Files
UnrealEngine/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Sampling/MeshPropertyMapBaker.cpp
2025-05-18 13:04:45 +08:00

145 lines
4.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Sampling/MeshPropertyMapBaker.h"
#include "Util/ColorConstants.h"
using namespace UE::Geometry;
static FVector3f NormalToColor(const FVector3d Normal)
{
return (FVector3f)((Normal + FVector3d::One()) * 0.5);
}
static FVector3f UVToColor(const FVector2d UV)
{
double X = FMathd::Clamp(UV.X, 0.0, 1.0);
double Y = FMathd::Clamp(UV.Y, 0.0, 1.0);
return (FVector3f)FVector3d(X, Y, 0);
}
static FVector3f PositionToColor(const FVector3d Position, const FAxisAlignedBox3d SafeBounds)
{
double X = (Position.X - SafeBounds.Min.X) / SafeBounds.Width();
double Y = (Position.Y - SafeBounds.Min.Y) / SafeBounds.Height();
double Z = (Position.Z - SafeBounds.Min.Z) / SafeBounds.Depth();
return (FVector3f)FVector3d(X, Y, Z);
}
void FMeshPropertyMapBaker::Bake()
{
const FMeshImageBakingCache* BakeCache = GetCache();
check(BakeCache);
const FDynamicMesh3* DetailMesh = BakeCache->GetDetailMesh();
const FDynamicMeshNormalOverlay* DetailNormalOverlay = BakeCache->GetDetailNormals();
check(DetailNormalOverlay);
const FDynamicMeshUVOverlay* DetailUVOverlay = DetailMesh->Attributes()->PrimaryUV();
FAxisAlignedBox3d Bounds = DetailMesh->GetBounds();
for (int32 j = 0; j < 3; ++j)
{
if (Bounds.Diagonal()[j] < FMathf::ZeroTolerance)
{
Bounds.Min[j] = Bounds.Center()[j] - FMathf::ZeroTolerance;
Bounds.Max[j] = Bounds.Center()[j] + FMathf::ZeroTolerance;
}
}
FVector3f DefaultValue(0, 0, 0);
switch (this->Property)
{
case EMeshPropertyBakeType::Position:
DefaultValue = PositionToColor(Bounds.Center(), Bounds);
break;
default:
case EMeshPropertyBakeType::FacetNormal:
case EMeshPropertyBakeType::Normal:
DefaultValue = NormalToColor(FVector3d::UnitZ());
break;
case EMeshPropertyBakeType::UVPosition:
DefaultValue = UVToColor(FVector2d::Zero());
break;
}
auto PropertySampleFunction = [&](const FMeshImageBakingCache::FCorrespondenceSample& SampleData)
{
FVector3f Color = DefaultValue;
int32 DetailTriID = SampleData.DetailTriID;
if (DetailMesh->IsTriangle(DetailTriID))
{
switch (this->Property)
{
case EMeshPropertyBakeType::Position:
{
FVector3d Position = DetailMesh->GetTriBaryPoint(DetailTriID, SampleData.DetailBaryCoords[0], SampleData.DetailBaryCoords[1], SampleData.DetailBaryCoords[2]);
Color = PositionToColor(Position, Bounds);
}
break;
default:
case EMeshPropertyBakeType::FacetNormal:
{
FVector3d FacetNormal = DetailMesh->GetTriNormal(DetailTriID);
Color = NormalToColor(FacetNormal);
}
break;
case EMeshPropertyBakeType::Normal:
{
if (DetailNormalOverlay->IsSetTriangle(DetailTriID))
{
FVector3d DetailNormal;
DetailNormalOverlay->GetTriBaryInterpolate<double>(DetailTriID, &SampleData.DetailBaryCoords.X, &DetailNormal.X);
Normalize(DetailNormal);
Color = NormalToColor(DetailNormal);
}
}
break;
case EMeshPropertyBakeType::UVPosition:
{
if (DetailUVOverlay && DetailUVOverlay->IsSetTriangle(DetailTriID))
{
FVector2d DetailUV;
DetailUVOverlay->GetTriBaryInterpolate<double>(DetailTriID, &SampleData.DetailBaryCoords.X, &DetailUV.X);
Color = UVToColor(DetailUV);
}
}
break;
case EMeshPropertyBakeType::MaterialID:
{
if (DetailMesh->Attributes() && DetailMesh->Attributes()->HasMaterialID())
{
const FDynamicMeshMaterialAttribute* DetailMaterialIDAttrib = DetailMesh->Attributes()->GetMaterialID();
const int32 MatID = DetailMaterialIDAttrib->GetValue(DetailTriID);
Color = LinearColors::SelectColor<FVector3f>(MatID);
}
else
{
Color = FVector3f(LinearColors::LightPink3f());
}
}
break;
}
}
return Color;
};
ResultBuilder = MakeUnique<TImageBuilder<FVector3f>>();
ResultBuilder->SetDimensions(BakeCache->GetDimensions());
BakeCache->EvaluateSamples([&](const FVector2i& Coords, const FMeshImageBakingCache::FCorrespondenceSample& Sample)
{
FVector3f Color = PropertySampleFunction(Sample);
ResultBuilder->SetPixel(Coords, Color);
});
const FImageOccupancyMap& Occupancy = *BakeCache->GetOccupancyMap();
for (int64 k = 0; k < Occupancy.GutterTexels.Num(); k++)
{
TPair<int64, int64> GutterTexel = Occupancy.GutterTexels[k];
ResultBuilder->CopyPixel(GutterTexel.Value, GutterTexel.Key);
}
}