216 lines
7.0 KiB
C++
216 lines
7.0 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 "BaseTools/MultiSelectionMeshEditingTool.h"
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#include "InteractiveToolBuilder.h"
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#include "MeshOpPreviewHelpers.h"
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#include "CleaningOps/EditNormalsOp.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "PropertySets/PolygroupLayersProperties.h"
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#include "Polygroups/PolygroupSet.h"
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#include "Selections/GeometrySelection.h"
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#include "EditNormalsTool.generated.h"
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#define UE_API MESHMODELINGTOOLSEXP_API
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// predeclarations
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struct FMeshDescription;
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class UDynamicMeshComponent;
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class UEditNormalsTool;
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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(MinimalAPI)
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class UEditNormalsToolBuilder : public UMultiSelectionMeshEditingToolBuilder
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{
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GENERATED_BODY()
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public:
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UE_API virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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UE_API virtual void InitializeNewTool(UMultiSelectionMeshEditingTool* NewTool, const FToolBuilderState& SceneState) const override;
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UE_API virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
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};
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/**
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* Standard properties
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*/
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UCLASS(MinimalAPI)
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class UEditNormalsToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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UE_API UEditNormalsToolProperties();
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bool WillTopologyChange()
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{
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return bFixInconsistentNormals || bInvertNormals || SplitNormalMethod != ESplitNormalMethod::UseExistingTopology;
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}
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/** Recompute all mesh normals */
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UPROPERTY(EditAnywhere, Category = NormalsCalculation,
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meta = (EditCondition = "SplitNormalMethod == ESplitNormalMethod::UseExistingTopology && !bToolHasSelection", HideEditConditionToggle))
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bool bRecomputeNormals;
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/** Choose the method for computing vertex normals */
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UPROPERTY(EditAnywhere, Category = NormalsCalculation)
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ENormalCalculationMethod NormalCalculationMethod;
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/** For meshes with inconsistent triangle orientations/normals, flip as needed to make the normals consistent */
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UPROPERTY(EditAnywhere, Category = NormalsCalculation,
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meta = (EditCondition = "!bToolHasSelection", HideEditConditionToggle))
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bool bFixInconsistentNormals;
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/** Invert (flip) all mesh normals and associated triangle orientations */
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UPROPERTY(EditAnywhere, Category = NormalsCalculation)
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bool bInvertNormals;
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/** Control whether and how the topology of the normals is recomputed, e.g. to create sharp edges where face normals change by a large amount or where face group IDs change. Normals will always be recomputed unless SplitNormal Method is UseExistingTopology. */
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UPROPERTY(EditAnywhere, Category = NormalsTopology)
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ESplitNormalMethod SplitNormalMethod;
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/** Threshold on angle of change in face normals across an edge, above which we create a sharp edge if bSplitNormals is true */
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UPROPERTY(EditAnywhere, Category = NormalsTopology, meta = (UIMin = "0.0", UIMax = "180.0", ClampMin = "0.0", ClampMax = "180.0", EditCondition = "SplitNormalMethod == ESplitNormalMethod::FaceNormalThreshold"))
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float SharpEdgeAngleThreshold;
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/** Assign separate normals at 'sharp' vertices, for example, at the tip of a cone */
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UPROPERTY(EditAnywhere, Category = NormalsTopology, meta = (EditCondition = "SplitNormalMethod == ESplitNormalMethod::FaceNormalThreshold"))
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bool bAllowSharpVertices;
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//
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// The following are not user visible
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//
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UPROPERTY(meta = (TransientToolProperty))
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bool bToolHasSelection;
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};
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/**
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* Factory with enough info to spawn the background-thread Operator to do a chunk of work for the tool
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* stores a pointer to the tool and enough info to know which specific operator it should spawn
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*/
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UCLASS(MinimalAPI)
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class UEditNormalsOperatorFactory : public UObject, public UE::Geometry::IDynamicMeshOperatorFactory
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{
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GENERATED_BODY()
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public:
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// IDynamicMeshOperatorFactory API
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UE_API virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
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UPROPERTY()
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TObjectPtr<UEditNormalsTool> Tool;
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int ComponentIndex;
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};
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/**
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* Simple Mesh Normal Updating Tool
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*/
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UCLASS(MinimalAPI)
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class UEditNormalsTool : public UMultiSelectionMeshEditingTool, public IInteractiveToolManageGeometrySelectionAPI
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{
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GENERATED_BODY()
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public:
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friend UEditNormalsOperatorFactory;
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UE_API UEditNormalsTool();
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UE_API virtual void Setup() override;
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UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
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UE_API virtual void OnTick(float DeltaTime) override;
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virtual bool HasCancel() const override { return true; }
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UE_API virtual bool HasAccept() const override;
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UE_API virtual bool CanAccept() const override;
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#if WITH_EDITOR
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UE_API virtual void PostEditChangeProperty(FPropertyChangedEvent &PropertyChangedEvent) override;
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#endif
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UE_API virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
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// input selection support
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UE_API 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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protected:
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UPROPERTY()
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TObjectPtr<UEditNormalsToolProperties> BasicProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UPolygroupLayersProperties> PolygroupLayerProperties = nullptr;
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UPROPERTY()
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TArray<TObjectPtr<UMeshOpPreviewWithBackgroundCompute>> Previews;
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protected:
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TArray<TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe>> OriginalDynamicMeshes;
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FViewCameraState CameraState;
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UE_API void UpdateNumPreviews();
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UE_API void GenerateAsset(const TArray<FDynamicMeshOpResult>& Results);
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TSharedPtr<UE::Geometry::FPolygroupSet, ESPMode::ThreadSafe> ActiveGroupSet;
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UE_API void OnSelectedGroupLayerChanged();
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UE_API void UpdateActiveGroupLayer();
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//
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// Selection. Only used when the tool is run with one target
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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. If the selection is empty we operate on the whole
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// mesh, if its not empty we 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 the tool target mesh.
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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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// Cache the input polygroup set which was used to start the tool. We do this because users can change the
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// polygroup referenced by the operator while using the tool.
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TSharedPtr<UE::Geometry::FPolygroupSet, ESPMode::ThreadSafe> InputGeometrySelectionPolygroupSet;
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};
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#undef UE_API
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