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

939 lines
30 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ToolActivities/PolyEditInsertEdgeActivity.h"
#include "BaseBehaviors/SingleClickBehavior.h"
#include "BaseBehaviors/MouseHoverBehavior.h"
#include "ContextObjectStore.h"
#include "CuttingOps/GroupEdgeInsertionOp.h"
#include "DynamicMesh/DynamicMeshChangeTracker.h"
#include "InteractiveToolManager.h"
#include "MeshOpPreviewHelpers.h"
#include "Selection/PolygonSelectionMechanic.h"
#include "ToolActivities/PolyEditActivityContext.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(PolyEditInsertEdgeActivity)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UPolyEditInsertEdgeActivity"
namespace PolyEditInsertEdgeActivityLocals
{
bool GetSharedBoundary(const FGroupTopology& Topology,
const FGroupEdgeInserter::FGroupEdgeSplitPoint& StartPoint, int32 StartTopologyID, bool bStartIsCorner,
const FGroupEdgeInserter::FGroupEdgeSplitPoint& EndPoint, int32 EndTopologyID, bool bEndIsCorner,
int32& GroupIDOut, int32& BoundaryIndexOut);
bool DoesBoundaryContainPoint(const FGroupTopology& Topology,
const FGroupTopology::FGroupBoundary& Boundary, int32 PointTopologyID, bool bPointIsCorner);
FText GroupEdgeStartTransactionName = LOCTEXT("GroupEdgeStartTransactionName", "Group Edge Start");
}
TUniquePtr<FDynamicMeshOperator> UPolyEditInsertEdgeActivity::MakeNewOperator()
{
TUniquePtr<FGroupEdgeInsertionOp> Op = MakeUnique<FGroupEdgeInsertionOp>();
Op->OriginalMesh = ComputeStartMesh;
Op->OriginalTopology = ComputeStartTopology;
Op->SetTransform(TargetTransform);
if (Settings->InsertionMode == EGroupEdgeInsertionMode::PlaneCut)
{
Op->Mode = FGroupEdgeInserter::EInsertionMode::PlaneCut;
}
else
{
Op->Mode = FGroupEdgeInserter::EInsertionMode::Retriangulate;
}
Op->VertexTolerance = Settings->VertexTolerance;
Op->StartPoint = StartPoint;
Op->EndPoint = EndPoint;
Op->CommonGroupID = CommonGroupID;
Op->CommonBoundaryIndex = CommonBoundaryIndex;
return Op;
}
void UPolyEditInsertEdgeActivity::Setup(UInteractiveTool* ParentToolIn)
{
Super::Setup(ParentToolIn);
// Set up properties
Settings = NewObject<UGroupEdgeInsertionProperties>(this);
Settings->RestoreProperties(ParentTool.Get());
AddToolPropertySource(Settings);
SetToolPropertySourceEnabled(Settings, false);
Settings->GetOnModified().AddUObject(this, &UPolyEditInsertEdgeActivity::OnPropertyModified);
// These draw the group edges and the loops to be inserted
ExistingEdgesRenderer.LineColor = FLinearColor::Red;
ExistingEdgesRenderer.LineThickness = 2.0;
PreviewEdgeRenderer.LineColor = FLinearColor::Green;
PreviewEdgeRenderer.LineThickness = 4.0;
PreviewEdgeRenderer.PointColor = FLinearColor::Green;
PreviewEdgeRenderer.PointSize = 8.0;
PreviewEdgeRenderer.bDepthTested = false;
// Set up the topology selector settings
TopologySelectorSettings.bEnableEdgeHits = true;
TopologySelectorSettings.bEnableCornerHits = true;
TopologySelectorSettings.bEnableFaceHits = false;
// Set up our input routing
USingleClickInputBehavior* ClickBehavior = NewObject<USingleClickInputBehavior>();
ClickBehavior->Initialize(this);
ParentTool->AddInputBehavior(ClickBehavior);
UMouseHoverBehavior* HoverBehavior = NewObject<UMouseHoverBehavior>();
HoverBehavior->Initialize(this);
ParentTool->AddInputBehavior(HoverBehavior);
ActivityContext = ParentTool->GetToolManager()->GetContextObjectStore()->FindContext<UPolyEditActivityContext>();
// TODO: When the deprecated function GetTopologySelector is removed from UPolygonSelectionMechanic, we can remove the UMeshTopologySelectionMechanic:: prefix here
TopologySelector = ActivityContext->SelectionMechanic->UMeshTopologySelectionMechanic::GetTopologySelector();
ActivityContext->OnUndoRedo.AddWeakLambda(this, [this](bool bGroupTopologyModified)
{
UpdateComputeInputs();
ToolState = EState::GettingStart;
ClearPreview(true);
});
}
void UPolyEditInsertEdgeActivity::UpdateComputeInputs()
{
ComputeStartMesh = MakeShared<FDynamicMesh3>(*ActivityContext->CurrentMesh);
TSharedPtr<FGroupTopology> NonConstTopology = MakeShared<FGroupTopology>(*ActivityContext->CurrentTopology);
NonConstTopology->RetargetOnClonedMesh(ComputeStartMesh.Get());
ComputeStartTopology = NonConstTopology;
}
void UPolyEditInsertEdgeActivity::Shutdown(EToolShutdownType ShutdownType)
{
if (bIsRunning)
{
End(ShutdownType);
}
Settings->SaveProperties(ParentTool.Get());
Settings->GetOnModified().Clear();
TopologySelector.Reset();
Settings = nullptr;
ActivityContext->OnUndoRedo.RemoveAll(this);
ActivityContext = nullptr;
Super::Shutdown(ShutdownType);
}
EToolActivityStartResult UPolyEditInsertEdgeActivity::Start()
{
ParentTool->GetToolManager()->DisplayMessage(
LOCTEXT("InsertEdgeActivityDescription", "Click two points on the boundary of a face to "
"insert a new edge between the points and split the face."),
EToolMessageLevel::UserNotification);
SetToolPropertySourceEnabled(Settings, true);
// We don't use selection, so clear it if necessary (have to issue an undo/redo event)
if (!ActivityContext->SelectionMechanic->GetActiveSelection().IsEmpty())
{
ActivityContext->SelectionMechanic->BeginChange();
ActivityContext->SelectionMechanic->ClearSelection();
ParentTool->GetToolManager()->EmitObjectChange(ActivityContext->SelectionMechanic,
ActivityContext->SelectionMechanic->EndChange(), LOCTEXT("ClearSelection", "Clear Selection"));
}
TargetTransform = ActivityContext->Preview->PreviewMesh->GetTransform();
UpdateComputeInputs();
SetupPreview();
ToolState = EState::GettingStart;
bLastComputeSucceeded = false;
bIsRunning = true;
// Emit activity start transaction
ActivityContext->EmitActivityStart(LOCTEXT("BeginInsertEdgeActivity", "Begin Insert Edge"));
return EToolActivityStartResult::Running;
}
EToolActivityEndResult UPolyEditInsertEdgeActivity::End(EToolShutdownType ShutdownType)
{
if (!bIsRunning)
{
return EToolActivityEndResult::ErrorDuringEnd;
}
SetToolPropertySourceEnabled(Settings, false);
Settings->GetOnModified().Clear();
ActivityContext->Preview->OnOpCompleted.RemoveAll(this);
ActivityContext->Preview->OnMeshUpdated.RemoveAll(this);
ToolState = EState::GettingStart;
// Note that this does an ensure on us not being in a ToolState that requires the preview points, hence
// we do this after resetting ToolState.
ClearPreview(true);
ActivityContext->Preview->ClearOpFactory();
LatestOpTopologyResult.Reset();
LatestOpChangedTids.Reset();
bIsRunning = false;
return CanAccept() ? EToolActivityEndResult::Completed : EToolActivityEndResult::Cancelled;
}
void UPolyEditInsertEdgeActivity::SetupPreview()
{
ActivityContext->Preview->ChangeOpFactory(this);
// Whenever we get a new result from the op, we need to extract the preview edges so that
// we can draw them if we want to.
ActivityContext->Preview->OnOpCompleted.AddWeakLambda(this, [this](const FDynamicMeshOperator* UncastOp) {
const FGroupEdgeInsertionOp* Op = static_cast<const FGroupEdgeInsertionOp*>(UncastOp);
LatestOpTopologyResult.Reset();
LatestOpChangedTids.Reset();
PreviewEdges.Reset();
// See if this compute is actually outdated, i.e. we changed the mesh
// out from under it.
if (Op->OriginalMesh != ComputeStartMesh)
{
bLastComputeSucceeded = false;
return;
}
bLastComputeSucceeded = Op->bSucceeded;
if (bLastComputeSucceeded)
{
Op->GetEdgeLocations(PreviewEdges);
LatestOpTopologyResult = Op->ResultTopology;
LatestOpChangedTids = Op->ChangedTids;
}
});
// In case of failure, we want to hide the broken preview, since we wouldn't accept it on
// a click. Note that this can't be fired OnOpCompleted because the preview is updated
// with the op result after that callback, which would undo the reset. The preview edge
// extraction can't be lumped in here because it needs the op rather than the preview object.
ActivityContext->Preview->OnMeshUpdated.AddWeakLambda(this, [this](UMeshOpPreviewWithBackgroundCompute*) {
if (!bLastComputeSucceeded)
{
ActivityContext->Preview->PreviewMesh->UpdatePreview(ActivityContext->CurrentMesh.Get());
}
});
}
bool UPolyEditInsertEdgeActivity::CanStart() const
{
return true;
}
void UPolyEditInsertEdgeActivity::Tick(float DeltaTime)
{
if (ToolState == EState::WaitingForInsertComplete && ActivityContext->Preview->HaveValidResult())
{
if (bLastComputeSucceeded)
{
FDynamicMeshChangeTracker ChangeTracker(ActivityContext->CurrentMesh.Get());
ChangeTracker.BeginChange();
ChangeTracker.SaveTriangles(*LatestOpChangedTids, true /*bSaveVertices*/);
// Update current mesh
ActivityContext->CurrentMesh->Copy(*ActivityContext->Preview->PreviewMesh->GetMesh(),
true, true, true, true);
*ActivityContext->CurrentTopology = *LatestOpTopologyResult;
ActivityContext->CurrentTopology->RetargetOnClonedMesh(ActivityContext->CurrentMesh.Get());
UpdateComputeInputs();
// Emit transaction
FGroupTopologySelection EmptySelection;
ActivityContext->EmitCurrentMeshChangeAndUpdate(LOCTEXT("EdgeInsertionTransactionName", "Edge Insertion"),
ChangeTracker.EndChange(), EmptySelection);
ToolState = EState::GettingStart;
if (Settings->bContinuousInsertion)
{
// If continuous insertion is enabled, try to find information associated with new start point.
// If found, remain in GettingEnd mode.
FVector3d PreviewPoint;
if (GetHoveredItem(LastEndPointWorldRay, StartPoint, StartTopologyID, bStartIsCorner, PreviewPoint))
{
PreviewPoints.Reset();
PreviewPoints.Add(PreviewPoint);
ToolState = EState::GettingEnd;
ParentTool->GetToolManager()->EmitObjectChange(this,
MakeUnique<FGroupEdgeInsertionFirstPointChange>(CurrentChangeStamp),
PolyEditInsertEdgeActivityLocals::GroupEdgeStartTransactionName);
}
}
}
else
{
ToolState = PreviewPoints.Num() > 0 ? EState::GettingEnd : EState::GettingStart;
}
PreviewEdges.Reset();
}
}
void UPolyEditInsertEdgeActivity::Render(IToolsContextRenderAPI* RenderAPI)
{
ParentTool->GetToolManager()->GetContextQueriesAPI()->GetCurrentViewState(CameraState);
// Draw the existing group edges
FViewCameraState RenderCameraState = RenderAPI->GetCameraState();
ExistingEdgesRenderer.BeginFrame(RenderAPI, RenderCameraState);
ExistingEdgesRenderer.SetTransform(TargetTransform);
for (const FGroupTopology::FGroupEdge& Edge : ActivityContext->CurrentTopology->Edges)
{
FVector3d A, B;
for (int32 eid : Edge.Span.Edges)
{
ActivityContext->CurrentMesh->GetEdgeV(eid, A, B);
ExistingEdgesRenderer.DrawLine(A, B);
}
}
ExistingEdgesRenderer.EndFrame();
// Draw the preview edges and points
PreviewEdgeRenderer.BeginFrame(RenderAPI, RenderCameraState);
PreviewEdgeRenderer.SetTransform(TargetTransform);
for (const TPair<FVector3d, FVector3d>& EdgeVerts : PreviewEdges)
{
PreviewEdgeRenderer.DrawLine(EdgeVerts.Key, EdgeVerts.Value);
}
for (const FVector3d& Point : PreviewPoints)
{
PreviewEdgeRenderer.DrawPoint(Point);
}
PreviewEdgeRenderer.EndFrame();
}
bool UPolyEditInsertEdgeActivity::CanAccept() const
{
return ToolState != EState::WaitingForInsertComplete;
}
void UPolyEditInsertEdgeActivity::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
PreviewEdges.Reset();
// Don't clear drawn elements because we may be getting the second endpoint, and still
// need to keep the first.
ClearPreview(false);
}
void UPolyEditInsertEdgeActivity::ClearPreview(bool bClearDrawnElements)
{
ActivityContext->Preview->CancelCompute();
ActivityContext->Preview->PreviewMesh->UpdatePreview(ActivityContext->CurrentMesh.Get());
bShowingBaseMesh = true;
if (bClearDrawnElements)
{
PreviewEdges.Reset();
PreviewPoints.Reset();
// If we're removing the start point, we shouldn't be in a state that requires
// it, i.e. getting the second point.
if (!ensure(ToolState != EState::GettingEnd))
{
ToolState = EState::GettingStart;
}
}
}
/**
* Update the preview unless we've already computed one with the same parameters (such as when snapping to
* the same vertex despite moving the mouse).
*/
void UPolyEditInsertEdgeActivity::ConditionallyUpdatePreview(
const FGroupEdgeInserter::FGroupEdgeSplitPoint& NewEndPoint, int32 NewEndTopologyID, bool bNewEndIsCorner,
int32 NewCommonGroupID, int32 NewBoundaryIndex)
{
if (bShowingBaseMesh
|| bEndIsCorner != bNewEndIsCorner || EndTopologyID != NewEndTopologyID
|| EndPoint.bIsVertex != NewEndPoint.bIsVertex || EndPoint.ElementID != NewEndPoint.ElementID
|| (!NewEndPoint.bIsVertex && NewEndPoint.EdgeTValue != EndPoint.EdgeTValue)
|| CommonGroupID != NewCommonGroupID || CommonBoundaryIndex != NewBoundaryIndex)
{
// Update the end variables, since they are apparently different
EndPoint = NewEndPoint;
EndTopologyID = NewEndTopologyID;
bEndIsCorner = bNewEndIsCorner;
CommonGroupID = NewCommonGroupID;
CommonBoundaryIndex = NewBoundaryIndex;
// If either endpoint is a corner, we need to calculate its tangent. This will differ based on which
// boundary it is a part of.
if (bStartIsCorner)
{
GetCornerTangent(StartTopologyID, CommonGroupID, CommonBoundaryIndex, StartPoint.Tangent);
}
if (bEndIsCorner)
{
GetCornerTangent(EndTopologyID, CommonGroupID, CommonBoundaryIndex, EndPoint.Tangent);
}
bShowingBaseMesh = false;
PreviewEdges.Reset();
ActivityContext->Preview->InvalidateResult();
}
}
FInputRayHit UPolyEditInsertEdgeActivity::BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos)
{
FInputRayHit Hit;
// Early out if the activity is not running. This is actually important because the behavior is
// always in the behavior list while the tool is running (we don't have a way to add/remove at
// will).
if (!bIsRunning)
{
return Hit; // Hit.bHit is false
}
switch (ToolState)
{
case EState::WaitingForInsertComplete:
break; // Keep hit invalid
case EState::GettingStart:
{
PreviewPoints.Reset();
FVector3d RayPoint;
if (TopologyHitTest(PressPos.WorldRay, RayPoint))
{
Hit = FInputRayHit(PressPos.WorldRay.GetParameter((FVector)RayPoint));
}
break;
}
case EState::GettingEnd:
{
FVector3d RayPoint;
FRay3d LocalRay;
if (TopologyHitTest(PressPos.WorldRay, RayPoint, &LocalRay))
{
Hit = FInputRayHit(PressPos.WorldRay.GetParameter((FVector)RayPoint));
}
else
{
// If we don't hit a valid element, we still do a hover if we hit the mesh.
// We still do the topology check in the first place because it accepts missing
// rays that are close enough to snap.
double RayT = 0;
int32 Tid = FDynamicMesh3::InvalidID;
if (ActivityContext->MeshSpatial->FindNearestHitTriangle(LocalRay, RayT, Tid))
{
Hit = FInputRayHit(RayT);
}
}
break;
}
}
return Hit;
}
bool UPolyEditInsertEdgeActivity::OnUpdateHover(const FInputDeviceRay& DevicePos)
{
using namespace PolyEditInsertEdgeActivityLocals;
if (!bIsRunning)
{
return false;
}
switch (ToolState)
{
case EState::WaitingForInsertComplete:
return false; // Do nothing.
case EState::GettingStart:
{
// Update start variables and show a preview of a point if it's on an edge or corner
PreviewPoints.Reset();
FVector3d PreviewPoint;
if (GetHoveredItem(DevicePos.WorldRay, StartPoint, StartTopologyID, bStartIsCorner, PreviewPoint))
{
PreviewPoints.Add(PreviewPoint);
return true;
}
return false;
}
case EState::GettingEnd:
{
// This shouldn't happen- if it does, we messed up with our state handling somewhere. But don't crash,
// just reset.
if (!ensure(PreviewPoints.Num() > 0))
{
ToolState = EState::GettingStart;
ClearPreview(true);
return false;
}
PreviewPoints.SetNum(1); // Keep the first element, which is the start point
// Don't update the end variables right away so that we can check if they actually changed (they
// won't when we snap to the same corner as before).
FGroupEdgeInserter::FGroupEdgeSplitPoint SnappedPoint;
int32 PointTopologyID, GroupID, BoundaryIndex;
bool bPointIsCorner;
FVector3d PreviewPoint;
FRay3d LocalRay;
if (GetHoveredItem(DevicePos.WorldRay, SnappedPoint, PointTopologyID, bPointIsCorner, PreviewPoint, &LocalRay))
{
// See if the point is not on the same vertex/edge but is on the same boundary
if (!(SnappedPoint.bIsVertex == StartPoint.bIsVertex && SnappedPoint.ElementID == StartPoint.ElementID)
&& GetSharedBoundary(*ActivityContext->CurrentTopology, StartPoint, StartTopologyID, bStartIsCorner,
SnappedPoint, PointTopologyID, bPointIsCorner, GroupID, BoundaryIndex))
{
ConditionallyUpdatePreview(SnappedPoint, PointTopologyID, bPointIsCorner, GroupID, BoundaryIndex);
}
else
{
PreviewEdges.Reset(); // TODO: Maybe we should show a different color edge on a fail, rather than hiding it?
}
PreviewPoints.Add(PreviewPoint);
return true;
}
// If we're here, then we don't have a valid endpoint. Make sure our preview is reset and draw a line
// to the current hit location.
if (!bShowingBaseMesh)
{
ClearPreview(false);
}
PreviewEdges.Reset();
double RayT = 0;
int32 Tid = FDynamicMesh3::InvalidID;
if (ActivityContext->MeshSpatial->FindNearestHitTriangle(LocalRay, RayT, Tid))
{
PreviewEdges.Emplace(PreviewPoints[0], LocalRay.PointAt(RayT));
return true;
}
return false;
}
}
check(false); // Each case has its own return, so shouldn't get here
return false;
}
void UPolyEditInsertEdgeActivity::OnEndHover()
{
if (!bIsRunning)
{
return;
}
switch (ToolState)
{
case EState::WaitingForInsertComplete:
case EState::GettingStart:
ClearPreview(true);
break;
case EState::GettingEnd:
// Keep the first preview point.
ClearPreview(false);
PreviewPoints.SetNum(1);
PreviewEdges.Reset();
}
}
FInputRayHit UPolyEditInsertEdgeActivity::IsHitByClick(const FInputDeviceRay& ClickPos)
{
FInputRayHit Hit;
// Early out if the activity is not running.
if (!bIsRunning)
{
return Hit; // Hit.bHit is false
}
switch (ToolState)
{
case EState::WaitingForInsertComplete:
break; // Keep hit invalid
// Same requirement for the other two cases: the click should go on an edge
case EState::GettingStart:
case EState::GettingEnd:
{
FVector3d RayPoint;
if (TopologyHitTest(ClickPos.WorldRay, RayPoint))
{
Hit = FInputRayHit(ClickPos.WorldRay.GetParameter((FVector)RayPoint));
}
break;
}
}
return Hit;
}
void UPolyEditInsertEdgeActivity::OnClicked(const FInputDeviceRay& ClickPos)
{
using namespace PolyEditInsertEdgeActivityLocals;
switch (ToolState)
{
case EState::WaitingForInsertComplete:
break; // Do nothing
case EState::GettingStart:
{
// Update start variables and switch state if successful
FVector3d PreviewPoint;
if (GetHoveredItem(ClickPos.WorldRay, StartPoint, StartTopologyID, bStartIsCorner, PreviewPoint))
{
PreviewPoints.Reset();
PreviewPoints.Add(PreviewPoint);
ToolState = EState::GettingEnd;
ParentTool->GetToolManager()->BeginUndoTransaction(PolyEditInsertEdgeActivityLocals::GroupEdgeStartTransactionName);
ParentTool->GetToolManager()->EmitObjectChange(this, MakeUnique<FGroupEdgeInsertionFirstPointChange>(CurrentChangeStamp),
PolyEditInsertEdgeActivityLocals::GroupEdgeStartTransactionName);
ParentTool->GetToolManager()->EndUndoTransaction();
}
break;
}
case EState::GettingEnd:
{
// Don't update the end variables right away so that we can check if they actually changed (they
// won't when we snap to the same corner as before).
FVector3d PreviewPoint;
FGroupEdgeInserter::FGroupEdgeSplitPoint SnappedPoint;
int32 PointTopologyID, GroupID, BoundaryIndex;
bool bPointIsCorner;
if (GetHoveredItem(ClickPos.WorldRay, SnappedPoint, PointTopologyID, bPointIsCorner, PreviewPoint))
{
// See if the point is not on the same vertex/edge but is on the same boundary
if (!(SnappedPoint.bIsVertex == StartPoint.bIsVertex && SnappedPoint.ElementID == StartPoint.ElementID)
&& GetSharedBoundary(*ActivityContext->CurrentTopology, StartPoint, StartTopologyID, bStartIsCorner,
SnappedPoint, PointTopologyID, bPointIsCorner, GroupID, BoundaryIndex))
{
ConditionallyUpdatePreview(SnappedPoint, PointTopologyID, bPointIsCorner, GroupID, BoundaryIndex);
ToolState = EState::WaitingForInsertComplete;
}
else
{
ClearPreview(false);
}
}
LastEndPointWorldRay = ClickPos.WorldRay;
break;
}
}
}
bool UPolyEditInsertEdgeActivity::TopologyHitTest(const FRay& WorldRay,
FVector3d& RayPositionOut, FRay3d* LocalRayOut)
{
FRay3d LocalRay((FVector3d)TargetTransform.InverseTransformPosition(WorldRay.Origin),
(FVector3d)TargetTransform.InverseTransformVector(WorldRay.Direction), false);
if (LocalRayOut)
{
*LocalRayOut = LocalRay;
}
FGroupTopologySelection Selection;
FVector3d Position, Normal;
TopologySelectorSettings.bHitBackFaces = ActivityContext->SelectionMechanic->Properties->bHitBackFaces;
if (TopologySelector->FindSelectedElement(TopologySelectorSettings,
LocalRay, Selection, Position, Normal))
{
RayPositionOut = TargetTransform.TransformPosition(Position);
return true;
}
return false;
}
bool UPolyEditInsertEdgeActivity::GetHoveredItem(const FRay& WorldRay,
FGroupEdgeInserter::FGroupEdgeSplitPoint& PointOut,
int32& TopologyElementIDOut, bool& bIsCornerOut, FVector3d& PositionOut,
FRay3d* LocalRayOut)
{
TopologyElementIDOut = FDynamicMesh3::InvalidID;
PointOut.ElementID = FDynamicMesh3::InvalidID;
// Cast the ray to see what we hit.
FRay3d LocalRay((FVector3d)TargetTransform.InverseTransformPosition(WorldRay.Origin),
(FVector3d)TargetTransform.InverseTransformVector(WorldRay.Direction), false);
if (LocalRayOut)
{
*LocalRayOut = LocalRay;
}
FGroupTopologySelection Selection;
FVector3d Position, Normal;
int32 EdgeSegmentID;
TopologySelectorSettings.bHitBackFaces = ActivityContext->SelectionMechanic->Properties->bHitBackFaces;
if (!TopologySelector->FindSelectedElement(
TopologySelectorSettings, LocalRay, Selection, Position, Normal, &EdgeSegmentID))
{
return false; // Didn't hit anything
}
else if (Selection.SelectedCornerIDs.Num() > 0)
{
// Point is a corner
TopologyElementIDOut = Selection.GetASelectedCornerID();
bIsCornerOut = true;
PointOut.bIsVertex = true;
PointOut.ElementID = ActivityContext->CurrentTopology->GetCornerVertexID(TopologyElementIDOut);
// We can't initialize the tangent yet because the tangent of a corner will
// depend on which boundary it is a part of.
PositionOut = ActivityContext->CurrentMesh->GetVertex(PointOut.ElementID);
}
else
{
// Point is an edge. We'll need to calculate the t value and some other things.
check(Selection.SelectedEdgeIDs.Num() > 0);
TopologyElementIDOut = Selection.GetASelectedEdgeID();
bIsCornerOut = false;
const FGroupTopology::FGroupEdge& GroupEdge = ActivityContext->CurrentTopology->Edges[TopologyElementIDOut];
int32 Eid = GroupEdge.Span.Edges[EdgeSegmentID];
int32 StartVid = GroupEdge.Span.Vertices[EdgeSegmentID];
int32 EndVid = GroupEdge.Span.Vertices[EdgeSegmentID + 1];
FVector3d StartVert = ActivityContext->CurrentMesh->GetVertex(StartVid);
FVector3d EndVert = ActivityContext->CurrentMesh->GetVertex(EndVid);
FVector3d EdgeVector = EndVert - StartVert;
double EdgeLength = EdgeVector.Length();
check(EdgeLength > 0);
PointOut.Tangent = EdgeVector / EdgeLength;
FRay EdgeRay((FVector)StartVert, (FVector)PointOut.Tangent, true);
float DistDownEdge = EdgeRay.GetParameter((FVector)Position);
// See if the point is at a vertex in the group edge span.
if (DistDownEdge <= Settings->VertexTolerance)
{
PointOut.bIsVertex = true;
PointOut.ElementID = StartVid;
PositionOut = StartVert;
if (EdgeSegmentID > 0)
{
// Average with previous normalized edge vector
PointOut.Tangent +=
UE::Geometry::Normalized(StartVert - ActivityContext->CurrentMesh->GetVertex(GroupEdge.Span.Vertices[EdgeSegmentID - 1]));
UE::Geometry::Normalize(PointOut.Tangent);
}
}
else if (abs(DistDownEdge - EdgeLength) <= Settings->VertexTolerance)
{
PointOut.bIsVertex = true;
PointOut.ElementID = EndVid;
PositionOut = EndVert;
if (EdgeSegmentID + 2 < GroupEdge.Span.Vertices.Num())
{
PointOut.Tangent += UE::Geometry::Normalized(
ActivityContext->CurrentMesh->GetVertex(GroupEdge.Span.Vertices[EdgeSegmentID + 2]) - EndVert);
UE::Geometry::Normalize(PointOut.Tangent);
}
}
else
{
PointOut.bIsVertex = false;
PointOut.ElementID = Eid;
PointOut.EdgeTValue = DistDownEdge / EdgeLength;
PositionOut = (FVector3d)EdgeRay.PointAt(DistDownEdge);
if (ActivityContext->CurrentMesh->GetEdgeV(Eid).A != StartVid)
{
PointOut.EdgeTValue = 1 - PointOut.EdgeTValue;
}
}
}
return true;
}
void UPolyEditInsertEdgeActivity::GetCornerTangent(int32 CornerID, int32 GroupID, int32 BoundaryIndex, FVector3d& TangentOut)
{
TangentOut = FVector3d::Zero();
int32 CornerVid = ActivityContext->CurrentTopology->GetCornerVertexID(CornerID);
check(CornerVid != FDynamicMesh3::InvalidID);
const FGroupTopology::FGroup* Group = ActivityContext->CurrentTopology->FindGroupByID(GroupID);
check(Group && BoundaryIndex >= 0 && BoundaryIndex < Group->Boundaries.Num());
const FGroupTopology::FGroupBoundary& Boundary = Group->Boundaries[BoundaryIndex];
TArray<FVector3d> AdjacentPoints;
for (int32 GroupEdgeID : Boundary.GroupEdges)
{
TArray<int32> Vertices = ActivityContext->CurrentTopology->Edges[GroupEdgeID].Span.Vertices;
if (Vertices[0] == CornerVid)
{
AdjacentPoints.Add(ActivityContext->CurrentMesh->GetVertex(Vertices[1]));
}
else if (Vertices.Last() == CornerVid)
{
AdjacentPoints.Add(ActivityContext->CurrentMesh->GetVertex(Vertices[Vertices.Num()-2]));
}
}
check(AdjacentPoints.Num() == 2);
FVector3d CornerPosition = ActivityContext->CurrentMesh->GetVertex(CornerVid);
TangentOut = UE::Geometry::Normalized(CornerPosition - AdjacentPoints[0]);
TangentOut += UE::Geometry::Normalized(AdjacentPoints[1] - CornerPosition);
UE::Geometry::Normalize(TangentOut);
}
bool PolyEditInsertEdgeActivityLocals::GetSharedBoundary(const FGroupTopology& Topology,
const FGroupEdgeInserter::FGroupEdgeSplitPoint& StartPoint, int32 StartTopologyID, bool bStartIsCorner,
const FGroupEdgeInserter::FGroupEdgeSplitPoint& EndPoint, int32 EndTopologyID, bool bEndIsCorner,
int32& GroupIDOut, int32& BoundaryIndexOut)
{
// The start and endpoints could be on the same boundary of multiple groups at
// the same time, and sometimes we won't be able to resolve the ambiguity
// (one example is a sphere split into two equal groups, but could even happen
// with more than two groups when endpoints are corners).
// Sometimes there are things we can do to eliminate some contenders- the best
// approach is probably trying to do a plane cut for all of the options and
// removing those that fail. However, it's worth noting that such issues won't
// arise in the standard application of this tool for low-poly modeling, where
// groups are planar, so it's not worth the bother.
// Instead, we'll just take one of the results arbitrarily, though we will try to
// take one that has a single boundary (this will prefer a cylinder cap over
// a cylinder side).
// TODO: The code would be simpler if we didn't even want to do that filtering- we'd
// just return the first result we found. Should we consider doing that?
GroupIDOut = FDynamicMesh3::InvalidID;
BoundaryIndexOut = FDynamicMesh3::InvalidID;
TArray<TPair<int32, int32>> CandidateGroupIDsAndBoundaryIndices;
if (bStartIsCorner)
{
// Go through all neighboring groups and their boundaries to find a shared one.
const FGroupTopology::FCorner& StartCorner = Topology.Corners[StartTopologyID];
for (int32 GroupID : StartCorner.NeighbourGroupIDs)
{
const FGroupTopology::FGroup* Group = Topology.FindGroupByID(GroupID);
for (int32 i = 0; i < Group->Boundaries.Num(); ++i)
{
const FGroupTopology::FGroupBoundary& Boundary = Group->Boundaries[i];
if (DoesBoundaryContainPoint(Topology, Boundary, EndTopologyID, bEndIsCorner)
&& DoesBoundaryContainPoint(Topology, Boundary, StartTopologyID, bStartIsCorner))
{
CandidateGroupIDsAndBoundaryIndices.Emplace(GroupID, i);
break; // Can't share more than one boundary in the same group
}
}
}
}
else
{
// Start is on an edge, so there are fewer boundaries to look through.
const FGroupTopology::FGroupEdge& GroupEdge = Topology.Edges[StartTopologyID];
const FGroupTopology::FGroup* Group = Topology.FindGroupByID(GroupEdge.Groups.A);
for (int32 i = 0; i < Group->Boundaries.Num(); ++i)
{
const FGroupTopology::FGroupBoundary& Boundary = Group->Boundaries[i];
if (DoesBoundaryContainPoint(Topology, Boundary, EndTopologyID, bEndIsCorner)
&& DoesBoundaryContainPoint(Topology, Boundary, StartTopologyID, bStartIsCorner))
{
CandidateGroupIDsAndBoundaryIndices.Emplace(GroupEdge.Groups.A, i);
break;
}
}
if (GroupEdge.Groups.B != FDynamicMesh3::InvalidID)
{
Group = Topology.FindGroupByID(GroupEdge.Groups.B);
for (int32 i = 0; i < Group->Boundaries.Num(); ++i)
{
const FGroupTopology::FGroupBoundary& Boundary = Group->Boundaries[i];
if (DoesBoundaryContainPoint(Topology, Boundary, EndTopologyID, bEndIsCorner)
&& DoesBoundaryContainPoint(Topology, Boundary, StartTopologyID, bStartIsCorner))
{
CandidateGroupIDsAndBoundaryIndices.Emplace(GroupEdge.Groups.B, i);
break;
}
}
}
}
if (CandidateGroupIDsAndBoundaryIndices.Num() == 0)
{
return false;
}
// Prefer a result that has a single boundary if there are multiple.
if (CandidateGroupIDsAndBoundaryIndices.Num() > 1)
{
for (const TPair<int32, int32>& GroupIDBoundaryIdxPair : CandidateGroupIDsAndBoundaryIndices)
{
if (Topology.FindGroupByID(GroupIDBoundaryIdxPair.Key)->Boundaries.Num() == 1)
{
GroupIDOut = GroupIDBoundaryIdxPair.Key;
BoundaryIndexOut = 0;
return true;
}
}
}
GroupIDOut = CandidateGroupIDsAndBoundaryIndices[0].Key;
BoundaryIndexOut = CandidateGroupIDsAndBoundaryIndices[0].Value;
return true;
}
bool PolyEditInsertEdgeActivityLocals::DoesBoundaryContainPoint(const FGroupTopology& Topology,
const FGroupTopology::FGroupBoundary& Boundary, int32 PointTopologyID, bool bPointIsCorner)
{
for (int32 GroupEdgeID : Boundary.GroupEdges)
{
if (!bPointIsCorner && GroupEdgeID == PointTopologyID)
{
return true;
}
const FGroupTopology::FGroupEdge& GroupEdge = Topology.Edges[GroupEdgeID];
if (bPointIsCorner && (GroupEdge.EndpointCorners.A == PointTopologyID
|| GroupEdge.EndpointCorners.B == PointTopologyID))
{
return true;
}
}
return false;
}
void FGroupEdgeInsertionFirstPointChange::Revert(UObject* Object)
{
UPolyEditInsertEdgeActivity* Activity = Cast<UPolyEditInsertEdgeActivity>(Object);
check(Activity->ToolState == UPolyEditInsertEdgeActivity::EState::GettingEnd
|| Activity->ToolState == UPolyEditInsertEdgeActivity::EState::WaitingForInsertComplete);
Activity->ToolState = UPolyEditInsertEdgeActivity::EState::GettingStart;
Activity->ClearPreview(true);
bHaveDoneUndo = true;
}
#undef LOCTEXT_NAMESPACE