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