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

166 lines
5.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseTools/SingleSelectionMeshEditingTool.h"
#include "PreviewMesh.h"
#include "ModelingOperators.h"
#include "MeshOpPreviewHelpers.h"
#include "BaseTools/SingleTargetWithSelectionTool.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/DynamicMeshAABBTree3.h"
#include "DynamicMesh/MeshSharingUtil.h"
#include "WeldMeshEdgesTool.generated.h"
#define UE_API MESHMODELINGTOOLS_API
// predeclarations
struct FMeshDescription;
class UMeshElementsVisualizer;
class UWeldMeshEdgesTool;
class FWeldMeshEdgesOp;
/**
*
*/
UCLASS(MinimalAPI)
class UWeldMeshEdgesToolBuilder : public USingleTargetWithSelectionToolBuilder
{
GENERATED_BODY()
public:
UE_API virtual USingleTargetWithSelectionTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
virtual bool RequiresInputSelection() const override { return false; };
};
UENUM()
enum class EWeldMeshEdgesAttributeUIMode : uint8
{
/** Do not weld split-attributes*/
None,
/** Apply attribute welding only along the current mesh welds */
OnWeldedMeshEdgesOnly,
/** Apply attribute welding to all split-attributes */
OnFullMesh
};
UCLASS(MinimalAPI)
class UWeldMeshEdgesToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Edges are considered matching if both pairs of endpoint vertices are closer than this distance */
UPROPERTY(EditAnywhere, Category = Options, meta = (UIMin = "0.000001", UIMax = "0.01", ClampMin = "0.00000001", ClampMax = "1000.0"))
float Tolerance = FMathf::ZeroTolerance;
/** Only merge unambiguous pairs that have unique duplicate-edge matches */
UPROPERTY(EditAnywhere, Category = Options)
bool bOnlyUnique = false;
/** If enabled, after an initial attempt at Welding, attempt to resolve remaining open edges in T-junction configurations via edge splits, and then retry Weld */
UPROPERTY(EditAnywhere, Category = Options)
bool bResolveTJunctions = false;
/** If enabled, will split bowtie vertices before welding. This can in some cases enable more edges to be successfully welded */
UPROPERTY(EditAnywhere, Category = Options)
bool bSplitBowties = true;
/** Initial number of open boundary edges */
UPROPERTY(VisibleAnywhere, Category = Statistics)
int32 InitialEdges;
/** Number of remaining open boundary edges */
UPROPERTY(VisibleAnywhere, Category = Statistics)
int32 RemainingEdges;
/** Controls split-attribute welding performed after the Mesh weld. Applies to normals, tangents, UVs and colors. */
UPROPERTY(EditAnywhere, Category = Options, meta = (DisplayName = "Split-Attribute Welding"))
EWeldMeshEdgesAttributeUIMode AttrWeldingMode = EWeldMeshEdgesAttributeUIMode::OnWeldedMeshEdgesOnly;
/** Threshold on the angle between normals used to determine if split normals should be merged*/
UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "AttrWeldingMode != EWeldMeshEdgesAttributeUIMode::None", UIMin = "0.0", UIMax = "180.0", ClampMin = "0.0", ClampMax = "180.0", DisplayName="Normal Angle Threshold"))
float SplitNormalThreshold = 0.1f;
/** Threshold on the angle between tangent used to determine if split tangents should be merged*/
UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "AttrWeldingMode != EWeldMeshEdgesAttributeUIMode::None", UIMin = "0.0", UIMax = "180.0", ClampMin = "0.0", ClampMax = "180.0", DisplayName="Tangent Angle Threshold"))
float SplitTangentsThreshold = 0.1f;
/** Threshold uv-distance used to determine if split UVs should be merged */
UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "AttrWeldingMode != EWeldMeshEdgesAttributeUIMode::None", UIMin = "0" , DisplayName = "UV Distance Threshold"))
float SplitUVThreshold = 0.01f;
/** Threshold color-distance used to determine if split colors should be merged */
UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "AttrWeldingMode != EWeldMeshEdgesAttributeUIMode::None", UIMin = "0", DisplayName = "Color Distance Threshold"))
float SplitColorThreshold = 0.01f;
};
UCLASS(MinimalAPI)
class UWeldMeshEdgesOperatorFactory : public UObject, public UE::Geometry::IDynamicMeshOperatorFactory
{
GENERATED_BODY()
public:
// IDynamicMeshOperatorFactory API
UE_API virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
UPROPERTY()
TObjectPtr<UWeldMeshEdgesTool> WeldMeshEdgesTool;
};
/**
* Mesh Weld Edges Tool
*/
UCLASS(MinimalAPI)
class UWeldMeshEdgesTool : public USingleTargetWithSelectionTool
{
GENERATED_BODY()
public:
UE_API UWeldMeshEdgesTool();
UE_API virtual void Setup() override;
UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
UE_API virtual void OnTick(float DeltaTime) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
UE_API virtual bool CanAccept() const override;
// update parameters in FWeldMeshEdgesOp based on current Settings
UE_API void UpdateOpParameters(FWeldMeshEdgesOp& Op) const;
protected:
UPROPERTY()
TObjectPtr<UWeldMeshEdgesToolProperties> Settings;
UPROPERTY()
TObjectPtr<UMeshOpPreviewWithBackgroundCompute> PreviewCompute = nullptr;
UPROPERTY()
TObjectPtr<UMeshElementsVisualizer> MeshElementsDisplay = nullptr;
UPROPERTY()
TObjectPtr<UWeldMeshEdgesOperatorFactory> OperatorFactory;
protected:
TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe> SourceMesh;
// If there is an active selection, SelectedEdges will be initialized
TSet<int32> SelectedEdges;
};
#undef UE_API