314 lines
10 KiB
C++
314 lines
10 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 "UObject/NoExportTypes.h"
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#include "SingleSelectionTool.h"
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#include "InteractiveToolBuilder.h"
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#include "Drawing/LineSetComponent.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "DynamicMesh/DynamicMeshAABBTree3.h"
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#include "Properties/MeshMaterialProperties.h"
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#include "PreviewMesh.h"
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#include "BaseTools/SingleSelectionMeshEditingTool.h"
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#include "PropertySets/PolygroupLayersProperties.h"
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#include "Polygroups/PolygroupSet.h"
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#include "FaceGroupUtil.h"
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#include "MeshInspectorTool.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 UMaterialInstanceDynamic;
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/**
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*
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*/
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UCLASS(MinimalAPI)
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class UMeshInspectorToolBuilder : public USingleSelectionMeshEditingToolBuilder
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{
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GENERATED_BODY()
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public:
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UE_API virtual USingleSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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protected:
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UE_API virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
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};
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UENUM()
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enum class EMeshInspectorToolDrawIndexMode : uint8
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{
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None,
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VertexID,
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TriangleID,
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GroupID,
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EdgeID
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};
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UCLASS(MinimalAPI)
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class UMeshInspectorProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Toggle visibility of all mesh edges */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bWireframe = true;
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/** Toggle visibility of open boundary edges */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bBoundaryEdges = true;
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/** Toggle visibility of bowtie vertices */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bBowtieVertices = true;
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/** Toggle visibility of polygon borders */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bPolygonBorders = false;
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/** Toggle visibility of UV seam edges */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bUVSeams = false;
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/** Toggle visibility of UV bowtie vertices */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bUVBowties = false;
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/** Toggle visibility of triangles with missing UVs */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bMissingUVs = false;
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/** Toggle visibility of Normal seam edges */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bNormalSeams = false;
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/** Toggle visibility of Tangent seam edges */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bTangentSeams = false;
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/** Toggle visibility of normal vectors */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bNormalVectors = false;
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/** Toggle visibility of tangent vectors */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bTangentVectors = false;
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/** Toggle visibility of occluded boundary edges and seams */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bDrawHiddenEdgesAndSeams = true;
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/** Length of line segments representing normal vectors */
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UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "bNormalVectors",
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UIMin="0", UIMax="400", ClampMin = "0", ClampMax = "1000000000.0"))
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float NormalLength = 5.0f;
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/** Length of line segments representing tangent vectors */
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UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "bTangentVectors",
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UIMin = "0", UIMax = "400", ClampMin = "0", ClampMax = "1000000000.0"))
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float TangentLength = 5.0f;
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/** Draw the mesh indices of the selected type. A maximum of 500 visible indices will be rendered. */
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UPROPERTY(EditAnywhere, Category=Options)
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EMeshInspectorToolDrawIndexMode ShowIndices = EMeshInspectorToolDrawIndexMode::None;
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};
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/** Material Modes for Mesh Inspector Tool */
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UENUM()
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enum class EMeshInspectorMaterialMode : uint8
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{
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/** Input material */
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Original,
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/** Flat Shaded Material, ie with per-triangle normals */
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FlatShaded,
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/** Grey material */
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Grey,
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/** Transparent material, with opacity/color controls */
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Transparent,
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/** Tangent/Normal material */
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TangentNormal,
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/** Vertex Color material */
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VertexColor,
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/** Polygroup Color material */
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GroupColor,
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/** Checkerboard material */
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Checkerboard,
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/** Override material */
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Override
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};
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// material settings for mesh inspector tool
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UCLASS(MinimalAPI)
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class UMeshInspectorMaterialProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Material that will be used to render the mesh */
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UPROPERTY(EditAnywhere, Category = PreviewMaterial)
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EMeshInspectorMaterialMode MaterialMode = EMeshInspectorMaterialMode::Original;
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/** Number of checkerboard tiles within the 0 to 1 range; only available when Checkerboard is selected as material mode */
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UPROPERTY(EditAnywhere, Category = PreviewMaterial,
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meta = (UIMin = "10.0", UIMax = "100.0", ClampMin = "0.01", ClampMax = "10000.0", EditConditionHides, EditCondition = "MaterialMode == EMeshInspectorMaterialMode::Checkerboard"))
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float CheckerDensity = 50.0f;
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/** Material to use instead of the original material; only available when Override is selected as material mode */
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UPROPERTY(EditAnywhere, Category = PreviewMaterial, meta = (EditConditionHides, EditCondition = "MaterialMode == EMeshInspectorMaterialMode::Override"))
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TObjectPtr<UMaterialInterface> OverrideMaterial = nullptr;
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/** Which UV channel to use for visualizing the checkerboard material on the mesh; note that this does not affect the preview layout */
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UPROPERTY(EditAnywhere, Category = PreviewMaterial,
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meta = (DisplayName = "Preview UV Channel", GetOptions = GetUVChannelNamesFunc, EditConditionHides, EditCondition =
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"MaterialMode == EMeshInspectorMaterialMode::Checkerboard", NoResetToDefault))
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FString UVChannel;
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UPROPERTY(meta = (TransientToolProperty))
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TArray<FString> UVChannelNamesList;
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UFUNCTION()
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UE_API const TArray<FString>& GetUVChannelNamesFunc() const;
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/** Toggle flat shading on/off */
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UPROPERTY(EditAnywhere, Category = PreviewMaterial, meta = (EditConditionHides, EditCondition = "MaterialMode == EMeshInspectorMaterialMode::VertexColor || MaterialMode == EMeshInspectorMaterialMode::GroupColor") )
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bool bFlatShading = false;
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/** Main Color of Material */
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UPROPERTY(EditAnywhere, Category = PreviewMaterial, meta = (EditConditionHides, EditCondition = "MaterialMode == EMeshInspectorMaterialMode::Diffuse"))
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FLinearColor Color = FLinearColor(0.4f, 0.4f, 0.4f);
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/** Opacity of transparent material */
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UPROPERTY(EditAnywhere, Category = PreviewMaterial, meta = (EditConditionHides, EditCondition = "MaterialMode == EMeshInspectorMaterialMode::Transparent", ClampMin = "0", ClampMax = "1.0"))
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double Opacity = 0.65;
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//~ Could have used the same property as Color, above, but the user may want different saved values for the two
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UPROPERTY(EditAnywhere, Category = PreviewMaterial, meta = (EditConditionHides, EditCondition = "MaterialMode == EMeshInspectorMaterialMode::Transparent", DisplayName = "Color"))
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FLinearColor TransparentMaterialColor = FLinearColor(0.0606, 0.309, 0.842);
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/** Although a two-sided transparent material causes rendering issues with overlapping faces, it is still frequently useful to see the shape when sculpting around other objects. */
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UPROPERTY(EditAnywhere, Category = PreviewMaterial, meta = (EditConditionHides, EditCondition = "MaterialMode == EMeshInspectorMaterialMode::Transparent"))
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bool bTwoSided = true;
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UPROPERTY(meta = (TransientToolProperty))
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TObjectPtr<UMaterialInstanceDynamic> CheckerMaterial = nullptr;
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UPROPERTY(meta = (TransientToolProperty))
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TObjectPtr<UMaterialInstanceDynamic> ActiveCustomMaterial = nullptr;
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// Needs custom restore in order to call setup
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UE_API virtual void RestoreProperties(UInteractiveTool* RestoreToTool, const FString& CacheIdentifier = TEXT("")) override;
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UE_API void Setup();
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UE_API void UpdateMaterials();
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UE_API UMaterialInterface* GetActiveOverrideMaterial() const;
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UE_API void UpdateUVChannels(int32 UVChannelIndex, const TArray<FString>& UVChannelNames, bool bUpdateSelection = true);
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};
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/**
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* Mesh Inspector Tool for visualizing mesh information
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*/
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UCLASS(MinimalAPI)
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class UMeshInspectorTool : public USingleSelectionMeshEditingTool, public IInteractiveToolManageGeometrySelectionAPI
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{
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GENERATED_BODY()
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public:
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UE_API UMeshInspectorTool();
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UE_API virtual void RegisterActions(FInteractiveToolActionSet& ActionSet) override;
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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 Render(IToolsContextRenderAPI* RenderAPI) override;
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UE_API virtual void DrawHUD(FCanvas* Canvas, IToolsContextRenderAPI* RenderAPI) override;
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virtual bool HasCancel() const override { return false; }
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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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UE_API virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
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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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public:
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UE_API virtual void IncreaseLineWidthAction();
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UE_API virtual void DecreaseLineWidthAction();
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protected:
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UPROPERTY()
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TObjectPtr<UMeshInspectorProperties> Settings = nullptr;
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UPROPERTY()
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TObjectPtr<UPolygroupLayersProperties> PolygroupLayerProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UMeshInspectorMaterialProperties> MaterialSettings = nullptr;
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float LineWidthMultiplier = 1.0f;
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protected:
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UPROPERTY()
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TObjectPtr<UPreviewMesh> PreviewMesh;
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UPROPERTY()
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TObjectPtr<ULineSetComponent> DrawnLineSet;
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UPROPERTY()
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TObjectPtr<UMaterialInterface> DefaultMaterial = nullptr;
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TArray<int> BoundaryEdges;
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TArray<int> BoundaryBowties;
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TArray<int> UVSeamEdges;
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TArray<int> UVBowties;
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TArray<int> NormalSeamEdges;
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TArray<int> TangentSeamEdges;
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TArray<int> GroupBoundaryEdges;
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TArray<int> MissingUVTriangleEdges;
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UE_API void UpdateVisualization();
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UE_API void Precompute();
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FViewCameraState CameraState;
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FTransform LocalToWorldTransform;
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TUniquePtr<UE::Geometry::FDynamicMeshAABBTree3> MeshAABBTree;
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UE_API UE::Geometry::FDynamicMeshAABBTree3* GetSpatial();
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TUniquePtr<UE::Geometry::FPolygroupSet> ActiveGroupSet;
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UE_API void OnSelectedGroupLayerChanged();
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UE_API void UpdateActiveGroupLayer();
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bool bDrawGroupsDataValid = false;
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UE::Geometry::FGroupVisualizationCache GroupVisualizationCache;
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};
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#undef UE_API
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