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

241 lines
8.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "MultiSelectionTool.h"
#include "InteractiveToolBuilder.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "Image/ImageDimensions.h"
#include "Image/ImageBuilder.h"
#include "Sampling/MeshMapBaker.h"
#include "Scene/MeshSceneAdapter.h"
#include "ModelingOperators.h"
#include "PreviewMesh.h"
#include "Baking/BakingTypes.h"
#include "BakeMeshAttributeMapsToolBase.h"
#include "BakeMultiMeshAttributeMapsTool.generated.h"
#define UE_API MESHMODELINGTOOLSEXP_API
/**
* Tool Builder
*/
UCLASS(MinimalAPI)
class UBakeMultiMeshAttributeMapsToolBuilder : public UMultiSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
UE_API virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
UE_API virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
protected:
UE_API virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
};
UCLASS(MinimalAPI)
class UBakeMultiMeshAttributeMapsToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** The map types to generate */
UPROPERTY(EditAnywhere, Category = BakeOutput, meta=(DisplayName="Output Types", Bitmask, BitmaskEnum= "/Script/MeshModelingToolsExp.EBakeMapType",
ValidEnumValues="TangentSpaceNormal, ObjectSpaceNormal, Position, Texture"))
int32 MapTypes = (int32) EBakeMapType::None;
/** The map type index to preview */
UPROPERTY(EditAnywhere, Category = BakeOutput, meta=(DisplayName="Preview Output Type", TransientToolProperty, GetOptions = GetMapPreviewNamesFunc,
EditCondition = "MapTypes != 0", NoResetToDefault))
FString MapPreview;
/** The pixel resolution of the generated map */
UPROPERTY(EditAnywhere, Category = Textures)
EBakeTextureResolution Resolution = EBakeTextureResolution::Resolution256;
/** The channel bit depth of the source data for the generated textures */
UPROPERTY(EditAnywhere, Category = Textures)
EBakeTextureBitDepth BitDepth = EBakeTextureBitDepth::ChannelBits8;
/** Number of samples per pixel */
UPROPERTY(EditAnywhere, Category = Textures)
EBakeTextureSamplesPerPixel SamplesPerPixel = EBakeTextureSamplesPerPixel::Sample1;
/** Mask texture for filtering out samples/pixels from the output texture */
UPROPERTY(EditAnywhere, Category = Textures, AdvancedDisplay)
TObjectPtr<UTexture2D> SampleFilterMask = nullptr;
UFUNCTION()
const TArray<FString>& GetMapPreviewNamesFunc()
{
return MapPreviewNamesList;
}
UPROPERTY(meta = (TransientToolProperty))
TArray<FString> MapPreviewNamesList;
TMap<FString, FString> MapPreviewNamesMap;
};
USTRUCT()
struct FBakeMultiMeshDetailProperties
{
GENERATED_BODY()
/** Source mesh to sample from */
UPROPERTY(VisibleAnywhere, Category = BakeSources, meta = (TransientToolProperty))
TObjectPtr<UStaticMesh> SourceMesh = nullptr;
/** Source mesh color texture that is to be resampled into a new texture */
UPROPERTY(EditAnywhere, Category = BakeSources, meta = (TransientToolProperty,
EditCondition="SourceMesh != nullptr"))
TObjectPtr<UTexture2D> SourceTexture = nullptr;
/** UV channel to use for the source mesh color texture */
UPROPERTY(EditAnywhere, Category = BakeSources, meta = (TransientToolProperty, DisplayName = "Source Texture UV Channel",
EditCondition="SourceTexture != nullptr", ClampMin=0, ClampMax=7))
int32 SourceTextureUVLayer = 0;
};
UCLASS(MinimalAPI)
class UBakeMultiMeshInputToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Target mesh to sample to */
UPROPERTY(VisibleAnywhere, Category = BakeInput, DisplayName = "Target Mesh", meta = (TransientToolProperty,
EditCondition = "TargetStaticMesh != nullptr", EditConditionHides))
TObjectPtr<UStaticMesh> TargetStaticMesh = nullptr;
/** Target mesh to sample to */
UPROPERTY(VisibleAnywhere, Category = BakeInput, DisplayName = "Target Mesh", meta = (TransientToolProperty,
EditCondition = "TargetSkeletalMesh != nullptr", EditConditionHides))
TObjectPtr<USkeletalMesh> TargetSkeletalMesh = nullptr;
/** Target mesh to sample to */
UPROPERTY(VisibleAnywhere, Category = BakeInput, DisplayName = "Target Mesh", meta = (TransientToolProperty,
EditCondition = "TargetDynamicMesh != nullptr", EditConditionHides))
TObjectPtr<AActor> TargetDynamicMesh = nullptr;
/** UV channel to use for the target mesh */
UPROPERTY(EditAnywhere, Category = BakeInput, meta = (DisplayName = "Target Mesh UV Channel",
GetOptions = GetTargetUVLayerNamesFunc, TransientToolProperty, NoResetToDefault))
FString TargetUVLayer;
/** Source meshes and textures to sample from */
UPROPERTY(EditAnywhere, EditFixedSize, Category = BakeInput, meta = (TransientToolProperty, EditFixedOrder, NoResetToDefault))
TArray<FBakeMultiMeshDetailProperties> SourceMeshes;
/** Maximum allowed distance for the projection from target mesh to source mesh for the sample to be considered valid.
* This is only relevant if a separate source mesh is provided. */
UPROPERTY(EditAnywhere, AdvancedDisplay, Category = BakeInput, meta = (ClampMin = "0.001"))
float ProjectionDistance = 3.0;
UFUNCTION()
const TArray<FString>& GetTargetUVLayerNamesFunc() const
{
return TargetUVLayerNamesList;
}
UPROPERTY(meta = (TransientToolProperty))
TArray<FString> TargetUVLayerNamesList;
};
struct FBakeMultiMeshDetailSettings
{
using FColorMapData = TTuple<int32, bool>;
TArray<FColorMapData> ColorMapData;
bool operator==(const FBakeMultiMeshDetailSettings& Other) const
{
const int NumData = ColorMapData.Num();
bool bIsEqual = Other.ColorMapData.Num() == NumData;
for (int Idx = 0; bIsEqual && Idx < NumData; ++Idx)
{
bIsEqual = bIsEqual && ColorMapData[Idx] == Other.ColorMapData[Idx];
}
return bIsEqual;
}
};
// TODO: Refactor shared code into common base class.
/**
* N-to-1 Detail Map Baking Tool
*/
UCLASS(MinimalAPI)
class UBakeMultiMeshAttributeMapsTool : public UBakeMeshAttributeMapsToolBase
{
GENERATED_BODY()
public:
UBakeMultiMeshAttributeMapsTool() = default;
// Begin UInteractiveTool interface
UE_API virtual void Setup() override;
UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
UE_API virtual bool CanAccept() const override;
// End UInteractiveTool interface
// Begin IGenericDataOperatorFactory interface
UE_API virtual TUniquePtr<UE::Geometry::TGenericDataOperator<UE::Geometry::FMeshMapBaker>> MakeNewOperator() override;
// End IGenericDataOperatorFactory interface
protected:
// need to update bResultValid if these are modified, so we don't publicly expose them.
// @todo setters/getters for these
UPROPERTY()
TObjectPtr<UBakeMultiMeshAttributeMapsToolProperties> Settings;
UPROPERTY()
TObjectPtr<UBakeMultiMeshInputToolProperties> InputMeshSettings;
UPROPERTY()
TObjectPtr<UBakeMeshAttributeMapsResultToolProperties> ResultSettings;
protected:
// Begin UBakeMeshAttributeMapsToolBase interface
UE_API virtual void UpdateResult() override;
UE_API virtual void UpdateVisualization() override;
UE_API virtual void GatherAnalytics(FBakeAnalytics::FMeshSettings& Data) override;
// End UBakeMeshAttributeMapsToolBase interface
protected:
friend class FMultiMeshMapBakerOp;
TSharedPtr<UE::Geometry::FMeshSceneAdapter, ESPMode::ThreadSafe> DetailMeshScene;
UE_API void UpdateOnModeChange();
UE_API void InvalidateResults();
// Cached detail mesh data
FBakeMultiMeshDetailSettings CachedDetailSettings;
UE_API EBakeOpState UpdateResult_DetailMeshes();
using FTextureImageData = TTuple<UE::Geometry::TImageBuilder<FVector4f>*, int>;
using FTextureImageMap = TMap<void*, UE::Geometry::IMeshBakerDetailSampler::FBakeDetailTexture>;
TArray<TSharedPtr<UE::Geometry::TImageBuilder<FVector4f>>> CachedColorImages;
TArray<int> CachedColorUVLayers;
FTextureImageMap CachedMeshToColorImagesMap;
// Analytics
virtual FString GetAnalyticsEventName() const override
{
return TEXT("BakeAll");
}
};
#undef UE_API