186 lines
5.7 KiB
C++
186 lines
5.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "BaseTools/BaseMeshProcessingTool.h"
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#include "SmoothMeshTool.generated.h"
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#define UE_API MESHMODELINGTOOLS_API
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UENUM()
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enum class ESmoothMeshToolSmoothType : uint8
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{
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/** Iterative smoothing with N iterations */
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Iterative UMETA(DisplayName = "Fast Iterative"),
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/** Implicit smoothing, produces smoother output and does a better job at preserving UVs, but can be very slow on large meshes */
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Implicit UMETA(DisplayName = "Fast Implicit"),
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/** Iterative implicit-diffusion smoothing with N iterations */
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Diffusion UMETA(DisplayName = "Iterative Diffusion")
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};
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/** PropertySet for properties affecting the Smoother. */
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UCLASS(MinimalAPI)
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class USmoothMeshToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Type of smoothing to apply */
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UPROPERTY(EditAnywhere, Category = SmoothingType)
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ESmoothMeshToolSmoothType SmoothingType = ESmoothMeshToolSmoothType::Iterative;
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};
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/** Properties for Iterative Smoothing */
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UCLASS(MinimalAPI)
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class UIterativeSmoothProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Amount of smoothing allowed per step. Smaller steps will avoid things like collapse of small/thin features. */
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UPROPERTY(EditAnywhere, Category = IterativeSmoothingOptions, meta = (UIMin = "0.0", UIMax = "1.0", ClampMin = "0.0", ClampMax = "1.0"))
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float SmoothingPerStep = 0.8f;
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/** Number of Smoothing iterations */
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UPROPERTY(EditAnywhere, Category = IterativeSmoothingOptions, meta = (UIMin = "0", UIMax = "100", ClampMin = "0", ClampMax = "1000"))
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int32 Steps = 10;
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/** If this is false, the smoother will try to reshape the triangles to be more regular, which will distort UVs */
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UPROPERTY(EditAnywhere, Category = IterativeSmoothingOptions)
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bool bSmoothBoundary = true;
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};
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/** Properties for Diffusion Smoothing */
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UCLASS(MinimalAPI)
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class UDiffusionSmoothProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Amount of smoothing allowed per step. Smaller steps will avoid things like collapse of small/thin features. */
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UPROPERTY(EditAnywhere, Category = DiffusionSmoothingOptions, meta = (UIMin = "0.0", UIMax = "1.0", ClampMin = "0.0", ClampMax = "1.0"))
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float SmoothingPerStep = 0.8f;
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/** Number of Smoothing iterations */
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UPROPERTY(EditAnywhere, Category = DiffusionSmoothingOptions, meta = (UIMin = "0", UIMax = "100", ClampMin = "0", ClampMax = "1000"))
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int32 Steps = 1;
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/** If this is false, the smoother will try to reshape the triangles to be more regular, which will distort UVs */
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UPROPERTY(EditAnywhere, Category = DiffusionSmoothingOptions)
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bool bPreserveUVs = true;
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};
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/** Properties for Implicit smoothing */
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UCLASS(MinimalAPI)
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class UImplicitSmoothProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Smoothing speed */
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//UPROPERTY(EditAnywhere, Category = ImplicitSmoothing, meta = (UIMin = "0.0", UIMax = "1.0", ClampMin = "0.0", ClampMax = "1.0"))
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UPROPERTY()
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float SmoothSpeed = 0.1f;
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/** Desired Smoothness. This is not a linear quantity, but larger numbers produce smoother results */
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UPROPERTY(EditAnywhere, Category = ImplicitSmoothingOptions, meta = (UIMin = "0.0", UIMax = "1.0", ClampMin = "0.0", ClampMax = "100.0"))
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float Smoothness = 0.2f;
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/** If this is false, the smoother will try to reshape the triangles to be more regular, which will distort UVs */
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UPROPERTY(EditAnywhere, Category = ImplicitSmoothingOptions)
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bool bPreserveUVs = true;
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/** Magic number that allows you to try to correct for shrinking caused by smoothing */
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UPROPERTY(EditAnywhere, Category = ImplicitSmoothingOptions, meta = (UIMin = "0.0", UIMax = "1.0", ClampMin = "0.0", ClampMax = "10.0"))
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float VolumeCorrection = 0.0f;
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};
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UCLASS(MinimalAPI)
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class USmoothWeightMapSetProperties : public UWeightMapSetProperties
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{
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GENERATED_BODY()
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public:
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/** Fractional Minimum Smoothing Parameter in World Units, for Weight Map values of zero */
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UPROPERTY(EditAnywhere, Category = WeightMap, AdvancedDisplay, meta = (UIMin = "0.0", UIMax = "1.0", DisplayPriority = 5))
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float MinSmoothMultiplier = 0.0f;
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};
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/**
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* Mesh Smoothing Tool
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*/
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UCLASS(MinimalAPI)
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class USmoothMeshTool : public UBaseMeshProcessingTool, public IInteractiveToolManageGeometrySelectionAPI
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{
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GENERATED_BODY()
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public:
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UE_API USmoothMeshTool();
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UE_API virtual void InitializeProperties() override;
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UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
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UE_API virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
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virtual bool RequiresInitialVtxNormals() const { return true; }
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UE_API virtual bool HasMeshTopologyChanged() const override;
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UE_API virtual FText GetToolMessageString() const override;
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UE_API virtual FText GetAcceptTransactionName() const override;
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// IInteractiveToolManageGeometrySelectionAPI -- this tool won't update external geometry selection or change selection-relevant mesh IDs
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virtual bool IsInputSelectionValidOnOutput() override
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{
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return true;
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}
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protected:
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UPROPERTY()
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TObjectPtr<USmoothMeshToolProperties> SmoothProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UIterativeSmoothProperties> IterativeProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UDiffusionSmoothProperties> DiffusionProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UImplicitSmoothProperties> ImplicitProperties = nullptr;
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UPROPERTY()
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TObjectPtr<USmoothWeightMapSetProperties> WeightMapProperties = nullptr;
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};
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/**
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*
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*/
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UCLASS(MinimalAPI)
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class USmoothMeshToolBuilder : public UBaseMeshProcessingToolBuilder
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{
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GENERATED_BODY()
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public:
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UE_API virtual USingleTargetWithSelectionTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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};
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#undef UE_API
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