Files
UnrealEngine/Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Private/ConvertToPolygonsTool.cpp
2025-05-18 13:04:45 +08:00

650 lines
22 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ConvertToPolygonsTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
#include "ModelingToolTargetUtil.h"
#include "Drawing/PreviewGeometryActor.h"
#include "PreviewMesh.h"
#include "MeshOpPreviewHelpers.h"
#include "ModelingOperators.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/MeshNormals.h"
#include "DynamicMesh/MeshSharingUtil.h"
#include "DynamicMeshEditor.h"
#include "DynamicSubmesh3.h"
#include "MeshRegionBoundaryLoops.h"
#include "Util/ColorConstants.h"
#include "Polygroups/PolygroupUtil.h"
#include "Util/ColorConstants.h"
#include "Selections/GeometrySelectionUtil.h"
#include "Selection/StoredMeshSelectionUtil.h"
#include "Selection/GeometrySelectionVisualization.h"
#include "PropertySets/GeometrySelectionVisualizationProperties.h"
#include "ToolTargetManager.h"
#include "Polygroups/PolygroupsGenerator.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(ConvertToPolygonsTool)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UConvertToPolygonsTool"
/*
* ToolBuilder
*/
USingleTargetWithSelectionTool* UConvertToPolygonsToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<UConvertToPolygonsTool>(SceneState.ToolManager);
}
bool UConvertToPolygonsToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return USingleTargetWithSelectionToolBuilder::CanBuildTool(SceneState) &&
SceneState.TargetManager->CountSelectedAndTargetableWithPredicate(SceneState, GetTargetRequirements(),
[](UActorComponent& Component) { return !ToolBuilderUtil::IsVolume(Component); }) >= 1;
}
class FConvertToPolygonsOp : public FDynamicMeshOperator
{
public:
// parameters set by the tool
EConvertToPolygonsMode ConversionMode = EConvertToPolygonsMode::FaceNormalDeviation;
double AngleTolerance = 0.1f;
bool bUseAverageGroupNormal = true;
int32 NumPoints = 10;
bool bSubdivideExisting = false;
FPolygroupsGenerator::EWeightingType WeightingType = FPolygroupsGenerator::EWeightingType::None;
FVector3d WeightingCoeffs = FVector3d::One();
bool bRespectUVSeams = false;
bool bRespectHardNormals = false;
double QuadMetricClamp = 1.0;
double QuadAdjacencyWeight = 1.0;
int QuadSearchRounds = 1;
int32 MinGroupSize = 2;
int32 InitialGroupID = 0;
bool bCalculateNormals = false;
// input mesh
TSharedPtr<FSharedConstDynamicMesh3, ESPMode::ThreadSafe> OriginalMesh;
// input polygroups, if available
TSharedPtr<FPolygroupSet, ESPMode::ThreadSafe> SourcePolyGroups;
// result
FPolygroupsGenerator Generator;
virtual void CalculateResult(FProgressCancel* Progress) override
{
if ((Progress && Progress->Cancelled()) || OriginalMesh.IsValid() == false)
{
return;
}
OriginalMesh->AccessSharedObject([&](const FDynamicMesh3& ReadMesh)
{
ResultMesh->Copy(ReadMesh, true, true, true, true);
});
if (Progress && Progress->Cancelled())
{
return;
}
if (ConversionMode == EConvertToPolygonsMode::CopyFromLayer)
{
if (!ensure(SourcePolyGroups.IsValid())) return;
for (int32 tid : ResultMesh->TriangleIndicesItr())
{
ResultMesh->SetTriangleGroup(tid, SourcePolyGroups->GetTriangleGroup(tid));
}
return;
}
Generator = FPolygroupsGenerator(ResultMesh.Get());
Generator.MinGroupSize = MinGroupSize;
Generator.InitialGroupID = InitialGroupID;
switch (ConversionMode)
{
case EConvertToPolygonsMode::FromUVIslands:
{
Generator.FindPolygroupsFromUVIslands();
break;
}
case EConvertToPolygonsMode::FromNormalSeams:
{
Generator.FindPolygroupsFromHardNormalSeams();
break;
}
case EConvertToPolygonsMode::FromMaterialIDs:
{
Generator.FindPolygroupsFromMaterialIDs();
break;
}
case EConvertToPolygonsMode::FromConnectedTris:
{
Generator.FindPolygroupsFromConnectedTris();
break;
}
case EConvertToPolygonsMode::FaceNormalDeviation:
{
double DotTolerance = 1.0 - FMathd::Cos(AngleTolerance * FMathd::DegToRad);
Generator.FindPolygroupsFromFaceNormals(
DotTolerance,
bRespectUVSeams,
bRespectHardNormals,
bUseAverageGroupNormal);
break;
}
case EConvertToPolygonsMode::FindPolygons:
{
Generator.FindSourceMeshPolygonPolygroups(
bRespectUVSeams,
bRespectHardNormals,
QuadMetricClamp,
QuadAdjacencyWeight,
FMath::Clamp(QuadSearchRounds, 1, 100)
);
break;
}
case EConvertToPolygonsMode::FromFurthestPointSampling:
{
if (bSubdivideExisting)
{
OriginalMesh->AccessSharedObject([&](const FDynamicMesh3& ReadMesh)
{
FPolygroupSet InputGroups(&ReadMesh);
Generator.FindPolygroupsFromFurthestPointSampling(NumPoints, WeightingType, WeightingCoeffs, &InputGroups);
});
}
else
{
Generator.FindPolygroupsFromFurthestPointSampling(NumPoints, WeightingType, WeightingCoeffs, nullptr);
}
break;
}
default:
check(0);
}
Generator.FindPolygroupEdges();
if (bCalculateNormals && ConversionMode == EConvertToPolygonsMode::FaceNormalDeviation)
{
if (ResultMesh->HasAttributes() == false)
{
ResultMesh->EnableAttributes();
}
FDynamicMeshNormalOverlay* NormalOverlay = ResultMesh->Attributes()->PrimaryNormals();
NormalOverlay->ClearElements();
FDynamicMeshEditor Editor(ResultMesh.Get());
for (const TArray<int>& Polygon : Generator.FoundPolygroups)
{
FVector3f Normal = (FVector3f)ResultMesh->GetTriNormal(Polygon[0]);
Editor.SetTriangleNormals(Polygon, Normal);
}
FMeshNormals Normals(ResultMesh.Get());
Normals.RecomputeOverlayNormals(ResultMesh->Attributes()->PrimaryNormals());
Normals.CopyToOverlay(NormalOverlay, false);
}
}
void SetTransform(const FTransformSRT3d& Transform)
{
ResultTransform = Transform;
}
};
TUniquePtr<FDynamicMeshOperator> UConvertToPolygonsOperatorFactory::MakeNewOperator()
{
// backpointer used to populate parameters.
check(ConvertToPolygonsTool);
// Create the actual operator type based on the requested operation
TUniquePtr<FConvertToPolygonsOp> MeshOp = MakeUnique<FConvertToPolygonsOp>();
// Operator runs on another thread - copy data over that it needs.
ConvertToPolygonsTool->UpdateOpParameters(*MeshOp);
// give the operator
return MeshOp;
}
/*
* Tool
*/
UConvertToPolygonsTool::UConvertToPolygonsTool()
{
SetToolDisplayName(LOCTEXT("ConvertToPolygonsToolName", "Generate PolyGroups"));
}
bool UConvertToPolygonsTool::CanAccept() const
{
return Super::CanAccept() && (PreviewCompute == nullptr || PreviewCompute->HaveValidResult());
}
void UConvertToPolygonsTool::Setup()
{
UInteractiveTool::Setup();
FComponentMaterialSet MaterialSet = UE::ToolTarget::GetMaterialSet(Target);
OriginalDynamicMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>(UE::ToolTarget::GetDynamicMeshCopy(Target));
// initialize triangle ROI if one exists
SelectionTriangleROI = MakeShared<TSet<int32>, ESPMode::ThreadSafe>();
TArray<int> TriangleROI;
if (HasGeometrySelection())
{
const FGeometrySelection& InputSelection = GetGeometrySelection();
UE::Geometry::EnumerateSelectionTriangles(InputSelection, *OriginalDynamicMesh,
[&](int32 TriangleID) { SelectionTriangleROI->Add(TriangleID); });
TriangleROI = SelectionTriangleROI->Array();
OriginalSubmesh = MakeShared<FDynamicSubmesh3, ESPMode::ThreadSafe>(OriginalDynamicMesh.Get(), TriangleROI);
bUsingSelection = true;
}
if (bUsingSelection)
{
ComputeOperatorSharedMesh = MakeShared<FSharedConstDynamicMesh3>(&OriginalSubmesh->GetSubmesh());
}
else
{
ComputeOperatorSharedMesh = MakeShared<FSharedConstDynamicMesh3>(OriginalDynamicMesh.Get());
}
Settings = NewObject<UConvertToPolygonsToolProperties>(this);
Settings->RestoreProperties(this);
AddToolPropertySource(Settings);
FTransform MeshTransform = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target);
UE::ToolTarget::HideSourceObject(Target);
{
// create the operator factory
UConvertToPolygonsOperatorFactory* ConvertToPolygonsOperatorFactory = NewObject<UConvertToPolygonsOperatorFactory>(this);
ConvertToPolygonsOperatorFactory->ConvertToPolygonsTool = this; // set the back pointer
PreviewCompute = NewObject<UMeshOpPreviewWithBackgroundCompute>(ConvertToPolygonsOperatorFactory);
PreviewCompute->Setup(GetTargetWorld(), ConvertToPolygonsOperatorFactory);
ToolSetupUtil::ApplyRenderingConfigurationToPreview(PreviewCompute->PreviewMesh, Target);
PreviewCompute->SetIsMeshTopologyConstant(true, EMeshRenderAttributeFlags::Positions | EMeshRenderAttributeFlags::VertexNormals);
// Give the preview something to display
PreviewCompute->PreviewMesh->SetTransform(MeshTransform);
PreviewCompute->PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
PreviewCompute->PreviewMesh->UpdatePreview(OriginalDynamicMesh.Get());
PreviewCompute->ConfigureMaterials(MaterialSet.Materials,
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
);
// show the preview mesh
PreviewCompute->SetVisibility(true);
// something to capture the polygons from the async task when it is done
PreviewCompute->OnOpCompleted.AddLambda([this](const FDynamicMeshOperator* MeshOp)
{
const FConvertToPolygonsOp* ConvertToPolygonsOp = static_cast<const FConvertToPolygonsOp*>(MeshOp);
this->PolygonEdges = ConvertToPolygonsOp->Generator.PolygroupEdges;
UpdateVisualization();
});
}
if (bUsingSelection)
{
// create the preview object for the unmodified area
UnmodifiedAreaPreviewMesh = NewObject<UPreviewMesh>();
UnmodifiedAreaPreviewMesh->CreateInWorld(GetTargetWorld(), MeshTransform);
ToolSetupUtil::ApplyRenderingConfigurationToPreview(UnmodifiedAreaPreviewMesh, Target);
UnmodifiedAreaPreviewMesh->SetMaterials(MaterialSet.Materials);
UnmodifiedAreaPreviewMesh->EnableSecondaryTriangleBuffers( [this](const FDynamicMesh3* Mesh, int32 TriangleID) {
return SelectionTriangleROI->Contains(TriangleID);
});
UnmodifiedAreaPreviewMesh->SetSecondaryBuffersVisibility(false);
UnmodifiedAreaPreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
UnmodifiedAreaPreviewMesh->UpdatePreview(OriginalDynamicMesh.Get());
}
PreviewGeometry = NewObject<UPreviewGeometry>(this);
PreviewGeometry->CreateInWorld(GetTargetWorld(), MeshTransform);
Settings->WatchProperty(Settings->ConversionMode, [this](EConvertToPolygonsMode) { OnSettingsModified(); });
Settings->WatchProperty(Settings->bShowGroupColors, [this](bool) { UpdateVisualization(); });
Settings->WatchProperty(Settings->AngleTolerance, [this](float) { OnSettingsModified(); });
Settings->WatchProperty(Settings->bUseAverageGroupNormal, [this](float) { OnSettingsModified(); });
Settings->WatchProperty(Settings->NumPoints, [this](int32) { OnSettingsModified(); });
Settings->WatchProperty(Settings->bSplitExisting, [this](bool) { OnSettingsModified(); });
Settings->WatchProperty(Settings->bNormalWeighted, [this](bool) { OnSettingsModified(); });
Settings->WatchProperty(Settings->NormalWeighting, [this](float) { OnSettingsModified(); });
Settings->WatchProperty(Settings->MinGroupSize, [this](int32) { OnSettingsModified(); });
Settings->WatchProperty(Settings->QuadAdjacencyWeight, [this](float) { OnSettingsModified(); });
Settings->WatchProperty(Settings->QuadMetricClamp, [this](float) { OnSettingsModified(); });
Settings->WatchProperty(Settings->QuadSearchRounds, [this](int) { OnSettingsModified(); });
Settings->WatchProperty(Settings->bRespectUVSeams, [this](int) { OnSettingsModified(); });
Settings->WatchProperty(Settings->bRespectHardNormals, [this](int) { OnSettingsModified(); });
// add group layer picking property set for source groups
CopyFromLayerProperties = NewObject<UPolygroupLayersProperties>(this);
CopyFromLayerProperties->InitializeGroupLayers(OriginalDynamicMesh.Get());
CopyFromLayerProperties->WatchProperty(CopyFromLayerProperties->ActiveGroupLayer, [&](FName) { OnSelectedFromGroupLayerChanged(); });
AddToolPropertySource(CopyFromLayerProperties);
UpdateFromGroupLayer();
SetToolPropertySourceEnabled(CopyFromLayerProperties, Settings->ConversionMode == EConvertToPolygonsMode::CopyFromLayer);
// add picker for output group layer
Settings->OptionsList.Reset();
Settings->OptionsList.Add(TEXT("Default")); // always have standard group
if (OriginalDynamicMesh->Attributes())
{
for (int32 k = 0; k < OriginalDynamicMesh->Attributes()->NumPolygroupLayers(); k++)
{
FName Name = OriginalDynamicMesh->Attributes()->GetPolygroupLayer(k)->GetName();
Settings->OptionsList.Add(Name.ToString());
}
}
Settings->OptionsList.Add(TEXT("Create New..."));
Settings->WatchProperty(Settings->GroupLayer, [&](FName NewName) { Settings->bShowNewLayerName = (NewName == TEXT("Create New...")); });
if (bUsingSelection)
{
GeometrySelectionVizProperties = NewObject<UGeometrySelectionVisualizationProperties>(this);
GeometrySelectionVizProperties->RestoreProperties(this);
AddToolPropertySource(GeometrySelectionVizProperties);
GeometrySelectionVizProperties->Initialize(this);
GeometrySelectionVizProperties->bEnableShowTriangleROIBorder = true;
GeometrySelectionVizProperties->SelectionElementType = static_cast<EGeometrySelectionElementType>(GeometrySelection.ElementType);
GeometrySelectionVizProperties->SelectionTopologyType = static_cast<EGeometrySelectionTopologyType>(GeometrySelection.TopologyType);
GeometrySelectionViz = NewObject<UPreviewGeometry>(this);
GeometrySelectionViz->CreateInWorld(GetTargetWorld(), MeshTransform);
UE::Geometry::InitializeGeometrySelectionVisualization(
GeometrySelectionViz,
GeometrySelectionVizProperties,
*OriginalDynamicMesh,
GeometrySelection,
nullptr,
nullptr,
&TriangleROI);
}
// start the compute
PreviewCompute->InvalidateResult();
// updates the triangle color visualization
UpdateVisualization();
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Cluster triangles of the Mesh into PolyGroups using various strategies"),
EToolMessageLevel::UserNotification);
}
void UConvertToPolygonsTool::UpdateOpParameters(FConvertToPolygonsOp& ConvertToPolygonsOp) const
{
ConvertToPolygonsOp.bCalculateNormals = Settings->bCalculateNormals;
ConvertToPolygonsOp.ConversionMode = Settings->ConversionMode;
ConvertToPolygonsOp.AngleTolerance = Settings->AngleTolerance;
ConvertToPolygonsOp.bUseAverageGroupNormal = Settings->bUseAverageGroupNormal;
ConvertToPolygonsOp.NumPoints = Settings->NumPoints;
ConvertToPolygonsOp.bSubdivideExisting = Settings->bSplitExisting;
ConvertToPolygonsOp.WeightingType = (Settings->bNormalWeighted) ? FPolygroupsGenerator::EWeightingType::NormalDeviation : FPolygroupsGenerator::EWeightingType::None;
ConvertToPolygonsOp.WeightingCoeffs = FVector3d(Settings->NormalWeighting, 1.0, 1.0);
ConvertToPolygonsOp.MinGroupSize = Settings->MinGroupSize;
ConvertToPolygonsOp.QuadMetricClamp = Settings->QuadMetricClamp;
ConvertToPolygonsOp.QuadAdjacencyWeight = Settings->QuadAdjacencyWeight;
ConvertToPolygonsOp.QuadSearchRounds = Settings->QuadSearchRounds;
ConvertToPolygonsOp.bRespectUVSeams = Settings->bRespectUVSeams;
ConvertToPolygonsOp.bRespectHardNormals = Settings->bRespectHardNormals;
ConvertToPolygonsOp.OriginalMesh = ComputeOperatorSharedMesh;
if (bUsingSelection)
{
ConvertToPolygonsOp.InitialGroupID = OriginalDynamicMesh->MaxGroupID();
}
if (ActiveFromGroupSet.IsValid())
{
ConvertToPolygonsOp.SourcePolyGroups = ActiveFromGroupSet;
if (bUsingSelection)
{
ConvertToPolygonsOp.InitialGroupID = ActiveFromGroupSet->MaxGroupID;
}
}
FTransform LocalToWorld = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target);
ConvertToPolygonsOp.SetTransform(LocalToWorld);
}
void UConvertToPolygonsTool::OnShutdown(EToolShutdownType ShutdownType)
{
Settings->SaveProperties(this);
UE::ToolTarget::ShowSourceObject(Target);
if (PreviewGeometry)
{
PreviewGeometry->Disconnect();
PreviewGeometry = nullptr;
}
if (UnmodifiedAreaPreviewMesh != nullptr)
{
UnmodifiedAreaPreviewMesh->Disconnect();
UnmodifiedAreaPreviewMesh = nullptr;
}
if (PreviewCompute)
{
FDynamicMeshOpResult Result = PreviewCompute->Shutdown();
if (ShutdownType == EToolShutdownType::Accept)
{
GetToolManager()->BeginUndoTransaction(LOCTEXT("ConvertToPolygonsToolTransactionName", "Find PolyGroups"));
FDynamicMesh3* DynamicMeshResult = Result.Mesh.Get();
if (ensure(DynamicMeshResult != nullptr))
{
if (Settings->GroupLayer != TEXT("Default"))
{
FDynamicMesh3 UseResultMesh = *OriginalDynamicMesh;
if (UseResultMesh.HasAttributes() == false)
{
UseResultMesh.EnableAttributes();
}
// if we want to write to any layer other than default, we have to find or create it
FDynamicMeshPolygroupAttribute* UseAttribLayer = nullptr;
if (Settings->GroupLayer == TEXT("Create New..."))
{
// append new group layer and set it's name
int32 TargetLayerIdx = UseResultMesh.Attributes()->NumPolygroupLayers();
UseResultMesh.Attributes()->SetNumPolygroupLayers(TargetLayerIdx + 1);
UseAttribLayer = UseResultMesh.Attributes()->GetPolygroupLayer(TargetLayerIdx);
FString UseUniqueName = UE::Geometry::MakeUniqueGroupLayerName(UseResultMesh, Settings->NewLayerName);
UseAttribLayer->SetName( FName(UseUniqueName) );
}
else
{
UseAttribLayer = UE::Geometry::FindPolygroupLayerByName(UseResultMesh, Settings->GroupLayer);
}
if (UseAttribLayer)
{
// copy the generated groups from the Op output mesh (stored in primary groups) to the target layer
if (bUsingSelection)
{
for (int32 tid : *SelectionTriangleROI)
{
int32 GroupID = DynamicMeshResult->GetTriangleGroup(OriginalSubmesh->MapTriangleToSubmesh(tid));
UseAttribLayer->SetValue(tid, GroupID);
}
}
else
{
for (int32 tid : UseResultMesh.TriangleIndicesItr())
{
UseAttribLayer->SetValue(tid, DynamicMeshResult->GetTriangleGroup(tid));
}
}
UE::ToolTarget::CommitDynamicMeshUpdate(Target, UseResultMesh, true);
}
else
{
// If we can't find or create the layer (which should not be possible) the tool is going to do nothing,
// this is the safest option at this point
UE_LOG(LogGeometry, Warning, TEXT("Output group layer missing?"));
}
}
else
{
// todo: have not actually modified topology here, but groups-only update is not supported yet
if (bUsingSelection)
{
for (int32 tid : *SelectionTriangleROI)
{
int32 GroupID = DynamicMeshResult->GetTriangleGroup(OriginalSubmesh->MapTriangleToSubmesh(tid));
OriginalDynamicMesh->SetTriangleGroup(tid, GroupID);
}
UE::ToolTarget::CommitDynamicMeshUpdate(Target, *OriginalDynamicMesh, true);
}
else
{
UE::ToolTarget::CommitDynamicMeshUpdate(Target, *DynamicMeshResult, true);
}
}
}
if (bUsingSelection)
{
// if the input was a group selection, that selection is no longer valid. But if we output
// a triangle selection it should be converted to the group selection
FGeometrySelection OutputSelection;
for (int32 tid : *SelectionTriangleROI)
{
OutputSelection.Selection.Add(FGeoSelectionID::MeshTriangle(tid).Encoded());
}
UE::Geometry::SetToolOutputGeometrySelectionForTarget(this, Target, OutputSelection);
}
GetToolManager()->EndUndoTransaction();
}
}
if (ComputeOperatorSharedMesh.IsValid())
{
ComputeOperatorSharedMesh->ReleaseSharedObject();
}
Super::OnShutdown(ShutdownType);
}
void UConvertToPolygonsTool::OnSettingsModified()
{
SetToolPropertySourceEnabled(CopyFromLayerProperties, Settings->ConversionMode == EConvertToPolygonsMode::CopyFromLayer);
PreviewCompute->InvalidateResult();
}
void UConvertToPolygonsTool::OnTick(float DeltaTime)
{
Super::OnTick(DeltaTime);
PreviewCompute->Tick(DeltaTime);
}
void UConvertToPolygonsTool::OnSelectedFromGroupLayerChanged()
{
UpdateFromGroupLayer();
PreviewCompute->InvalidateResult();
}
void UConvertToPolygonsTool::UpdateFromGroupLayer()
{
ComputeOperatorSharedMesh->AccessSharedObject([&](const FDynamicMesh3& ReadMesh)
{
if (CopyFromLayerProperties->HasSelectedPolygroup() == false)
{
ActiveFromGroupSet = MakeShared<UE::Geometry::FPolygroupSet, ESPMode::ThreadSafe>(&ReadMesh);
}
else
{
FName SelectedName = CopyFromLayerProperties->ActiveGroupLayer;
const FDynamicMeshPolygroupAttribute* FoundAttrib = UE::Geometry::FindPolygroupLayerByName(ReadMesh, SelectedName);
ensureMsgf(FoundAttrib, TEXT("Selected Attribute Not Found! Falling back to Default group layer."));
ActiveFromGroupSet = MakeShared<UE::Geometry::FPolygroupSet, ESPMode::ThreadSafe>(&ReadMesh, FoundAttrib);
}
});
}
void UConvertToPolygonsTool::UpdateVisualization()
{
if (!PreviewCompute)
{
return;
}
IMaterialProvider* MaterialTarget = Cast<IMaterialProvider>(Target);
FComponentMaterialSet MaterialSet;
if (Settings->bShowGroupColors)
{
int32 NumMaterials = MaterialTarget->GetNumMaterials();
for (int32 i = 0; i < NumMaterials; ++i)
{
MaterialSet.Materials.Add(ToolSetupUtil::GetVertexColorMaterial(GetToolManager()));
}
PreviewCompute->PreviewMesh->SetTriangleColorFunction([this](const FDynamicMesh3* Mesh, int TriangleID)
{
return LinearColors::SelectFColor(Mesh->GetTriangleGroup(TriangleID));
},
UPreviewMesh::ERenderUpdateMode::FastUpdate);
}
else
{
MaterialTarget->GetMaterialSet(MaterialSet);
PreviewCompute->PreviewMesh->ClearTriangleColorFunction(UPreviewMesh::ERenderUpdateMode::FastUpdate);
}
PreviewCompute->ConfigureMaterials(MaterialSet.Materials,
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager()));
FColor GroupLineColor = FColor::Red;
float GroupLineThickness = 2.0f;
ComputeOperatorSharedMesh->AccessSharedObject([&](const FDynamicMesh3& ReadMesh)
{
PreviewGeometry->CreateOrUpdateLineSet(TEXT("GroupBorders"), PolygonEdges.Num(),
[&](int32 k, TArray<FRenderableLine>& LinesOut) {
FVector3d A, B;
ReadMesh.GetEdgeV(PolygonEdges[k], A, B);
LinesOut.Add(FRenderableLine(A, B, GroupLineColor, GroupLineThickness));
}, 1);
});
}
#undef LOCTEXT_NAMESPACE