157 lines
4.6 KiB
C++
157 lines
4.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "BaseTools/BaseMeshProcessingTool.h"
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#include "PropertySets/WeightMapSetProperties.h"
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#include "OffsetMeshTool.generated.h"
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#define UE_API MESHMODELINGTOOLS_API
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UENUM()
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enum class EOffsetMeshToolOffsetType : uint8
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{
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/** Iterative Offsetting with N iterations */
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Iterative UMETA(DisplayName = "Iterative"),
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/** Implicit Offsetting, produces smoother output and does a better job at preserving UVs, but can be very slow on large meshes */
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Implicit UMETA(DisplayName = "Implicit")
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};
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/** Base properties of Offset */
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UCLASS(MinimalAPI)
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class UOffsetMeshToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Type of Offsetting to apply */
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UPROPERTY(EditAnywhere, Category = Offset)
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EOffsetMeshToolOffsetType OffsetType = EOffsetMeshToolOffsetType::Iterative;
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/** Offset Distance in World Units */
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UPROPERTY(EditAnywhere, Category = Offset, meta = (UIMin = "-100.0", UIMax = "100.0", ClampMin = "-10000.0", ClampMax = "100000.0"))
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float Distance = 1.0f;
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/** If true, create a thickened shell, instead of only moving the input vertices */
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UPROPERTY(EditAnywhere, Category = Offset, meta = (EditCondition = "OffsetType == EOffsetMeshToolOffsetType::Iterative") )
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bool bCreateShell = false;
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};
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UCLASS(MinimalAPI)
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class UOffsetWeightMapSetProperties : public UWeightMapSetProperties
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{
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GENERATED_BODY()
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public:
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/** Minimum Offset Distance in World Units, for Weight Map values of zero (clamped to Distance) */
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UPROPERTY(EditAnywhere, Category = WeightMap, meta = (UIMin = "-100.0", UIMax = "100.0", ClampMin = "-10000.0", ClampMax = "100000.0", DisplayPriority = 5))
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float MinDistance = 1.0f;
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};
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/** Properties for Iterative Offsetting */
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UCLASS(MinimalAPI)
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class UIterativeOffsetProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Number of Offsetting iterations */
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UPROPERTY(EditAnywhere, Category = IterativeOffsetOptions, meta = (UIMin = "1", UIMax = "100", ClampMin = "0", ClampMax = "1000"))
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int32 Steps = 10;
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/** Control whether the boundary is allowed to move */
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UPROPERTY(EditAnywhere, Category = IterativeOffsetOptions)
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bool bOffsetBoundaries = true;
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/** Amount of smoothing applied per Offset step */
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UPROPERTY(EditAnywhere, Category = IterativeOffsetOptions, meta = (UIMin = "0.0", UIMax = "1.0", ClampMin = "0.0", ClampMax = "1.0"))
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float SmoothingPerStep = 0.0f;
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/** Reproject smooth vertices onto non-smoothed Offset Surface at each step (expensive but better-preserves uniform distance) */
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UPROPERTY(EditAnywhere, Category = IterativeOffsetOptions, meta = (UIMin = "0.0", UIMax = "1.0", ClampMin = "0.0", ClampMax = "1.0", EditCondition="SmoothingPerStep > 0"))
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bool bReprojectSmooth = false;
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};
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/** Properties for Implicit Offsetting */
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UCLASS(MinimalAPI)
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class UImplicitOffsetProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** How tightly we should constrain the constrained implicit offset to the explicit offset */
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UPROPERTY(EditAnywhere, Category = ImplicitOffsettingOptions, meta = (UIMin = "0.0", UIMax = "1.0", ClampMin = "0.0", ClampMax = "100.0"))
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float Smoothness = 0.2f;
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/** If this is false, triangles will be reshaped to be more regular, which will distort UVs */
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UPROPERTY(EditAnywhere, Category = ImplicitOffsettingOptions)
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bool bPreserveUVs = true;
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};
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/**
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* Mesh Offsetting Tool
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*/
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UCLASS(MinimalAPI)
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class UOffsetMeshTool : public UBaseMeshProcessingTool
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{
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GENERATED_BODY()
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public:
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UE_API UOffsetMeshTool();
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UE_API virtual void InitializeProperties() override;
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UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
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UE_API virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
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virtual bool RequiresInitialVtxNormals() const { return true; }
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virtual bool RequiresInitialBoundaryLoops() const { return true; }
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UE_API virtual bool HasMeshTopologyChanged() const override;
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UE_API virtual FText GetToolMessageString() const override;
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UE_API virtual FText GetAcceptTransactionName() const override;
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protected:
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UPROPERTY()
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TObjectPtr<UOffsetMeshToolProperties> OffsetProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UIterativeOffsetProperties> IterativeProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UImplicitOffsetProperties> ImplicitProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UOffsetWeightMapSetProperties> WeightMapProperties = nullptr;
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};
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/**
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*
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*/
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UCLASS(MinimalAPI)
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class UOffsetMeshToolBuilder : public UBaseMeshProcessingToolBuilder
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{
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GENERATED_BODY()
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public:
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UE_API virtual USingleTargetWithSelectionTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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};
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#undef UE_API
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