Files
UnrealEngine/Engine/Source/Runtime/StaticMeshDescription/Private/StaticMeshDescription.cpp
2025-05-18 13:04:45 +08:00

147 lines
5.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StaticMeshDescription.h"
#include "StaticMeshAttributes.h"
#include "StaticMeshOperations.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StaticMeshDescription)
void UStaticMeshDescription::RegisterAttributes()
{
RequiredAttributes = MakeUnique<FStaticMeshAttributes>(GetMeshDescription());
RequiredAttributes->Register();
}
FVector2D UStaticMeshDescription::GetVertexInstanceUV(FVertexInstanceID VertexInstanceID, int32 UVIndex) const
{
if (!GetMeshDescription().IsVertexInstanceValid(VertexInstanceID))
{
UE_LOG(LogMeshDescription, Warning, TEXT("GetVertexInstanceUV: VertexInstanceID %d doesn't exist."), VertexInstanceID.GetValue());
return FVector2D::ZeroVector;
}
if (!GetMeshDescription().VertexInstanceAttributes().HasAttribute(MeshAttribute::VertexInstance::TextureCoordinate))
{
UE_LOG(LogMeshDescription, Warning, TEXT("GetVertexInstanceUV: VertexInstanceAttribute TextureCoordinate doesn't exist."));
return FVector2D::ZeroVector;
}
return (FVector2D)GetMeshDescription().VertexInstanceAttributes().GetAttribute<FVector2f>(VertexInstanceID, MeshAttribute::VertexInstance::TextureCoordinate, UVIndex);
}
void UStaticMeshDescription::SetVertexInstanceUV(FVertexInstanceID VertexInstanceID, FVector2D UV, int32 UVIndex)
{
if (!GetMeshDescription().IsVertexInstanceValid(VertexInstanceID))
{
UE_LOG(LogMeshDescription, Warning, TEXT("SetVertexInstanceUV: VertexInstanceID %d doesn't exist."), VertexInstanceID.GetValue());
return;
}
if (!GetMeshDescription().VertexInstanceAttributes().HasAttribute(MeshAttribute::VertexInstance::TextureCoordinate))
{
UE_LOG(LogMeshDescription, Warning, TEXT("SetVertexInstanceUV: VertexInstanceAttribute TextureCoordinate doesn't exist."));
return;
}
GetMeshDescription().VertexInstanceAttributes().SetAttribute(VertexInstanceID, MeshAttribute::VertexInstance::TextureCoordinate, UVIndex, FVector2f(UV));
}
void UStaticMeshDescription::SetPolygonGroupMaterialSlotName(FPolygonGroupID PolygonGroupID, const FName& SlotName)
{
if (!GetMeshDescription().IsPolygonGroupValid(PolygonGroupID))
{
UE_LOG(LogMeshDescription, Warning, TEXT("SetPolygonGroupMaterialSlotName: PolygonGroupID %d doesn't exist."), PolygonGroupID.GetValue());
return;
}
if (!GetMeshDescription().PolygonGroupAttributes().HasAttribute(MeshAttribute::PolygonGroup::ImportedMaterialSlotName))
{
UE_LOG(LogMeshDescription, Warning, TEXT("SetPolygonGroupMaterialSlotName: PolygonGroupAttribute ImportedMaterialSlotName doesn't exist."));
return;
}
GetMeshDescription().PolygonGroupAttributes().SetAttribute(PolygonGroupID, MeshAttribute::PolygonGroup::ImportedMaterialSlotName, 0, SlotName);
}
void UStaticMeshDescription::CreateCube(FVector Center, FVector HalfExtents, FPolygonGroupID PolygonGroup,
FPolygonID& PolygonID_PlusX,
FPolygonID& PolygonID_MinusX,
FPolygonID& PolygonID_PlusY,
FPolygonID& PolygonID_MinusY,
FPolygonID& PolygonID_PlusZ,
FPolygonID& PolygonID_MinusZ)
{
FMeshDescription& MeshDescription = GetMeshDescription();
TVertexAttributesRef<FVector3f> Positions = GetVertexPositions();
FVertexID VertexIDs[8];
MeshDescription.ReserveNewVertices(8);
for (int32 Index = 0; Index < 8; ++Index)
{
VertexIDs[Index] = MeshDescription.CreateVertex();
}
const FVector3f CenterPlusHalfExtent(Center + HalfExtents); //LWC_TODO: Precision loss
Positions[VertexIDs[0]] = CenterPlusHalfExtent * FVector3f( 1.0f, -1.0f, 1.0f);
Positions[VertexIDs[1]] = CenterPlusHalfExtent * FVector3f( 1.0f, 1.0f, 1.0f);
Positions[VertexIDs[2]] = CenterPlusHalfExtent * FVector3f(-1.0f, 1.0f, 1.0f);
Positions[VertexIDs[3]] = CenterPlusHalfExtent * FVector3f(-1.0f, -1.0f, 1.0f);
Positions[VertexIDs[4]] = CenterPlusHalfExtent * FVector3f(-1.0f, 1.0f, -1.0f);
Positions[VertexIDs[5]] = CenterPlusHalfExtent * FVector3f(-1.0f, -1.0f, -1.0f);
Positions[VertexIDs[6]] = CenterPlusHalfExtent * FVector3f( 1.0f, -1.0f, -1.0f);
Positions[VertexIDs[7]] = CenterPlusHalfExtent * FVector3f( 1.0f, 1.0f, -1.0f);
auto MakePolygon = [this, &MeshDescription, &VertexIDs, PolygonGroup](int32 P0, int32 P1, int32 P2, int32 P3) -> FPolygonID
{
FVertexInstanceID VertexInstanceIDs[4];
VertexInstanceIDs[0] = MeshDescription.CreateVertexInstance(VertexIDs[P0]);
VertexInstanceIDs[1] = MeshDescription.CreateVertexInstance(VertexIDs[P1]);
VertexInstanceIDs[2] = MeshDescription.CreateVertexInstance(VertexIDs[P2]);
VertexInstanceIDs[3] = MeshDescription.CreateVertexInstance(VertexIDs[P3]);
TVertexInstanceAttributesRef<FVector2f> UVs = GetVertexInstanceUVs();
UVs[VertexInstanceIDs[0]] = FVector2f(0.0f, 0.0f);
UVs[VertexInstanceIDs[1]] = FVector2f(1.0f, 0.0f);
UVs[VertexInstanceIDs[2]] = FVector2f(1.0f, 1.0f);
UVs[VertexInstanceIDs[3]] = FVector2f(0.0f, 1.0f);
TVertexInstanceAttributesRef<FVector4f> Colors = GetVertexInstanceColors();
Colors[VertexInstanceIDs[0]] = (FVector4f)FLinearColor::Red;
Colors[VertexInstanceIDs[1]] = (FVector4f)FLinearColor::Green;
Colors[VertexInstanceIDs[2]] = (FVector4f)FLinearColor::Blue;
Colors[VertexInstanceIDs[3]] = (FVector4f)FLinearColor::White;
TArray<FEdgeID> EdgeIDs;
EdgeIDs.Reserve(4);
FPolygonID PolygonID = MeshDescription.CreatePolygon(PolygonGroup, VertexInstanceIDs, &EdgeIDs);
for (FEdgeID EdgeID : EdgeIDs)
{
GetEdgeHardnesses()[EdgeID] = true;
}
return PolygonID;
};
PolygonID_PlusX = MakePolygon(0, 1, 7, 6);
PolygonID_MinusX = MakePolygon(2, 3, 5, 4);
PolygonID_PlusY = MakePolygon(1, 2, 4, 7);
PolygonID_MinusY = MakePolygon(3, 0, 6, 5);
PolygonID_PlusZ = MakePolygon(1, 0, 3, 2);
PolygonID_MinusZ = MakePolygon(6, 7, 4, 5);
FStaticMeshOperations::ComputeTriangleTangentsAndNormals(MeshDescription);
FStaticMeshOperations::ComputeTangentsAndNormals(MeshDescription, EComputeNTBsFlags::Normals | EComputeNTBsFlags::Tangents);
}