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- // Copyright 2016 Chris Conway (Koderz). All Rights Reserved.
- #include "RuntimeMeshComponentPluginPrivatePCH.h"
- #include "RuntimeMeshLibrary.h"
- #include "MessageLog.h"
- #include "UObjectToken.h"
- #include "StaticMeshResources.h"
- #include "TessellationUtilities.h"
- #include "RuntimeMeshBuilder.h"
- #include "RuntimeMeshComponent.h"
- #define LOCTEXT_NAMESPACE "RuntimeMeshLibrary"
- URuntimeMeshLibrary::URuntimeMeshLibrary(const FObjectInitializer& ObjectInitializer)
- : Super(ObjectInitializer)
- {
- }
- void URuntimeMeshLibrary::ConvertQuadToTriangles(TArray<int32>& Triangles, int32 Vert0, int32 Vert1, int32 Vert2, int32 Vert3)
- {
- Triangles.Add(Vert0);
- Triangles.Add(Vert1);
- Triangles.Add(Vert3);
- Triangles.Add(Vert1);
- Triangles.Add(Vert2);
- Triangles.Add(Vert3);
- }
- void URuntimeMeshLibrary::CreateGridMeshTriangles(int32 NumX, int32 NumY, bool bWinding, TArray<int32>& Triangles)
- {
- Triangles.Reset();
- if (NumX >= 2 && NumY >= 2)
- {
- // Build Quads
- for (int XIdx = 0; XIdx < NumX - 1; XIdx++)
- {
- for (int YIdx = 0; YIdx < NumY - 1; YIdx++)
- {
- const int32 I0 = (XIdx + 0)*NumY + (YIdx + 0);
- const int32 I1 = (XIdx + 1)*NumY + (YIdx + 0);
- const int32 I2 = (XIdx + 1)*NumY + (YIdx + 1);
- const int32 I3 = (XIdx + 0)*NumY + (YIdx + 1);
- if (bWinding)
- {
- ConvertQuadToTriangles(Triangles, I0, I1, I2, I3);
- }
- else
- {
- ConvertQuadToTriangles(Triangles, I0, I3, I2, I1);
- }
- }
- }
- }
- }
- void URuntimeMeshLibrary::CreateBoxMesh(FVector BoxRadius, TArray<FVector>& Vertices, TArray<int32>& Triangles, TArray<FVector>& Normals, TArray<FVector2D>& UVs, TArray<FRuntimeMeshTangent>& Tangents)
- {
- // Generate verts
- FVector BoxVerts[8];
- BoxVerts[0] = FVector(-BoxRadius.X, BoxRadius.Y, BoxRadius.Z);
- BoxVerts[1] = FVector(BoxRadius.X, BoxRadius.Y, BoxRadius.Z);
- BoxVerts[2] = FVector(BoxRadius.X, -BoxRadius.Y, BoxRadius.Z);
- BoxVerts[3] = FVector(-BoxRadius.X, -BoxRadius.Y, BoxRadius.Z);
- BoxVerts[4] = FVector(-BoxRadius.X, BoxRadius.Y, -BoxRadius.Z);
- BoxVerts[5] = FVector(BoxRadius.X, BoxRadius.Y, -BoxRadius.Z);
- BoxVerts[6] = FVector(BoxRadius.X, -BoxRadius.Y, -BoxRadius.Z);
- BoxVerts[7] = FVector(-BoxRadius.X, -BoxRadius.Y, -BoxRadius.Z);
- // Generate triangles (from quads)
- Triangles.Reset();
- const int32 NumVerts = 24; // 6 faces x 4 verts per face
- Vertices.Reset();
- Vertices.AddUninitialized(NumVerts);
- Normals.Reset();
- Normals.AddUninitialized(NumVerts);
- Tangents.Reset();
- Tangents.AddUninitialized(NumVerts);
- Vertices[0] = BoxVerts[0];
- Vertices[1] = BoxVerts[1];
- Vertices[2] = BoxVerts[2];
- Vertices[3] = BoxVerts[3];
- ConvertQuadToTriangles(Triangles, 0, 1, 2, 3);
- Normals[0] = Normals[1] = Normals[2] = Normals[3] = FVector(0, 0, 1);
- Tangents[0] = Tangents[1] = Tangents[2] = Tangents[3] = FRuntimeMeshTangent(0.f, -1.f, 0.f);
- Vertices[4] = BoxVerts[4];
- Vertices[5] = BoxVerts[0];
- Vertices[6] = BoxVerts[3];
- Vertices[7] = BoxVerts[7];
- ConvertQuadToTriangles(Triangles, 4, 5, 6, 7);
- Normals[4] = Normals[5] = Normals[6] = Normals[7] = FVector(-1, 0, 0);
- Tangents[4] = Tangents[5] = Tangents[6] = Tangents[7] = FRuntimeMeshTangent(0.f, -1.f, 0.f);
- Vertices[8] = BoxVerts[5];
- Vertices[9] = BoxVerts[1];
- Vertices[10] = BoxVerts[0];
- Vertices[11] = BoxVerts[4];
- ConvertQuadToTriangles(Triangles, 8, 9, 10, 11);
- Normals[8] = Normals[9] = Normals[10] = Normals[11] = FVector(0, 1, 0);
- Tangents[8] = Tangents[9] = Tangents[10] = Tangents[11] = FRuntimeMeshTangent(-1.f, 0.f, 0.f);
- Vertices[12] = BoxVerts[6];
- Vertices[13] = BoxVerts[2];
- Vertices[14] = BoxVerts[1];
- Vertices[15] = BoxVerts[5];
- ConvertQuadToTriangles(Triangles, 12, 13, 14, 15);
- Normals[12] = Normals[13] = Normals[14] = Normals[15] = FVector(1, 0, 0);
- Tangents[12] = Tangents[13] = Tangents[14] = Tangents[15] = FRuntimeMeshTangent(0.f, 1.f, 0.f);
- Vertices[16] = BoxVerts[7];
- Vertices[17] = BoxVerts[3];
- Vertices[18] = BoxVerts[2];
- Vertices[19] = BoxVerts[6];
- ConvertQuadToTriangles(Triangles, 16, 17, 18, 19);
- Normals[16] = Normals[17] = Normals[18] = Normals[19] = FVector(0, -1, 0);
- Tangents[16] = Tangents[17] = Tangents[18] = Tangents[19] = FRuntimeMeshTangent(1.f, 0.f, 0.f);
- Vertices[20] = BoxVerts[7];
- Vertices[21] = BoxVerts[6];
- Vertices[22] = BoxVerts[5];
- Vertices[23] = BoxVerts[4];
- ConvertQuadToTriangles(Triangles, 20, 21, 22, 23);
- Normals[20] = Normals[21] = Normals[22] = Normals[23] = FVector(0, 0, -1);
- Tangents[20] = Tangents[21] = Tangents[22] = Tangents[23] = FRuntimeMeshTangent(0.f, 1.f, 0.f);
- // UVs
- UVs.Reset();
- UVs.AddUninitialized(NumVerts);
- UVs[0] = UVs[4] = UVs[8] = UVs[12] = UVs[16] = UVs[20] = FVector2D(0.f, 0.f);
- UVs[1] = UVs[5] = UVs[9] = UVs[13] = UVs[17] = UVs[21] = FVector2D(0.f, 1.f);
- UVs[2] = UVs[6] = UVs[10] = UVs[14] = UVs[18] = UVs[22] = FVector2D(1.f, 1.f);
- UVs[3] = UVs[7] = UVs[11] = UVs[15] = UVs[19] = UVs[23] = FVector2D(1.f, 0.f);
- }
- void FindVertOverlaps(int32 TestVertIndex, const IRuntimeMeshVerticesBuilder* Vertices, TArray<int32>& VertOverlaps)
- {
- // Check if Verts is empty or test is outside range
- if (TestVertIndex < Vertices->Length())
- {
- const FVector TestVert = Vertices->GetPosition(TestVertIndex);
- for (int32 VertIdx = 0; VertIdx < Vertices->Length(); VertIdx++)
- {
- // First see if we overlap, and smoothing groups are the same
- if (TestVert.Equals(Vertices->GetPosition(VertIdx)))
- {
- // If it, so we are at least considered an 'overlap' for normal gen
- VertOverlaps.Add(VertIdx);
- }
- }
- }
- }
- void URuntimeMeshLibrary::CalculateTangentsForMesh(IRuntimeMeshVerticesBuilder* Vertices, const FRuntimeMeshIndicesBuilder* Triangles)
- {
- if (Vertices->Length() == 0) return;
- // Number of triangles
- const int32 NumTris = Triangles->TriangleLength();
- // Number of verts
- const int32 NumVerts = Vertices->Length();
- // Map of vertex to triangles in Triangles array
- TMultiMap<int32, int32> VertToTriMap;
- // Map of vertex to triangles to consider for normal calculation
- TMultiMap<int32, int32> VertToTriSmoothMap;
- // Normal/tangents for each face
- TArray<FVector> FaceTangentX, FaceTangentY, FaceTangentZ;
- FaceTangentX.AddUninitialized(NumTris);
- FaceTangentY.AddUninitialized(NumTris);
- FaceTangentZ.AddUninitialized(NumTris);
- // Iterate over triangles
- for (int TriIdx = 0; TriIdx < NumTris; TriIdx++)
- {
- int32 CornerIndex[3];
- FVector P[3];
- for (int32 CornerIdx = 0; CornerIdx < 3; CornerIdx++)
- {
- // Find vert index (clamped within range)
- int32 VertIndex = FMath::Min(Triangles->GetIndex((TriIdx * 3) + CornerIdx), NumVerts - 1);
- CornerIndex[CornerIdx] = VertIndex;
- P[CornerIdx] = Vertices->GetPosition(VertIndex);
- // Find/add this vert to index buffer
- TArray<int32> VertOverlaps;
- FindVertOverlaps(VertIndex, Vertices, VertOverlaps);
- // Remember which triangles map to this vert
- VertToTriMap.AddUnique(VertIndex, TriIdx);
- VertToTriSmoothMap.AddUnique(VertIndex, TriIdx);
- // Also update map of triangles that 'overlap' this vert (ie don't match UV, but do match smoothing) and should be considered when calculating normal
- for (int32 OverlapIdx = 0; OverlapIdx < VertOverlaps.Num(); OverlapIdx++)
- {
- // For each vert we overlap..
- int32 OverlapVertIdx = VertOverlaps[OverlapIdx];
- // Add this triangle to that vert
- VertToTriSmoothMap.AddUnique(OverlapVertIdx, TriIdx);
- // And add all of its triangles to us
- TArray<int32> OverlapTris;
- VertToTriMap.MultiFind(OverlapVertIdx, OverlapTris);
- for (int32 OverlapTriIdx = 0; OverlapTriIdx < OverlapTris.Num(); OverlapTriIdx++)
- {
- VertToTriSmoothMap.AddUnique(VertIndex, OverlapTris[OverlapTriIdx]);
- }
- }
- }
- // Calculate triangle edge vectors and normal
- const FVector Edge21 = P[1] - P[2];
- const FVector Edge20 = P[0] - P[2];
- const FVector TriNormal = (Edge21 ^ Edge20).GetSafeNormal();
- // If we have UVs, use those to calc
- if (Vertices->HasUVComponent(0))
- {
- const FVector2D T1 = Vertices->GetUV(CornerIndex[0]);
- const FVector2D T2 = Vertices->GetUV(CornerIndex[1]);
- const FVector2D T3 = Vertices->GetUV(CornerIndex[2]);
- FMatrix ParameterToLocal(
- FPlane(P[1].X - P[0].X, P[1].Y - P[0].Y, P[1].Z - P[0].Z, 0),
- FPlane(P[2].X - P[0].X, P[2].Y - P[0].Y, P[2].Z - P[0].Z, 0),
- FPlane(P[0].X, P[0].Y, P[0].Z, 0),
- FPlane(0, 0, 0, 1)
- );
- FMatrix ParameterToTexture(
- FPlane(T2.X - T1.X, T2.Y - T1.Y, 0, 0),
- FPlane(T3.X - T1.X, T3.Y - T1.Y, 0, 0),
- FPlane(T1.X, T1.Y, 1, 0),
- FPlane(0, 0, 0, 1)
- );
- // Use InverseSlow to catch singular matrices. Inverse can miss this sometimes.
- const FMatrix TextureToLocal = ParameterToTexture.Inverse() * ParameterToLocal;
- FaceTangentX[TriIdx] = TextureToLocal.TransformVector(FVector(1, 0, 0)).GetSafeNormal();
- FaceTangentY[TriIdx] = TextureToLocal.TransformVector(FVector(0, 1, 0)).GetSafeNormal();
- }
- else
- {
- FaceTangentX[TriIdx] = Edge20.GetSafeNormal();
- FaceTangentY[TriIdx] = (FaceTangentX[TriIdx] ^ TriNormal).GetSafeNormal();
- }
- FaceTangentZ[TriIdx] = TriNormal;
- }
- // Arrays to accumulate tangents into
- TArray<FVector> VertexTangentXSum, VertexTangentYSum, VertexTangentZSum;
- VertexTangentXSum.AddZeroed(NumVerts);
- VertexTangentYSum.AddZeroed(NumVerts);
- VertexTangentZSum.AddZeroed(NumVerts);
- // For each vertex..
- for (int VertxIdx = 0; VertxIdx < Vertices->Length(); VertxIdx++)
- {
- // Find relevant triangles for normal
- TArray<int32> SmoothTris;
- VertToTriSmoothMap.MultiFind(VertxIdx, SmoothTris);
- for (int i = 0; i < SmoothTris.Num(); i++)
- {
- int32 TriIdx = SmoothTris[i];
- VertexTangentZSum[VertxIdx] += FaceTangentZ[TriIdx];
- }
- // Find relevant triangles for tangents
- TArray<int32> TangentTris;
- VertToTriMap.MultiFind(VertxIdx, TangentTris);
- for (int i = 0; i < TangentTris.Num(); i++)
- {
- int32 TriIdx = TangentTris[i];
- VertexTangentXSum[VertxIdx] += FaceTangentX[TriIdx];
- VertexTangentYSum[VertxIdx] += FaceTangentY[TriIdx];
- }
- }
- // Finally, normalize tangents and build output arrays
-
- for (int VertxIdx = 0; VertxIdx < NumVerts; VertxIdx++)
- {
- FVector& TangentX = VertexTangentXSum[VertxIdx];
- FVector& TangentY = VertexTangentYSum[VertxIdx];
- FVector& TangentZ = VertexTangentZSum[VertxIdx];
- TangentX.Normalize();
- TangentZ.Normalize();
- // Use Gram-Schmidt orthogonalization to make sure X is orth with Z
- TangentX -= TangentZ * (TangentZ | TangentX);
- TangentX.Normalize();
- Vertices->SetTangents(VertxIdx, TangentX, TangentY, TangentZ);
- }
- }
- void URuntimeMeshLibrary::CalculateTangentsForMesh(const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector2D>& UVs, TArray<FVector>& Normals, TArray<FRuntimeMeshTangent>& Tangents)
- {
- FRuntimeMeshComponentVerticesBuilder VerticesBuilder(const_cast<TArray<FVector>*>(&Vertices), &Normals, &Tangents, nullptr, const_cast<TArray<FVector2D>*>(&UVs));
- FRuntimeMeshIndicesBuilder IndicesBuilder(const_cast<TArray<int32>*>(&Triangles));
- CalculateTangentsForMesh(&VerticesBuilder, &IndicesBuilder);
- }
- void URuntimeMeshLibrary::GenerateTessellationIndexBuffer(const IRuntimeMeshVerticesBuilder* Vertices, const FRuntimeMeshIndicesBuilder* Indices, FRuntimeMeshIndicesBuilder* OutTessellationIndices)
- {
- TessellationUtilities::CalculateTessellationIndices(Vertices, Indices, OutTessellationIndices);
- }
- void URuntimeMeshLibrary::GenerateTessellationIndexBuffer(const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector2D>& UVs, TArray<FVector>& Normals, TArray<FRuntimeMeshTangent>& Tangents, TArray<int32>& OutTessTriangles)
- {
- FRuntimeMeshComponentVerticesBuilder VerticesBuilder(const_cast<TArray<FVector>*>(&Vertices), &Normals, &Tangents, nullptr, const_cast<TArray<FVector2D>*>(&UVs));
- FRuntimeMeshIndicesBuilder IndicesBuilder(const_cast<TArray<int32>*>(&Triangles));
- FRuntimeMeshIndicesBuilder OutIndicesBuilder(&OutTessTriangles);
- GenerateTessellationIndexBuffer(&VerticesBuilder, &IndicesBuilder, &OutIndicesBuilder);
- }
- static int32 GetNewIndexForOldVertIndex(int32 MeshVertIndex, TMap<int32, int32>& MeshToSectionVertMap, const FPositionVertexBuffer* PosBuffer, const FStaticMeshVertexBuffer* VertBuffer, const FColorVertexBuffer* ColorBuffer, IRuntimeMeshVerticesBuilder* Vertices)
- {
- int32* NewIndexPtr = MeshToSectionVertMap.Find(MeshVertIndex);
- if (NewIndexPtr != nullptr)
- {
- return *NewIndexPtr;
- }
- else
- {
- // Copy position
- int32 SectionVertIndex = Vertices->MoveNextOrAdd();
- Vertices->SetPosition(PosBuffer->VertexPosition(MeshVertIndex));
- Vertices->SetNormal(VertBuffer->VertexTangentZ(MeshVertIndex));
- Vertices->SetTangent(VertBuffer->VertexTangentX(MeshVertIndex));
- if (ColorBuffer && ColorBuffer->GetNumVertices())
- {
- Vertices->SetColor(ColorBuffer->VertexColor(MeshVertIndex));
- }
- // copy all uv channels
- for (uint32 Index = 0; Index < VertBuffer->GetNumTexCoords(); Index++)
- {
- Vertices->SetUV(Index, VertBuffer->GetVertexUV(MeshVertIndex, Index));
- }
- MeshToSectionVertMap.Add(MeshVertIndex, SectionVertIndex);
- return SectionVertIndex;
- }
- }
- void URuntimeMeshLibrary::GetSectionFromStaticMesh(UStaticMesh* InMesh, int32 LODIndex, int32 SectionIndex,
- IRuntimeMeshVerticesBuilder* Vertices, FRuntimeMeshIndicesBuilder* Triangles, FRuntimeMeshIndicesBuilder* AdjacencyTriangles)
- {
- if (InMesh)
- {
- #if !WITH_EDITOR && (ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 13)
- if (!InMesh->bAllowCPUAccess)
- {
- FMessageLog("PIE").Warning()
- ->AddToken(FTextToken::Create(LOCTEXT("GetSectionFromStaticMeshStart", "Calling GetSectionFromStaticMesh on")))
- ->AddToken(FUObjectToken::Create(InMesh))
- ->AddToken(FTextToken::Create(LOCTEXT("GetSectionFromStaticMeshEnd", "but 'Allow CPU Access' is not enabled. This is required for converting StaticMesh to RuntimeMeshComponent in cooked builds.")));
- }
- else
- #endif
- #if WITH_EDITOR || (ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 13)
- if (InMesh->RenderData != nullptr && InMesh->RenderData->LODResources.IsValidIndex(LODIndex))
- {
- const FStaticMeshLODResources& LOD = InMesh->RenderData->LODResources[LODIndex];
- if (LOD.Sections.IsValidIndex(SectionIndex))
- {
- // Empty output buffers
- Vertices->Reset();
- Triangles->Reset();
- // Map from vert buffer for whole mesh to vert buffer for section of interest
- TMap<int32, int32> MeshToSectionVertMap;
- const FStaticMeshSection& Section = LOD.Sections[SectionIndex];
- const uint32 OnePastLastIndex = Section.FirstIndex + Section.NumTriangles * 3;
- FIndexArrayView Indices = LOD.IndexBuffer.GetArrayView();
- // Iterate over section index buffer, copying verts as needed
- for (uint32 i = Section.FirstIndex; i < OnePastLastIndex; i++)
- {
- uint32 MeshVertIndex = Indices[i];
- // See if we have this vert already in our section vert buffer, and copy vert in if not
- int32 SectionVertIndex = GetNewIndexForOldVertIndex(MeshVertIndex, MeshToSectionVertMap, &LOD.PositionVertexBuffer, &LOD.VertexBuffer, &LOD.ColorVertexBuffer, Vertices);
- // Add to index buffer
- Triangles->AddIndex(SectionVertIndex);
- }
- if (AdjacencyTriangles != nullptr)
- {
- AdjacencyTriangles->Reset();
- // Adjacency indices use 12 per triangle instead of 3. So start position and length both need to be multiplied by 4
- const uint32 SectionAdjacencyFirstIndex = Section.FirstIndex * 4;
- const uint32 SectionAdjacencyOnePastLastIndex = SectionAdjacencyFirstIndex + Section.NumTriangles * (3 * 4);
- FIndexArrayView AdjacencyIndices = LOD.AdjacencyIndexBuffer.GetArrayView();
- // Iterate over section adjacency index buffer, copying any new verts as needed
- for (uint32 i = SectionAdjacencyFirstIndex; i < SectionAdjacencyOnePastLastIndex; i++)
- {
- uint32 MeshVertIndex = AdjacencyIndices[i];
- // See if we have this vert already in our section vert buffer, and copy vert in if not
- int32 SectionVertIndex = GetNewIndexForOldVertIndex(MeshVertIndex, MeshToSectionVertMap, &LOD.PositionVertexBuffer, &LOD.VertexBuffer, &LOD.ColorVertexBuffer, Vertices);
- // Add to index buffer
- AdjacencyTriangles->AddIndex(SectionVertIndex);
- }
- }
- }
- }
- #endif
- }
- }
- void URuntimeMeshLibrary::GetSectionFromStaticMesh(UStaticMesh* InMesh, int32 LODIndex, int32 SectionIndex, TArray<FVector>& Vertices,
- TArray<int32>& Triangles, TArray<FVector>& Normals, TArray<FVector2D>& UVs, TArray<FRuntimeMeshTangent>& Tangents)
- {
- FRuntimeMeshComponentVerticesBuilder VerticesBuilder(&Vertices, &Normals, &Tangents, nullptr, &UVs);
- FRuntimeMeshIndicesBuilder IndicesBuilder(&Triangles);
- GetSectionFromStaticMesh(InMesh, LODIndex, SectionIndex, &VerticesBuilder, &IndicesBuilder, nullptr);
- }
- void URuntimeMeshLibrary::CopyRuntimeMeshFromStaticMeshComponent(UStaticMeshComponent* StaticMeshComp, int32 LODIndex,
- URuntimeMeshComponent* RuntimeMeshComp, bool bShouldCreateCollision)
- {
- #if ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 14
- UStaticMesh* StaticMesh = StaticMeshComp->GetStaticMesh();
- #else
- UStaticMesh* StaticMesh = StaticMeshComp->StaticMesh;
- #endif
- if (StaticMeshComp != nullptr && StaticMesh != nullptr && RuntimeMeshComp != nullptr)
- {
- //// MESH DATA
- // Make sure LOD index is valid
- if (StaticMesh->RenderData == nullptr || !StaticMesh->RenderData->LODResources.IsValidIndex(LODIndex))
- {
- return;
- }
- // Get specified LOD
- const FStaticMeshLODResources& LOD = StaticMesh->RenderData->LODResources[LODIndex];
- #if ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 13
- int32 NumSections = StaticMesh->GetNumSections(LODIndex);
- #else
- int32 NumSections = LOD.Sections.Num();
- #endif
- for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
- {
- // Buffers for copying geom data
- if (LOD.Sections.IsValidIndex(SectionIndex))
- {
- int32 NumUVChannels = LOD.GetNumTexCoords();
- FRuntimeMeshIndicesBuilder AdjacencyTriangles;
- if (NumUVChannels <= 1)
- {
- FRuntimeMeshPackedVerticesBuilder<FRuntimeMeshVertexSimple> Vertices;
- FRuntimeMeshIndicesBuilder Triangles;
- // Get geom data from static mesh
- GetSectionFromStaticMesh(StaticMesh, LODIndex, SectionIndex, &Vertices, &Triangles, &AdjacencyTriangles);
- // Create section using data
- RuntimeMeshComp->CreateMeshSection(SectionIndex, *Vertices.GetVertices(), *Triangles.GetIndices(),
- bShouldCreateCollision, EUpdateFrequency::Infrequent, ESectionUpdateFlags::MoveArrays);
- }
- else
- {
- FRuntimeMeshPackedVerticesBuilder<FRuntimeMeshVertexDualUV> Vertices;
- FRuntimeMeshIndicesBuilder Triangles;
- // Get geom data from static mesh
- GetSectionFromStaticMesh(StaticMesh, LODIndex, SectionIndex, &Vertices, &Triangles, &AdjacencyTriangles);
- // Create section using data
- RuntimeMeshComp->CreateMeshSection(SectionIndex, *Vertices.GetVertices(), *Triangles.GetIndices(),
- bShouldCreateCollision, EUpdateFrequency::Infrequent, ESectionUpdateFlags::MoveArrays);
- }
- }
- }
- //// SIMPLE COLLISION
- // Clear any existing collision hulls
- RuntimeMeshComp->ClearCollisionConvexMeshes();
- if (StaticMesh->BodySetup != nullptr)
- {
- // Iterate over all convex hulls on static mesh..
- const int32 NumConvex = StaticMesh->BodySetup->AggGeom.ConvexElems.Num();
- for (int ConvexIndex = 0; ConvexIndex < NumConvex; ConvexIndex++)
- {
- // Copy convex verts to ProcMesh
- FKConvexElem& MeshConvex = StaticMesh->BodySetup->AggGeom.ConvexElems[ConvexIndex];
- RuntimeMeshComp->AddCollisionConvexMesh(MeshConvex.VertexData);
- }
- }
- //// MATERIALS
- for (int32 MatIndex = 0; MatIndex < StaticMeshComp->GetNumMaterials(); MatIndex++)
- {
- RuntimeMeshComp->SetMaterial(MatIndex, StaticMeshComp->GetMaterial(MatIndex));
- }
- }
- }
- #undef LOCTEXT_NAMESPACE
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