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UnrealEngine/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsEditorOnlyExp/Public/MeshTangentsTool.h
2025-05-18 13:04:45 +08:00

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6.6 KiB
C++

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