Files
UnrealEngine/Engine/Source/Editor/MergeActors/Private/MeshApproximationTool/MeshApproximationTool.cpp
2025-05-18 13:04:45 +08:00

305 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MeshApproximationTool/MeshApproximationTool.h"
#include "Misc/Paths.h"
#include "Misc/FeedbackContext.h"
#include "Modules/ModuleManager.h"
#include "UObject/Package.h"
#include "Misc/PackageName.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "GameFramework/Actor.h"
#include "Components/StaticMeshComponent.h"
#include "Components/InstancedStaticMeshComponent.h"
#include "Components/SplineMeshComponent.h"
#include "Engine/StaticMeshActor.h"
#include "Materials/Material.h"
#include "Engine/Selection.h"
#include "Editor.h"
#include "Misc/MessageDialog.h"
#include "MeshApproximationTool/SMeshApproximationDialog.h"
#include "MeshUtilities.h"
#include "MaterialUtilities.h"
#include "IContentBrowserSingleton.h"
#include "ContentBrowserModule.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "IMeshReductionInterfaces.h"
#include "IMeshMergeUtilities.h"
#include "MeshMergeModule.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "AssetToolsModule.h"
#include "ObjectTools.h"
#include "Algo/ForEach.h"
#include "Algo/Transform.h"
#include "IGeometryProcessingInterfacesModule.h"
#include "GeometryProcessingInterfaces/ApproximateActors.h"
#include "SMeshApproximationDialog.h"
#define LOCTEXT_NAMESPACE "MeshApproximationTool"
bool UMeshApproximationSettingsObject::bInitialized = false;
UMeshApproximationSettingsObject* UMeshApproximationSettingsObject::DefaultSettings = nullptr;
FMeshApproximationTool::FMeshApproximationTool()
{
SettingsObject = UMeshApproximationSettingsObject::Get();
}
FMeshApproximationTool::~FMeshApproximationTool()
{
UMeshApproximationSettingsObject::Destroy();
SettingsObject = nullptr;
}
TSharedRef<SWidget> FMeshApproximationTool::GetWidget()
{
SAssignNew(ProxyDialog, SMeshApproximationDialog, this);
return ProxyDialog.ToSharedRef();
}
FName FMeshApproximationTool::GetIconName() const
{
return "MergeActors.Approximate";
}
FText FMeshApproximationTool::GetToolNameText() const
{
return LOCTEXT("MeshApproximationToolName", "Approximate");
}
FText FMeshApproximationTool::GetTooltipText() const
{
return LOCTEXT("MeshApproximationToolTooltip", "Merge source actors meshes and perform an approximation pass. Will generate a single static mesh with baked textures.");
}
FString FMeshApproximationTool::GetDefaultPackageName() const
{
FString PackageName;
USelection* SelectedActors = GEditor->GetSelectedActors();
// Iterate through selected actors and find first static mesh asset
// Use this static mesh path as destination package name for a merged mesh
for (FSelectionIterator Iter(*SelectedActors); Iter; ++Iter)
{
AActor* Actor = Cast<AActor>(*Iter);
if (Actor)
{
TInlineComponentArray<UStaticMeshComponent*> SMComponets;
Actor->GetComponents(SMComponets);
for (UStaticMeshComponent* Component : SMComponets)
{
if (Component->GetStaticMesh())
{
PackageName = FPackageName::GetLongPackagePath(Component->GetStaticMesh()->GetOutermost()->GetName());
PackageName += FString(TEXT("/APPROX_")) + Component->GetStaticMesh()->GetName();
break;
}
}
}
if (!PackageName.IsEmpty())
{
break;
}
}
if (PackageName.IsEmpty())
{
PackageName = FPackageName::FilenameToLongPackageName(FPaths::ProjectContentDir() + TEXT("APPROX"));
PackageName = MakeUniqueObjectName(NULL, UPackage::StaticClass(), *PackageName).ToString();
}
return PackageName;
}
const TArray<TSharedPtr<FMergeComponentData>>& FMeshApproximationTool::GetSelectedComponentsInWidget() const
{
return ProxyDialog->GetSelectedComponents();
}
static void ReplaceSourceActorsByApproximationMeshes(TArray<UObject*>& NewAssetsToSync, ULevel* Level, TArray<AActor*>& Actors)
{
UStaticMesh* MergedMesh = nullptr;
if (NewAssetsToSync.FindItemByClass(&MergedMesh))
{
Level->Modify();
UWorld* World = Level->OwningWorld;
FActorSpawnParameters Params;
Params.OverrideLevel = Level;
FRotator MergedActorRotation(ForceInit);
// The pivot of the merged mesh is always at the origin
FVector MergedActorLocation(0, 0, 0);
AStaticMeshActor* MergedActor = World->SpawnActor<AStaticMeshActor>(MergedActorLocation, MergedActorRotation, Params);
MergedActor->GetStaticMeshComponent()->SetStaticMesh(MergedMesh);
MergedActor->SetActorLabel(MergedMesh->GetName());
World->UpdateCullDistanceVolumes(MergedActor, MergedActor->GetStaticMeshComponent());
GEditor->SelectNone(true, true);
GEditor->SelectActor(MergedActor, true, true);
// Remove source actors
for (AActor* Actor : Actors)
{
Actor->Destroy();
}
}
}
bool FMeshApproximationTool::RunMerge(const FString& PackageName, const TArray<TSharedPtr<FMergeComponentData>>& SelectedComponents)
{
TArray<AActor*> Actors;
TArray<ULevel*> UniqueLevels;
TArray<UObject*> AssetsToSync;
BuildActorsListFromMergeComponentsData(SelectedComponents, Actors, bReplaceSourceActors ? &UniqueLevels : nullptr);
// This restriction is only for replacement of selected actors with merged mesh actor
if (UniqueLevels.Num() > 1 && bReplaceSourceActors)
{
FText Message = NSLOCTEXT("UnrealEd", "FailedToMergeActorsSublevels_Msg", "The selected actors should be in the same level");
const FText Title = NSLOCTEXT("UnrealEd", "FailedToMergeActors_Title", "Unable to merge actors");
FMessageDialog::Open(EAppMsgType::Ok, Message, Title);
return false;
}
const FMeshApproximationSettings& UseSettings = SettingsObject->Settings;
IGeometryProcessingInterfacesModule& GeomProcInterfaces = FModuleManager::Get().LoadModuleChecked<IGeometryProcessingInterfacesModule>("GeometryProcessingInterfaces");
IGeometryProcessing_ApproximateActors* ApproxActorsAPI = GeomProcInterfaces.GetApproximateActorsImplementation();
//
// Construct options for ApproximateActors operation
//
IGeometryProcessing_ApproximateActors::FOptions Options = ApproxActorsAPI->ConstructOptions(UseSettings);
TArray<UPrimitiveComponent*> PrimitiveComponents;
auto IsValidPrimitiveComponent = [](const TSharedPtr<FMergeComponentData>& Component) { return Component.IsValid() && Component.Get()->bShouldIncorporate; };
auto GetPrimitiveComponent = [](const TSharedPtr<FMergeComponentData>& Component) { return Component.Get()->PrimComponent.Get(); };
Algo::TransformIf(SelectedComponents, PrimitiveComponents, IsValidPrimitiveComponent, GetPrimitiveComponent);
// Compute texel density if needed, depending on the TextureSizingType setting
if (UseSettings.MaterialSettings.ResolveTexelDensity(PrimitiveComponents, Options.MeshTexelDensity))
{
Options.TextureSizePolicy = IGeometryProcessing_ApproximateActors::ETextureSizePolicy::TexelDensity;
}
// Use temp packages - Needed to allow proper replacement of existing assets (performed below)
const FString NewAssetNamePrefix(TEXT("NEWASSET_"));
FString PackagePath = FPackageName::GetLongPackagePath(PackageName);
FString AssetName = FPackageName::GetLongPackageAssetName(PackageName);
Options.BasePackagePath = PackagePath / NewAssetNamePrefix + AssetName;
// Extracting static mesh components from the selected mesh components in the dialog
IGeometryProcessing_ApproximateActors::FInput Input;
for (const TSharedPtr<FMergeComponentData>& SelectedComponent : SelectedComponents)
{
// Determine whether or not this component should be incorporated according the user settings
if (SelectedComponent->bShouldIncorporate && SelectedComponent->PrimComponent.IsValid())
{
if (UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(SelectedComponent->PrimComponent.Get()))
{
if (StaticMeshComponent->GetStaticMesh() != nullptr)
{
Input.Components.Add(StaticMeshComponent);
}
}
}
}
// Run actor approximation computation
IGeometryProcessing_ApproximateActors::FResults Results;
ApproxActorsAPI->ApproximateActors(Input, Options, Results);
auto ProcessNewAsset = [&PackagePath, &NewAssetNamePrefix](UObject* NewAsset)
{
// Move asset out of the temp package and into its final package
{
FString AssetName = NewAsset->GetName();
AssetName.RemoveFromStart(NewAssetNamePrefix);
FString TargetPackageName = FPaths::Combine(PackagePath, AssetName);
UPackage* TargetPackage = CreatePackage(*TargetPackageName);
TargetPackage->FullyLoad();
// Remplace existing asset
UObject* AssetToReplace = StaticFindObjectFast(UObject::StaticClass(), TargetPackage, *AssetName);
if (AssetToReplace)
{
// Replace references
TArray<UObject*> ObjectsToReplace(&AssetToReplace, 1);
ObjectTools::ForceReplaceReferences(NewAsset, ObjectsToReplace);
// Move the previous asset to the transient package
AssetToReplace->Rename(nullptr, GetTransientPackage(), REN_DontCreateRedirectors | REN_NonTransactional);
}
UPackage* TempPackage = NewAsset->GetPackage();
// Rename the asset to its final destination
NewAsset->Rename(*AssetName, TargetPackage, REN_DontCreateRedirectors | REN_NonTransactional);
check(NewAsset->HasAllFlags(RF_Public | RF_Standalone));
// Clean up flags on the temp package. It is not useful anymore.
TempPackage->ClearDirtyFlag();
TempPackage->SetFlags(RF_Transient);
TempPackage->ClearFlags(RF_Public | RF_Standalone);
}
// Notify Asset Browser about new Assets
FAssetRegistryModule::AssetCreated(NewAsset);
};
if (Results.ResultCode != IGeometryProcessing_ApproximateActors::EResultCode::Success)
{
FText Message;
FText Title = LOCTEXT("ApproximateActorsFailed_Title", "Failed to merge actors");
switch (Results.ResultCode)
{
case IGeometryProcessing_ApproximateActors::EResultCode::MeshGenerationFailed:
Message = LOCTEXT("ApproximateActors_MeshGeneratedFailed", "Mesh generation failed. Please review the merge settings and look for additional errors in the console log.");
break;
case IGeometryProcessing_ApproximateActors::EResultCode::MaterialGenerationFailed:
Message = LOCTEXT("ApproximateActors_MaterialGenerationFailed", "Material generation failed. Please review the merge settings and look for additional errors in the console log.");
break;
case IGeometryProcessing_ApproximateActors::EResultCode::UnknownError:
Message = LOCTEXT("ApproximateActors_UnknownError", "Unknown merge error. Please review the merge settings and look for additional errors in the console log.");
break;
}
FMessageDialog::Open(EAppMsgType::Ok, Message, Title);
return false;
}
Algo::ForEach(Results.NewMeshAssets, ProcessNewAsset);
Algo::ForEach(Results.NewMaterials, ProcessNewAsset);
Algo::ForEach(Results.NewTextures, ProcessNewAsset);
if (ensure(Results.NewMeshAssets.Num() == 1))
{
TArray<UObject*> NewAssetsToSync;
NewAssetsToSync.Add(Results.NewMeshAssets[0]);
if (bReplaceSourceActors && UniqueLevels[0])
{
ReplaceSourceActorsByApproximationMeshes(NewAssetsToSync, UniqueLevels[0], Actors);
}
}
return true;
}
#undef LOCTEXT_NAMESPACE