPostProcessor();
});
Properties->WatchProperty(Properties->UVComputationMethod, [this, RebuildMeshPostProcessor](ESubdivisionOutputUVs)
{
RebuildMeshPostProcessor();
});
Properties->WatchProperty(Properties->bNewPolyGroups, [this, RebuildMeshPostProcessor](bool)
{
RebuildMeshPostProcessor();
});
Properties->WatchProperty(Properties->BoundaryScheme, [this, RebuildMeshPostProcessor](ESubdivisionBoundaryScheme)
{
RebuildMeshPostProcessor();
});
auto OnCornerChange = [this, UpdateExtraCornerThreshold, RebuildMeshPostProcessor]() {
UpdateExtraCornerThreshold();
Topology->RebuildTopology();
Properties->bOverriddenSubdivisionScheme = !CheckGroupTopology(OverriddenSchemeMessage);
UpdateDisplayedMessage();
NotifyOfPropertyChangeByTool(Properties);
bPreviewGeometryNeedsUpdate = true;
RebuildMeshPostProcessor();
};
Properties->WatchProperty(Properties->bAddExtraCorners, [this, OnCornerChange](bool) {
OnCornerChange();
});
Properties->WatchProperty(Properties->ExtraCornerAngleThresholdDegrees, [this, OnCornerChange](double) {
OnCornerChange();
});
auto RenderGroupsChanged = [this](bool bNewRenderGroups)
{
if (bNewRenderGroups)
{
PreviewMesh->SetOverrideRenderMaterial(ToolSetupUtil::GetVertexColorMaterial(GetToolManager()));
PreviewMesh->SetTriangleColorFunction([](const FDynamicMesh3* Mesh, int TriangleID)
{
return LinearColors::SelectFColor(Mesh->GetTriangleGroup(TriangleID));
}, UPreviewMesh::ERenderUpdateMode::FullUpdate);
}
else
{
PreviewMesh->SetOverrideRenderMaterial(nullptr);
PreviewMesh->SetTriangleColorFunction(nullptr, UPreviewMesh::ERenderUpdateMode::FullUpdate);
}
};
Properties->WatchProperty(Properties->bRenderGroups, RenderGroupsChanged);
// Render with polygroup colors
RenderGroupsChanged(Properties->bRenderGroups);
Properties->WatchProperty(Properties->bRenderCage, [this](bool bNewRenderCage)
{
bPreviewGeometryNeedsUpdate = true;
});
PreviewGeometry = NewObject<UPreviewGeometry>(this);
PreviewGeometry->CreateInWorld(TargetComponent->GetOwnerActor()->GetWorld(), TargetComponent->GetWorldTransform());
CreateOrUpdatePreviewGeometry();
// regenerate preview geo if mesh changes due to undo/redo/etc
PreviewDynamicMeshComponent->OnMeshChanged.AddLambda([this]() { bPreviewGeometryNeedsUpdate = true; });
TargetComponent->SetOwnerVisibility(false);
PreviewMesh->SetVisible(true);
Properties->SilentUpdateWatched();
UpdateDisplayedMessage();
}
void USubdividePolyTool::CreateOrUpdatePreviewGeometry()
{
if (!Properties->bRenderCage)
{
PreviewGeometry->RemoveLineSet(TEXT("TopologyEdges"));
PreviewGeometry->RemoveLineSet(TEXT("AllEdges"));
return;
}
if (GetSubdivisionSchemeToUse() == ESubdivisionScheme::Loop)
{
int NumEdges = OriginalMesh->EdgeCount();
PreviewGeometry->RemoveLineSet(TEXT("TopologyEdges"));
PreviewGeometry->CreateOrUpdateLineSet(TEXT("AllEdges"),
NumEdges,
[this](int32 Index, TArray<FRenderableLine>& LinesOut)
{
FIndex2i EdgeVertices = OriginalMesh->GetEdgeV(Index);
if (EdgeVertices[0] == FDynamicMesh3::InvalidID || EdgeVertices[1] == FDynamicMesh3::InvalidID)
{
return;
}
FVector A = (FVector)OriginalMesh->GetVertex(EdgeVertices[0]);
FVector B = (FVector)OriginalMesh->GetVertex(EdgeVertices[1]);
const float TopologyLineThickness = 4.0f;
const FColor TopologyLineColor(255, 0, 0);
LinesOut.Add(FRenderableLine(A, B, TopologyLineColor, TopologyLineThickness));
});
}
else
{
int NumEdges = Topology->Edges.Num();
PreviewGeometry->RemoveLineSet(TEXT("AllEdges"));
PreviewGeometry->CreateOrUpdateLineSet(TEXT("TopologyEdges"),
NumEdges,
[this](int32 Index, TArray<FRenderableLine>& LinesOut)
{
const FGroupTopology::FGroupEdge& Edge = Topology->Edges[Index];
FIndex2i EdgeCorners = Edge.EndpointCorners;
if (EdgeCorners[0] == FDynamicMesh3::InvalidID || EdgeCorners[1] == FDynamicMesh3::InvalidID)
{
return;
}
FIndex2i EdgeVertices{ Topology->Corners[EdgeCorners[0]].VertexID,
Topology->Corners[EdgeCorners[1]].VertexID };
FVector A = (FVector)OriginalMesh->GetVertex(EdgeVertices[0]);
FVector B = (FVector)OriginalMesh->GetVertex(EdgeVertices[1]);
const float TopologyLineThickness = 4.0f;
const FColor TopologyLineColor(255, 0, 0);
LinesOut.Add(FRenderableLine(A, B, TopologyLineColor, TopologyLineThickness));
});
}
}
void USubdividePolyTool::OnShutdown(EToolShutdownType ShutdownType)
{
if (Properties)
{
Properties->SaveProperties(this);
}
if (PreviewGeometry)
{
PreviewGeometry->Disconnect();
}
Cast<IPrimitiveComponentBackedTarget>(Target)->SetOwnerVisibility(true);
if (PreviewMesh)
{
if (ShutdownType == EToolShutdownType::Accept)
{
GetToolManager()->BeginUndoTransaction(LOCTEXT("USubdividePolyTool", "Subdivide Mesh"));
UDynamicMeshComponent* PreviewDynamicMeshComponent = (UDynamicMeshComponent*)PreviewMesh->GetRootComponent();
FDynamicMesh3* DynamicMeshResult = PreviewDynamicMeshComponent->GetRenderMesh();
UE::ToolTarget::CommitDynamicMeshUpdate(Target, *DynamicMeshResult, true);
GetToolManager()->EndUndoTransaction();
}
PreviewMesh->Disconnect();
PreviewMesh = nullptr;
}
}
bool USubdividePolyTool::CanAccept() const
{
return PreviewMesh != nullptr;
}
void USubdividePolyTool::OnTick(float DeltaTime)
{
if (bPreviewGeometryNeedsUpdate)
{
CreateOrUpdatePreviewGeometry();
bPreviewGeometryNeedsUpdate = false;
}
}
#undef LOCTEXT_NAMESPACE