bmh/FlightSimulation/Plugins/CesiumForUnreal_5.4/Source/CesiumRuntime/Public/CesiumFeaturesMetadataComponent.h
2025-02-07 22:52:32 +08:00

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13 KiB
C++

// Copyright 2020-2024 CesiumGS, Inc. and Contributors
#pragma once
#include "CesiumFeatureIdSet.h"
#include "CesiumMetadataEncodingDetails.h"
#include "CesiumMetadataPropertyDetails.h"
#include "Components/ActorComponent.h"
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "Misc/Guid.h"
#if WITH_EDITOR
#include "Materials/MaterialFunctionMaterialLayer.h"
#endif
#include "CesiumFeaturesMetadataComponent.generated.h"
#pragma region Features descriptions
/**
* @brief Description of a feature ID set from EXT_mesh_features.
*/
USTRUCT()
struct CESIUMRUNTIME_API FCesiumFeatureIdSetDescription {
GENERATED_USTRUCT_BODY()
/**
* The display name of the feature ID set. If the feature ID set already has a
* label, this will use the label. Otherwise, if the feature ID set is
* unlabeled, a name will be generated like so:
*
* - If the feature ID set is an attribute, this will appear as
* "_FEATURE_ID_\<index\>", where \<index\> is the set index specified in
* the attribute.
* - If the feature ID set is a texture, this will appear as
* "_FEATURE_ID_TEXTURE_\<index\>", where \<index\> increments with the number
* of feature ID textures seen in an individual primitive.
* - If the feature ID set is an implicit set, this will appear as
* "_IMPLICIT_FEATURE_ID". Implicit feature ID sets don't vary in definition,
* so any additional implicit feature ID sets across the primitives are
* counted by this one.
*
* This name will also be used to represent the feature ID set in the
* generated material.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
FString Name;
/**
* The type of the feature ID set.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
ECesiumFeatureIdSetType Type = ECesiumFeatureIdSetType::None;
/**
* Whether this feature ID set contains a KHR_texture_transform glTF
* extension. Only applicable if the feature ID set is a feature ID texture.
*/
UPROPERTY(
EditAnywhere,
Category = "Cesium",
Meta = (EditCondition = "Type == ECesiumFeatureIdSetType::Texture"))
bool bHasKhrTextureTransform = false;
/**
* The name of the property table that this feature ID set corresponds to.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
FString PropertyTableName;
/**
* The null feature ID for the feature ID set. This value indicates that no
* feature is associated with the vertex or texel containing the value. If no
* such value is specified, this defaults to -1, which prevents it from being
* unnecessarily included in the generated material.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
bool bHasNullFeatureId = false;
};
/**
* @brief Description of the feature ID sets available from the
* EXT_mesh_features on a glTF's primitives.
*
* This aggregates the feature ID sets of all visible glTF primitives in the
* model. This describes the feature IDs that can be made accessible
* to Unreal Engine materials.
*/
USTRUCT()
struct CESIUMRUNTIME_API FCesiumPrimitiveFeaturesDescription {
GENERATED_USTRUCT_BODY()
/**
* @brief The feature ID sets to make accessible to the material. Note that
* the order of feature ID sets in this array does not necessarily
* correspond to the order of these feature ID sets in a glTF
* primitive.
*/
UPROPERTY(
EditAnywhere,
Category = "Features",
Meta = (TitleProperty = "Name"))
TArray<FCesiumFeatureIdSetDescription> FeatureIdSets;
};
#pragma endregion
#pragma region Metadata descriptions
// These don't exhaustively cover the possibilities of glTF metadata
// classes, they only cover the subset that can be encoded into textures. The
// following types are excluded:
// - enums
// - strings that cannot be parsed as numbers or colors
// - matrices
// - variable length arrays
// - arrays of non-scalar, non-boolean elements
//
// Additionally, if a property contains fixed-length arrays, only the first four
// elements can be encoded.
/**
* @brief Description of a property table property that should be encoded for
* access on the GPU.
*/
USTRUCT()
struct CESIUMRUNTIME_API FCesiumPropertyTablePropertyDescription {
GENERATED_USTRUCT_BODY()
/**
* The name of this property. This will be how it is referenced in the
* material.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
FString Name;
/**
* Describes the underlying type of this property and other relevant
* information from its EXT_structural_metadata definition. Not all types of
* properties can be encoded to the GPU, or coerced to GPU-compatible types.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
FCesiumMetadataPropertyDetails PropertyDetails;
/**
* Describes how the property will be encoded as data on the GPU, if possible.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
FCesiumMetadataEncodingDetails EncodingDetails;
};
/**
* @brief Description of a property table containing properties to be encoded
* for access in Unreal materials.
*/
USTRUCT()
struct CESIUMRUNTIME_API FCesiumPropertyTableDescription {
GENERATED_USTRUCT_BODY()
/**
* @brief The name of this property table. If this property table has no name
* in the EXT_structural_metadata extension, then its class name is used
* instead.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
FString Name;
/**
* @brief Descriptions of the properties to upload to the GPU.
*/
UPROPERTY(EditAnywhere, Category = "Cesium", Meta = (TitleProperty = "Name"))
TArray<FCesiumPropertyTablePropertyDescription> Properties;
};
/**
* @brief Description of a property texture property that should be made
* accessible to Unreal materials. A property texture property's data is
* already available through a texture, so no additional encoding details need
* to be specified.
*/
USTRUCT()
struct CESIUMRUNTIME_API FCesiumPropertyTexturePropertyDescription {
GENERATED_USTRUCT_BODY()
/**
* The name of this property. This will be how it is referenced in the
* material.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
FString Name;
/**
* Describes the underlying type of this property and other relevant
* information from its EXT_structural_metadata definition.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
FCesiumMetadataPropertyDetails PropertyDetails;
/**
* Whether this property texture property contains a KHR_texture_transform
* glTF extension.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
bool bHasKhrTextureTransform = false;
};
/**
* @brief Description of a property texture with properties that should be
* made accessible to Unreal materials.
*/
USTRUCT()
struct CESIUMRUNTIME_API FCesiumPropertyTextureDescription {
GENERATED_USTRUCT_BODY()
/**
* @brief The name of this property texture.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
FString Name;
/**
* @brief Descriptions of the properties to upload to the GPU.
*/
UPROPERTY(EditAnywhere, Category = "Cesium", Meta = (TitleProperty = "Name"))
TArray<FCesiumPropertyTexturePropertyDescription> Properties;
};
/**
* @brief Names of the metadata entities referenced by the
* EXT_structural_metadata on a glTF's primitives.
*
* This aggregates the metadata of all visible glTF primitives in the model.
* This lists the names of the property textures actually used by the glTF
* primitive, indicating it can be sampled with the primitive's texture
* coordinates in the Unreal material.
*/
USTRUCT()
struct CESIUMRUNTIME_API FCesiumPrimitiveMetadataDescription {
GENERATED_USTRUCT_BODY()
/**
* @brief The names of the property textures used by the glTF primitives
* across the tileset.
*
* This should be a subset of the property textures listed in the model
* metadata. Property textures can be passed to the material even if they are
* not explicitly used by a glTF primitive, but the primitive may lack the
* corresponding sets of texture coordinates intended to sample them.
*/
UPROPERTY(
EditAnywhere,
Category = "Metadata",
Meta = (TitleProperty = "Name"))
TSet<FString> PropertyTextureNames;
};
/**
* @brief Description of metadata from a glTF's EXT_structural_metadata
* extension that should be uploaded to the GPU for access in Unreal materials.
*/
USTRUCT()
struct CESIUMRUNTIME_API FCesiumModelMetadataDescription {
GENERATED_USTRUCT_BODY()
/**
* @brief Descriptions of property tables to encode for access in Unreal
* materials.
*/
UPROPERTY(
EditAnywhere,
Category = "Metadata",
Meta = (TitleProperty = "Name"))
TArray<FCesiumPropertyTableDescription> PropertyTables;
/**
* @brief Descriptions of property textures to make accessible to Unreal
* materials.
*/
UPROPERTY(
EditAnywhere,
Category = "Metadata",
Meta = (TitleProperty = "Name"))
TArray<FCesiumPropertyTextureDescription> PropertyTextures;
};
#pragma endregion
/**
* @brief Description of both feature IDs and metadata from a glTF via the
* EXT_mesh_Features and EXT_structural_metadata extensions. Indicates what
* parts of the extension should be uploaded to the GPU for access in Unreal
* materials.
*/
USTRUCT()
struct CESIUMRUNTIME_API FCesiumFeaturesMetadataDescription {
GENERATED_USTRUCT_BODY()
public:
/**
* @brief Description of the feature ID sets available from the
* EXT_mesh_features on a glTF's primitives.
*/
FCesiumPrimitiveFeaturesDescription Features;
/**
* @brief Description of the metadata used by the EXT_structural_metadata on a
* glTF's primitives.
*/
FCesiumPrimitiveMetadataDescription PrimitiveMetadata;
/**
* @brief Description of metadata from a glTF's EXT_structural_metadata
* extension.
*/
FCesiumModelMetadataDescription ModelMetadata;
};
/**
* @brief A component that can be added to Cesium3DTileset actors to
* dictate what metadata to encode for access on the GPU. The selection can be
* automatically populated based on available metadata by clicking the
* "Auto Fill" button. Once a selection of desired metadata is made, the
* boiler-plate material code to access the selected properties can be
* auto-generated using the "Generate Material" button.
*/
UCLASS(ClassGroup = Cesium, Meta = (BlueprintSpawnableComponent))
class CESIUMRUNTIME_API UCesiumFeaturesMetadataComponent
: public UActorComponent {
GENERATED_BODY()
public:
#if WITH_EDITOR
/**
* Populate the description of metadata and feature IDs using the current view
* of the tileset. This determines what to encode to the GPU based on the
* existing metadata.
*
* Warning: Using Auto Fill may populate the description with a large amount
* of metadata. Make sure to delete the properties that aren't relevant.
*/
UFUNCTION(CallInEditor, Category = "Cesium")
void AutoFill();
/**
* This button can be used to create a boiler-plate material layer that
* exposes the requested metadata properties in the current description. The
* nodes to access the metadata will be added to TargetMaterialLayer if it
* exists. Otherwise a new material layer will be created in the /Content/
* folder and TargetMaterialLayer will be set to the new material layer.
*/
UFUNCTION(CallInEditor, Category = "Cesium")
void GenerateMaterial();
#endif
#if WITH_EDITORONLY_DATA
/**
* This is the target UMaterialFunctionMaterialLayer that the
* boiler-plate material generation will use. When pressing
* "Generate Material", nodes will be added to this material to enable access
* to the requested metadata. If this is left blank, a new material layer
* will be created in the /Game/ folder.
*/
UPROPERTY(EditAnywhere, Category = "Cesium")
UMaterialFunctionMaterialLayer* TargetMaterialLayer = nullptr;
#endif
// Using the FCesiumPrimitiveFeaturesDescription and
// FCesiumModelMetadataDescription structs makes the UI less readable, so the
// component uses arrays directly to help flatten the UI.
/**
* Description of the feature ID sets in the visible glTF primitives across
* the tileset.
*/
UPROPERTY(
EditAnywhere,
Category = "Cesium|Primitive Features",
Meta = (TitleProperty = "Name"))
TArray<FCesiumFeatureIdSetDescription> FeatureIdSets;
/**
* Names of the property textures used by the glTF primitives across the
* tileset.
*
* This should be a subset of the property textures listed in the model
* metadata. Property textures can be passed to the material even if they are
* not explicitly used by a glTF primitive, but the primitive may lack the
* corresponding sets of texture coordinates intended to sample them.
*/
UPROPERTY(
EditAnywhere,
Category = "Cesium|Primitive Metadata",
Meta = (TitleProperty = "Name"))
TSet<FString> PropertyTextureNames;
/**
* Descriptions of the property tables in the visible glTF
* models across the tileset.
*/
UPROPERTY(
EditAnywhere,
Category = "Cesium|Model Metadata",
Meta = (TitleProperty = "Name"))
TArray<FCesiumPropertyTableDescription> PropertyTables;
/**
* Descriptions of property textures in the visible glTF models across
* the tileset.
*/
UPROPERTY(
EditAnywhere,
Category = "Cesium|Model Metadata",
Meta = (TitleProperty = "Name"))
TArray<FCesiumPropertyTextureDescription> PropertyTextures;
};