115 lines
3.3 KiB
C++
115 lines
3.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BaseNodes/TransformerWithSettingsNode.h"
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#include "BaseNodes/TransferNode.h"
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#include "DynamicMesh/DynamicMeshAttributeSet.h"
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#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
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#include "DynamicMesh/MeshTangents.h"
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#include "GeometryFlowCoreNodes.h"
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#include "GeometryFlowMovableData.h"
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#include "MeshTangentsNodes.generated.h"
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namespace UE::GeometryFlow { template <typename T, int StorageTypeIdentifier> class TTransferNode; }
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UENUM()
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enum class EGeometryFlow_ComputeTangentsType
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{
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PerTriangle = 0,
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FastMikkT = 1
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};
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USTRUCT()
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struct FMeshTangentsSettings
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{
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GENERATED_USTRUCT_BODY()
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DECLARE_GEOMETRYFLOW_DATA_TYPE_IDENTIFIER(UE::GeometryFlow::EMeshProcessingDataTypes::TangentsSettings);
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UPROPERTY(EditAnywhere, Category = "Geometry Flow")
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EGeometryFlow_ComputeTangentsType TangentsType = EGeometryFlow_ComputeTangentsType::FastMikkT;
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UPROPERTY(EditAnywhere, Category = "Geometry Flow")
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int UVLayer = 0;
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};
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namespace UE
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{
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namespace GeometryFlow
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{
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using namespace UE::Geometry;
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enum class EComputeTangentsType
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{
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PerTriangle = 0,
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FastMikkT = 1
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};
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static EComputeTangentsType FromUEnum(const EGeometryFlow_ComputeTangentsType& type) { return static_cast<EComputeTangentsType>(type); }
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static EGeometryFlow_ComputeTangentsType ToUEnum(const EComputeTangentsType& type) { return static_cast<EGeometryFlow_ComputeTangentsType>(type); }
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// bringing this into the namespace so other code that relies on UE::GeometryFlow:: will work
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// @todo, update client code and remove this type def
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typedef FMeshTangentsSettings FMeshTangentsSettings;
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GEOMETRYFLOW_DECLARE_USTRUCT_SETTINGS_TYPES(FMeshTangentsSettings, Tangents, 1);
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class FMeshTangentsTransferNode : public TTransferNode<FMeshTangentsd, (int)EMeshProcessingDataTypes::MeshTangentSet> {static constexpr int Version =1; GEOMETRYFLOW_NODE_INTERNAL(FMeshTangentsTransferNode, Version, FNode) };
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class FComputeMeshTangentsNode : public TTransformerWithSettingsNode<
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FDynamicMesh3, (int)EMeshProcessingDataTypes::DynamicMesh,
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FMeshTangentsSettings, (int)EMeshProcessingDataTypes::TangentsSettings,
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FMeshTangentsd, (int)EMeshProcessingDataTypes::MeshTangentSet>
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{
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static constexpr int Version = 1;
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GEOMETRYFLOW_NODE_INTERNAL(FComputeMeshTangentsNode, Version, FNode)
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public:
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FComputeMeshTangentsNode() : TTransformerWithSettingsNode()
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{
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}
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virtual void ComputeOutput(
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const FNamedDataMap& DatasIn,
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const FMeshTangentsSettings& Settings,
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const FDynamicMesh3& MeshIn,
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FMeshTangentsd& TangentsOut)
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{
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if (ensure(MeshIn.HasAttributes()) == false) return;
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// handle UV layer issues, missing attributes, etc
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int UseUVLayer = Settings.UVLayer;
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bool bValidUVLayer = (UseUVLayer >= 0 && UseUVLayer < MeshIn.Attributes()->NumUVLayers());
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if (ensure(bValidUVLayer) == false)
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{
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UseUVLayer = FMath::Clamp(UseUVLayer, 0, MeshIn.Attributes()->NumUVLayers() - 1);
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}
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FComputeTangentsOptions Options;
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Options.bAveraged = (Settings.TangentsType == ToUEnum( EComputeTangentsType::FastMikkT) );
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TangentsOut.SetMesh(&MeshIn);
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TangentsOut.ComputeTriVertexTangents(
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MeshIn.Attributes()->PrimaryNormals(),
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MeshIn.Attributes()->GetUVLayer(UseUVLayer),
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Options);
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// clear output mesh reference
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TangentsOut.SetMesh(nullptr);
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}
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};
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} // end namespace GeometryFlow
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} // end namespace UE
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