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

95 lines
3.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RemeshMeshTool.h"
#include "ToolBuilderUtil.h"
#include "ProjectToTargetTool.generated.h"
#define UE_API MESHMODELINGTOOLS_API
/**
* Determine if/how we can build UProjectToTargetTool. It requires two selected mesh components.
*/
UCLASS(MinimalAPI)
class UProjectToTargetToolBuilder : public UMultiSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
UE_API virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
UE_API virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
};
/**
* Subclass URemeshMeshToolProperties just so we can set default values for some properties. Setting these values in the
* Setup function of UProjectToTargetTool turns out to be tricky to achieve with the property cache.
*/
UCLASS(MinimalAPI)
class UProjectToTargetToolProperties : public URemeshMeshToolProperties
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = ProjectionSpace)
bool bWorldSpace = true;
UPROPERTY(EditAnywhere, Category = Remeshing)
bool bParallel = true;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow", UIMin = "0", UIMax = "100", ClampMin = "0", ClampMax = "100"))
int FaceProjectionPassesPerRemeshIteration = 1;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow", UIMin = "0", UIMax = "1.0", ClampMin = "0", ClampMax = "10.0"))
float SurfaceProjectionSpeed = 0.2f;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow", UIMin = "0", UIMax = "1.0", ClampMin = "0", ClampMax = "10.0"))
float NormalAlignmentSpeed = 0.2f;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow"))
bool bSmoothInFillAreas = true;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow && bSmoothInFillAreas", UIMin = "0", UIMax = "1.0", ClampMin = "0", ClampMax = "10.0"))
float FillAreaDistanceMultiplier = 0.25f;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow && bSmoothInFillAreas", UIMin = "0", UIMax = "1.0", ClampMin = "0", ClampMax = "10.0"))
float FillAreaSmoothMultiplier = 0.25f;
UProjectToTargetToolProperties()
: URemeshMeshToolProperties()
{
bPreserveSharpEdges = false;
RemeshType = ERemeshType::NormalFlow;
}
};
/**
* Project one mesh surface onto another, while undergoing remeshing. Subclass of URemeshMeshTool to avoid duplication.
*/
UCLASS(MinimalAPI)
class UProjectToTargetTool : public URemeshMeshTool
{
GENERATED_BODY()
public:
UProjectToTargetTool(const FObjectInitializer& ObjectInitializer) :
Super(ObjectInitializer.SetDefaultSubobjectClass<UProjectToTargetToolProperties>(TEXT("RemeshProperties")))
{}
UE_API virtual void Setup() override;
UE_API virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
private:
TUniquePtr<UE::Geometry::FDynamicMesh3> ProjectionTarget;
TUniquePtr<UE::Geometry::FDynamicMeshAABBTree3> ProjectionTargetSpatial;
};
#undef UE_API