// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "GeometryCollection/ManagedArrayCollection.h" class FGeometryCollection; class FGeometryCollectionClusteringUtility { public: /** * Creates a cluster in the node hierarchy by re-parenting the Selected Bones off a new node in the hierarchy * It makes more sense to think that the Selected Bones are all at the same level in the hierarchy however * it will re-parent multiple levels at the InsertAtIndex location bone * * e.g. if you have a flat chunk hierarchy after performing Voronoi fracturing * L0 Root * | * ---------- * | | | | * L1 A B C D * * Cluster A & B at insertion point A, results in * L0 Root * | * ---------- * | | | * L1 E C D * | * ---- * | | * L2 A B * * Node E has no geometry of its own, only a transform by which to control A & B as a single unit * * @return Index of the New Node */ static CHAOS_API int32 ClusterBonesUnderNewNode(FGeometryCollection* GeometryCollection, const int32 InsertAtIndex, const TArray& SelectedBones, bool CalcNewLocalTransform, bool Validate = true); // Same as ClusterBonesUnderNewNode, but specify the parent of the new node instead of a sibling static CHAOS_API int32 ClusterBonesUnderNewNodeWithParent(FGeometryCollection* GeometryCollection, const int32 ParentOfNewNode, const TArray& SelectedBones, bool CalcNewLocalTransform, bool Validate = true); /** Cluster all existing bones under a new root node, so there is now only one root node and a completely flat hierarchy underneath it */ static CHAOS_API void ClusterAllBonesUnderNewRoot(FGeometryCollection* GeometryCollection, FName RootName = NAME_None, bool bUpdateChildBoneNames = true); /** Cluster all source bones under an existing node, algorithm chooses best node to add to 'closest to root' */ static CHAOS_API void ClusterBonesUnderExistingNode(FGeometryCollection* GeometryCollection, const TArray& SourceElements); /** Cluster all source bones under an existing node, existing node is specifiedas MergeNode */ static CHAOS_API void ClusterBonesUnderExistingNode(FGeometryCollection* GeometryCollection, int32 MergeNode, const TArray& SourceElements); /** Clusters using one of ClusterBonesUnderNewNode or ClusterBonesUnderExistingNode based on the context of what is being clustered */ static CHAOS_API void ClusterBonesByContext(FGeometryCollection* GeometryCollection, int32 MergeNode, const TArray& SourceElementsIn); /** Returns true if bone hierarchy contains more than one root node */ static CHAOS_API bool ContainsMultipleRootBones(FGeometryCollection* GeometryCollection); /** Finds the root bone in the hierarchy, the one with an invalid parent bone index */ static CHAOS_API void GetRootBones(const FGeometryCollection* GeometryCollection, TArray& RootBonesOut); /** Return true if the specified bone is a root bone */ static CHAOS_API bool IsARootBone(const FGeometryCollection* GeometryCollection, int32 InBone); /** Finds all Bones in same cluster as the one specified */ static CHAOS_API void GetClusteredBonesWithCommonParent(const FGeometryCollection* GeometryCollection, int32 SourceBone, TArray& BonesOut); /** Get list of all bones above the specified hierarchy level */ static CHAOS_API void GetBonesToLevel(const FGeometryCollection* GeometryCollection, int32 Level, TArray& BonesOut, bool bOnlyClusteredOrRigid = true, bool bSkipFiltered = true); /** Get list of child bones down from the source bone below the specified hierarchy level */ static CHAOS_API void GetChildBonesFromLevel(const FGeometryCollection* GeometryCollection, int32 SourceBone, int32 Level, TArray& BonesOut); /** Get list of child bones down from the source bone at the specified hierarchy level */ static CHAOS_API void GetChildBonesAtLevel(const FGeometryCollection* GeometryCollection, int32 SourceBone, int32 Level, TArray& BonesOut); /** Recursively Add all children to output bone list from source bone down to the leaf nodes */ static CHAOS_API void RecursiveAddAllChildren(const TManagedArray>& Children, int32 SourceBone, TArray& BonesOut); /** * Search hierarchy for the parent of the specified bone, where the parent exists at the given level in the hierarchy. * If bSkipFiltered, also skip to parents of any rigid/embedded nodes that will be filtered from the outliner. */ static CHAOS_API int32 GetParentOfBoneAtSpecifiedLevel(const FGeometryCollection* GeometryCollection, int32 SourceBone, int32 Level, bool bSkipFiltered = false); /** * Maintains the bone naming convention of * Root "Name" * Level 1 "Name_001", "Name_0002", ... * Level 2 children of "Name_0001" are "Name_0001_0001", "Name_0001_0002",.. etc * from the given bone index down through the hierarchy to the leaf nodes */ static CHAOS_API void RecursivelyUpdateChildBoneNames(int32 BoneIndex, const TManagedArray>& Children, TManagedArray& BoneNames, bool OverrideBoneNames = false); /** Recursively update the hierarchy level of all the children below this bone */ static CHAOS_API void UpdateHierarchyLevelOfChildren(FGeometryCollection* GeometryCollection, int32 ParentElement); static CHAOS_API void UpdateHierarchyLevelOfChildren(FManagedArrayCollection& InCollection, int32 ParentElement); /** Collapse hierarchy at specified level */ static CHAOS_API void CollapseLevelHierarchy(int8 Level, FGeometryCollection* GeometryCollection); /** Collapse hierarchy of selected bones at specified level */ static CHAOS_API void CollapseSelectedHierarchy(int8 Level, const TArray& SelectedBones, FGeometryCollection* GeometryCollection); /** reparent source bones under root bone */ static CHAOS_API void ClusterBonesUnderExistingRoot(FGeometryCollection* GeometryCollection, const TArray& SourceElements); /** moved the selected bones closer to the root */ static CHAOS_API void CollapseHierarchyOneLevel(FGeometryCollection* GeometryCollection, TArray& SourceElements); /** return true of Test Node exists on tree branch specified by TreeElement Node*/ static CHAOS_API bool NodeExistsOnThisBranch(const FGeometryCollection* GeometryCollection, int32 TestNode, int32 TreeElement); /** Rename a bone node, will automatically update all child node names if requested (current default) */ static CHAOS_API void RenameBone(FGeometryCollection* GeometryCollection, int32 BoneIndex, const FString& NewName, bool UpdateChildren = true); /** return an array of all child leaf nodes below the specified node. If bOnlyRigids is true, the first Rigid node dound is considered a leaf, regardless of an children it might have. */ static CHAOS_API void GetLeafBones(const FManagedArrayCollection* GeometryCollection, int BoneIndex, bool bOnlyRigids, TArray& LeafBonesOut); /** move the selected node up a level in direction of root */ static CHAOS_API void MoveUpOneHierarchyLevel(FGeometryCollection* GeometryCollection, const TArray& SelectedBones); /** Find the lowest common ancestor index of currently selected nodes. Returns INDEX_NODE if there is no common ancestor. */ static CHAOS_API int32 FindLowestCommonAncestor(const FManagedArrayCollection* GeometryCollection, const TArray& SelectedBones); /** Delete any cluster nodes discovered to have no children. Returns true if any nodes were removed. */ static CHAOS_API bool RemoveDanglingClusters(FGeometryCollection* GeometryCollection); /** Simplify the geometry collection by removing cluster nodes w/ a parent and only one child, re-parenting the child to its grand-parent. Returns true if any nodes were removed. */ static CHAOS_API bool RemoveClustersOfOnlyOneChild(FGeometryCollection* GeometryCollection); static CHAOS_API void ValidateResults(FGeometryCollection* GeometryCollection); static CHAOS_API int32 PickBestNodeToMergeTo(const FManagedArrayCollection* Collection, const TArray& SourceElements); private: // #todo: intend to remove reliance on custom attributes for slider by making use of Rest/Dynamic collections static void ResetSliderTransforms(TManagedArray& ExplodedTransforms, TManagedArray& Transforms); static void RecursivelyUpdateHierarchyLevelOfChildren(TManagedArray& Levels, const TManagedArray>& Children, int32 ParentElement); static int32 FindLowestCommonAncestor(const FManagedArrayCollection* GeometryCollection, int32 N0, int32 N1); };