191 lines
6.6 KiB
C++
191 lines
6.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "PreviewMesh.h"
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#include "Drawing/PreviewGeometryActor.h"
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#include "MeshOpPreviewHelpers.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "DynamicMesh/MeshTangents.h"
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#include "ParameterizationOps/CalculateTangentsOp.h"
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#include "BaseTools/SingleSelectionMeshEditingTool.h"
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#include "Selections/GeometrySelection.h"
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#include "MeshTangentsTool.generated.h"
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// Forward declarations
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struct FMeshDescription;
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class UDynamicMeshComponent;
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class UMaterialInterface;
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class UMaterialInstanceDynamic;
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class UPreviewGeometry;
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class UGeometrySelectionVisualizationProperties;
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/**
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*
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*/
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UCLASS()
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class MESHMODELINGTOOLSEDITORONLYEXP_API UMeshTangentsToolBuilder : public USingleSelectionMeshEditingToolBuilder
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{
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GENERATED_BODY()
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public:
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virtual USingleSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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virtual void InitializeNewTool(USingleSelectionMeshEditingTool* Tool, const FToolBuilderState& SceneState) const;
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virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
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protected:
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virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
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};
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UCLASS()
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class MESHMODELINGTOOLSEDITORONLYEXP_API UMeshTangentsToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Method used for calculating the tangents */
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UPROPERTY(EditAnywhere, Category = TangentsCalculation)
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EMeshTangentsType CalculationMethod = EMeshTangentsType::FastMikkTSpace;
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/** Display the mesh tangents */
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UPROPERTY(EditAnywhere, Category = Display)
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bool bShowTangents = true;
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/** Display the mesh normals */
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UPROPERTY(EditAnywhere, Category = Display)
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bool bShowNormals = false;
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/** Length of lines used for displaying tangents and/or normals */
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UPROPERTY(EditAnywhere, Category = Display, meta = (UIMin = "0.01", UIMax = "25.0", ClampMin = "0.01", ClampMax = "10000000.0"))
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float LineLength = 2.0f;
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/** Thickness of lines used for displaying tangents and/or normals */
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UPROPERTY(EditAnywhere, Category = Display, meta = (UIMin = "0", UIMax = "25.0", ClampMin = "0", ClampMax = "1000.0"))
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float LineThickness = 1.0f;
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/** Display tangents and/or normals for degenerate triangles */
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UPROPERTY(EditAnywhere, Category = Display, AdvancedDisplay)
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bool bShowDegenerates = false;
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/** Display difference between FastMikkTSpace tangents and MikkTSpace tangents.
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* This is only available if the FastMikkTSpace Calculation Method is selected. */
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UPROPERTY(EditAnywhere, Category = Display, AdvancedDisplay, meta = (DisplayName = "Compare with MikkT",
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EditCondition = "CalculationMethod == EMeshTangentsType::FastMikkTSpace"))
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bool bCompareWithMikkt = false;
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/** Minimum angle difference in degrees for a FastMikkTSpace tangent to be considered different to a MikkTSpace tangent.
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* This is only available if a Compare with MikkT is enabled and the FastMikkTSpace Calculation Method is selected. */
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UPROPERTY(EditAnywhere, Category = Display, AdvancedDisplay, meta = (DisplayName = "Compare Threshold", UIMin = "0.5", UIMax = "90.0",
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EditCondition = "CalculationMethod == EMeshTangentsType::FastMikkTSpace && bCompareWithMikkt"))
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float CompareWithMikktThreshold = 5.0f;
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};
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/**
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* Simple Mesh Simplifying Tool
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*/
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UCLASS()
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class MESHMODELINGTOOLSEDITORONLYEXP_API UMeshTangentsTool : public USingleSelectionMeshEditingTool, public UE::Geometry::IGenericDataOperatorFactory<UE::Geometry::FMeshTangentsd>, public IInteractiveToolManageGeometrySelectionAPI
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{
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GENERATED_BODY()
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public:
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UMeshTangentsTool();
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virtual void Setup() override;
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virtual void OnShutdown(EToolShutdownType ShutdownType) override;
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virtual void OnTick(float DeltaTime) override;
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virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
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virtual bool HasCancel() const override { return true; }
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virtual bool HasAccept() const override { return true; }
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virtual bool CanAccept() const override;
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// input selection support
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void SetGeometrySelection(UE::Geometry::FGeometrySelection&& SelectionIn);
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// IInteractiveToolManageGeometrySelectionAPI -- this tool won't update external geometry selection or change selection-relevant mesh IDs
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virtual bool IsInputSelectionValidOnOutput() override
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{
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return true;
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}
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// IGenericDataOperatorFactory API
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virtual TUniquePtr<UE::Geometry::TGenericDataOperator<UE::Geometry::FMeshTangentsd>> MakeNewOperator() override;
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protected:
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UPROPERTY()
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TObjectPtr<UMeshTangentsToolProperties> Settings = nullptr;
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UPROPERTY()
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TObjectPtr<UMaterialInterface> DefaultMaterial = nullptr;
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UPROPERTY()
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TObjectPtr<UPreviewMesh> PreviewMesh = nullptr;
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UPROPERTY()
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TObjectPtr<UPreviewGeometry> PreviewGeometry = nullptr;
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TUniquePtr<TGenericDataBackgroundCompute<UE::Geometry::FMeshTangentsd>> Compute = nullptr;
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TSharedPtr<FMeshDescription, ESPMode::ThreadSafe> InputMeshDescription;
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TSharedPtr<UE::Geometry::FMeshTangentsf, ESPMode::ThreadSafe> InitialTangents;
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TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe> InputMesh;
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bool bThicknessDirty = false;
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bool bLengthDirty = false;
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bool bVisibilityChanged = false;
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void OnTangentsUpdated(const TUniquePtr<UE::Geometry::FMeshTangentsd>& NewResult);
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void CopyToOverlays(const UE::Geometry::FMeshTangentsd& Tangents, FDynamicMesh3& Mesh);
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void UpdateVisualization(bool bThicknessChanged, bool bLengthChanged);
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TSet<int32> ComputeDegenerateTris() const;
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void ComputeMikkTDeviations(const TSet<int32>& DegenerateTris);
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struct FMikktDeviation
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{
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float MaxAngleDeg;
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int32 TriangleID;
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int32 TriVertIndex;
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FVector3f VertexPos;
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FVector3f MikktTangent, MikktBitangent;
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FVector3f OtherTangent, OtherBitangent;
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};
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TArray<FMikktDeviation> Deviations;
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//
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// Selection
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//
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UPROPERTY()
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TObjectPtr<UGeometrySelectionVisualizationProperties> GeometrySelectionVizProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UPreviewGeometry> GeometrySelectionViz = nullptr;
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// The geometry selection that the user started the tool with.
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// If the selection is empty we operate on the whole mesh, otherwise only edit the overlay elements implied by the selection.
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UE::Geometry::FGeometrySelection InputGeometrySelection;
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// If the user starts the tool with an edge selection we convert it to a vertex selection with triangle topology
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// and store it here, we do this since we expect users to want vertex and edge selections to behave similarly.
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UE::Geometry::FGeometrySelection TriangleVertexGeometrySelection;
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// These are indices into InputMesh.
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// If both are non-empty we edit the corresponding elements in the overlay, otherwise operate on the whole overlay
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TSet<int> EditTriangles;
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TSet<int> EditVertices;
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private:
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bool bHasDisplayedNoAttributeError = false;
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};
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