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

291 lines
9.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RemeshMeshTool.h"
#include "ComponentSourceInterfaces.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "Properties/RemeshProperties.h"
#include "Properties/MeshStatisticsProperties.h"
#include "Drawing/MeshElementsVisualizer.h"
#include "Util/ColorConstants.h"
#include "ToolSetupUtil.h"
#include "ModelingToolTargetUtil.h"
#include "ToolSetupUtil.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/DynamicMeshAABBTree3.h"
#include "DynamicMeshToMeshDescription.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
#include "TargetInterfaces/DynamicMeshCommitter.h"
#include "TargetInterfaces/DynamicMeshProvider.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(RemeshMeshTool)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "URemeshMeshTool"
/*
* ToolBuilder
*/
bool URemeshMeshToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) == 1;
}
UMultiSelectionMeshEditingTool* URemeshMeshToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<URemeshMeshTool>(SceneState.ToolManager);
}
const FToolTargetTypeRequirements& URemeshMeshToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMaterialProvider::StaticClass(),
UDynamicMeshCommitter::StaticClass(),
UDynamicMeshProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass()
});
return TypeRequirements;
}
/*
* Tool
*/
URemeshMeshToolProperties::URemeshMeshToolProperties()
{
TargetTriangleCount = 5000;
SmoothingStrength = 0.25;
RemeshIterations = 20;
MaxRemeshIterations = 20;
ExtraProjectionIterations = 5;
bDiscardAttributes = false;
RemeshType = ERemeshType::Standard;
SmoothingType = ERemeshSmoothingType::MeanValue;
bPreserveSharpEdges = true;
bShowGroupColors = false;
TargetEdgeLength = 5.0;
bFlips = true;
bSplits = true;
bCollapses = true;
bReproject = true;
bReprojectConstraints = false;
BoundaryCornerAngleThreshold = 45.0;
bPreventNormalFlips = true;
bPreventTinyTriangles = true;
bUseTargetEdgeLength = false;
}
URemeshMeshTool::URemeshMeshTool(const FObjectInitializer&)
{
BasicProperties = CreateDefaultSubobject<URemeshMeshToolProperties>(TEXT("RemeshProperties"));
// CreateDefaultSubobject automatically sets RF_Transactional flag, we need to clear it so that undo/redo doesn't affect tool properties
BasicProperties->ClearFlags(RF_Transactional);
}
void URemeshMeshTool::Setup()
{
UInteractiveTool::Setup();
check(BasicProperties);
BasicProperties->RestoreProperties(this);
MeshStatisticsProperties = NewObject<UMeshStatisticsProperties>(this);
check(Targets.Num() > 0);
check(Targets[0]);
// hide component and create + show preview
UE::ToolTarget::HideSourceObject(Targets[0]);
Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(this);
Preview->Setup(GetTargetWorld(), this);
ToolSetupUtil::ApplyRenderingConfigurationToPreview(Preview->PreviewMesh, Targets[0]);
const FComponentMaterialSet MaterialSet = UE::ToolTarget::GetMaterialSet(Targets[0]);
Preview->ConfigureMaterials( MaterialSet.Materials,
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
);
BasicProperties->WatchProperty(BasicProperties->bShowGroupColors,
[this](bool bNewValue) { UpdateVisualization();});
OriginalMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>(UE::ToolTarget::GetDynamicMeshCopy(Targets[0]));
Preview->PreviewMesh->SetTransform((FTransform) UE::ToolTarget::GetLocalToWorldTransform(Targets[0]));
Preview->PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
Preview->PreviewMesh->UpdatePreview(OriginalMesh.Get());
OriginalMeshSpatial = MakeShared<FDynamicMeshAABBTree3, ESPMode::ThreadSafe>(OriginalMesh.Get(), true);
// calculate initial mesh area
InitialMeshArea = TMeshQueries<FDynamicMesh3>::GetVolumeArea(*OriginalMesh).Y;
// set properties defaults
// arbitrary threshold of 5000 tris seems reasonable?
BasicProperties->TargetTriangleCount = (OriginalMesh->TriangleCount() < 5000) ? 5000 : OriginalMesh->TriangleCount();
BasicProperties->TargetEdgeLength = FRemeshMeshOp::CalculateTargetEdgeLength(OriginalMesh.Get(), BasicProperties->TargetTriangleCount, InitialMeshArea);
// add properties to GUI
AddToolPropertySource(BasicProperties);
AddToolPropertySource(MeshStatisticsProperties);
MeshElementsDisplay = NewObject<UMeshElementsVisualizer>(this);
MeshElementsDisplay->CreateInWorld(Preview->PreviewMesh->GetWorld(), Preview->PreviewMesh->GetTransform());
if (ensure(MeshElementsDisplay->Settings))
{
MeshElementsDisplay->Settings->bShowWireframe = true;
MeshElementsDisplay->Settings->RestoreProperties(this, TEXT("Remesh"));
AddToolPropertySource(MeshElementsDisplay->Settings);
}
MeshElementsDisplay->SetMeshAccessFunction([this](UMeshElementsVisualizer::ProcessDynamicMeshFunc ProcessFunc) {
Preview->ProcessCurrentMesh(ProcessFunc);
});
Preview->OnMeshUpdated.AddLambda([this](UMeshOpPreviewWithBackgroundCompute* Compute)
{
Compute->ProcessCurrentMesh([&](const FDynamicMesh3& ReadMesh)
{
MeshStatisticsProperties->Update(ReadMesh);
MeshElementsDisplay->NotifyMeshChanged();
});
});
Preview->InvalidateResult();
SetToolDisplayName(LOCTEXT("ToolName", "Remesh"));
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Retriangulate the selected Mesh. Use the Boundary Constraints to preserve mesh borders. Enable Discard Attributes to ignore UV/Normal Seams. "),
EToolMessageLevel::UserNotification);
}
void URemeshMeshTool::OnShutdown(EToolShutdownType ShutdownType)
{
BasicProperties->SaveProperties(this);
if (ensure(MeshElementsDisplay->Settings))
{
MeshElementsDisplay->Settings->SaveProperties(this, TEXT("Remesh"));
}
MeshElementsDisplay->Disconnect();
for (int ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
UE::ToolTarget::ShowSourceObject(Targets[ComponentIdx]);
}
FDynamicMeshOpResult Result = Preview->Shutdown();
if (ShutdownType == EToolShutdownType::Accept)
{
GetToolManager()->BeginUndoTransaction(LOCTEXT("RemeshMeshToolTransactionName", "Remesh Mesh"));
UE::ToolTarget::CommitDynamicMeshUpdate(Targets[0], *Result.Mesh, true);
GetToolManager()->EndUndoTransaction();
}
}
void URemeshMeshTool::OnTick(float DeltaTime)
{
Preview->Tick(DeltaTime);
MeshElementsDisplay->OnTick(DeltaTime);
}
TUniquePtr<FDynamicMeshOperator> URemeshMeshTool::MakeNewOperator()
{
TUniquePtr<FRemeshMeshOp> Op = MakeUnique<FRemeshMeshOp>();
Op->RemeshType = BasicProperties->RemeshType;
if (!BasicProperties->bUseTargetEdgeLength)
{
Op->TargetEdgeLength = FRemeshMeshOp::CalculateTargetEdgeLength(OriginalMesh.Get(), BasicProperties->TargetTriangleCount, InitialMeshArea);
Op->TriangleCountHint = 2.0 * BasicProperties->TargetTriangleCount;
}
else
{
Op->TargetEdgeLength = BasicProperties->TargetEdgeLength;
}
Op->bCollapses = BasicProperties->bCollapses;
Op->bDiscardAttributes = BasicProperties->bDiscardAttributes;
// We always want attributes enabled on result even if we discard them initially
Op->bResultMustHaveAttributesEnabled = true;
Op->bFlips = BasicProperties->bFlips;
Op->bPreserveSharpEdges = BasicProperties->bPreserveSharpEdges;
Op->MeshBoundaryConstraint = (EEdgeRefineFlags)BasicProperties->MeshBoundaryConstraint;
Op->GroupBoundaryConstraint = (EEdgeRefineFlags)BasicProperties->GroupBoundaryConstraint;
Op->MaterialBoundaryConstraint = (EEdgeRefineFlags)BasicProperties->MaterialBoundaryConstraint;
Op->bPreventNormalFlips = BasicProperties->bPreventNormalFlips;
Op->bPreventTinyTriangles = BasicProperties->bPreventTinyTriangles;
Op->bReproject = BasicProperties->bReproject;
Op->bReprojectConstraints = BasicProperties->bReprojectConstraints;
Op->BoundaryCornerAngleThreshold = BasicProperties->BoundaryCornerAngleThreshold;
Op->bSplits = BasicProperties->bSplits;
Op->RemeshIterations = BasicProperties->RemeshIterations;
Op->MaxRemeshIterations = BasicProperties->MaxRemeshIterations;
Op->ExtraProjectionIterations = BasicProperties->ExtraProjectionIterations;
Op->SmoothingStrength = BasicProperties->SmoothingStrength;
Op->SmoothingType = BasicProperties->SmoothingType;
FTransform LocalToWorld = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Targets[0]);
Op->SetTransform(LocalToWorld);
Op->OriginalMesh = OriginalMesh;
Op->OriginalMeshSpatial = OriginalMeshSpatial;
Op->ProjectionTarget = nullptr;
Op->ProjectionTargetSpatial = nullptr;
return Op;
}
void URemeshMeshTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
if ( Property )
{
if ( Property->GetFName() != GET_MEMBER_NAME_CHECKED(URemeshMeshToolProperties, bShowGroupColors) )
{
Preview->InvalidateResult();
}
}
}
void URemeshMeshTool::UpdateVisualization()
{
if (BasicProperties->bShowGroupColors)
{
Preview->OverrideMaterial = ToolSetupUtil::GetVertexColorMaterial(GetToolManager());
Preview->PreviewMesh->SetTriangleColorFunction([this](const FDynamicMesh3* Mesh, int TriangleID)
{
return LinearColors::SelectFColor(Mesh->GetTriangleGroup(TriangleID));
},
UPreviewMesh::ERenderUpdateMode::FastUpdate);
}
else
{
Preview->OverrideMaterial = nullptr;
Preview->PreviewMesh->ClearTriangleColorFunction(UPreviewMesh::ERenderUpdateMode::FastUpdate);
}
}
bool URemeshMeshTool::CanAccept() const
{
return Super::CanAccept() && Preview->HaveValidResult();
}
#undef LOCTEXT_NAMESPACE