EM_Task/UnrealEd/Private/TexAlignTools.cpp
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

525 lines
18 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
TexAlignTools.cpp: Tools for aligning textures on surfaces
=============================================================================*/
#include "TexAlignTools.h"
#include "Engine/Level.h"
#include "Model.h"
#include "TexAligner/TexAlignerBox.h"
#include "TexAligner/TexAlignerDefault.h"
#include "TexAligner/TexAlignerFit.h"
#include "TexAligner/TexAlignerPlanar.h"
#include "Engine/Polys.h"
#include "Editor.h"
#include "BSPOps.h"
FTexAlignTools GTexAlignTools;
static int32 GetMajorAxis(FVector InNormal, int32 InForceAxis)
{
// Figure out the major axis information.
int32 Axis = TAXIS_X;
if (FMath::Abs(InNormal.Y) >= 0.5f)
Axis = TAXIS_Y;
else
{
// Only check Z if we aren't aligned to walls
if (InForceAxis != TAXIS_WALLS)
if (FMath::Abs(InNormal.Z) >= 0.5f)
Axis = TAXIS_Z;
}
return Axis;
}
// Checks the normal of the major axis ... if it's negative, returns 1.
static bool ShouldFlipVectors(FVector InNormal, int32 InAxis)
{
if (InAxis == TAXIS_X)
if (InNormal.X < 0)
return 1;
if (InAxis == TAXIS_Y)
if (InNormal.Y < 0)
return 1;
if (InAxis == TAXIS_Z)
if (InNormal.Z < 0)
return 1;
return 0;
}
UTexAligner::UTexAligner(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UTexAligner::PostInitProperties()
{
Super::PostInitProperties();
Desc = TEXT("N/A");
TAxis = TAXIS_AUTO;
UTile = VTile = 1.f;
DefTexAlign = TEXALIGN_Default;
}
void UTexAligner::Align(UWorld* InWorld, ETexAlign InTexAlignType)
{
for (int32 LevelIndex = 0; LevelIndex < InWorld->GetNumLevels(); ++LevelIndex)
{
ULevel* Level = InWorld->GetLevel(LevelIndex);
Align(InWorld, InTexAlignType, Level->Model);
}
}
void UTexAligner::Align(UWorld* InWorld, ETexAlign InTexAlignType, UModel* InModel)
{
//
// Build an initial list of BSP surfaces to be aligned.
//
FPoly EdPoly;
TArray<FBspSurfIdx> InitialSurfList;
for (int32 i = 0; i < InModel->Surfs.Num(); i++)
{
FBspSurf* Surf = &InModel->Surfs[i];
if (Surf->PolyFlags & PF_Selected)
{
new (InitialSurfList) FBspSurfIdx(Surf, i);
}
}
//
// Create a final list of BSP surfaces ...
//
// - allows for rejection of surfaces
// - allows for specific ordering of faces
//
TArray<FBspSurfIdx> FinalSurfList;
FVector Normal;
for (int32 i = 0; i < InitialSurfList.Num(); i++)
{
FBspSurfIdx* Surf = &InitialSurfList[i];
// Normal = InModel->Vectors[ Surf->Surf->vNormal ];
// GEditor->polyFindMaster( InModel, Surf->Idx, EdPoly );
bool bOK = 1;
/*
switch( InTexAlignType )
{
}
*/
if (bOK)
new (FinalSurfList) FBspSurfIdx(Surf->Surf, Surf->Idx);
}
//
// Align the final surfaces.
//
for (int32 i = 0; i < FinalSurfList.Num(); i++)
{
FBspSurfIdx* Surf = &FinalSurfList[i];
GEditor->polyFindMaster(InModel, Surf->Idx, EdPoly);
Normal = InModel->Vectors[Surf->Surf->vNormal];
AlignSurf(InTexAlignType == TEXALIGN_None ? (ETexAlign)DefTexAlign : InTexAlignType, InModel, Surf, &EdPoly, &Normal);
const bool bUpdateTexCoords = true;
const bool bOnlyRefreshSurfaceMaterials = true;
GEditor->polyUpdateMaster(InModel, Surf->Idx, bUpdateTexCoords, bOnlyRefreshSurfaceMaterials);
}
GEditor->RedrawLevelEditingViewports();
InWorld->MarkPackageDirty();
ULevel::LevelDirtiedEvent.Broadcast();
}
void UTexAligner::AlignSurf(ETexAlign InTexAlignType, UModel* InModel, FBspSurfIdx* InSurfIdx, FPoly* InPoly, FVector* InNormal)
{
}
UTexAlignerPlanar::UTexAlignerPlanar(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UTexAlignerPlanar::PostInitProperties()
{
Super::PostInitProperties();
Desc = NSLOCTEXT("UnrealEd", "Planar", "Planar").ToString();
DefTexAlign = TEXALIGN_Planar;
}
void UTexAlignerPlanar::AlignSurf(ETexAlign InTexAlignType, UModel* InModel, FBspSurfIdx* InSurfIdx, FPoly* InPoly, FVector* InNormal)
{
if (InTexAlignType == TEXALIGN_PlanarAuto)
TAxis = TAXIS_AUTO;
else if (InTexAlignType == TEXALIGN_PlanarWall)
TAxis = TAXIS_WALLS;
else if (InTexAlignType == TEXALIGN_PlanarFloor)
TAxis = TAXIS_Z;
int32 Axis = GetMajorAxis(*InNormal, TAxis);
if (TAxis != TAXIS_AUTO && TAxis != TAXIS_WALLS)
Axis = TAxis;
bool bFlip = ShouldFlipVectors(*InNormal, Axis);
// Determine the texturing vectors.
FVector U, V;
if (Axis == TAXIS_X)
{
U = FVector(0, (bFlip ? 1 : -1), 0);
V = FVector(0, 0, -1);
}
else if (Axis == TAXIS_Y)
{
U = FVector((bFlip ? -1 : 1), 0, 0);
V = FVector(0, 0, -1);
}
else
{
U = FVector((bFlip ? 1 : -1), 0, 0);
V = FVector(0, -1, 0);
}
FVector Base = FVector::ZeroVector;
U *= UTile;
V *= VTile;
InSurfIdx->Surf->pBase = FBSPOps::bspAddPoint(InModel, &Base, 0);
InSurfIdx->Surf->vTextureU = FBSPOps::bspAddVector(InModel, &U, 0);
InSurfIdx->Surf->vTextureV = FBSPOps::bspAddVector(InModel, &V, 0);
}
UTexAlignerDefault::UTexAlignerDefault(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UTexAlignerDefault::PostInitProperties()
{
Super::PostInitProperties();
Desc = NSLOCTEXT("UnrealEd", "Default", "Default").ToString();
DefTexAlign = TEXALIGN_Default;
}
void UTexAlignerDefault::AlignSurf(ETexAlign InTexAlignType, UModel* InModel, FBspSurfIdx* InSurfIdx, FPoly* InPoly, FVector* InNormal)
{
InPoly->Base = InPoly->Vertices[0];
InPoly->TextureU = FVector::ZeroVector;
InPoly->TextureV = FVector::ZeroVector;
InPoly->Finalize(NULL, 0);
InPoly->TextureU *= UTile;
InPoly->TextureV *= VTile;
ABrush* Actor = InSurfIdx->Surf->Actor;
const FVector PrePivot = Actor->GetPivotOffset();
const FVector Location = Actor->GetActorLocation();
const FRotator Rotation = Actor->GetActorRotation();
const FVector Scale = Actor->GetActorScale();
const FRotationMatrix RotMatrix(Rotation);
FVector Base = RotMatrix.TransformVector((InPoly->Base - PrePivot) * Scale) + Location;
FVector TextureU = RotMatrix.TransformVector(InPoly->TextureU / Scale);
FVector TextureV = RotMatrix.TransformVector(InPoly->TextureV / Scale);
InSurfIdx->Surf->pBase = FBSPOps::bspAddPoint(InModel, &Base, 0);
InSurfIdx->Surf->vTextureU = FBSPOps::bspAddVector(InModel, &TextureU, 0);
InSurfIdx->Surf->vTextureV = FBSPOps::bspAddVector(InModel, &TextureV, 0);
}
UTexAlignerBox::UTexAlignerBox(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UTexAlignerBox::PostInitProperties()
{
Super::PostInitProperties();
Desc = NSLOCTEXT("UnrealEd", "Box", "Box").ToString();
DefTexAlign = TEXALIGN_Box;
}
void UTexAlignerBox::AlignSurf(ETexAlign InTexAlignType, UModel* InModel, FBspSurfIdx* InSurfIdx, FPoly* InPoly, FVector* InNormal)
{
FVector U, V;
InNormal->FindBestAxisVectors(V, U);
U *= -1.0;
V *= -1.0;
U *= UTile;
V *= VTile;
FVector Base = FVector::ZeroVector;
InSurfIdx->Surf->pBase = FBSPOps::bspAddPoint(InModel, &Base, 0);
InSurfIdx->Surf->vTextureU = FBSPOps::bspAddVector(InModel, &U, 0);
InSurfIdx->Surf->vTextureV = FBSPOps::bspAddVector(InModel, &V, 0);
}
UTexAlignerFit::UTexAlignerFit(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UTexAlignerFit::PostInitProperties()
{
Super::PostInitProperties();
Desc = NSLOCTEXT("UnrealEd", "Fit", "Fit").ToString();
DefTexAlign = TEXALIGN_Fit;
}
void UTexAlignerFit::AlignSurf(ETexAlign InTexAlignType, UModel* InModel, FBspSurfIdx* InSurfIdx, FPoly* InPoly, FVector* InNormal)
{
// @todo: Support cycling between texture corners by FIT'ing again? Each Ctrl+Shift+F would rotate texture.
// @todo: Consider making initial FIT match the texture's current orientation as close as possible?
// @todo: Handle subtractive brush polys differently? (flip U texture direction)
// @todo: Option to ignore pixel aspect for quads (e.g. stretch full texture non-uniformly over quad)
// Compute world space vertex positions
TArray<FVector> WorldSpacePolyVertices;
for (int32 VertexIndex = 0; VertexIndex < InPoly->Vertices.Num(); ++VertexIndex)
{
WorldSpacePolyVertices.Add(InSurfIdx->Surf->Actor->ActorToWorld().TransformPosition(InPoly->Vertices[VertexIndex]));
}
// Create an orthonormal basis for the polygon
FMatrix WorldToPolyRotationMatrix;
const FVector& FirstPolyVertex = WorldSpacePolyVertices[0];
{
const FVector& VertexA = FirstPolyVertex;
const FVector& VertexB = WorldSpacePolyVertices[1];
FVector UpVec = (VertexB - VertexA).GetSafeNormal();
FVector RightVec = InPoly->Normal ^ UpVec;
WorldToPolyRotationMatrix.SetIdentity();
WorldToPolyRotationMatrix.SetAxes(&RightVec, &UpVec, &InPoly->Normal);
}
// Find a corner of the polygon that's closest to a 90 degree angle. When there are multiple corners with
// similar angles, we'll use the one closest to the local space bottom-left along the polygon's plane
const float DesiredAbsDotProduct = 0.0f;
int32 BestVertexIndex = INDEX_NONE;
float BestDotProductDiff = 10000.0f;
float BestPositivity = 10000.0f;
for (int32 VertexIndex = 0; VertexIndex < WorldSpacePolyVertices.Num(); ++VertexIndex)
{
// Compute the previous and next vertex in the winding
const int32 PrevWindingVertexIndex = (VertexIndex > 0) ? (VertexIndex - 1) : (WorldSpacePolyVertices.Num() - 1);
const int32 NextWindingVertexIndex = (VertexIndex < WorldSpacePolyVertices.Num() - 1) ? (VertexIndex + 1) : 0;
const FVector& PrevVertex = WorldSpacePolyVertices[PrevWindingVertexIndex];
const FVector& CurVertex = WorldSpacePolyVertices[VertexIndex];
const FVector& NextVertex = WorldSpacePolyVertices[NextWindingVertexIndex];
// Compute the corner angle
float AbsDotProduct = FMath::Abs((PrevVertex - CurVertex).GetSafeNormal() | (NextVertex - CurVertex).GetSafeNormal());
// Compute how 'positive' this vertex is relative to the bottom left position in the polygon's plane
FVector PolySpaceVertex = WorldToPolyRotationMatrix.InverseTransformVector(CurVertex - FirstPolyVertex);
const float Positivity = PolySpaceVertex.X + PolySpaceVertex.Y;
// Is the corner angle closer to 90 degrees than our current best?
const float DotProductDiff = FMath::Abs(AbsDotProduct - DesiredAbsDotProduct);
if (FMath::IsNearlyEqual(DotProductDiff, BestDotProductDiff, 0.1f))
{
// This angle is just as good as the current best, so check to see which is closer to the local space
// bottom-left along the polygon's plane
if (Positivity < BestPositivity)
{
// This vertex is in a more suitable location for the bottom-left of the texture
BestVertexIndex = VertexIndex;
if (DotProductDiff < BestDotProductDiff)
{
// Only store the new dot product if it's actually better than the existing one
BestDotProductDiff = DotProductDiff;
}
BestPositivity = Positivity;
}
}
else if (DotProductDiff <= BestDotProductDiff)
{
// This angle is definitely better!
BestVertexIndex = VertexIndex;
BestDotProductDiff = DotProductDiff;
BestPositivity = Positivity;
}
}
// Compute orthonormal basis for the 'best corner' of the polygon. The texture will be positioned at the corner
// of the bounds of the poly in this coordinate system
const FVector& BestVertex = WorldSpacePolyVertices[BestVertexIndex];
const int32 NextWindingVertexIndex = (BestVertexIndex < WorldSpacePolyVertices.Num() - 1) ? (BestVertexIndex + 1) : 0;
const FVector& NextVertex = WorldSpacePolyVertices[NextWindingVertexIndex];
FVector TextureUpVec = (NextVertex - BestVertex).GetSafeNormal();
FVector TextureRightVec = InPoly->Normal ^ TextureUpVec;
FMatrix WorldToTextureRotationMatrix;
WorldToTextureRotationMatrix.SetIdentity();
WorldToTextureRotationMatrix.SetAxes(&TextureRightVec, &TextureUpVec, &InPoly->Normal);
// Compute bounds of polygon along plane
float MinX = FLT_MAX;
float MaxX = -FLT_MAX;
float MinY = FLT_MAX;
float MaxY = -FLT_MAX;
for (int32 VertexIndex = 0; VertexIndex < WorldSpacePolyVertices.Num(); ++VertexIndex)
{
const FVector& CurVertex = WorldSpacePolyVertices[VertexIndex];
// Transform vertex into the coordinate system of our texture
FVector TextureSpaceVertex = WorldToTextureRotationMatrix.InverseTransformVector(CurVertex - BestVertex);
if (TextureSpaceVertex.X < MinX)
{
MinX = TextureSpaceVertex.X;
}
if (TextureSpaceVertex.X > MaxX)
{
MaxX = TextureSpaceVertex.X;
}
if (TextureSpaceVertex.Y < MinY)
{
MinY = TextureSpaceVertex.Y;
}
if (TextureSpaceVertex.Y > MaxY)
{
MaxY = TextureSpaceVertex.Y;
}
}
// We'll use the texture space corner of the bounds as the origin of the texture. This ensures that
// the texture fits over the entire polygon without revealing any tiling
const FVector TextureSpaceBasePos(MinX, MinY, 0.0f);
FVector WorldSpaceBasePos = WorldToTextureRotationMatrix.TransformVector(TextureSpaceBasePos) + BestVertex;
// Apply scale to UV vectors. We incorporate the parameterized tiling rations and scale by our texture size
const float WorldTexelScale = UModel::GetGlobalBSPTexelScale();
const float TextureSizeU = FMath::Abs(MaxX - MinX);
const float TextureSizeV = FMath::Abs(MaxY - MinY);
FVector TextureUVector = UTile * TextureRightVec * WorldTexelScale / TextureSizeU;
FVector TextureVVector = VTile * TextureUpVec * WorldTexelScale / TextureSizeV;
// Flip the texture vertically if we want that
const bool bFlipVertically = true;
if (bFlipVertically)
{
WorldSpaceBasePos += TextureUpVec * TextureSizeV;
TextureVVector *= -1.0f;
}
// Apply texture base position
{
const bool bExactMatch = false;
InSurfIdx->Surf->pBase = FBSPOps::bspAddPoint(InModel, const_cast<FVector*>(&WorldSpaceBasePos), bExactMatch);
}
// Apply texture UV vectors
{
const bool bExactMatch = false;
InSurfIdx->Surf->vTextureU = FBSPOps::bspAddVector(InModel, const_cast<FVector*>(&TextureUVector), bExactMatch);
InSurfIdx->Surf->vTextureV = FBSPOps::bspAddVector(InModel, const_cast<FVector*>(&TextureVVector), bExactMatch);
}
}
/*------------------------------------------------------------------------------
FTexAlignTools.
A helper class to store the state of the various texture alignment tools.
------------------------------------------------------------------------------*/
void FTexAlignTools::Init()
{
// Never call Init more then once except if Release was call
check(!bIsInit);
// Create the list of aligners.
Aligners.Empty();
Aligners.Add(NewObject<UTexAlignerDefault>(GetTransientPackage(), NAME_None, RF_Public | RF_Standalone));
Aligners.Add(NewObject<UTexAlignerPlanar>(GetTransientPackage(), NAME_None, RF_Public | RF_Standalone));
Aligners.Add(NewObject<UTexAlignerBox>(GetTransientPackage(), NAME_None, RF_Public | RF_Standalone));
Aligners.Add(NewObject<UTexAlignerFit>(GetTransientPackage(), NAME_None, RF_Public | RF_Standalone));
for (UObject* Aligner: Aligners)
{
Aligner->AddToRoot();
}
FEditorDelegates::FitTextureToSurface.AddRaw(this, &FTexAlignTools::OnEditorFitTextureToSurface);
bIsInit = true;
}
void FTexAlignTools::Release()
{
if (bIsInit)
{
for (UObject* Aligner: Aligners)
{
Aligner->RemoveFromRoot();
}
Aligners.Empty();
FEditorDelegates::FitTextureToSurface.RemoveAll(this);
}
bIsInit = false;
}
FTexAlignTools::FTexAlignTools()
{
bIsInit = false;
}
FTexAlignTools::~FTexAlignTools()
{
Release();
}
// Returns the most appropriate texture aligner based on the type passed in.
UTexAligner* FTexAlignTools::GetAligner(ETexAlign InTexAlign)
{
switch (InTexAlign)
{
case TEXALIGN_Planar:
case TEXALIGN_PlanarAuto:
case TEXALIGN_PlanarWall:
case TEXALIGN_PlanarFloor:
return Aligners[1];
break;
case TEXALIGN_Default:
return Aligners[0];
break;
case TEXALIGN_Box:
return Aligners[2];
break;
case TEXALIGN_Fit:
return Aligners[3];
break;
}
check(0); // Unknown type!
return NULL;
}
void FTexAlignTools::OnEditorFitTextureToSurface(UWorld* InWorld)
{
UTexAligner* FitAligner = GTexAlignTools.Aligners[3];
for (int32 LevelIndex = 0; LevelIndex < InWorld->GetNumLevels(); ++LevelIndex)
{
ULevel* Level = InWorld->GetLevel(LevelIndex);
FitAligner->Align(InWorld, TEXALIGN_None, Level->Model);
}
}