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

2031 lines
70 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MeshVertexSculptTool.h"
#include "Engine/World.h"
#include "InteractiveToolManager.h"
#include "InteractiveGizmoManager.h"
#include "Intersection/ContainmentQueries3.h"
#include "Intersection/IntrCylinderBox3.h"
#include "ToolDataVisualizer.h"
#include "Async/ParallelFor.h"
#include "Async/Async.h"
#include "Selections/MeshConnectedComponents.h"
#include "Algo/Unique.h"
#include "MeshWeights.h"
#include "DynamicMesh/MeshNormals.h"
#include "DynamicMesh/MeshIndexUtil.h"
#include "Parameterization/MeshPlanarSymmetry.h"
#include "Util/BufferUtil.h"
#include "Util/UniqueIndexSet.h"
#include "AssetUtils/Texture2DUtil.h"
#include "ToolSetupUtil.h"
#include "Drawing/PreviewGeometryActor.h"
#include "BaseGizmos/BrushStampIndicator.h"
#include "PreviewMesh.h"
#include "BaseBehaviors/TwoAxisPropertyEditBehavior.h"
#include "Generators/RectangleMeshGenerator.h"
#include "Properties/MeshSculptLayerProperties.h"
#include "Changes/MeshVertexChange.h"
#include "Changes/MeshRegionChange.h"
#include "MeshSculptLayersManagerAPI.h"
#include "Sculpting/KelvinletBrushOp.h"
#include "Sculpting/MeshSmoothingBrushOps.h"
#include "Sculpting/MeshInflateBrushOps.h"
#include "Sculpting/MeshMoveBrushOps.h"
#include "Sculpting/MeshPlaneBrushOps.h"
#include "Sculpting/MeshPinchBrushOps.h"
#include "Sculpting/MeshSculptBrushOps.h"
#include "Sculpting/MeshEraseSculptLayerBrushOps.h"
#include "Sculpting/StampFalloffs.h"
#include "Sculpting/MeshSculptUtil.h"
#include "TargetInterfaces/DynamicMeshCommitter.h"
#include "TargetInterfaces/DynamicMeshProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "TargetInterfaces/MaterialProvider.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(MeshVertexSculptTool)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UMeshVertexSculptTool"
namespace
{
// probably should be something defined for the whole tool framework...
#if WITH_EDITOR
static EAsyncExecution VertexSculptToolAsyncExecTarget = EAsyncExecution::LargeThreadPool;
#else
static EAsyncExecution VertexSculptToolAsyncExecTarget = EAsyncExecution::ThreadPool;
#endif
}
namespace MeshVertexSculptToolLocals
{
const FString& OctreePointSetID(TEXT("OctreePointSet"));
const FString& OctreeLineSetID(TEXT("OctreeLineSet"));
static FAutoConsoleVariable EnableOctreeVisuals(TEXT("modeling.Sculpting.EnableOctreeVisuals"), false, TEXT("Enable visualizing the octree used for determining ROIs."));
static FAutoConsoleVariable DisableOctreeUpdates(TEXT("modeling.Sculpting.DisableOctreeUpdates"), false, TEXT("Disable updating the octree during sculpting"));
static FAutoConsoleVariable OctreeRootCellSizeOverride(TEXT("modeling.Sculpting.OctreeRootCellSizeOverride"), 0.0f, TEXT("If greater than 0.0, set octree root cell size to this value instead of auto-computing."));
static FAutoConsoleVariable OctreeTreeDepthOverride(TEXT("modeling.Sculpting.OctreeTreeDepthOverride"), 0, TEXT("If greater than 0, set octree tree depth to this value instead of auto-computing."));
}
/*
* ToolBuilder
*/
UMeshSurfacePointTool* UMeshVertexSculptToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
UMeshVertexSculptTool* SculptTool = NewObject<UMeshVertexSculptTool>(SceneState.ToolManager);
SculptTool->SetWorld(SceneState.World);
SculptTool->SetDefaultPrimaryBrushID(DefaultPrimaryBrushID);
return SculptTool;
}
FToolTargetTypeRequirements UMeshVertexSculptToolBuilder::VSculptTypeRequirements({
UMaterialProvider::StaticClass(),
UDynamicMeshProvider::StaticClass(),
UDynamicMeshCommitter::StaticClass(),
USceneComponentBackedTarget::StaticClass()
});
const FToolTargetTypeRequirements& UMeshVertexSculptToolBuilder::GetTargetRequirements() const
{
return VSculptTypeRequirements;
}
/*
* internal Change classes
*/
class FVertexSculptNonSymmetricChange : public FToolCommandChange
{
public:
virtual void Apply(UObject* Object) override;
virtual void Revert(UObject* Object) override;
};
/*
* Tool
*/
void UMeshVertexSculptTool::Setup()
{
UMeshSculptToolBase::Setup();
SetToolDisplayName(LOCTEXT("ToolName", "Sculpt"));
// create dynamic mesh component to use for live preview
check(TargetWorld);
FActorSpawnParameters SpawnInfo;
PreviewMeshActor = TargetWorld->SpawnActor<AInternalToolFrameworkActor>(FVector::ZeroVector, FRotator::ZeroRotator, SpawnInfo);
DynamicMeshComponent = NewObject<UDynamicMeshComponent>(PreviewMeshActor);
InitializeSculptMeshComponent(DynamicMeshComponent, PreviewMeshActor);
// assign materials
FComponentMaterialSet MaterialSet;
Cast<IMaterialProvider>(Target)->GetMaterialSet(MaterialSet);
for (int k = 0; k < MaterialSet.Materials.Num(); ++k)
{
DynamicMeshComponent->SetMaterial(k, MaterialSet.Materials[k]);
}
DynamicMeshComponent->SetInvalidateProxyOnChangeEnabled(false);
OnDynamicMeshComponentChangedHandle = DynamicMeshComponent->OnMeshRegionChanged.AddUObject(this, &UMeshVertexSculptTool::OnDynamicMeshComponentChanged);
FDynamicMesh3* SculptMesh = GetSculptMesh();
FAxisAlignedBox3d Bounds = SculptMesh->GetBounds(true);
InitialBoundsMaxDim = Bounds.MaxDim();
// initialize dynamic octree
float RootCellSizeOverride = FMath::Abs(MeshVertexSculptToolLocals::OctreeRootCellSizeOverride->GetFloat());
int TreeDepthOverride = FMath::Abs(MeshVertexSculptToolLocals::OctreeTreeDepthOverride->GetInt());
TFuture<void> InitializeOctree = Async(VertexSculptToolAsyncExecTarget, [SculptMesh, Bounds, RootCellSizeOverride, TreeDepthOverride, this]()
{
if (SculptMesh->TriangleCount() > 100000)
{
Octree.RootDimension = InitialBoundsMaxDim / 10.0;
Octree.SetMaxTreeDepth(4);
}
else
{
Octree.RootDimension = InitialBoundsMaxDim / 2.0;
Octree.SetMaxTreeDepth(8);
}
if (!FMath::IsNearlyZero(RootCellSizeOverride))
{
Octree.RootDimension = RootCellSizeOverride;
}
if (TreeDepthOverride > 0)
{
Octree.SetMaxTreeDepth(TreeDepthOverride);
}
Octree.Initialize(SculptMesh);
//Octree.CheckValidity(EValidityCheckFailMode::Check, true, true);
//FDynamicMeshOctree3::FStatistics Stats;
//Octree.ComputeStatistics(Stats);
//UE_LOG(LogTemp, Warning, TEXT("Octree Stats: %s"), *Stats.ToString());
});
// find mesh connected-component index for each triangle
TFuture<void> InitializeComponents = Async(VertexSculptToolAsyncExecTarget, [SculptMesh, this]()
{
TriangleComponentIDs.SetNum(SculptMesh->MaxTriangleID());
FMeshConnectedComponents Components(SculptMesh);
Components.FindConnectedTriangles();
int32 ComponentIdx = 1;
for (const FMeshConnectedComponents::FComponent& Component : Components)
{
for (int32 TriIdx : Component.Indices)
{
TriangleComponentIDs[TriIdx] = ComponentIdx;
}
ComponentIdx++;
}
});
TFuture<void> InitializeSymmetry = Async(VertexSculptToolAsyncExecTarget, [SculptMesh, this]()
{
TryToInitializeSymmetry();
});
// currently only supporting default polygroup set
TFuture<void> InitializeGroups = Async(VertexSculptToolAsyncExecTarget, [SculptMesh, this]()
{
ActiveGroupSet = MakeUnique<UE::Geometry::FPolygroupSet>(SculptMesh);
});
// initialize target mesh
TFuture<void> InitializeBaseMesh = Async(VertexSculptToolAsyncExecTarget, [this]()
{
UpdateBaseMesh(nullptr);
bTargetDirty = false;
});
// initialize render decomposition
TFuture<void> InitializeRenderDecomp = Async(VertexSculptToolAsyncExecTarget, [SculptMesh, &MaterialSet, this]()
{
if (SculptMesh->TriangleCount() == 0)
{
return;
}
TUniquePtr<FMeshRenderDecomposition> Decomp = MakeUnique<FMeshRenderDecomposition>();
FMeshRenderDecomposition::BuildChunkedDecomposition(SculptMesh, &MaterialSet, *Decomp);
Decomp->BuildAssociations(SculptMesh);
//UE_LOG(LogTemp, Warning, TEXT("Decomposition has %d groups"), Decomp->Num());
DynamicMeshComponent->SetExternalDecomposition(MoveTemp(Decomp));
});
// Wait for above precomputations to finish before continuing
InitializeOctree.Wait();
InitializeComponents.Wait();
InitializeGroups.Wait();
InitializeBaseMesh.Wait();
InitializeRenderDecomp.Wait();
InitializeSymmetry.Wait();
// initialize brush radius range interval, brush properties
UMeshSculptToolBase::InitializeBrushSizeRange(Bounds);
// initialize other properties
SculptProperties = NewObject<UVertexBrushSculptProperties>(this);
SculptProperties->Tool = this;
// init state flags flags
ActiveVertexChange = nullptr;
InitializeIndicator();
// initialize our properties
AddToolPropertySource(UMeshSculptToolBase::BrushProperties);
UMeshSculptToolBase::BrushProperties->bShowPerBrushProps = false;
UMeshSculptToolBase::BrushProperties->bShowFalloff = false;
UMeshSculptToolBase::BrushProperties->BrushSize.bToolSupportsPressureSensitivity = true;
SculptProperties->RestoreProperties(this, GetPropertyCacheIdentifier());
AddToolPropertySource(SculptProperties);
CalculateBrushRadius();
AlphaProperties = NewObject<UVertexBrushAlphaProperties>(this);
AlphaProperties->RestoreProperties(this, GetPropertyCacheIdentifier());
AlphaProperties->Tool = this;
AddToolPropertySource(AlphaProperties);
SymmetryProperties = NewObject<UMeshSymmetryProperties>(this);
SymmetryProperties->RestoreProperties(this, GetPropertyCacheIdentifier());
SymmetryProperties->bSymmetryCanBeEnabled = false;
AddToolPropertySource(SymmetryProperties);
if (ISceneComponentBackedTarget* SceneComponentTarget = Cast<ISceneComponentBackedTarget>(Target))
{
if (IMeshSculptLayersManager* SculptLayersManager = Cast<IMeshSculptLayersManager>(SceneComponentTarget->GetOwnerSceneComponent()))
{
if (SculptLayersManager->HasSculptLayers())
{
SculptLayerProperties = NewObject<UMeshSculptLayerProperties>(this);
SculptLayerProperties->Init(this, SculptLayersManager->NumLockedBaseSculptLayers());
AddToolPropertySource(SculptLayerProperties);
}
}
}
this->BaseMeshQueryFunc = [&](int32 VertexID, const FVector3d& Position, double MaxDist, FVector3d& PosOut, FVector3d& NormalOut)
{
return GetBaseMeshNearest(VertexID, Position, MaxDist, PosOut, NormalOut);
};
RegisterBrushes();
if (DefaultPrimaryBrushID >= 0 && ensure(BrushOpFactories.Contains(DefaultPrimaryBrushID)))
{
SculptProperties->PrimaryBrushID = DefaultPrimaryBrushID;
}
// falloffs
RegisterStandardFalloffTypes();
AddToolPropertySource(UMeshSculptToolBase::GizmoProperties);
SetToolPropertySourceEnabled(UMeshSculptToolBase::GizmoProperties, false);
// Move the gizmo toward the center of the mesh, without changing the plane it represents
UMeshSculptToolBase::GizmoProperties->RecenterGizmoIfFar(GetSculptMeshComponent()->GetComponentTransform().TransformPosition(Bounds.Center()), Bounds.MaxDim());
AddToolPropertySource(UMeshSculptToolBase::ViewProperties);
// register watchers
SculptProperties->WatchProperty( SculptProperties->PrimaryBrushID,
[this](int32 NewType) { UpdateBrushType(NewType); });
SculptProperties->WatchProperty( SculptProperties->PrimaryFalloffType,
[this](EMeshSculptFalloffType NewType) {
SetPrimaryFalloffType(NewType);
// Request to have the details panel rebuilt to ensure the new falloff property value is propagated to the details customization
OnDetailsPanelRequestRebuild.Broadcast();
});
SculptProperties->WatchProperty(AlphaProperties->Alpha,
[this](UTexture2D* NewAlpha) {
UpdateBrushAlpha(AlphaProperties->Alpha);
// Request to have the details panel rebuilt to ensure the new alpha property value is propagated to the details customization
OnDetailsPanelRequestRebuild.Broadcast();
});
// must call before updating brush type so that we register all brush properties?
UMeshSculptToolBase::OnCompleteSetup();
UpdateBrushType(SculptProperties->PrimaryBrushID);
SetPrimaryFalloffType(SculptProperties->PrimaryFalloffType);
UpdateBrushAlpha(AlphaProperties->Alpha);
SetActiveSecondaryBrushType(0);
StampRandomStream = FRandomStream(31337);
// update symmetry state based on validity, and then update internal apply-symmetry state
SymmetryProperties->bSymmetryCanBeEnabled = bMeshSymmetryIsValid;
bApplySymmetry = bMeshSymmetryIsValid && SymmetryProperties->bEnableSymmetry;
SymmetryProperties->WatchProperty(SymmetryProperties->bEnableSymmetry,
[this](bool bNewValue) { bApplySymmetry = bMeshSymmetryIsValid && bNewValue; });
SymmetryProperties->WatchProperty(SymmetryProperties->bSymmetryCanBeEnabled,
[this](bool bNewValue)
{
bApplySymmetry = bMeshSymmetryIsValid && bNewValue && SymmetryProperties->bEnableSymmetry;
});
}
void UMeshVertexSculptTool::RegisterBrushes()
{
RegisterBrushType((int32)EMeshVertexSculptBrushType::Smooth, LOCTEXT("SmoothBrush", "Smooth"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FSmoothBrushOp>>(),
NewObject<USmoothBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::SmoothFill, LOCTEXT("SmoothFill", "SmoothFill"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FSmoothFillBrushOp>>(),
NewObject<USmoothFillBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::Move, LOCTEXT("Move", "Move"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FMoveBrushOp>>(),
NewObject<UMoveBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::Offset, LOCTEXT("Offset", "SculptN"),
MakeUnique<TBasicMeshSculptBrushOpFactory<UE::Geometry::FSingleNormalSculptBrushOp>>(),
NewObject<UStandardSculptBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::SculptView, LOCTEXT("SculptView", "SculptV"),
MakeUnique<FLambdaMeshSculptBrushOpFactory>([this]() { return MakeUnique<FViewAlignedSculptBrushOp>(BaseMeshQueryFunc); }),
NewObject<UViewAlignedSculptBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::SculptMax, LOCTEXT("SculptMax", "SculptMx"),
MakeUnique<FLambdaMeshSculptBrushOpFactory>([this]() { return MakeUnique<UE::Geometry::FSingleNormalMaxSculptBrushOp>(BaseMeshQueryFunc); }),
NewObject<USculptMaxBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::Inflate, LOCTEXT("Inflate", "Inflate"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FInflateBrushOp>>(),
NewObject<UInflateBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::InflateStroke, LOCTEXT("InflateStroke", "InflateSt"),
MakeUnique<FLambdaMeshSculptBrushOpFactory>([this]() { return MakeUnique<FSurfaceSculptBrushOp>(BaseMeshQueryFunc); }),
NewObject<USculptMaxBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::InflateMax, LOCTEXT("InflateMax", "InflateMax"),
MakeUnique<FLambdaMeshSculptBrushOpFactory>([this]() { return MakeUnique<FSurfaceMaxSculptBrushOp>(BaseMeshQueryFunc); }),
NewObject<USculptMaxBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::Pinch, LOCTEXT("Pinch", "Pinch"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FPinchBrushOp>>(),
NewObject<UPinchBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::Flatten, LOCTEXT("Flatten", "Flatten"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FFlattenBrushOp>>(),
NewObject<UFlattenBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::Plane, LOCTEXT("Plane", "PlaneN"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FPlaneBrushOp>>(),
NewObject<UPlaneBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::PlaneViewAligned, LOCTEXT("PlaneViewAligned", "PlaneV"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FPlaneBrushOp>>(),
NewObject<UViewAlignedPlaneBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::FixedPlane, LOCTEXT("FixedPlane", "PlaneW"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FPlaneBrushOp>>(),
NewObject<UFixedPlaneBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::ScaleKelvin, LOCTEXT("ScaleKelvin", "Scale"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FScaleKelvinletBrushOp>>(),
NewObject<UScaleKelvinletBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::PullKelvin, LOCTEXT("PullKelvin", "Grab"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FPullKelvinletBrushOp>>(),
NewObject<UPullKelvinletBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::PullSharpKelvin, LOCTEXT("PullSharpKelvin", "GrabSharp"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FSharpPullKelvinletBrushOp>>(),
NewObject<USharpPullKelvinletBrushOpProps>(this));
RegisterBrushType((int32)EMeshVertexSculptBrushType::TwistKelvin, LOCTEXT("TwistKelvin", "Twist"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FTwistKelvinletBrushOp>>(),
NewObject<UTwistKelvinletBrushOpProps>(this));
if (DoesTargetHaveSculptLayers())
{
RegisterBrushType((int32)EMeshVertexSculptBrushType::EraseSculptLayer, LOCTEXT("EraseSculptLayer", "EraseSculptLayer"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FEraseSculptLayerBrushOp>>(),
NewObject<UEraseSculptLayerBrushOpProps>(this));
}
// secondary brushes
// We activate ID 0 as our default secondary brush, so use that as the registration ID
RegisterSecondaryBrushType(0, LOCTEXT("Smooth", "Smooth"),
MakeUnique<TBasicMeshSculptBrushOpFactory<FSmoothBrushOp>>(),
NewObject<USecondarySmoothBrushOpProps>(this));
}
FString UMeshVertexSculptTool::GetPropertyCacheIdentifier() const
{
return TEXT("UMeshVertexSculptTool");
}
void UMeshVertexSculptTool::Shutdown(EToolShutdownType ShutdownType)
{
if (OctreeGeometry)
{
OctreeGeometry->Disconnect();
OctreeGeometry = nullptr;
}
if (DynamicMeshComponent != nullptr)
{
DynamicMeshComponent->OnMeshChanged.Remove(OnDynamicMeshComponentChangedHandle);
}
SculptProperties->SaveProperties(this, GetPropertyCacheIdentifier());
AlphaProperties->SaveProperties(this, GetPropertyCacheIdentifier());
SymmetryProperties->SaveProperties(this, GetPropertyCacheIdentifier());
if (PreviewMeshActor != nullptr)
{
PreviewMeshActor->Destroy();
PreviewMeshActor = nullptr;
}
// this call will commit result, unregister and destroy DynamicMeshComponent
UMeshSculptToolBase::Shutdown(ShutdownType);
}
void UMeshVertexSculptTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
CalculateBrushRadius();
}
void UMeshVertexSculptTool::UpdateToolMeshes(TFunctionRef<TUniquePtr<FMeshRegionChangeBase>(FDynamicMesh3&, int32 MeshIdx)> UpdateMesh)
{
if (AllowToolMeshUpdates())
{
// have to wait for any outstanding stamp/undo update to finish...
WaitForPendingStampUpdateConst();
WaitForPendingUndoRedoUpdate();
TUniquePtr<FMeshRegionChangeBase> Change = UpdateMesh(*GetSculptMesh(), 0);
// A change was created -- emit it to the tool manager and update associated data structures, etc
if (Change)
{
// pass through the change to trigger standard mesh updates / octree recomputation
OnDynamicMeshComponentChanged(DynamicMeshComponent, Change.Get(), false);
TUniquePtr<TWrappedToolCommandChange<FMeshRegionChangeBase>> NewChange = MakeUnique<TWrappedToolCommandChange<FMeshRegionChangeBase>>();
NewChange->WrappedChange = MoveTemp(Change);
NewChange->BeforeModify = [this](bool bRevert)
{
this->WaitForPendingUndoRedoUpdate();
};
// Note this change should be in the context of a larger transaction, so the text isn't that important
GetToolManager()->EmitObjectChange(DynamicMeshComponent, MoveTemp(NewChange), LOCTEXT("UpdateVertexSculptMesh", "Updated Mesh"));
if (bMeshSymmetryIsValid)
{
// Re-validate that the symmetry still holds after the external mesh change
if (!Symmetry->ValidateSymmetry(*GetSculptMesh()))
{
GetToolManager()->EmitObjectChange(this, MakeUnique<FVertexSculptNonSymmetricChange>(), LOCTEXT("InvalidateSymmetryChange", "Invalidate Symmetry"));
bMeshSymmetryIsValid = false;
SymmetryProperties->bSymmetryCanBeEnabled = bMeshSymmetryIsValid;
}
}
}
// No change is ready to emit, just update component rendering
else
{
DynamicMeshComponent->FastNotifyPositionsUpdated();
}
}
}
UPreviewMesh* UMeshVertexSculptTool::MakeBrushIndicatorMesh(UObject* Parent, UWorld* World)
{
UPreviewMesh* PlaneMesh = NewObject<UPreviewMesh>(Parent);
PlaneMesh->CreateInWorld(World, FTransform::Identity);
FRectangleMeshGenerator RectGen;
RectGen.Width = RectGen.Height = 2.0;
RectGen.WidthVertexCount = RectGen.HeightVertexCount = 1;
FDynamicMesh3 Mesh(&RectGen.Generate());
FDynamicMeshUVOverlay* UVOverlay = Mesh.Attributes()->PrimaryUV();
// configure UVs to be in same space as texture pixels when mapped into brush frame (??)
for (int32 eid : UVOverlay->ElementIndicesItr())
{
FVector2f UV = UVOverlay->GetElement(eid);
UV.X = 1.0 - UV.X;
UV.Y = 1.0 - UV.Y;
UVOverlay->SetElement(eid, UV);
}
PlaneMesh->UpdatePreview(&Mesh);
BrushIndicatorMaterial = ToolSetupUtil::GetDefaultBrushAlphaMaterial(GetToolManager());
if (BrushIndicatorMaterial)
{
PlaneMesh->SetMaterial(BrushIndicatorMaterial);
}
// make sure raytracing is disabled on the brush indicator
Cast<UDynamicMeshComponent>(PlaneMesh->GetRootComponent())->SetEnableRaytracing(false);
PlaneMesh->SetShadowsEnabled(false);
return PlaneMesh;
}
void UMeshVertexSculptTool::InitializeIndicator()
{
UMeshSculptToolBase::InitializeIndicator();
// want to draw radius
BrushIndicator->bDrawRadiusCircle = true;
}
void UMeshVertexSculptTool::SetActiveBrushType(int32 Identifier)
{
if (SculptProperties->PrimaryBrushID != Identifier)
{
SculptProperties->PrimaryBrushID = Identifier;
UpdateBrushType(SculptProperties->PrimaryBrushID);
SculptProperties->SilentUpdateWatched();
}
// this forces full rebuild of properties panel (!!)
//this->NotifyOfPropertyChangeByTool(SculptProperties);
}
void UMeshVertexSculptTool::SetActiveFalloffType(int32 Identifier)
{
EMeshSculptFalloffType NewFalloffType = static_cast<EMeshSculptFalloffType>(Identifier);
if (SculptProperties->PrimaryFalloffType != NewFalloffType)
{
SculptProperties->PrimaryFalloffType = NewFalloffType;
SetPrimaryFalloffType(SculptProperties->PrimaryFalloffType);
SculptProperties->SilentUpdateWatched();
}
// this forces full rebuild of properties panel (!!)
//this->NotifyOfPropertyChangeByTool(SculptProperties);
}
void UMeshVertexSculptTool::SetRegionFilterType(int32 Identifier)
{
SculptProperties->BrushFilter = static_cast<EMeshVertexSculptBrushFilterType>(Identifier);
}
void UMeshVertexSculptTool::OnBeginStroke(const FRay& WorldRay)
{
WaitForPendingUndoRedoUpdate(); // cannot start stroke if there is an outstanding undo/redo update
UpdateBrushPosition(WorldRay);
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
FMeshSculptBrushOp::EReferencePlaneType ReferencePlaneType = UseBrushOp->GetReferencePlaneType();
if (ReferencePlaneType == FMeshSculptBrushOp::EReferencePlaneType::InitialROI ||
ReferencePlaneType == FMeshSculptBrushOp::EReferencePlaneType::InitialROI_ViewAligned)
{
UpdateROI(GetBrushFrameLocal());
UpdateStrokeReferencePlaneForROI(GetBrushFrameLocal(), TriangleROIArray,
ReferencePlaneType == FMeshSculptBrushOp::EReferencePlaneType::InitialROI_ViewAligned);
}
else if (ReferencePlaneType == FMeshSculptBrushOp::EReferencePlaneType::WorkPlane)
{
UpdateStrokeReferencePlaneFromWorkPlane();
}
// initialize first "Last Stamp", so that we can assume all stamps in stroke have a valid previous stamp
LastStamp.WorldFrame = GetBrushFrameWorld();
LastStamp.LocalFrame = GetBrushFrameLocal();
LastStamp.Radius = GetCurrentBrushRadius();
LastStamp.Falloff = GetCurrentBrushFalloff();
LastStamp.Direction = GetInInvertStroke() ? -1.0 : 1.0;
LastStamp.Depth = GetCurrentBrushDepth();
LastStamp.Power = GetActiveBrushStrength();
LastStamp.TimeStamp = FDateTime::Now();
PreviousRayDirection = FVector3d::ZeroVector;
// If applying symmetry, make sure the stamp is on the "positive" side.
if (bApplySymmetry)
{
LastStamp.LocalFrame = Symmetry->GetPositiveSideFrame(LastStamp.LocalFrame);
LastStamp.WorldFrame = LastStamp.LocalFrame;
LastStamp.WorldFrame.Transform(CurTargetTransform);
}
InitialStrokeTriangleID = -1;
InitialStrokeTriangleID = GetBrushTriangleID();
FSculptBrushOptions SculptOptions;
//SculptOptions.bPreserveUVFlow = false; // SculptProperties->bPreserveUVFlow;
SculptOptions.ConstantReferencePlane = GetCurrentStrokeReferencePlane();
UseBrushOp->ConfigureOptions(SculptOptions);
UseBrushOp->BeginStroke(GetSculptMesh(), LastStamp, VertexROI);
AccumulatedTriangleROI.Reset();
// begin change here? or wait for first stamp?
BeginChange();
}
void UMeshVertexSculptTool::OnEndStroke()
{
// update spatial
bTargetDirty = true;
GetActiveBrushOp()->EndStroke(GetSculptMesh(), LastStamp, VertexROI);
// close change record
EndChange();
}
void UMeshVertexSculptTool::OnCancelStroke()
{
GetActiveBrushOp()->CancelStroke();
delete ActiveVertexChange;
ActiveVertexChange = nullptr;
LongTransactions.Close(GetToolManager());
}
// The first part of UpdateROI, which updates TriangleROIArray to be triangles
// in our region of interest, and VertexROI to be vertices in our region of
// interest.
void UMeshVertexSculptTool::UpdateRangeQueryTriBuffer(const FFrame3d& LocalFrame)
{
if (RequireConnectivityToHitPointInStamp()
// It's possible for LastBrushTriangleID to be null if we started a stroke and brushed off the
// edge of the mesh.
&& LastBrushTriangleID == IndexConstants::InvalidID)
{
// If we're requiring connectivity, and we didn't hit a triangle to start with, then we shouldn't
// move any triangles.
// Make sure TriangleROIArray is not in use, as we're about to clear it
WaitForPendingStampUpdateConst();
VertexROI.Reset();
TriangleROIArray.Reset();
SymmetricVertexROI.Reset();
return;
}
FDynamicMesh3* Mesh = GetSculptMesh();
FVector3d BrushPos = LocalFrame.Origin;
// By default, our brush is a sphere, and we affect vertices inside it
float RadiusSqr = GetCurrentBrushRadius() * GetCurrentBrushRadius();
// This function gets called when first gathering the triangles that might intersect our brush
// from the octree's cells
TFunction<void()> GatherOverlappingCells = [this, &BrushPos]()
{
FAxisAlignedBox3d BrushBox(
BrushPos - GetCurrentBrushRadius() * FVector3d::One(),
BrushPos + GetCurrentBrushRadius() * FVector3d::One());
Octree.ParallelRangeQuery(BrushBox, RangeQueryTriBuffer);
};
// This is used to filter the gathered verts for ones that are actually in the brush.
TFunction<bool(int32 Vid)> IsVertInBrush = [Mesh, &BrushPos, RadiusSqr](int32 Vid)
{
return DistanceSquared(BrushPos, Mesh->GetVertexRef(Vid)) < RadiusSqr;
};
// Some brush types want their brush to be a cylinder, so we need to change how we evaluate
// cells/vertices that are within reach
TUniquePtr<FMeshSculptBrushOp>& CurrentBrush = GetActiveBrushOp();
if (CurrentBrush &&
(CurrentBrush->GetBrushRegionType() == FMeshSculptBrushOp::EBrushRegionType::InfiniteCylinder
|| CurrentBrush->GetBrushRegionType() == FMeshSculptBrushOp::EBrushRegionType::CylinderOnSphere))
{
double CylinderRadius = GetCurrentBrushRadius();
double CylinderHeight = TNumericLimits<double>::Max();
FVector3d CylinderCenter, CylinderAxis;
if (CurrentBrush->GetBrushRegionType() == FMeshSculptBrushOp::EBrushRegionType::InfiniteCylinder)
{
CylinderCenter = BrushPos;
CylinderAxis = LocalFrame.Z();
// Since cylinder is infinite, just have to check distance from line for the actual vert containment function
FLine3d CylinderLine(CylinderCenter, CylinderAxis);
IsVertInBrush = [Mesh, CylinderLine, RadiusSqr](int32 Vid)
{
return CylinderLine.DistanceSquared(Mesh->GetVertexRef(Vid)) < RadiusSqr;
};
}
else // if cylinder on sphere
{
FVector3d SphereCenter = GizmoProperties ? CurTargetTransform.InverseTransformPosition(GizmoProperties->Position)
: FVector3d::ZeroVector;
CylinderAxis = BrushPos - SphereCenter;
if (!CylinderAxis.Normalize())
{
CylinderAxis = FVector3d::UnitZ();
}
// We want the bottom of our cylinder to be at the sphere center, and the top to go infinitely up,
// but we need a non-infinite position for the center. So lets pick our height to be based on mesh bounds,
// with some arbitrary minimum instead.
CylinderHeight = FMath::Max(InitialBoundsMaxDim, 1000);
CylinderCenter = SphereCenter + CylinderAxis * (CylinderHeight / 2);
IsVertInBrush = [Mesh, CylinderCenter, CylinderAxis, CylinderHeight, CylinderRadius](int32 Vid)
{
return UE::Geometry::DoesCylinderContainPoint(CylinderCenter, CylinderAxis,
CylinderRadius, CylinderHeight, Mesh->GetVertexRef(Vid));
};
}
auto DoesCellIntersectBrush = [CylinderCenter, CylinderAxis, CylinderRadius, CylinderHeight](const FAxisAlignedBox3d& CellBounds)
{
return UE::Geometry::DoesCylinderIntersectBox(CellBounds,
CylinderCenter, CylinderAxis, CylinderRadius, CylinderHeight);
};
FAxisAlignedBox3d ConservativeCylinderBounds;
ConservativeCylinderBounds.Contain(CylinderCenter + CylinderAxis * (CylinderHeight / 2));
ConservativeCylinderBounds.Contain(CylinderCenter - CylinderAxis * (CylinderHeight / 2));
ConservativeCylinderBounds.Expand(CylinderRadius);
GatherOverlappingCells = [this, ConservativeCylinderBounds, BoundsOverlapFn = MoveTemp(DoesCellIntersectBrush)]()
{
Octree.ParallelRangeQuery(ConservativeCylinderBounds, BoundsOverlapFn, RangeQueryTriBuffer);
};
}
// Do a parallel range query to find those triangles that may intersect with
// our brush bounds. This grabs all triangles of intersecting cells, so we
// will need to do additional filtering afterward.
RangeQueryTriBuffer.Reset();
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_UpdateROI_RangeQuery);
GatherOverlappingCells();
}
int32 ActiveComponentID = -1;
int32 ActiveGroupID = -1;
if (SculptProperties->BrushFilter == EMeshVertexSculptBrushFilterType::Component)
{
ActiveComponentID = (InitialStrokeTriangleID >= 0 && InitialStrokeTriangleID <= TriangleComponentIDs.Num()) ?
TriangleComponentIDs[InitialStrokeTriangleID] : -1;
}
else if (SculptProperties->BrushFilter == EMeshVertexSculptBrushFilterType::PolyGroup)
{
ActiveGroupID = Mesh->IsTriangle(InitialStrokeTriangleID) ? ActiveGroupSet->GetGroup(InitialStrokeTriangleID) : -1;
}
#if 1
// in this path we use more memory but this lets us do more in parallel
// Construct array of inside/outside flags for each triangle's vertices. If no
// vertices are inside, clear the triangle ID from the range query buffer.
// This can be done in parallel and it's cheaper to do repeated distance computations
// than to try to do it inside the ROI building below (todo: profile this some more?)
TriangleROIInBuf.SetNum(RangeQueryTriBuffer.Num(), EAllowShrinking::No);
{
TRACE_CPUPROFILER_EVENT_SCOPE(DynamicMeshSculptTool_UpdateROI_TriVerts);
ParallelFor(RangeQueryTriBuffer.Num(), [&](int k)
{
// check various triangle ROI filters
int32 tid = RangeQueryTriBuffer[k];
bool bDiscardTriangle = false;
if (ActiveComponentID >= 0 && TriangleComponentIDs[tid] != ActiveComponentID)
{
bDiscardTriangle = true;
}
if (ActiveGroupID >= 0 && ActiveGroupSet->GetGroup(tid) != ActiveGroupID)
{
bDiscardTriangle = true;
}
if (bDiscardTriangle)
{
TriangleROIInBuf[k].A = TriangleROIInBuf[k].B = TriangleROIInBuf[k].C = 0;
RangeQueryTriBuffer[k] = -1;
return;
}
const FIndex3i& TriV = Mesh->GetTriangleRef(tid);
TriangleROIInBuf[k].A = IsVertInBrush(TriV.A) ? 1 : 0;
TriangleROIInBuf[k].B = IsVertInBrush(TriV.B) ? 1 : 0;
TriangleROIInBuf[k].C = IsVertInBrush(TriV.C) ? 1 : 0;
if (TriangleROIInBuf[k].A + TriangleROIInBuf[k].B + TriangleROIInBuf[k].C == 0)
{
RangeQueryTriBuffer[k] = -1;
}
});
}
// Build up vertex and triangle ROIs from the remaining range-query triangles.
{
TRACE_CPUPROFILER_EVENT_SCOPE(DynamicMeshSculptTool_UpdateROI_3Collect);
VertexROIBuilder.Initialize(Mesh->MaxVertexID());
TriangleROIBuilder.Initialize(Mesh->MaxTriangleID());
int32 N = RangeQueryTriBuffer.Num();
for ( int32 k = 0; k < N; ++k )
{
int32 tid = RangeQueryTriBuffer[k];
if (tid == -1) continue; // triangle was deleted in previous step
const FIndex3i& TriV = Mesh->GetTriangleRef(RangeQueryTriBuffer[k]);
const FIndex3i& Inside = TriangleROIInBuf[k];
int InsideCount = 0;
for (int j = 0; j < 3; ++j)
{
if (Inside[j])
{
VertexROIBuilder.Add(TriV[j]);
InsideCount++;
}
}
if (InsideCount > 0)
{
TriangleROIBuilder.Add(tid);
}
}
// See if we need to filter our vertices based on connectivity to hit location (used to avoid affecting
// hidden regions of a mesh that might be in the volume of the brush)
if (RequireConnectivityToHitPointInStamp()
&& ensure(LastBrushTriangleID != IndexConstants::InvalidID))
{
FIndex3i HitTriVids = Mesh->GetTriangle(LastBrushTriangleID);
TArray<int32> SeedVids;
for (int i = 0; i < 3; ++i)
{
if (VertexROIBuilder.Contains(HitTriVids[i]))
{
SeedVids.Add(HitTriVids[i]);
}
}
TSet<int32> ConnectedROIVids;
FMeshConnectedComponents Components(Mesh);
Components.GrowToConnectedVertices(*Mesh, SeedVids, ConnectedROIVids, nullptr,
[this](int32 Vid, int32 Tid) { return VertexROIBuilder.Contains(Vid); });
// We'll need to update TriangleROIBuilder based on the vertices too
TArray<int32> TidsToFilter = TriangleROIBuilder.TakeValues();
TriangleROIBuilder.Initialize(Mesh->MaxTriangleID());
for (int32 Tid : TidsToFilter)
{
FIndex3i TriVids = Mesh->GetTriangle(Tid);
for (int i = 0; i < 3; ++i)
{
if (ConnectedROIVids.Contains(TriVids[i]))
{
TriangleROIBuilder.Add(Tid);
break; // continue to next Tid
}
}
}
VertexROI = ConnectedROIVids.Array();
}
else
{
VertexROIBuilder.SwapValuesWith(VertexROI);
}
if (bApplySymmetry)
{
// Find symmetric Vertex ROI. This will overlap with VertexROI in many cases.
SymmetricVertexROI.Reset();
Symmetry->GetMirrorVertexROI(VertexROI, SymmetricVertexROI, true);
// expand the Triangle ROI to include the symmetric vertex one-rings
for (int32 VertexID : SymmetricVertexROI)
{
if (Mesh->IsVertex(VertexID))
{
Mesh->EnumerateVertexTriangles(VertexID, [&](int32 tid)
{
TriangleROIBuilder.Add(tid);
});
}
}
}
// Make sure TriangleROIArray is not in use, as we're about to change it
WaitForPendingStampUpdateConst();
TriangleROIBuilder.SwapValuesWith(TriangleROIArray);
}
#else
// In this path we combine everything into one loop. Does fewer distance checks
// but nothing can be done in parallel (would change if ROIBuilders had atomic-try-add)
// TODO would need to support these, this branch is likely dead though
ensure(SculptProperties->BrushFilter == EMeshVertexSculptBrushFilterType::None);
ensure(!bApplySymmetry);
ensure(!RequireConnectivityToHitPointInStamp());
// collect set of vertices and triangles inside brush sphere, from range query result
{
TRACE_CPUPROFILER_EVENT_SCOPE(DynamicMeshSculptTool_UpdateROI_2Collect);
VertexROIBuilder.Initialize(Mesh->MaxVertexID());
TriangleROIBuilder.Initialize(Mesh->MaxTriangleID());
for (int32 TriIdx : RangeQueryTriBuffer)
{
FIndex3i TriV = Mesh->GetTriangle(TriIdx);
int InsideCount = 0;
for (int j = 0; j < 3; ++j)
{
if (VertexROIBuilder.Contains(TriV[j]))
{
InsideCount++;
}
else if (IsVertInBrush(TriV[j]))
{
VertexROIBuilder.Add(TriV[j]);
InsideCount++;
}
}
if (InsideCount > 0)
{
TriangleROIBuilder.Add(tid);
}
}
VertexROIBuilder.SwapValuesWith(VertexROI);
// Make sure TriangleROIArray is not in use, as we're about to change it
WaitForPendingStampUpdateConst();
TriangleROIBuilder.SwapValuesWith(TriangleROIArray);
}
#endif
}
// Second part of UpdateROI, which fills out ROIPrevPositionBuffer, prepares ROIPositionBuffer,
// and prepares the symmetry buffers if relevant.
void UMeshVertexSculptTool::PrepROIVertPositionBuffers()
{
FDynamicMesh3* Mesh = GetSculptMesh();
// set up and populate position buffers for Vertex ROI
TRACE_CPUPROFILER_EVENT_SCOPE(DynamicMeshSculptTool_UpdateROI_4ROI);
int32 ROISize = VertexROI.Num();
ROIPositionBuffer.SetNum(ROISize, EAllowShrinking::No);
ROIPrevPositionBuffer.SetNum(ROISize, EAllowShrinking::No);
ParallelFor(ROISize, [&](int i)
{
ROIPrevPositionBuffer[i] = Mesh->GetVertexRef(VertexROI[i]);
});
// do the same for the Symmetric Vertex ROI
if (bApplySymmetry)
{
SymmetricROIPositionBuffer.SetNum(ROISize, EAllowShrinking::No);
SymmetricROIPrevPositionBuffer.SetNum(ROISize, EAllowShrinking::No);
ParallelFor(ROISize, [&](int i)
{
if ( Mesh->IsVertex(SymmetricVertexROI[i]) )
{
SymmetricROIPrevPositionBuffer[i] = Mesh->GetVertexRef(SymmetricVertexROI[i]);
}
});
}
}
void UMeshVertexSculptTool::UpdateROI(const FVector3d& BrushPos)
{
UpdateROI(FFrame3d(BrushPos));
}
void UMeshVertexSculptTool::UpdateROI(const FFrame3d& LocalFrame)
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_UpdateROI);
UpdateRangeQueryTriBuffer(LocalFrame);
PrepROIVertPositionBuffers();
}
/*
* Updates CurrentStamp, LastStamp, bMouseMoved, and LastMovedStamp (if bMouseMoved is true)
*
* @return false if this ray can be ignored because it did not move and brush ignores zero movement.
*/
bool UMeshVertexSculptTool::UpdateStampPosition(const FRay& WorldRay)
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_UpdateStampPosition);
CalculateBrushRadius();
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
ESculptBrushOpTargetType TargetType = UseBrushOp->GetBrushTargetType();
switch (TargetType)
{
case ESculptBrushOpTargetType::SculptMesh:
UpdateBrushPositionOnSculptMesh(WorldRay, true);
break;
case ESculptBrushOpTargetType::TargetMesh:
UpdateBrushPositionOnTargetMesh(WorldRay, true);
break;
case ESculptBrushOpTargetType::ActivePlane:
UpdateBrushPositionOnActivePlane(WorldRay);
break;
}
// Adjust stamp alignment if needed
RealignBrush(UseBrushOp->GetStampAlignmentType());
CurrentStamp = LastStamp;
//CurrentStamp.DeltaTime = FMathd::Min((FDateTime::Now() - LastStamp.TimeStamp).GetTotalSeconds(), 1.0);
CurrentStamp.DeltaTime = 0.03; // 30 fps - using actual time is no good now that we support variable stamps!
CurrentStamp.WorldFrame = GetBrushFrameWorld();
CurrentStamp.Radius = GetActiveBrushRadius();
CurrentStamp.LocalFrame = GetBrushFrameLocal();
CurrentStamp.Power = GetActiveBrushStrength();
if (bHaveBrushAlpha && (AlphaProperties->RotationAngle != 0 || AlphaProperties->bRandomize))
{
float UseAngle = AlphaProperties->RotationAngle;
if (AlphaProperties->bRandomize)
{
UseAngle += (StampRandomStream.GetFraction() - 0.5f) * 2.0f * AlphaProperties->RandomRange;
}
// possibly should be done in base brush...
CurrentStamp.WorldFrame.Rotate(FQuaterniond(CurrentStamp.WorldFrame.Z(), UseAngle, true));
CurrentStamp.LocalFrame.Rotate(FQuaterniond(CurrentStamp.LocalFrame.Z(), UseAngle, true));
}
if (bApplySymmetry)
{
CurrentStamp.LocalFrame = Symmetry->GetPositiveSideFrame(CurrentStamp.LocalFrame);
CurrentStamp.WorldFrame = CurrentStamp.LocalFrame;
CurrentStamp.WorldFrame.Transform(CurTargetTransform);
}
CurrentStamp.PrevLocalFrame = LastStamp.LocalFrame;
CurrentStamp.PrevWorldFrame = LastStamp.WorldFrame;
bMouseMoved = (PreviousRayDirection - WorldRay.Direction).SquaredLength() > FMathd::ZeroTolerance;
if (bMouseMoved)
{
LastMovedStamp = CurrentStamp;
PreviousRayDirection = WorldRay.Direction;
}
return bMouseMoved || !UseBrushOp->IgnoreZeroMovements();
}
// Adjusts brush alignment (assumes that currently brush is aligned to hit normal)
void UMeshVertexSculptTool::RealignBrush(FMeshSculptBrushOp::EStampAlignmentType AlignmentType)
{
switch (AlignmentType)
{
case FMeshSculptBrushOp::EStampAlignmentType::HitNormal:
// Assume this is already aligned
break;
case FMeshSculptBrushOp::EStampAlignmentType::Camera:
AlignBrushToView();
break;
case FMeshSculptBrushOp::EStampAlignmentType::ReferencePlane:
// Note for this and reference sphere: GetCurrentStrokeReferencePlane is not (necessarily)
// what we want because we may not have done UpdateStrokeReferencePlaneFromWorkPlane.
UpdateBrushFrameWorld(GetBrushFrameWorld().Origin,
GizmoProperties ? GizmoProperties->Rotation.GetAxisZ() : FVector3d::UnitZ());
break;
case FMeshSculptBrushOp::EStampAlignmentType::ReferenceSphere:
{
FVector3d BrushLocation = GetBrushFrameWorld().Origin;
FVector3d SphereCenter = GizmoProperties ? GizmoProperties->Position : FVector3d::ZeroVector;
FVector3d NormalToUse = BrushLocation - SphereCenter;
if (!NormalToUse.Normalize())
{
NormalToUse = FVector3d::UnitZ();
}
UpdateBrushFrameWorld(BrushLocation, NormalToUse);
break;
}
}
}
bool UMeshVertexSculptTool::CanUpdateBrushType() const
{
return DefaultPrimaryBrushID == -1;
}
TFuture<void> UMeshVertexSculptTool::ApplyStamp()
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_ApplyStamp);
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
FSculptBrushStamp* StampToUse = &CurrentStamp;
// If we haven't moved our stamp, we might want to consider it to be at the same location
// (depending on the brush we're using).
// TODO: It would be nice to have the brush visualization reflect this (currently it is still
// centered on the ray hit), but requires more changes to the base tool. Also this sometimes
// doesn't work super well with RequireConnectivityToHitPointInStamp because the hit location
// may be outside the stamp, but it's not terrible.
if (!bMouseMoved && UseBrushOp->UseLastStampFrameOnZeroMovement())
{
StampToUse = &LastMovedStamp;
}
// compute region plane if necessary. This may currently be expensive?
if (UseBrushOp->WantsStampRegionPlane())
{
StampToUse->RegionPlane = ComputeStampRegionPlane(StampToUse->LocalFrame, TriangleROIArray, true, false, false);
}
// set up alpha function if we have one
if (bHaveBrushAlpha)
{
StampToUse->StampAlphaFunc = [this](const FSculptBrushStamp& Stamp, const FVector3d& Position)
{
return this->SampleBrushAlpha(Stamp, Position);
};
}
// apply the stamp, which computes new positions
FDynamicMesh3* Mesh = GetSculptMesh();
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_ApplyStamp_Apply);
UseBrushOp->ApplyStamp(Mesh, *StampToUse, VertexROI, ROIPositionBuffer);
}
// can discard alpha now
StampToUse->StampAlphaFunc = nullptr;
// if we are applying symmetry, we need to update the on-plane positions as they
// will not be in the SymmetricVertexROI
if (bApplySymmetry)
{
// update position of vertices that are on the symmetry plane
Symmetry->ApplySymmetryPlaneConstraints(VertexROI, ROIPositionBuffer);
// currently something gross is that VertexROI/ROIPositionBuffer may have both a vertex and it's mirror vertex,
// each with a different position. We somehow need to be able to resolve this, but we don't have the mapping
// between the two locations in VertexROI, and we have no way to figure out the 'new' position of that mirror vertex
// until we can look it up by VertexID, not array-index. So, we are going to bake in the new vertex positions for now.
const int32 NumV = ROIPositionBuffer.Num();
ParallelFor(NumV, [&](int32 k)
{
int VertIdx = VertexROI[k];
const FVector3d& NewPos = ROIPositionBuffer[k];
Mesh->SetVertex(VertIdx, NewPos, false);
});
// compute all the mirror vertex positions
Symmetry->ComputeSymmetryConstrainedPositions(VertexROI, SymmetricVertexROI, ROIPositionBuffer, SymmetricROIPositionBuffer);
}
// once stamp is applied, we can start updating vertex change, which can happen async as we saved all necessary info
TFuture<void> SaveVertexFuture;
if (ActiveVertexChange != nullptr)
{
SaveVertexFuture = Async(VertexSculptToolAsyncExecTarget, [this]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_SyncMeshWithPositionBuffer_UpdateChange);
const int32 NumV = ROIPositionBuffer.Num();
for (int k = 0; k < NumV; ++k)
{
int VertIdx = VertexROI[k];
ActiveVertexChange->UpdateVertex(VertIdx, ROIPrevPositionBuffer[k], ROIPositionBuffer[k]);
}
if (bApplySymmetry)
{
int32 NumSymV = SymmetricVertexROI.Num();
for (int32 k = 0; k < NumSymV; ++k)
{
if (SymmetricVertexROI[k] >= 0)
{
ActiveVertexChange->UpdateVertex(SymmetricVertexROI[k], SymmetricROIPrevPositionBuffer[k], SymmetricROIPositionBuffer[k]);
}
}
}
});
}
// now actually update the mesh, which happens on the game thread
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_ApplyStamp_Sync);
const int32 NumV = ROIPositionBuffer.Num();
// If we are applying symmetry, we already baked these positions in in the branch above and
// can skip it now, otherwise we update the mesh (todo: profile ParallelFor here, is it helping or hurting?)
if (bApplySymmetry == false)
{
ParallelFor(NumV, [&](int32 k)
{
int VertIdx = VertexROI[k];
const FVector3d& NewPos = ROIPositionBuffer[k];
Mesh->SetVertex(VertIdx, NewPos, false);
});
}
// if applying symmetry, bake in new symmetric positions
if (bApplySymmetry)
{
ParallelFor(NumV, [&](int32 k)
{
int VertIdx = SymmetricVertexROI[k];
if (Mesh->IsVertex(VertIdx))
{
const FVector3d& NewPos = SymmetricROIPositionBuffer[k];
Mesh->SetVertex(VertIdx, NewPos, false);
}
});
}
Mesh->UpdateChangeStamps(true, false);
}
LastStamp = *StampToUse;
LastStamp.TimeStamp = FDateTime::Now();
// let caller wait for this to finish
return SaveVertexFuture;
}
bool UMeshVertexSculptTool::IsHitTriangleBackFacing(int32 TriangleID, const FDynamicMesh3* QueryMesh) const
{
if (TriangleID != IndexConstants::InvalidID)
{
FViewCameraState StateOut;
GetToolManager()->GetContextQueriesAPI()->GetCurrentViewState(StateOut);
FVector3d LocalEyePosition(CurTargetTransform.InverseTransformPosition((FVector3d)StateOut.Position));
FVector3d Normal, Centroid;
double Area;
QueryMesh->GetTriInfo(TriangleID, Normal, Area, Centroid);
return (Normal.Dot((Centroid - LocalEyePosition)) >= 0);
}
return false;
}
int32 UMeshVertexSculptTool::FindHitSculptMeshTriangleConst(const FRay3d& LocalRay) const
{
// have to wait for any outstanding stamp update to finish...
WaitForPendingStampUpdateConst();
// wait for previous Undo to finish (possibly never hit because the change records do it?)
WaitForPendingUndoRedoUpdate();
int32 HitTID = Octree.FindNearestHitObject(LocalRay);
if (GetBrushCanHitBackFaces() == false && IsHitTriangleBackFacing(HitTID, GetSculptMesh()))
{
HitTID = IndexConstants::InvalidID;
}
return HitTID;
}
int32 UMeshVertexSculptTool::FindHitTargetMeshTriangleConst(const FRay3d& LocalRay) const
{
int32 HitTID = BaseMeshSpatial.FindNearestHitObject(LocalRay);
if (GetBrushCanHitBackFaces() == false && IsHitTriangleBackFacing(HitTID, GetBaseMesh()))
{
HitTID = IndexConstants::InvalidID;
}
return HitTID;
}
bool UMeshVertexSculptTool::UpdateBrushPosition(const FRay& WorldRay)
{
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
bool bHit = false;
ESculptBrushOpTargetType TargetType = UseBrushOp->GetBrushTargetType();
switch (TargetType)
{
case ESculptBrushOpTargetType::SculptMesh:
bHit = UpdateBrushPositionOnSculptMesh(WorldRay, false);
break;
case ESculptBrushOpTargetType::TargetMesh:
bHit = UpdateBrushPositionOnTargetMesh(WorldRay, false);
break;
case ESculptBrushOpTargetType::ActivePlane:
//UpdateBrushPositionOnActivePlane(WorldRay);
bHit = UpdateBrushPositionOnSculptMesh(WorldRay, false);
break;
}
if (bHit)
{
RealignBrush(UseBrushOp->GetStampAlignmentType());
}
return bHit;
}
void UMeshVertexSculptTool::UpdateHoverStamp(const FFrame3d& StampFrameWorld)
{
FFrame3d HoverFrame = StampFrameWorld;
if (bHaveBrushAlpha && (AlphaProperties->RotationAngle != 0))
{
HoverFrame.Rotate(FQuaterniond(HoverFrame.Z(), AlphaProperties->RotationAngle, true));
}
UMeshSculptToolBase::UpdateHoverStamp(HoverFrame);
}
bool UMeshVertexSculptTool::OnUpdateHover(const FInputDeviceRay& DevicePos)
{
// 4.26 HOTFIX: update LastWorldRay position so that we have it for updating WorkPlane position
UMeshSurfacePointTool::LastWorldRay = DevicePos.WorldRay;
PendingStampBrushID = SculptProperties->PrimaryBrushID;
if(ensure(InStroke() == false))
{
UpdateBrushPosition(DevicePos.WorldRay);
if (BrushIndicatorMaterial)
{
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffRatio"), GetCurrentBrushFalloff());
switch (SculptProperties->PrimaryFalloffType)
{
default:
case EMeshSculptFalloffType::Smooth:
case EMeshSculptFalloffType::BoxSmooth:
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffMode"), 0.0f);
break;
case EMeshSculptFalloffType::Linear:
case EMeshSculptFalloffType::BoxLinear:
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffMode"), 0.3333333f);
break;
case EMeshSculptFalloffType::Inverse:
case EMeshSculptFalloffType::BoxInverse:
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffMode"), 0.6666666f);
break;
case EMeshSculptFalloffType::Round:
case EMeshSculptFalloffType::BoxRound:
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffMode"), 1.0f);
break;
}
switch (SculptProperties->PrimaryFalloffType)
{
default:
case EMeshSculptFalloffType::Smooth:
case EMeshSculptFalloffType::Linear:
case EMeshSculptFalloffType::Inverse:
case EMeshSculptFalloffType::Round:
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffShape"), 0.0f);
break;
case EMeshSculptFalloffType::BoxSmooth:
case EMeshSculptFalloffType::BoxLinear:
case EMeshSculptFalloffType::BoxInverse:
case EMeshSculptFalloffType::BoxRound:
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("FalloffShape"), 1.0f);
}
}
}
return true;
}
void UMeshVertexSculptTool::Render(IToolsContextRenderAPI* RenderAPI)
{
UMeshSculptToolBase::Render(RenderAPI);
// draw a dot for the symmetric brush stamp position
if (bApplySymmetry)
{
FToolDataVisualizer Visualizer;
Visualizer.BeginFrame(RenderAPI);
FVector3d MirrorPoint = CurTargetTransform.TransformPosition(
Symmetry->GetMirroredPosition(HoverStamp.LocalFrame.Origin));
Visualizer.DrawPoint(MirrorPoint, FLinearColor(1.0, 0.1, 0.1, 1), 5.0f, false);
Visualizer.EndFrame();
}
}
void UMeshVertexSculptTool::DrawHUD(FCanvas* Canvas, IToolsContextRenderAPI* RenderAPI)
{
Super::DrawHUD(Canvas, RenderAPI);
if (BrushEditBehavior.IsValid())
{
BrushEditBehavior->DrawHUD(Canvas, RenderAPI);
}
}
namespace VertexSculptAsyncHelpers
{
template<typename CallableType, typename TGateFutureType>
auto ChainedAsync(TFuture<TGateFutureType>&& GateFuture, EAsyncExecution Execution, CallableType&& Callable) -> TFuture<decltype(Forward<CallableType>(Callable)())>
{
GateFuture.Wait();
return Async(Execution, Callable);
}
}
void UMeshVertexSculptTool::OnTick(float DeltaTime)
{
UMeshSculptToolBase::OnTick(DeltaTime);
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick);
// process the undo update
if (bUndoUpdatePending)
{
// wait for updates
WaitForPendingUndoRedoUpdate();
// post rendering update
DynamicMeshComponent->FastNotifyTriangleVerticesUpdated(AccumulatedTriangleROI,
EMeshRenderAttributeFlags::Positions | EMeshRenderAttributeFlags::VertexNormals);
GetToolManager()->PostInvalidation();
// ignore stamp and wait for next tick to do anything else
return;
}
// if user changed to not-frozen, we need to reinitialize the target
if (bCachedFreezeTarget != SculptProperties->bFreezeTarget)
{
UpdateBaseMesh(nullptr);
bTargetDirty = false;
}
FDynamicMesh3* Mesh = GetSculptMesh();
const FDynamicMeshNormalOverlay* Normals = Mesh->HasAttributes() ? Mesh->Attributes()->PrimaryNormals() : nullptr;
const bool bUsingOverlayNormalsOut = Normals != nullptr;
TFuture<void> AccumulateROI;
TFuture<void> NormalsROI;
TArray<TArray<int>> TriangleROIArrays;
FUniqueIndexSet TriangleROISet;
auto PreExecuteStampOperation = [this, Mesh, &TriangleROISet](int StampCount)
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_PreStrokeUpdate);
// need to make sure previous stamp finished
WaitForPendingStampUpdateConst();
TriangleROISet.Initialize(Mesh->TriangleCount(), (Mesh->TriangleCount() * 0.1) );
};
auto ExecuteStampOperation = [this, Mesh, bUsingOverlayNormalsOut, &AccumulateROI, &NormalsROI, &TriangleROISet](int StampIndex, const FRay& StampRay)
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_StrokeUpdate);
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_UpdateROI);
// update sculpt ROI
UpdateROI(CurrentStamp.LocalFrame);
}
// Instead of figuring out which triangles are unique here, we're going to simply accumulate the stamp ROIs in place
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_AccumROIWrapper);
AccumulateROI = VertexSculptAsyncHelpers::ChainedAsync(MoveTemp(AccumulateROI), VertexSculptToolAsyncExecTarget, [this, StampIndex, &TriangleROISet, TriangleROIArrayCopy = TriangleROIArray]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_AccumROI);
for (const int& Tid : TriangleROIArrayCopy)
{
TriangleROISet.Add(Tid);
}
});
}
// need to make sure previous stamp finished
WaitForPendingStampUpdateConst();
// Nathan - Hypothetically we can apply more than one stamp at a time, but this would require
// understanding which stamps do and don't overlap. Any non-overlapping stamps technically
// could be applied in parallel.
TFuture<void> UpdateChangeFuture;
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_ApplyStamp);
UpdateChangeFuture = ApplyStamp();
}
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_ApplyStampWait);
UpdateChangeFuture.Wait();
}
};
auto PostExecuteStampOperation = [this, Mesh, bUsingOverlayNormalsOut, &AccumulateROI, &NormalsROI, &TriangleROISet]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_PostStrokeUpdate);
// NOTE: you might try to speculatively do the octree remove here, to save doing it later on Reinsert().
// This will not improve things, as Reinsert() checks if it needs to actually re-insert, which avoids many
// removes, and does much of the work of Remove anyway.
//
// begin octree rebuild calculation
if (!MeshVertexSculptToolLocals::DisableOctreeUpdates->GetBool())
{
// We've run into cases where we got to here before the previous octree future finished
// executing, so make sure that the previous one is done.
WaitForPendingStampUpdateConst();
StampUpdateOctreeFuture = Async(VertexSculptToolAsyncExecTarget, [this]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_OctreeReinsert);
Octree.ReinsertTrianglesParallel(TriangleROIArray, OctreeUpdateTempBuffer, OctreeUpdateTempFlagBuffer);
bOctreeUpdated = true;
});
}
// Prepare list of triangles to process after all stamps are applied
AccumulateROI.Wait();
TArray<int> AccumulatedTriangleROIArray;
TriangleROISet.SwapValuesWith(AccumulatedTriangleROIArray);
// precompute dynamic mesh update info
TArray<int32> RenderUpdateSets; FAxisAlignedBox3d RenderUpdateBounds;
TFuture<bool> RenderUpdatePrecompute;
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_PrecomputeUpdateMesh);
RenderUpdatePrecompute = DynamicMeshComponent->FastNotifyTriangleVerticesUpdated_TryPrecompute(
AccumulatedTriangleROIArray, RenderUpdateSets, RenderUpdateBounds);
}
// recalculate normals. This has to complete before we can update component
// (in fact we could do it per-chunk...)
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_RecalcNormals);
NormalsROI.Wait();
UE::SculptUtil::RecalculateROINormalForTriangles(Mesh, AccumulatedTriangleROIArray, bUsingOverlayNormalsOut);
}
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_UpdateMesh);
RenderUpdatePrecompute.Wait();
DynamicMeshComponent->FastNotifyTriangleVerticesUpdated_ApplyPrecompute(AccumulatedTriangleROIArray,
EMeshRenderAttributeFlags::Positions | EMeshRenderAttributeFlags::VertexNormals,
RenderUpdatePrecompute, RenderUpdateSets, RenderUpdateBounds);
GetToolManager()->PostInvalidation();
}
AccumulatedTriangleROI.Append(AccumulatedTriangleROIArray);
};
ProcessPerTickStamps(
[this](const FRay& StampRay) -> bool {
return UpdateStampPosition(StampRay);
}, PreExecuteStampOperation, ExecuteStampOperation, PostExecuteStampOperation);
if (InStroke() == false && bTargetDirty)
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Tick_UpdateTarget);
check(InStroke() == false);
// this spawns futures that we could allow to run while other things happen...
UpdateBaseMesh(&AccumulatedTriangleROI);
AccumulatedTriangleROI.Reset();
bTargetDirty = false;
}
if (MeshVertexSculptToolLocals::EnableOctreeVisuals->GetBool())
{
if (!OctreeGeometry)
{
// Set up all the components we need to visualize things.
OctreeGeometry = NewObject<UPreviewGeometry>();
OctreeGeometry->CreateInWorld(TargetWorld, FTransform());
// These visualize the current spline edges that would be extracted
OctreeGeometry->AddPointSet(MeshVertexSculptToolLocals::OctreePointSetID);
OctreeGeometry->AddLineSet(MeshVertexSculptToolLocals::OctreeLineSetID);
}
ULineSetComponent* OctreeLineSet = OctreeGeometry->FindLineSet(MeshVertexSculptToolLocals::OctreeLineSetID);
if (bOctreeUpdated)
{
OctreeLineSet->Clear();
if (!CutTree)
{
CutTree = MakeShared<FDynamicMeshOctree3::FTreeCutSet>(Octree.BuildLevelCutSet(0));
}
else
{
TArray<FDynamicMeshOctree3::FCellReference> NewCells;
Octree.UpdateLevelCutSet(*CutTree, NewCells);
}
int ColorSeed = 0;
for (const FDynamicMeshOctree3::FCellReference& CellRef : CutTree->CutCells)
{
FColor CutColor = FColor::MakeRandomSeededColor(ColorSeed++);
Octree.CollectTriangles(CellRef, [this, OctreeLineSet, Mesh, &CutColor](int32 Tid) {
FVector A, B, C;
Mesh->GetTriVertices(Tid, A, B, C);
OctreeLineSet->AddLine(A, B, CutColor, 2.0);
OctreeLineSet->AddLine(B, C, CutColor, 2.0);
OctreeLineSet->AddLine(C, A, CutColor, 2.0);
});
}
bOctreeUpdated = false;
}
}
else
{
if (OctreeGeometry)
{
ULineSetComponent* OctreeLineSet = OctreeGeometry->FindLineSet(MeshVertexSculptToolLocals::OctreeLineSetID);
if (bOctreeUpdated)
{
OctreeLineSet->Clear();
}
}
}
}
void UMeshVertexSculptTool::WaitForPendingStampUpdateConst() const
{
if (StampUpdateOctreeFuture.IsValid() && !StampUpdateOctreeFuture.IsReady())
{
StampUpdateOctreeFuture.Wait();
}
}
void UMeshVertexSculptTool::UpdateBaseMesh(const TSet<int32>* TriangleSet)
{
if (SculptProperties != nullptr)
{
bCachedFreezeTarget = SculptProperties->bFreezeTarget;
if (SculptProperties->bFreezeTarget)
{
return; // do not update frozen target
}
}
const FDynamicMesh3* SculptMesh = GetSculptMesh();
if ( ! TriangleSet )
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Target_FullUpdate);
BaseMesh.Copy(*SculptMesh, false, false, false, false);
BaseMesh.EnableVertexNormals(FVector3f::UnitZ());
FMeshNormals::QuickComputeVertexNormals(BaseMesh);
BaseMeshSpatial.SetMaxTreeDepth(8);
BaseMeshSpatial = FDynamicMeshOctree3(); // need to clear...
BaseMeshSpatial.Initialize(&BaseMesh);
}
else
{
BaseMeshIndexBuffer.Reset();
for ( int32 tid : *TriangleSet)
{
FIndex3i Tri = BaseMesh.GetTriangle(tid);
BaseMesh.SetVertex(Tri.A, SculptMesh->GetVertex(Tri.A));
BaseMesh.SetVertex(Tri.B, SculptMesh->GetVertex(Tri.B));
BaseMesh.SetVertex(Tri.C, SculptMesh->GetVertex(Tri.C));
BaseMeshIndexBuffer.Add(tid);
}
auto UpdateBaseNormals = Async(VertexSculptToolAsyncExecTarget, [this]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Target_UpdateBaseNormals);
FMeshNormals::QuickComputeVertexNormalsForTriangles(BaseMesh, BaseMeshIndexBuffer);
});
auto ReinsertTriangles = Async(VertexSculptToolAsyncExecTarget, [TriangleSet, this]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(VtxSculptTool_Target_Reinsert);
BaseMeshSpatial.ReinsertTriangles(*TriangleSet);
});
UpdateBaseNormals.Wait();
ReinsertTriangles.Wait();
}
}
bool UMeshVertexSculptTool::GetBaseMeshNearest(int32 VertexID, const FVector3d& Position, double SearchRadius, FVector3d& TargetPosOut, FVector3d& TargetNormalOut)
{
TargetPosOut = BaseMesh.GetVertex(VertexID);
TargetNormalOut = (FVector3d)BaseMesh.GetVertexNormal(VertexID);
return true;
}
void UMeshVertexSculptTool::IncreaseBrushSpeedAction()
{
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
float CurStrength = UseBrushOp->PropertySet->GetStrength();
float NewStrength = FMath::Clamp(CurStrength + 0.05f, 0.0f, 1.0f);
UseBrushOp->PropertySet->SetStrength(NewStrength);
NotifyOfPropertyChangeByTool(UseBrushOp->PropertySet.Get());
}
void UMeshVertexSculptTool::DecreaseBrushSpeedAction()
{
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
float CurStrength = UseBrushOp->PropertySet->GetStrength();
float NewStrength = FMath::Clamp(CurStrength - 0.05f, 0.0f, 1.0f);
UseBrushOp->PropertySet->SetStrength(NewStrength);
NotifyOfPropertyChangeByTool(UseBrushOp->PropertySet.Get());
}
void UMeshVertexSculptTool::UpdateBrushAlpha(UTexture2D* NewAlpha)
{
if (this->BrushAlpha != NewAlpha)
{
this->BrushAlpha = NewAlpha;
if (this->BrushAlpha != nullptr)
{
TImageBuilder<FVector4f> AlphaValues;
constexpr bool bPreferPlatformData = false;
const bool bReadOK = UE::AssetUtils::ReadTexture(this->BrushAlpha, AlphaValues, bPreferPlatformData);
if (bReadOK)
{
BrushAlphaValues = MoveTemp(AlphaValues);
BrushAlphaDimensions = AlphaValues.GetDimensions();
bHaveBrushAlpha = true;
BrushIndicatorMaterial->SetTextureParameterValue(TEXT("BrushAlpha"), NewAlpha);
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("AlphaPower"), 1.0);
return;
}
}
bHaveBrushAlpha = false;
BrushAlphaValues = TImageBuilder<FVector4f>();
BrushAlphaDimensions = FImageDimensions();
BrushIndicatorMaterial->SetTextureParameterValue(TEXT("BrushAlpha"), nullptr);
BrushIndicatorMaterial->SetScalarParameterValue(TEXT("AlphaPower"), 0.0);
}
}
double UMeshVertexSculptTool::SampleBrushAlpha(const FSculptBrushStamp& Stamp, const FVector3d& Position) const
{
if (! bHaveBrushAlpha) return 1.0;
static const FVector4f InvalidValue(0, 0, 0, 0);
FVector2d AlphaUV = Stamp.LocalFrame.ToPlaneUV(Position, 2);
double u = AlphaUV.X / Stamp.Radius;
u = 1.0 - (u + 1.0) / 2.0;
double v = AlphaUV.Y / Stamp.Radius;
v = 1.0 - (v + 1.0) / 2.0;
if (u < 0 || u > 1) return 0.0;
if (v < 0 || v > 1) return 0.0;
FVector4f AlphaValue = BrushAlphaValues.BilinearSampleUV<float>(FVector2d(u, v), InvalidValue);
return FMathd::Clamp(AlphaValue.X, 0.0, 1.0);
}
void UMeshVertexSculptTool::TryToInitializeSymmetry()
{
// Attempt to find symmetry, favoring the X axis, then Y axis, if a single symmetry plane is not immediately found
// Uses local mesh surface (angle sum, normal) to help disambiguate final matches, but does not require exact topology matches across the plane
FAxisAlignedBox3d Bounds = GetSculptMesh()->GetBounds(true);
TArray<FVector3d> PreferAxes;
PreferAxes.Add(this->InitialTargetTransform.GetRotation().AxisX());
PreferAxes.Add(this->InitialTargetTransform.GetRotation().AxisY());
FMeshPlanarSymmetry FindSymmetry;
FFrame3d FoundPlane;
if (FindSymmetry.FindPlaneAndInitialize(GetSculptMesh(), Bounds, FoundPlane, PreferAxes))
{
Symmetry = MakePimpl<FMeshPlanarSymmetry>();
*Symmetry = MoveTemp(FindSymmetry);
bMeshSymmetryIsValid = true;
}
}
//
// Change Tracking
//
void UMeshVertexSculptTool::BeginChange()
{
check(ActiveVertexChange == nullptr);
ActiveVertexChange = new FMeshVertexChangeBuilder();
LongTransactions.Open(LOCTEXT("VertexSculptChange", "Brush Stroke"), GetToolManager());
}
void UMeshVertexSculptTool::EndChange()
{
check(ActiveVertexChange);
TUniquePtr<TWrappedToolCommandChange<FMeshVertexChange>> NewChange = MakeUnique<TWrappedToolCommandChange<FMeshVertexChange>>();
NewChange->WrappedChange = MoveTemp(ActiveVertexChange->Change);
NewChange->BeforeModify = [this](bool bRevert)
{
this->WaitForPendingUndoRedoUpdate();
};
GetToolManager()->EmitObjectChange(DynamicMeshComponent, MoveTemp(NewChange), LOCTEXT("VertexSculptChange", "Brush Stroke"));
if (bMeshSymmetryIsValid && bApplySymmetry == false)
{
// if we end a stroke while symmetry is possible but disabled, we now have to assume that symmetry is no longer possible
GetToolManager()->EmitObjectChange(this, MakeUnique<FVertexSculptNonSymmetricChange>(), LOCTEXT("DisableSymmetryChange", "Disable Symmetry"));
bMeshSymmetryIsValid = false;
SymmetryProperties->bSymmetryCanBeEnabled = bMeshSymmetryIsValid;
}
LongTransactions.Close(GetToolManager());
delete ActiveVertexChange;
ActiveVertexChange = nullptr;
}
void UMeshVertexSculptTool::SetDefaultPrimaryBrushID(const int32 InPrimaryBrushID)
{
DefaultPrimaryBrushID = InPrimaryBrushID;
}
void UMeshVertexSculptTool::WaitForPendingUndoRedoUpdate() const
{
UndoUpdateFuture.Wait();
}
void UMeshVertexSculptTool::OnDynamicMeshComponentChanged(UDynamicMeshComponent* Component, const FMeshRegionChangeBase* Change, bool bRevert)
{
// have to wait for any outstanding stamp update to finish...
WaitForPendingStampUpdateConst();
// wait for previous Undo to finish (possibly never hit because the change records do it?)
WaitForPendingUndoRedoUpdate();
FDynamicMesh3* Mesh = GetSculptMesh();
// figure out the set of modified triangles
AccumulatedTriangleROI.Reset();
Change->ProcessChangeVertices(Mesh, [this, &Mesh](TConstArrayView<int32> Vertices)
{
UE::Geometry::VertexToTriangleOneRing(Mesh, Vertices, AccumulatedTriangleROI);
}, bRevert);
UndoUpdateFuture.Reset();
bUndoUpdatePending = true;
// start the normal recomputation
UndoNormalsFuture = Async(VertexSculptToolAsyncExecTarget, [this, Mesh]()
{
UE::SculptUtil::RecalculateROINormals(Mesh, AccumulatedTriangleROI, NormalsROIBuilder);
return true;
});
// start the octree update
UndoUpdateOctreeFuture = Async(VertexSculptToolAsyncExecTarget, [this, Mesh]()
{
Octree.ReinsertTriangles(AccumulatedTriangleROI);
bOctreeUpdated = true;
return true;
});
// start the base mesh update
UndoUpdateBaseMeshFuture = Async(VertexSculptToolAsyncExecTarget, [this, Mesh]()
{
UpdateBaseMesh(&AccumulatedTriangleROI);
return true;
});
UndoUpdateFuture = Async(VertexSculptToolAsyncExecTarget, [this]()
{
UndoNormalsFuture.Wait();
UndoUpdateOctreeFuture.Wait();
UndoUpdateBaseMeshFuture.Wait();
bUndoUpdatePending = false;
});
}
void UMeshVertexSculptTool::UpdateBrushType(EMeshVertexSculptBrushType BrushType)
{
UpdateBrushType((int32)BrushType);
}
void UMeshVertexSculptTool::UpdateBrushType(int32 BrushID)
{
static const FText BaseMessage = LOCTEXT("OnStartSculptTool", "Hold Shift to Smooth, Ctrl to Invert (where applicable). [/] and S/D change Size (+Shift to small-step), W/E changes Strength.");
FTextBuilder Builder;
Builder.AppendLine(BaseMessage);
SetActivePrimaryBrushType(BrushID);
// If something went wrong and we were unable to activate the given brush, make sure that we have some kind
// of brush active so we don't crash.
if (!PrimaryBrushOp && ensure(!BrushOpFactories.IsEmpty()))
{
UE_LOG(LogGeometry, Error, TEXT("Sculpt tool was unable to activate chosen brush."));
SetActivePrimaryBrushType(BrushOpFactories.CreateIterator()->Key);
ensure(PrimaryBrushOp);
}
if (BrushEditBehavior.IsValid())
{
// todo: Handle Kelvinlet brush props better. At the moment we are just disabling strength editing for Kelvinlet brush ops.
auto PropertySetSupportsStrength = [this]()
{
return PrimaryBrushOp->PropertySet.IsValid() && Cast<UBaseKelvinletBrushOpProps>(PrimaryBrushOp->PropertySet.Get()) == nullptr;
};
if (PropertySetSupportsStrength())
{
BrushEditBehavior->VerticalProperty.Name = LOCTEXT("BrushStrength", "Strength");
BrushEditBehavior->VerticalProperty.GetValueFunc = [this](){ return PrimaryBrushOp->PropertySet->GetStrength(); };
BrushEditBehavior->VerticalProperty.SetValueFunc = [this](float NewValue){ PrimaryBrushOp->PropertySet->SetStrength(FMath::Clamp(NewValue, 0.f, 1.f)); };
BrushEditBehavior->VerticalProperty.bEnabled = true;
}
else
{
BrushEditBehavior->VerticalProperty.bEnabled = false;
}
}
if (ensure(SculptProperties))
{
SculptProperties->bCanFreezeTarget =
BrushID == (int32)EMeshVertexSculptBrushType::Offset
|| BrushID == (int32)EMeshVertexSculptBrushType::SculptMax || BrushID == (int32)EMeshVertexSculptBrushType::SculptView
|| BrushID == (int32)EMeshVertexSculptBrushType::InflateStroke || BrushID == (int32)EMeshVertexSculptBrushType::InflateMax
|| BrushID == (int32)EMeshVertexSculptBrushType::Pinch;
}
SetToolPropertySourceEnabled(GizmoProperties, false);
if (PrimaryBrushOp &&
(PrimaryBrushOp->GetReferencePlaneType() == FMeshSculptBrushOp::EReferencePlaneType::WorkPlane
|| PrimaryBrushOp->GetStampAlignmentType() == FMeshSculptBrushOp::EStampAlignmentType::ReferencePlane
|| PrimaryBrushOp->GetStampAlignmentType() == FMeshSculptBrushOp::EStampAlignmentType::ReferenceSphere))
{
Builder.AppendLine(LOCTEXT("FixedPlaneTip", "Use T to reposition Work Plane at cursor, Shift+T to align to Normal, Ctrl+Shift+T to align to View"));
SetToolPropertySourceEnabled(GizmoProperties, true);
}
TUniquePtr<FMeshSculptBrushOp>& UseBrushOp = GetActiveBrushOp();
bool bEnableAlpha = UseBrushOp && UseBrushOp->UsesAlpha();
SetToolPropertySourceEnabled(AlphaProperties, bEnableAlpha);
GetToolManager()->DisplayMessage(Builder.ToText(), EToolMessageLevel::UserNotification);
}
bool UMeshVertexSculptTool::DoesTargetHaveSculptLayers() const
{
if (ISceneComponentBackedTarget* SceneComponentTarget = Cast<ISceneComponentBackedTarget>(Target))
{
if (IMeshSculptLayersManager* SculptLayersManager = Cast<IMeshSculptLayersManager>(SceneComponentTarget->GetOwnerSceneComponent()))
{
return SculptLayersManager->HasSculptLayers();
}
}
return false;
}
void UMeshVertexSculptTool::UndoRedo_RestoreSymmetryPossibleState(bool bSetToValue)
{
bMeshSymmetryIsValid = bSetToValue;
SymmetryProperties->bSymmetryCanBeEnabled = bMeshSymmetryIsValid;
}
void FVertexSculptNonSymmetricChange::Apply(UObject* Object)
{
if (Cast<UMeshVertexSculptTool>(Object))
{
Cast<UMeshVertexSculptTool>(Object)->UndoRedo_RestoreSymmetryPossibleState(false);
}
}
void FVertexSculptNonSymmetricChange::Revert(UObject* Object)
{
if (Cast<UMeshVertexSculptTool>(Object))
{
Cast<UMeshVertexSculptTool>(Object)->UndoRedo_RestoreSymmetryPossibleState(true);
}
}
#undef LOCTEXT_NAMESPACE