230 lines
7.9 KiB
C++
230 lines
7.9 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 "UObject/NoExportTypes.h"
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#include "BaseTools/MultiSelectionMeshEditingTool.h"
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#include "MeshOpPreviewHelpers.h"
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#include "CleaningOps/RemoveOccludedTrianglesOp.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "MeshAdapter.h"
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#include "BaseTools/SingleClickTool.h"
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#include "PropertySets/PolygroupLayersProperties.h"
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#include "RemoveOccludedTrianglesTool.generated.h"
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#define UE_API MESHMODELINGTOOLS_API
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PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
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class URemoveOccludedTrianglesTool;
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/**
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*
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*/
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UCLASS(MinimalAPI)
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class URemoveOccludedTrianglesToolBuilder : public UMultiSelectionMeshEditingToolBuilder
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{
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GENERATED_BODY()
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public:
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UE_API virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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};
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// these UIMode enums are versions of the enums in Operations/RemoveOccludedTriangles.h, w/ some removed & some renamed to be more user friendly
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UENUM()
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enum class EOcclusionTriangleSamplingUIMode : uint8
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{
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/** Test for occlusion at vertices */
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Vertices,
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/** Test for occlusion at vertices and triangle centroids */
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VerticesAndCentroids
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//~ currently do not expose centroid-only option; it almost always looks bad
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};
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UENUM()
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enum class EOcclusionCalculationUIMode : uint8
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{
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//~ GeneralizedWindingNumber maps to using fast winding number approximation
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/** Test for occlusion by a 3D 'Winding Number' test (Note: Allows internal 'air pockets' to be considered 'not occluded') */
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GeneralizedWindingNumber,
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/** Test for occlusion by casting rays against the mesh */
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RaycastOcclusionSamples
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};
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UENUM()
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enum class EOccludedAction : uint8
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{
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Remove,
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SetNewGroup
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};
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/**
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* Standard properties
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*/
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UCLASS(MinimalAPI)
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class URemoveOccludedTrianglesToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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UE_API URemoveOccludedTrianglesToolProperties();
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/** The method for deciding whether a triangle is occluded */
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UPROPERTY(EditAnywhere, Category = OcclusionCalculation)
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EOcclusionCalculationUIMode OcclusionTestMethod = EOcclusionCalculationUIMode::GeneralizedWindingNumber;
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/** Where to sample triangles to test occlusion */
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UPROPERTY(EditAnywhere, Category = OcclusionCalculation)
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EOcclusionTriangleSamplingUIMode TriangleSampling = EOcclusionTriangleSamplingUIMode::VerticesAndCentroids;
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/** The winding isovalue for GeneralizedWindingNumber mode */
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UPROPERTY(EditAnywhere, Category = OcclusionCalculation, meta = (UIMin = "-1", UIMax = "1", ClampMin = "-2", ClampMax = "2", EditCondition = "OcclusionTestMethod==EOcclusionCalculationUIMode::GeneralizedWindingNumber"))
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double WindingIsoValue = 0.5;
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/** For raycast-based occlusion tests, optionally add random ray direction to increase the accuracy of the visibility sampling */
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UPROPERTY(EditAnywhere, Category = OcclusionCalculation, meta = (UIMin = "0", UIMax = "100", ClampMin = "0", ClampMax = "1000", EditCondition = "OcclusionTestMethod==EOcclusionCalculationUIMode::RaycastOcclusionSamples"))
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int AddRandomRays = 0;
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/** Optionally add random samples to each triangle (in addition to those from TriangleSampling) to increase the accuracy of the visibility sampling */
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UPROPERTY(EditAnywhere, Category = OcclusionCalculation, meta = (UIMin = "0", UIMax = "100", ClampMin = "0", ClampMax = "1000"))
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int AddTriangleSamples = 0;
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/** If false, when multiple meshes are selected the meshes can occlude each other. When true, we process each selected mesh independently and only consider self-occlusions. */
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UPROPERTY(EditAnywhere, Category = OcclusionCalculation)
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bool bOnlySelfOcclude = false;
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/** Shrink (erode) the boundary of the set of triangles to remove. */
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UPROPERTY(EditAnywhere, Category = OcclusionCalculation, meta = (UIMin = "0", ClampMin = "0", Delta = 1, LinearDeltaSensitivity = 1))
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int ShrinkRemoval = 0;
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UPROPERTY(EditAnywhere, Category = RemoveIslands, meta = (UIMin = "0", ClampMin = "0", Delta = 0.5, LinearDeltaSensitivity = 1))
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double MinAreaIsland = 0;
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UPROPERTY(EditAnywhere, Category = RemoveIslands, meta = (UIMin = "0", ClampMin = "0", Delta = 1, LinearDeltaSensitivity = 1))
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int MinTriCountIsland = 0;
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/** What action to perform on occluded triangles */
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UPROPERTY(EditAnywhere, Category = Action)
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EOccludedAction Action = EOccludedAction::Remove;
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};
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/**
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* Advanced properties
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*/
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UCLASS(MinimalAPI)
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class URemoveOccludedTrianglesAdvancedProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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UE_API URemoveOccludedTrianglesAdvancedProperties();
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/** Amount to numerically 'nudge' occlusion sample query points away from the surface (to avoid e.g. all occlusion sample rays hitting the source triangle) */
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// probably not actually a good idea to expose this to the user
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//UPROPERTY(EditAnywhere, Category = NormalsTopology, meta = (UIMin = "0.000000001", UIMax = ".0001", ClampMin = "0.0", ClampMax = "0.01"))
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double NormalOffset = FMathd::ZeroTolerance;
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};
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/**
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* Factory with enough info to spawn the background-thread Operator to do a chunk of work for the tool
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* stores a pointer to the tool and enough info to know which specific operator it should spawn
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*/
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UCLASS(MinimalAPI)
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class URemoveOccludedTrianglesOperatorFactory : public UObject, public UE::Geometry::IDynamicMeshOperatorFactory
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{
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GENERATED_BODY()
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public:
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// IDynamicMeshOperatorFactory API
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UE_API virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
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UPROPERTY()
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TObjectPtr<URemoveOccludedTrianglesTool> Tool;
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int PreviewIdx;
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};
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/**
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* Simple Mesh Normal Updating Tool
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*/
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UCLASS(MinimalAPI)
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class URemoveOccludedTrianglesTool : public UMultiSelectionMeshEditingTool
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{
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GENERATED_BODY()
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public:
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friend URemoveOccludedTrianglesOperatorFactory;
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UE_API URemoveOccludedTrianglesTool();
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UE_API virtual void Setup() override;
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UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
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UE_API virtual void OnTick(float DeltaTime) override;
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virtual bool HasCancel() const override { return true; }
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virtual bool HasAccept() const override { return true; }
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UE_API virtual bool CanAccept() const override;
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#if WITH_EDITOR
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UE_API virtual void PostEditChangeProperty(FPropertyChangedEvent &PropertyChangedEvent) override;
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#endif
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UE_API virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
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protected:
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UPROPERTY()
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TObjectPtr<URemoveOccludedTrianglesToolProperties> BasicProperties;
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UPROPERTY()
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TObjectPtr<UPolygroupLayersProperties> PolygroupLayersProperties;
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UPROPERTY()
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TObjectPtr<URemoveOccludedTrianglesAdvancedProperties> AdvancedProperties;
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UPROPERTY()
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TArray<TObjectPtr<UMeshOpPreviewWithBackgroundCompute>> Previews;
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// When multiple meshes in the selection correspond to the same asset, only one needs a PreviewWithBackgroundCompute
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// all others just get a plain PreviewMesh copy that is updated via OnMeshUpdated broadcast from the source Preview
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UPROPERTY()
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TArray<TObjectPtr<UPreviewMesh>> PreviewCopies;
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protected:
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TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> OriginalDynamicMeshes;
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// AABB trees and winding trees for every mesh target, with repeated instances as pointers to the same data
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TArray<TSharedPtr<UE::Geometry::FDynamicMeshAABBTree3, ESPMode::ThreadSafe>> OccluderTrees;
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TArray<TSharedPtr<UE::Geometry::TFastWindingTree<FDynamicMesh3>, ESPMode::ThreadSafe>> OccluderWindings;
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TArray<UE::Geometry::FTransformSRT3d> OccluderTransforms;
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TArray<TArray<int32>> PreviewToCopyIdx;
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TArray<int32> PreviewToTargetIdx;
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TArray<int32> TargetToPreviewIdx;
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// Group IDs for occluded triangles, per mesh in the Previews array, if OccludedAction is SetNewGroup
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TArray<int32> OccludedGroupIDs;
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// Selected layer indices for Group IDs, per mesh in the Previews array
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TArray<int32> OccludedGroupLayers;
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FViewCameraState CameraState;
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UE_API void SetupPreviews();
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UE_API void MakePolygroupLayerProperties();
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UE_API void GenerateAsset(const TArray<FDynamicMeshOpResult>& Results);
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};
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#undef UE_API
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