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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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33 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Physics/SetCollisionGeometryTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
#include "DynamicMesh/MeshTransforms.h"
#include "DynamicMeshEditor.h"
#include "Selections/MeshConnectedComponents.h"
#include "Selections/GeometrySelectionUtil.h"
#include "Selection/GeometrySelectionVisualization.h"
#include "Selection/StoredMeshSelectionUtil.h"
#include "PropertySets/GeometrySelectionVisualizationProperties.h"
#include "GroupTopology.h"
#include "DynamicSubmesh3.h"
#include "Polygroups/PolygroupUtil.h"
#include "Util/ColorConstants.h"
#include "ShapeApproximation/ShapeDetection3.h"
#include "ShapeApproximation/MeshSimpleShapeApproximation.h"
#include "Physics/CollisionGeometryVisualization.h"
#include "Physics/ComponentCollisionUtil.h"
// physics data
#include "Components/StaticMeshComponent.h"
#include "Engine/StaticMesh.h"
#include "PhysicsEngine/BodySetup.h"
#include "Async/ParallelFor.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
#include "UObject/UObjectIterator.h"
#include "ModelingToolTargetUtil.h"
#include "Drawing/PreviewGeometryActor.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SetCollisionGeometryTool)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "USetCollisionGeometryTool"
/*
* Operators
*/
class FPhysicsCollectionOp : public TGenericDataOperator<FPhysicsDataCollection>
{
public:
TSharedPtr<FPhysicsDataCollection, ESPMode::ThreadSafe> InitialCollision;
TSharedPtr<TArray<FPhysicsDataCollection>, ESPMode::ThreadSafe> OtherInputsCollision;
FTransformSequence3d TargetInverseTransform;
TSharedPtr<TArray<FTransform3d>, ESPMode::ThreadSafe> OtherInputsTransforms; // null if not using world space
TUniquePtr<FMeshSimpleShapeApproximation> UseShapeGenerator;
// Note: UseShapeGenerator holds raw pointers to these meshes, so we keep the array of shared pointers to prevent them from getting deleted while the op runs
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>> ActiveInputMeshes;
ECollisionGeometryType ComputeType;
bool bUseMaxCount;
bool bRemoveContained;
bool bAppendToExisting;
bool bMergeCollisionShapes;
bool bUseNegativeSpaceInMerge;
EProjectedHullAxis SweepAxis;
int32 MaxCount;
int32 MergeAboveCount;
// Begin TGenericDataOperator interface
virtual void CalculateResult(FProgressCancel* Progress) override
{
check(UseShapeGenerator.IsValid());
check(InitialCollision.IsValid());
// calculate new collision
TUniquePtr<FPhysicsDataCollection> NewCollision = MakeUnique<FPhysicsDataCollection>();
NewCollision->InitializeFromExisting(*InitialCollision);
if (bAppendToExisting)
{
NewCollision->CopyGeometryFromExisting(*InitialCollision);
}
switch (ComputeType)
{
case ECollisionGeometryType::Empty:
break;
case ECollisionGeometryType::CopyFromInputs:
if (ensure(OtherInputsCollision))
{
if (OtherInputsTransforms)
{
for (int32 i = 0; i < OtherInputsCollision->Num(); ++i)
{
const FPhysicsDataCollection& Collision = (*OtherInputsCollision)[i];
if (!ensure(i < OtherInputsTransforms->Num()))
{
break;
}
FTransformSequence3d TransformStack;
TransformStack.Append((*OtherInputsTransforms)[i]);
TransformStack.Append(TargetInverseTransform);
NewCollision->Geometry.Append(Collision.Geometry, TransformStack);
}
}
else
{
for (const FPhysicsDataCollection& Collision : *OtherInputsCollision)
{
NewCollision->Geometry.Append(Collision.Geometry);
}
}
}
break;
case ECollisionGeometryType::AlignedBoxes:
UseShapeGenerator->Generate_AlignedBoxes(NewCollision->Geometry);
break;
case ECollisionGeometryType::OrientedBoxes:
UseShapeGenerator->Generate_OrientedBoxes(NewCollision->Geometry);
break;
case ECollisionGeometryType::MinimalSpheres:
UseShapeGenerator->Generate_MinimalSpheres(NewCollision->Geometry);
break;
case ECollisionGeometryType::Capsules:
UseShapeGenerator->Generate_Capsules(NewCollision->Geometry);
break;
case ECollisionGeometryType::ConvexHulls:
UseShapeGenerator->Generate_ConvexHulls(NewCollision->Geometry);
break;
case ECollisionGeometryType::ConvexDecompositions:
UseShapeGenerator->Generate_ConvexHullDecompositions(NewCollision->Geometry);
break;
case ECollisionGeometryType::SweptHulls:
UseShapeGenerator->Generate_ProjectedHulls(NewCollision->Geometry,
(FMeshSimpleShapeApproximation::EProjectedHullAxisMode)(int32)SweepAxis);
break;
case ECollisionGeometryType::LevelSets:
UseShapeGenerator->Generate_LevelSets(NewCollision->Geometry);
break;
case ECollisionGeometryType::MinVolume:
UseShapeGenerator->Generate_MinVolume(NewCollision->Geometry);
break;
}
if (!NewCollision)
{
ensure(false);
return;
}
if (bRemoveContained)
{
NewCollision->Geometry.RemoveContainedGeometry();
}
if (bMergeCollisionShapes)
{
FSimpleShapeSet3d::FMergeShapesSettings Settings;
Settings.bMergeShapesProtectNegativeSpace = bUseNegativeSpaceInMerge;
// Take the UseShapeGenerator negative space settings (same as we use for convex decomposition negative space)
Settings.bIgnoreInternalNegativeSpace = UseShapeGenerator->bIgnoreInternalNegativeSpace;
Settings.NegativeSpaceMinRadius = UseShapeGenerator->NegativeSpaceMinRadius;
Settings.NegativeSpaceTolerance = UseShapeGenerator->NegativeSpaceTolerance;
NewCollision->Geometry.MergeShapes(MergeAboveCount, Settings);
}
if (bUseMaxCount)
{
NewCollision->Geometry.FilterByVolume(MaxCount);
}
NewCollision->CopyGeometryToAggregate();
SetResult(MoveTemp(NewCollision));
}
// End TGenericDataOperator interface
};
const FToolTargetTypeRequirements& USetCollisionGeometryToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMeshDescriptionProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass()
});
return TypeRequirements;
}
bool USetCollisionGeometryToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
UActorComponent* LastValidTarget = nullptr;
SceneState.TargetManager->EnumerateSelectedAndTargetableComponents(SceneState, GetTargetRequirements(),
[&](UActorComponent* Component) { LastValidTarget = Component; });
if (LastValidTarget != nullptr)
{
return (Cast<UStaticMeshComponent>(LastValidTarget) != nullptr) ||
(Cast<UDynamicMeshComponent>(LastValidTarget) != nullptr);
}
return false;
}
void USetCollisionGeometryToolBuilder::InitializeNewTool(UMultiSelectionMeshEditingTool* Tool, const FToolBuilderState& SceneState) const
{
const TArray<TObjectPtr<UToolTarget>> Targets = SceneState.TargetManager->BuildAllSelectedTargetable(SceneState, GetTargetRequirements());
Tool->SetTargets(Targets);
Tool->SetWorld(SceneState.World);
if (USetCollisionGeometryTool* CollisionTool = Cast<USetCollisionGeometryTool>(Tool))
{
if (Targets.Num() == 1) // Can only have a selection when there is one target
{
FGeometrySelection Selection;
if (GetCurrentGeometrySelectionForTarget(SceneState, Targets[0], Selection))
{
CollisionTool->SetGeometrySelection(MoveTemp(Selection));
}
}
}
}
UMultiSelectionMeshEditingTool* USetCollisionGeometryToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<USetCollisionGeometryTool>(SceneState.ToolManager);
}
void USetCollisionGeometryTool::Setup()
{
UInteractiveTool::Setup();
// if we have one selection, use it as the source, otherwise use all but the last selected mesh
bSourcesHidden = (Targets.Num() > 1);
if (Targets.Num() == 1)
{
SourceObjectIndices.Add(0);
}
else
{
for (int32 k = 0; k < Targets.Num() -1; ++k)
{
SourceObjectIndices.Add(k);
UE::ToolTarget::HideSourceObject(Targets[k]);
}
}
UToolTarget* CollisionTarget = Targets[Targets.Num() - 1];
OrigTargetTransform = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(CollisionTarget);
// We need an inverse transform for copying simple collision in CopyFromInputs mode. We have
// to separate out the scale since we can't represent the inverse properly just in SRT form.
FTransform OrigTransformRT = OrigTargetTransform;
OrigTransformRT.SetScale3D(FVector3d::One());
TargetInverseTransform.Append(OrigTransformRT.Inverse());
TargetInverseTransform.Append(FTransformSRT3d(FQuaterniond::Identity(), FVector3d::Zero(),
OrigTargetTransform.GetScale3D().Reciprocal()));
// The "OtherInputs" variables are only needed if we have multiple meshes selected. They
// do not include the target mesh
OtherInputsCollision = MakeShared<TArray<FPhysicsDataCollection>, ESPMode::ThreadSafe>();
OtherInputsTransforms = MakeShared<TArray<FTransform3d>, ESPMode::ThreadSafe>();
bool bHaveMultipleInputs = Targets.Num() > 1;
if (bHaveMultipleInputs)
{
// The preallocation is so we can do the initialization in the parallel for below
OtherInputsCollision->SetNum(SourceObjectIndices.Num());
OtherInputsTransforms->SetNum(SourceObjectIndices.Num());
}
// collect input meshes
InitialSourceMeshes.SetNum(SourceObjectIndices.Num());
ParallelFor(SourceObjectIndices.Num(), [&](int32 k)
{
InitialSourceMeshes[k] = UE::ToolTarget::GetDynamicMeshCopy(Targets[k]);
if (bHaveMultipleInputs)
{
(*OtherInputsCollision)[k].InitializeFromComponent(UE::ToolTarget::GetTargetComponent(Targets[k]), true);
(*OtherInputsTransforms)[k] = UE::ToolTarget::GetLocalToWorldTransform(Targets[k]);
}
});
PreviewGeom = NewObject<UPreviewGeometry>(this);
FTransform PreviewTransform = OrigTargetTransform;
TargetScale3D = PreviewTransform.GetScale3D();
PreviewTransform.SetScale3D(FVector::OneVector);
PreviewGeom->CreateInWorld(UE::ToolTarget::GetTargetActor(CollisionTarget)->GetWorld(), PreviewTransform);
// initialize initial collision object
InitialCollision = MakeShared<FPhysicsDataCollection, ESPMode::ThreadSafe>();
InitialCollision->InitializeFromComponent(UE::ToolTarget::GetTargetComponent(CollisionTarget), true);
InitialCollision->ExternalScale3D = TargetScale3D;
// create tool options
Settings = NewObject<USetCollisionGeometryToolProperties>(this);
Settings->RestoreProperties(this);
Settings->bUsingMultipleInputs = Targets.Num() > 1;
AddToolPropertySource(Settings);
Settings->WatchProperty(Settings->InputMode, [this](ESetCollisionGeometryInputMode) { OnInputModeChanged(); });
Settings->WatchProperty(Settings->GeometryType, [this](ECollisionGeometryType) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bUseWorldSpace, [this](bool) { bInputMeshesValid = false; });
Settings->WatchProperty(Settings->bAppendToExisting, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bRemoveContained, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bEnableMaxCount, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->MaxCount, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->MinThickness, [this](float) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bDetectBoxes, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bDetectSpheres, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bDetectCapsules, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bSimplifyHulls, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->HullTargetFaceCount, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->MaxHullsPerShape, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bPreSimplifyToEdgeLength, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->DecompositionTargetEdgeLength, [this](double) { InvalidateCompute(); });
Settings->WatchProperty(Settings->ConvexDecompositionSearchFactor, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->AddHullsErrorTolerance, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->MinPartThickness, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->DecompositionMethod, [this](EConvexDecompositionMethod) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bLimitHullsPerShape, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->NegativeSpaceMinRadius, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->NegativeSpaceTolerance, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bIgnoreInternalNegativeSpace, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bMergeCollisionShapes, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bUseNegativeSpaceInMerge, [this](bool) { InvalidateCompute(); });
Settings->WatchProperty(Settings->MergeAboveCount, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->HullTolerance, [this](float) { InvalidateCompute(); });
Settings->WatchProperty(Settings->SweepAxis, [this](EProjectedHullAxis) { InvalidateCompute(); });
Settings->WatchProperty(Settings->LevelSetResolution, [this](int32) { InvalidateCompute(); });
Settings->WatchProperty(Settings->bShowTargetMesh, [this](bool bNewValue)
{
UE::ToolTarget::SetSourceObjectVisible(Targets.Last(), bNewValue);
});
UE::ToolTarget::SetSourceObjectVisible(Targets.Last(), Settings->bShowTargetMesh);
PolygroupLayerProperties = NewObject<UPolygroupLayersProperties>(this);
PolygroupLayerProperties->RestoreProperties(this, TEXT("SetCollisionGeometryTool"));
if (InitialSourceMeshes.Num() == 1)
{
PolygroupLayerProperties->InitializeGroupLayers(&InitialSourceMeshes[0]);
}
else
{
TSet<FName> LayerNames;
for (int32 MeshIdx = 0; MeshIdx < InitialSourceMeshes.Num(); ++MeshIdx)
{
if (InitialSourceMeshes[MeshIdx].Attributes())
{
for (int32 k = 0; k < InitialSourceMeshes[MeshIdx].Attributes()->NumPolygroupLayers(); k++)
{
FName Name = InitialSourceMeshes[MeshIdx].Attributes()->GetPolygroupLayer(k)->GetName();
LayerNames.Add(Name);
}
}
}
PolygroupLayerProperties->InitializeGroupLayers(LayerNames);
}
PolygroupLayerProperties->WatchProperty(PolygroupLayerProperties->ActiveGroupLayer, [&](FName) { OnSelectedGroupLayerChanged(); });
AddToolPropertySource(PolygroupLayerProperties);
VizSettings = NewObject<UCollisionGeometryVisualizationProperties>(this);
VizSettings->RestoreProperties(this);
AddToolPropertySource(VizSettings);
VizSettings->Initialize(this);
VizSettings->bEnableShowCollision = false; // This tool always shows collision geometry
// add option for collision properties
CollisionProps = NewObject<UPhysicsObjectToolPropertySet>(this);
AddToolPropertySource(CollisionProps);
if (InputGeometrySelection.IsEmpty() == false)
{
GeometrySelectionVizProperties = NewObject<UGeometrySelectionVisualizationProperties>(this);
GeometrySelectionVizProperties->RestoreProperties(this);
AddToolPropertySource(GeometrySelectionVizProperties);
GeometrySelectionVizProperties->Initialize(this);
GeometrySelectionVizProperties->SelectionElementType = static_cast<EGeometrySelectionElementType>(InputGeometrySelection.ElementType);
GeometrySelectionVizProperties->SelectionTopologyType = static_cast<EGeometrySelectionTopologyType>(InputGeometrySelection.TopologyType);
// Compute group topology if the selection has Polygroup topology, and do nothing otherwise
FGroupTopology GroupTopology(&InitialSourceMeshes[0], InputGeometrySelection.TopologyType == EGeometryTopologyType::Polygroup);
FTransformSRT3d ApplyTransform(UE::ToolTarget::GetLocalToWorldTransform(CollisionTarget));
GeometrySelectionViz = NewObject<UPreviewGeometry>(this);
GeometrySelectionViz->CreateInWorld(GetTargetWorld(), ApplyTransform);
InitializeGeometrySelectionVisualization(
GeometrySelectionViz,
GeometrySelectionVizProperties,
InitialSourceMeshes[0],
InputGeometrySelection,
&GroupTopology);
}
SetToolDisplayName(LOCTEXT("ToolName", "Mesh To Collision"));
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Initialize Simple Collision geometry for a Mesh from one or more input Meshes (including itself)."),
EToolMessageLevel::UserNotification);
// Make sure we are set to precompute input meshes on first tick
bInputMeshesValid = false;
}
void USetCollisionGeometryTool::SetGeometrySelection(FGeometrySelection&& SelectionIn)
{
InputGeometrySelection = MoveTemp(SelectionIn);
}
TUniquePtr<UE::Geometry::TGenericDataOperator<FPhysicsDataCollection>> USetCollisionGeometryTool::MakeNewOperator()
{
TUniquePtr<FPhysicsCollectionOp> Op = MakeUnique<FPhysicsCollectionOp>();
Op->InitialCollision = InitialCollision;
Op->OtherInputsCollision = OtherInputsCollision;
Op->TargetInverseTransform = TargetInverseTransform;
if (Settings->bUseWorldSpace)
{
Op->OtherInputsTransforms = OtherInputsTransforms;
}
// Pick the approximator and input meshes that will be used by the op
TSharedPtr<UE::Geometry::FMeshSimpleShapeApproximation, ESPMode::ThreadSafe>* Approximator = nullptr;
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>* Inputs = nullptr;
if (Settings->InputMode == ESetCollisionGeometryInputMode::CombineAll)
{
Approximator = &CombinedInputMeshesApproximator;
Inputs = &CombinedInputMeshes;
}
else if (Settings->InputMode == ESetCollisionGeometryInputMode::PerMeshComponent)
{
Approximator = &SeparatedMeshesApproximator;
Inputs = &SeparatedInputMeshes;
}
else if (Settings->InputMode == ESetCollisionGeometryInputMode::PerMeshGroup)
{
Approximator = &PerGroupMeshesApproximator;
Inputs = &PerGroupInputMeshes;
}
else
{
Approximator = &InputMeshesApproximator;
Inputs = &InputMeshes;
}
Op->UseShapeGenerator = MakeUnique<FMeshSimpleShapeApproximation>(**Approximator);
Op->ActiveInputMeshes = *Inputs;
Op->UseShapeGenerator->bDetectSpheres = Settings->bDetectSpheres;
Op->UseShapeGenerator->bDetectBoxes = Settings->bDetectBoxes;
Op->UseShapeGenerator->bDetectCapsules = Settings->bDetectCapsules;
Op->UseShapeGenerator->MinDimension = Settings->MinThickness;
// SimplifyHulls on the shape generator controls simplification on both swept and convex hull paths, but for Swept Hulls UI we leave simplification always enabled
Op->UseShapeGenerator->bSimplifyHulls = Settings->GeometryType == ECollisionGeometryType::SweptHulls || Settings->bSimplifyHulls;
Op->UseShapeGenerator->HullTargetFaceCount = Settings->HullTargetFaceCount;
Op->UseShapeGenerator->bDecompositionPreSimplifyWithEdgeLength = Settings->bPreSimplifyToEdgeLength;
Op->UseShapeGenerator->DecompositionPreSimplifyEdgeLength = Settings->DecompositionTargetEdgeLength;
Op->UseShapeGenerator->bUseConvexDecompositionMaxPieces = Settings->bLimitHullsPerShape || Settings->DecompositionMethod != EConvexDecompositionMethod::NavigationDriven;
Op->UseShapeGenerator->ConvexDecompositionMaxPieces = Settings->MaxHullsPerShape;
Op->UseShapeGenerator->ConvexDecompositionSearchFactor = Settings->ConvexDecompositionSearchFactor;
Op->UseShapeGenerator->ConvexDecompositionErrorTolerance = Settings->AddHullsErrorTolerance;
Op->UseShapeGenerator->ConvexDecompositionMinPartThickness = Settings->MinPartThickness;
Op->UseShapeGenerator->bConvexDecompositionProtectNegativeSpace = Settings->DecompositionMethod == EConvexDecompositionMethod::NavigationDriven;
Op->UseShapeGenerator->NegativeSpaceMinRadius = Settings->NegativeSpaceMinRadius;
Op->UseShapeGenerator->NegativeSpaceTolerance = Settings->NegativeSpaceTolerance;
Op->UseShapeGenerator->bIgnoreInternalNegativeSpace = Settings->bIgnoreInternalNegativeSpace;
Op->UseShapeGenerator->HullSimplifyTolerance = Settings->HullTolerance;
Op->UseShapeGenerator->LevelSetGridResolution = Settings->LevelSetResolution;
Op->bMergeCollisionShapes = Settings->bMergeCollisionShapes;
Op->bUseNegativeSpaceInMerge = Settings->bUseNegativeSpaceInMerge;
Op->MergeAboveCount = Settings->MergeAboveCount;
Op->ComputeType = Settings->GeometryType;
Op->bAppendToExisting = Settings->bAppendToExisting;
// If we are in single-target mode, the CopyFromInputs option does not make sense because
// we don't want to let the user accidentally duplicate all the geometry if bAppendToExisting
// is true, and if it is false, the user can do the same thing with Empty and appending.
// TODO: add a way to disable this enum option in the UI.
if (Targets.Num() <= 1 && Op->ComputeType == ECollisionGeometryType::CopyFromInputs)
{
Op->ComputeType = ECollisionGeometryType::Empty;
Op->bAppendToExisting = true;
}
Op->bUseMaxCount = Settings->bEnableMaxCount;
Op->MaxCount = Settings->MaxCount;
Op->bRemoveContained = Settings->bRemoveContained;
Op->SweepAxis = Settings->SweepAxis;
return Op;
}
void USetCollisionGeometryTool::OnShutdown(EToolShutdownType ShutdownType)
{
VizSettings->SaveProperties(this);
Settings->SaveProperties(this);
if (PolygroupLayerProperties)
{
PolygroupLayerProperties->SaveProperties(this, TEXT("SetCollisionGeometryTool"));
}
PreviewGeom->Disconnect();
if (GeometrySelectionViz)
{
GeometrySelectionViz->Disconnect();
}
if (GeometrySelectionVizProperties)
{
GeometrySelectionVizProperties->SaveProperties(this);
}
// show hidden sources
if (bSourcesHidden)
{
for (int32 k : SourceObjectIndices)
{
UE::ToolTarget::ShowSourceObject(Targets[k]);
}
}
if (!Settings->bShowTargetMesh)
{
UE::ToolTarget::ShowSourceObject(Targets.Last());
}
if (Compute)
{
Compute->Shutdown();
}
if (ShutdownType == EToolShutdownType::Accept)
{
// Make sure rendering is done so that we are not changing data being used by collision drawing.
FlushRenderingCommands();
GetToolManager()->BeginUndoTransaction(LOCTEXT("UpdateCollision", "Update Collision"));
auto UpdateBodySetup = [this](UBodySetup* BodySetup)
{
// mark the BodySetup for modification. Do we need to modify the UStaticMesh??
BodySetup->Modify();
// clear existing simple collision. This will call BodySetup->InvalidatePhysicsData()
BodySetup->RemoveSimpleCollision();
// set new collision geometry
BodySetup->AggGeom = GeneratedCollision->AggGeom;
// update collision type
BodySetup->CollisionTraceFlag = (ECollisionTraceFlag)(int32)Settings->SetCollisionType;
// rebuild physics meshes
BodySetup->CreatePhysicsMeshes();
};
UPrimitiveComponent* Component = UE::ToolTarget::GetTargetComponent(Targets[Targets.Num() - 1]);
if (UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Component))
{
// code below derived from FStaticMeshEditor::DuplicateSelectedPrims(), FStaticMeshEditor::OnCollisionSphere(), and GeomFitUtils.cpp::GenerateSphylAsSimpleCollision()
TObjectPtr<UStaticMesh> StaticMesh = (StaticMeshComponent) ? StaticMeshComponent->GetStaticMesh() : nullptr;
UBodySetup* BodySetup = (StaticMesh) ? StaticMesh->GetBodySetup() : nullptr;
if (BodySetup != nullptr)
{
UpdateBodySetup(BodySetup);
StaticMesh->RecreateNavCollision();
// update physics state on all components using this StaticMesh
for (FThreadSafeObjectIterator Iter(UStaticMeshComponent::StaticClass()); Iter; ++Iter)
{
UStaticMeshComponent* SMComponent = Cast<UStaticMeshComponent>(*Iter);
if (SMComponent->GetStaticMesh() == StaticMesh)
{
if (SMComponent->IsPhysicsStateCreated())
{
SMComponent->RecreatePhysicsState();
}
// Mark the render state dirty to make sure any CollisionTraceFlag changes get picked up
SMComponent->MarkRenderStateDirty();
}
}
// do we need to do a post edit change here??
// mark static mesh as dirty so it gets resaved?
StaticMesh->MarkPackageDirty();
#if WITH_EDITORONLY_DATA
// mark the static mesh as having customized collision so it is not regenerated on reimport
StaticMesh->SetCustomizedCollision(true);
#endif // WITH_EDITORONLY_DATA
}
}
else if (UDynamicMeshComponent* DynamicMeshComponent = Cast<UDynamicMeshComponent>(Component))
{
DynamicMeshComponent->Modify();
if (UBodySetup* BodySetup = DynamicMeshComponent->GetBodySetup())
{
BodySetup->Modify();
}
DynamicMeshComponent->CollisionType = (ECollisionTraceFlag)(int32)Settings->SetCollisionType;
DynamicMeshComponent->SetSimpleCollisionShapes(GeneratedCollision->AggGeom, true);
DynamicMeshComponent->MarkRenderStateDirty();
}
// post the undo transaction
GetToolManager()->EndUndoTransaction();
}
}
void USetCollisionGeometryTool::OnTick(float DeltaTime)
{
if (bInputMeshesValid == false)
{
PrecomputeInputMeshes();
bInputMeshesValid = true;
InvalidateCompute();
}
FText DisplayMessage;
if (!Settings->bAppendToExisting && !InputGeometrySelection.IsEmpty())
{
DisplayMessage = LOCTEXT("GeometrySelectionWithoutAppendToExisting", "The tool was invoked with a selection so you may want to enable 'Append to Existing'");
}
GetToolManager()->DisplayMessage(DisplayMessage, EToolMessageLevel::UserWarning);
if (Compute)
{
Compute->Tick(DeltaTime);
if (Compute->HaveValidResult())
{
TUniquePtr<FPhysicsDataCollection> Result = Compute->Shutdown();
if (Result.IsValid())
{
GeneratedCollision = MakeShareable<FPhysicsDataCollection>(Result.Release());
VizSettings->bVisualizationDirty = true;
// update visualization
UE::PhysicsTools::InitializeCollisionGeometryVisualization(PreviewGeom, VizSettings, *GeneratedCollision);
// update property set
CollisionProps->Reset();
UE::PhysicsTools::InitializePhysicsToolObjectPropertySet(GeneratedCollision.Get(), CollisionProps);
}
}
}
UE::PhysicsTools::UpdateCollisionGeometryVisualization(PreviewGeom, VizSettings);
if (GeometrySelectionViz)
{
UpdateGeometrySelectionVisualization(GeometrySelectionViz, GeometrySelectionVizProperties);
}
}
void USetCollisionGeometryTool::InvalidateCompute()
{
if (PreviewGeom)
{
PreviewGeom->RemoveAllLineSets();
}
if (!bInputMeshesValid)
{
// InvalidateCompute() will be called again when the input meshes are valid
return;
}
if (!Compute)
{
// Initialize background compute
Compute = MakeUnique<TGenericDataBackgroundCompute<FPhysicsDataCollection>>();
Compute->Setup(this);
}
Compute->InvalidateResult();
}
void USetCollisionGeometryTool::OnInputModeChanged()
{
if (PolygroupLayerProperties != nullptr)
{
SetToolPropertySourceEnabled(PolygroupLayerProperties, Settings->InputMode == ESetCollisionGeometryInputMode::PerMeshGroup);
}
InvalidateCompute();
}
void USetCollisionGeometryTool::OnSelectedGroupLayerChanged()
{
bInputMeshesValid = false;
InvalidateCompute();
}
FPolygroupSet USetCollisionGeometryTool::GetActiveGroupLayer(const FDynamicMesh3* GroupLayersMesh)
{
if (PolygroupLayerProperties->HasSelectedPolygroup() == false)
{
return FPolygroupSet(GroupLayersMesh);
}
else
{
FName SelectedName = PolygroupLayerProperties->ActiveGroupLayer;
const FDynamicMeshPolygroupAttribute* FoundAttrib = UE::Geometry::FindPolygroupLayerByName(*GroupLayersMesh, SelectedName);
return FPolygroupSet(GroupLayersMesh, FoundAttrib);
}
}
void USetCollisionGeometryTool::InitializeDerivedMeshSet(
const TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>& FromInputMeshes,
TArray<TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>>& ToMeshes,
TFunctionRef<bool(const FDynamicMesh3* Mesh, int32 Tri0, int32 Tri1)> TrisConnectedPredicate)
{
// find connected-components on input meshes, under given connectivity predicate
TArray<TUniquePtr<FMeshConnectedComponents>> ComponentSets;
ComponentSets.SetNum(FromInputMeshes.Num());
ParallelFor(FromInputMeshes.Num(), [&](int32 k)
{
const FDynamicMesh3* Mesh = FromInputMeshes[k].Get();
ComponentSets[k] = MakeUnique<FMeshConnectedComponents>(Mesh);
ComponentSets[k]->FindConnectedTriangles(
[Mesh, &TrisConnectedPredicate](int32 Tri0, int32 Tri1)
{
return TrisConnectedPredicate(Mesh, Tri0, Tri1);
}
);
});
// Assemble a list of all the submeshes we want to compute, so we can do them all in parallel
struct FSubmeshSource
{
const FDynamicMesh3* SourceMesh;
FIndex2i ComponentIdx;
};
TArray<FSubmeshSource> AllSubmeshes;
for (int32 k = 0; k < FromInputMeshes.Num(); ++k)
{
const FDynamicMesh3* Mesh = FromInputMeshes[k].Get();
int32 NumComponents = ComponentSets[k]->Num();
for ( int32 j = 0; j < NumComponents; ++j )
{
const FMeshConnectedComponents::FComponent& Component = ComponentSets[k]->GetComponent(j);
if (Component.Indices.Num() > 1) // ignore single triangles
{
AllSubmeshes.Add(FSubmeshSource{ Mesh, FIndex2i(k,j) });
}
}
}
// compute all the submeshes
ToMeshes.Reset();
ToMeshes.SetNum(AllSubmeshes.Num());
ParallelFor(AllSubmeshes.Num(), [&](int32 k)
{
const FSubmeshSource& Source = AllSubmeshes[k];
const FMeshConnectedComponents::FComponent& Component = ComponentSets[Source.ComponentIdx.A]->GetComponent(Source.ComponentIdx.B);
FDynamicSubmesh3 Submesh(Source.SourceMesh, Component.Indices, (int32)EMeshComponents::None, false);
ToMeshes[k] = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>( MoveTemp(Submesh.GetSubmesh()) );
});
}
template<typename T>
TArray<const T*> MakeRawPointerList(const TArray<TSharedPtr<T, ESPMode::ThreadSafe>>& InputList)
{
TArray<const T*> Result;
Result.Reserve(InputList.Num());
for (const TSharedPtr<T, ESPMode::ThreadSafe>& Ptr : InputList)
{
Result.Add(Ptr.Get());
}
return MoveTemp(Result);
}
void USetCollisionGeometryTool::PrecomputeInputMeshes()
{
UToolTarget* CollisionTarget = Targets[Targets.Num() - 1];
FTransformSRT3d TargetTransform(UE::ToolTarget::GetLocalToWorldTransform(CollisionTarget));
// build input meshes.
InputMeshes.Reset();
InputMeshes.SetNum(SourceObjectIndices.Num());
if (!InputGeometrySelection.IsEmpty())
{
TSet<int> TriangleROI;
UE::Geometry::EnumerateSelectionTriangles(
InputGeometrySelection,
InitialSourceMeshes[0],
[&TriangleROI](int32 TriangleID) { TriangleROI.Add(TriangleID); });
// We dont discard attributes in the Submesh, we need them when building per-group input meshes
FDynamicSubmesh3 Submesh(&InitialSourceMeshes[0], TriangleROI.Array());
InputMeshes[0] = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>(MoveTemp(Submesh.GetSubmesh()));
}
else
{
bool bCanDiscardAttributes = (PolygroupLayerProperties->HasSelectedPolygroup() == false);
ParallelFor(SourceObjectIndices.Num(), [this, &TargetTransform, bCanDiscardAttributes](int32 k)
{
FDynamicMesh3 SourceMesh = InitialSourceMeshes[k];
if (Settings->bUseWorldSpace)
{
FTransformSRT3d ToWorld(UE::ToolTarget::GetLocalToWorldTransform(Targets[k]));
MeshTransforms::ApplyTransform(SourceMesh, ToWorld, true);
MeshTransforms::ApplyTransformInverse(SourceMesh, TargetTransform, true);
}
if (bCanDiscardAttributes)
{
SourceMesh.DiscardAttributes();
}
InputMeshes[k] = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>(MoveTemp(SourceMesh));
});
}
InputMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation, ESPMode::ThreadSafe>();
InputMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(InputMeshes));
// build combined input
CombinedInputMeshes.Reset();
FDynamicMesh3 CombinedMesh;
CombinedMesh.EnableTriangleGroups();
FDynamicMeshEditor Appender(&CombinedMesh);
FMeshIndexMappings TmpMappings;
for (const TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe>& InputMesh : InputMeshes)
{
TmpMappings.Reset();
Appender.AppendMesh(InputMesh.Get(), TmpMappings);
}
CombinedInputMeshes.Add( MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>(MoveTemp(CombinedMesh)) );
CombinedInputMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation, ESPMode::ThreadSafe>();
CombinedInputMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(CombinedInputMeshes));
// build separated input meshes
SeparatedInputMeshes.Reset();
InitializeDerivedMeshSet(InputMeshes, SeparatedInputMeshes,
[](const FDynamicMesh3* Mesh, int32 Tri0, int32 Tri1)
{
return true;
});
SeparatedMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation, ESPMode::ThreadSafe>();
SeparatedMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(SeparatedInputMeshes));
// build per-group input meshes
PerGroupInputMeshes.Reset();
if (InputMeshes.Num() == 1)
{
FDynamicMesh3* UseGroupLayerMesh = &InitialSourceMeshes[0];
if (!InputGeometrySelection.IsEmpty())
{
UseGroupLayerMesh = InputMeshes[0].Get();
}
// Use the active polygroup layer when there is only one input
FPolygroupSet ActiveGroupSet = GetActiveGroupLayer(UseGroupLayerMesh);
InitializeDerivedMeshSet(InputMeshes, PerGroupInputMeshes,
[this, &ActiveGroupSet](const FDynamicMesh3* Mesh, int32 Tri0, int32 Tri1)
{
return ActiveGroupSet.GetTriangleGroup(Tri0) == ActiveGroupSet.GetTriangleGroup(Tri1);
});
}
else
{
TMap<const FDynamicMesh3*, FPolygroupSet> ActiveGroupSets;
for (int32 Idx = 0; Idx < InputMeshes.Num(); ++Idx)
{
ActiveGroupSets.Add(InputMeshes[Idx].Get(), GetActiveGroupLayer(InputMeshes[Idx].Get()));
}
// Use the default polygroup layer when there is more than one input
InitializeDerivedMeshSet(InputMeshes, PerGroupInputMeshes,
[&ActiveGroupSets](const FDynamicMesh3* Mesh, int32 Tri0, int32 Tri1)
{
FPolygroupSet* ActiveGroupSet = ActiveGroupSets.Find(Mesh);
checkSlow(ActiveGroupSet);
return ActiveGroupSet->GetTriangleGroup(Tri0) == ActiveGroupSet->GetTriangleGroup(Tri1);
});
}
PerGroupMeshesApproximator = MakeShared<FMeshSimpleShapeApproximation, ESPMode::ThreadSafe>();
PerGroupMeshesApproximator->InitializeSourceMeshes(MakeRawPointerList<FDynamicMesh3>(PerGroupInputMeshes));
}
#undef LOCTEXT_NAMESPACE