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

89 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ProjectToTargetTool.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "InteractiveToolManager.h"
#include "ModelingToolTargetUtil.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(ProjectToTargetTool)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UProjectToTargetTool"
bool UProjectToTargetToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) == 2;
}
UMultiSelectionMeshEditingTool* UProjectToTargetToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<UProjectToTargetTool>(SceneState.ToolManager);
}
void UProjectToTargetTool::Setup()
{
// ProjectionTarget and ProjectionTargetSpatial are setup before calling the parent class's Setup
check(Targets.Num() == 2);
ProjectionTarget = MakeUnique<FDynamicMesh3>();
*ProjectionTarget = UE::ToolTarget::GetDynamicMeshCopy(Targets[1]);
ProjectionTargetSpatial = MakeUnique<FDynamicMeshAABBTree3>(ProjectionTarget.Get(), true);
// Now setup parent RemeshMeshTool class
URemeshMeshTool::Setup();
SetToolDisplayName(LOCTEXT("ProjectToTargetToolName", "Project To Target"));
GetToolManager()->DisplayMessage(
LOCTEXT("ProjectToTargetToolDescription", "Incrementally deform the first selected mesh towards the second, while applying Remeshing. This can be used to improve the accuracy of shrink-wrapping strategies."),
EToolMessageLevel::UserNotification);
}
TUniquePtr<FDynamicMeshOperator> UProjectToTargetTool::MakeNewOperator()
{
UProjectToTargetToolProperties* ProjectProperties = Cast<UProjectToTargetToolProperties>(BasicProperties);
if (!ensure(ProjectProperties))
{
return nullptr;
}
TUniquePtr<FDynamicMeshOperator> Op = URemeshMeshTool::MakeNewOperator();
FDynamicMeshOperator* RawOp = Op.Get();
FRemeshMeshOp* RemeshOp = static_cast<FRemeshMeshOp*>(RawOp);
check(RemeshOp);
RemeshOp->ProjectionTarget = ProjectionTarget.Get();
RemeshOp->ProjectionTargetSpatial = ProjectionTargetSpatial.Get();
RemeshOp->ToolMeshLocalToWorld = UE::ToolTarget::GetLocalToWorldTransform(Targets[0]);
RemeshOp->TargetMeshLocalToWorld = UE::ToolTarget::GetLocalToWorldTransform(Targets[1]);
RemeshOp->bUseWorldSpace = ProjectProperties->bWorldSpace;
RemeshOp->bParallel = ProjectProperties->bParallel;
if (ProjectProperties->RemeshType == ERemeshType::NormalFlow)
{
RemeshOp->FaceProjectionPassesPerRemeshIteration = ProjectProperties->FaceProjectionPassesPerRemeshIteration;
RemeshOp->SurfaceProjectionSpeed = ProjectProperties->SurfaceProjectionSpeed;
RemeshOp->NormalAlignmentSpeed = ProjectProperties->NormalAlignmentSpeed;
RemeshOp->bSmoothInFillAreas = ProjectProperties->bSmoothInFillAreas;
RemeshOp->FillAreaDistanceMultiplier = ProjectProperties->FillAreaDistanceMultiplier;
RemeshOp->FillAreaSmoothMultiplier = ProjectProperties->FillAreaSmoothMultiplier;
// disable convergence check
RemeshOp->MinActiveEdgeFraction = 0.0;
}
return Op;
}
#undef LOCTEXT_NAMESPACE