// Portage UE 5.5 - voir LPHairFromStaticMeshCommandlet.h #include "LPHairFromStaticMeshCommandlet.h" #include "AnimationRuntime.h" #include "Animation/Skeleton.h" #include "Engine/SkeletalMesh.h" #include "Engine/StaticMesh.h" #include "MeshDescription.h" #include "Misc/PackageName.h" #include "Rendering/SkeletalMeshLODModel.h" #include "Rendering/SkeletalMeshModel.h" #include "StaticMeshAttributes.h" #include "StaticToSkeletalMeshConverter.h" #include "UObject/Package.h" #include "UObject/SavePackage.h" DEFINE_LOG_CATEGORY_STATIC(LogLPHairFromStatic, Log, All); namespace { template T* LoadByPath(const FString& Path) { FString Full = Path; if (!Full.Contains(TEXT("."))) { Full += TEXT(".") + FPackageName::GetShortName(Path); } return LoadObject(nullptr, *Full); } /** Boite des sommets du corps rattaches (influence dominante) a l'os HeadIndex ou a un de ses descendants. */ FBox HeadBox(const USkeletalMesh* Body, int32 HeadIndex, int32& OutCount) { FBox Box(ForceInit); OutCount = 0; const FReferenceSkeleton& Ref = Body->GetRefSkeleton(); auto IsUnderHead = [&](int32 Bone) { for (; Bone != INDEX_NONE; Bone = Ref.GetParentIndex(Bone)) { if (Bone == HeadIndex) { return true; } } return false; }; const FSkeletalMeshLODModel& LOD = Body->GetImportedModel()->LODModels[0]; for (const FSkelMeshSection& Section : LOD.Sections) { for (const FSoftSkinVertex& V : Section.SoftVertices) { int32 Best = 0; for (int32 i = 1; i < MAX_TOTAL_INFLUENCES; ++i) { if (V.InfluenceWeights[i] > V.InfluenceWeights[Best]) { Best = i; } } const int32 Bone = Section.BoneMap.IsValidIndex(V.InfluenceBones[Best]) ? Section.BoneMap[V.InfluenceBones[Best]] : INDEX_NONE; if (IsUnderHead(Bone)) { Box += FVector(V.Position); ++OutCount; } } } return Box; } /** Point de reference d'une tete : centre en X et Y, sommet du crane en Z. */ FVector TopCenter(const FBox& Box) { return FVector(Box.GetCenter().X, Box.GetCenter().Y, Box.Max.Z); } bool SaveAsset(UObject* Asset) { UPackage* Package = Asset->GetOutermost(); Package->MarkPackageDirty(); const FString Filename = FPackageName::LongPackageNameToFilename(Package->GetName(), FPackageName::GetAssetPackageExtension()); FSavePackageArgs SaveArgs; SaveArgs.TopLevelFlags = RF_Public | RF_Standalone; SaveArgs.Error = GWarn; const bool bOk = UPackage::SavePackage(Package, Asset, *Filename, SaveArgs); UE_LOG(LogLPHairFromStatic, Warning, TEXT(" %s %s"), bOk ? TEXT("sauvegarde :") : TEXT("ECHEC de sauvegarde :"), *Filename); return bOk; } } ULPHairFromStaticMeshCommandlet::ULPHairFromStaticMeshCommandlet() { IsClient = false; IsEditor = true; IsServer = false; LogToConsole = true; } int32 ULPHairFromStaticMeshCommandlet::Main(const FString& Params) { TArray Tokens, Switches; TMap P; ParseCommandLine(*Params, Tokens, Switches, P); const FString StaticPath = P.FindRef(TEXT("Static")); const FString FitHeadPath = P.FindRef(TEXT("FitHead")); const FString OutPath = P.FindRef(TEXT("Out")); const FString BodyPath = P.Contains(TEXT("Body")) ? P[TEXT("Body")] : TEXT("/Game/Heavy/Daz/Bridget/bridget_gp"); const FString RefHairPath = P.Contains(TEXT("RefHair")) ? P[TEXT("RefHair")] : TEXT("/Game/Heavy/New4/Hairs/FloraHair_New"); const FName BoneName(P.Contains(TEXT("Bone")) ? *P[TEXT("Bone")] : TEXT("head")); const double ExtraScale = P.Contains(TEXT("Scale")) ? FCString::Atod(*P[TEXT("Scale")]) : 1.0; const double OffsetZ = P.Contains(TEXT("OffsetZ")) ? FCString::Atod(*P[TEXT("OffsetZ")]) : 0.0; const double OffsetY = P.Contains(TEXT("OffsetY")) ? FCString::Atod(*P[TEXT("OffsetY")]) : 0.0; const bool bDryRun = Switches.Contains(TEXT("DryRun")); if (StaticPath.IsEmpty() || FitHeadPath.IsEmpty() || OutPath.IsEmpty()) { UE_LOG(LogLPHairFromStatic, Error, TEXT("Usage : -Static= -FitHead= -Out= [-Body=] [-RefHair=] [-Bone=head] [-Scale=] [-OffsetZ=] [-OffsetY=] [-DryRun]")); return 1; } UStaticMesh* Static = LoadByPath(StaticPath); UStaticMesh* FitHead = LoadByPath(FitHeadPath); USkeletalMesh* Body = LoadByPath(BodyPath); USkeletalMesh* RefHair = LoadByPath(RefHairPath); if (!Static || !FitHead || !Body || !RefHair || !RefHair->GetSkeleton()) { UE_LOG(LogLPHairFromStatic, Error, TEXT("Asset introuvable : Static=%d FitHead=%d Body=%d RefHair=%d"), !!Static, !!FitHead, !!Body, RefHair && RefHair->GetSkeleton()); return 1; } if (FPackageName::DoesPackageExist(OutPath)) { UE_LOG(LogLPHairFromStatic, Error, TEXT("%s existe deja : rien n'est ecrase"), *OutPath); return 1; } // 1. Mesures. const int32 BodyHead = Body->GetRefSkeleton().FindBoneIndex(BoneName); const FReferenceSkeleton& HairRef = RefHair->GetSkeleton()->GetReferenceSkeleton(); const int32 HairHead = HairRef.FindBoneIndex(BoneName); if (BodyHead == INDEX_NONE || HairHead == INDEX_NONE) { UE_LOG(LogLPHairFromStatic, Error, TEXT("Os '%s' absent du corps (%d) ou du squelette de reference (%d)"), *BoneName.ToString(), BodyHead, HairHead); return 1; } int32 HeadVerts = 0; const FBox BodyBox = HeadBox(Body, BodyHead, HeadVerts); const FBox FitBox = FitHead->GetBoundingBox(); if (HeadVerts == 0 || FitBox.GetSize().X <= 0.0) { UE_LOG(LogLPHairFromStatic, Error, TEXT("Mesure impossible : %d sommets de tete sur le corps, largeur de la tete de reference %.2f"), HeadVerts, FitBox.GetSize().X); return 1; } // Echelle par axe : largeur (X) et profondeur (Y) des deux tetes ; hauteur : moyenne des deux (la boite de la tete de // reference inclut le cou, sa hauteur n'est pas comparable). -Uniform : echelle unique calee sur la largeur. const double ScaleX = BodyBox.GetSize().X / FitBox.GetSize().X; const double ScaleY = Switches.Contains(TEXT("Uniform")) ? ScaleX : BodyBox.GetSize().Y / FitBox.GetSize().Y; const FVector Scale = FVector(ScaleX, ScaleY, (ScaleX + ScaleY) * 0.5) * ExtraScale; const FVector From = TopCenter(FitBox); const FVector To = TopCenter(BodyBox) + FVector(0.0, OffsetY, OffsetZ); const FTransform BodyHeadCS = FAnimationRuntime::GetComponentSpaceTransformRefPose(Body->GetRefSkeleton(), BodyHead); const FTransform HairHeadCS = FAnimationRuntime::GetComponentSpaceTransformRefPose(HairRef, HairHead); const FTransform Correction = BodyHeadCS.Inverse() * HairHeadCS; UE_LOG(LogLPHairFromStatic, Warning, TEXT("Tete du corps (%d sommets) : %s, taille %s"), HeadVerts, *BodyBox.ToString(), *BodyBox.GetSize().ToString()); UE_LOG(LogLPHairFromStatic, Warning, TEXT("Tete de reference : %s, taille %s"), *FitBox.ToString(), *FitBox.GetSize().ToString()); UE_LOG(LogLPHairFromStatic, Warning, TEXT("Ajustement : echelle %s, %s -> %s"), *Scale.ToString(), *From.ToString(), *To.ToString()); UE_LOG(LogLPHairFromStatic, Warning, TEXT("Os '%s' : corps %s, squelette cible %s, correction %s"), *BoneName.ToString(), *BodyHeadCS.GetLocation().ToString(), *HairHeadCS.GetLocation().ToString(), Correction.Equals(FTransform::Identity, 0.01) ? TEXT("aucune") : *Correction.ToString()); // 2. Copie de travail de la coiffure, sommets places sur la tete du corps. UStaticMesh* Work = DuplicateObject(Static, GetTransientPackage(), NAME_None); FMeshDescription* Desc = Work ? Work->GetMeshDescription(0) : nullptr; if (!Desc) { UE_LOG(LogLPHairFromStatic, Error, TEXT("Donnees sources de %s indisponibles"), *StaticPath); return 1; } FBox Placed(ForceInit); TVertexAttributesRef Positions = FStaticMeshAttributes(*Desc).GetVertexPositions(); for (const FVertexID Vertex : Desc->Vertices().GetElementIDs()) { const FVector OnBody = (FVector(Positions[Vertex]) - From) * Scale + To; const FVector Final = Correction.TransformPosition(OnBody); Positions[Vertex] = FVector3f(Final); Placed += Final; } UE_LOG(LogLPHairFromStatic, Warning, TEXT("Coiffure placee : %s (avant : %s)"), *Placed.ToString(), *Static->GetBoundingBox().ToString()); if (bDryRun) { UE_LOG(LogLPHairFromStatic, Warning, TEXT("-DryRun : rien n'est cree")); return 0; } Work->CommitMeshDescription(0); Work->Build(true); // 3. Squelette (copie de celui de la coiffure de reference) et SkeletalMesh. const FString OutName = FPackageName::GetShortName(OutPath); UPackage* SkeletonPackage = CreatePackage(*(OutPath + TEXT("_Skeleton"))); USkeleton* Skeleton = DuplicateObject(RefHair->GetSkeleton(), SkeletonPackage, *(OutName + TEXT("_Skeleton"))); Skeleton->SetFlags(RF_Public | RF_Standalone); Skeleton->SetPreviewMesh(nullptr); UPackage* MeshPackage = CreatePackage(*OutPath); USkeletalMesh* Hair = NewObject(MeshPackage, *OutName, RF_Public | RF_Standalone); if (!FStaticToSkeletalMeshConverter::InitializeSkeletalMeshFromStaticMesh(Hair, Work, Skeleton->GetReferenceSkeleton(), BoneName)) { UE_LOG(LogLPHairFromStatic, Error, TEXT("Conversion en SkeletalMesh refusee par le moteur")); return 1; } Hair->SetSkeleton(Skeleton); Skeleton->MergeAllBonesToBoneTree(Hair); Skeleton->SetPreviewMesh(Hair); // 4. Controle puis sauvegarde. const int32 Bones = Hair->GetRefSkeleton().GetNum(); const FBox Bounds = Hair->GetImportedBounds().GetBox(); UE_LOG(LogLPHairFromStatic, Warning, TEXT("%s : %d os, %d materiau(x), bornes %s"), *OutName, Bones, Hair->GetMaterials().Num(), *Bounds.ToString()); if (Bones != HairRef.GetNum() || Hair->GetRefSkeleton().FindBoneIndex(BoneName) == INDEX_NONE) { UE_LOG(LogLPHairFromStatic, Error, TEXT("Squelette inattendu : rien n'est sauvegarde")); return 1; } return SaveAsset(Skeleton) && SaveAsset(Hair) ? 0 : 1; }