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Timon Römer
MetaCast
Commits
17190a20
Commit
17190a20
authored
Jul 18, 2024
by
Timon Römer
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Adds MagicWand
parent
ef697260
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Content/MagicWandMap.umap
+0
-0
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Content/MagicWandMap.umap
Source/MetaCastBachelor/MagicWand.cpp
+171
-91
171 additions, 91 deletions
Source/MetaCastBachelor/MagicWand.cpp
Source/MetaCastBachelor/MagicWand.h
+1
-0
1 addition, 0 deletions
Source/MetaCastBachelor/MagicWand.h
with
172 additions
and
91 deletions
Content/MagicWandMap.umap
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Source/MetaCastBachelor/MagicWand.cpp
+
171
−
91
View file @
17190a20
...
@@ -39,10 +39,74 @@ void UMagicWand::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompo
...
@@ -39,10 +39,74 @@ void UMagicWand::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompo
AccumulatedTime
+=
DeltaTime
;
AccumulatedTime
+=
DeltaTime
;
ProceduralMesh
->
SetVisibility
(
Select
);
ProceduralMesh
->
SetVisibility
(
Select
);
}
void
UMagicWand
::
EraseParticles
(
const
FVector
&
InputPosition
)
{
}
void
UMagicWand
::
HandleMetaSelectReleased
(
const
FInputActionInstance
&
Instance
)
{
Super
::
HandleMetaSelectReleased
(
Instance
);
//ProceduralMesh->ClearAllMeshSections();
//ProceduralMesh->SetVisibility(false);
AsyncTask
(
ENamedThreads
::
Type
::
AnyBackgroundHiPriTask
,
[
this
]()
{
MyPointCloud
->
ColorPointsInVoxels
(
FloodedIndices
);
});
}
void
UMagicWand
::
HandleMetaSelectPressed
(
const
FInputActionInstance
&
Instance
)
{
Super
::
HandleMetaSelectPressed
(
Instance
);
InitMagicWandSelection
();
}
void
UMagicWand
::
HandleMetaEraseReleased
(
const
FInputActionInstance
&
Instance
)
{
Super
::
HandleMetaEraseReleased
(
Instance
);
//deselect all particles
for
(
int32
i
=
0
;
i
<
MyPointCloud
->
SelectionFlags
.
Num
();
++
i
)
{
MyPointCloud
->
SelectionFlags
[
i
]
=
false
;
}
}
void
UMagicWand
::
InitMagicWandSelection
()
{
const
FVector
SelectionWorldPosition
=
SelectionObject
->
GetComponentLocation
();
MyDensityField
=
MyPointCloud
->
MyDensityField
;
// Convert the world position of the selection object to the local position relative to the point cloud
ProceduralMesh
->
ClearAllMeshSections
();
World
=
GetWorld
();
AbortMarchingCubes
=
true
;
AccumulatedTime
=
0.0f
;
}
void
UMagicWand
::
SelectParticles
(
const
FVector
&
InputPosition
)
{
if
(
AccumulatedTime
>=
1
/
EvaluationsPerSecond
)
{
AccumulatedTime
=
-
10000
;
if
(
Select
)
AsyncTask
(
ENamedThreads
::
Type
::
AnyBackgroundHiPriTask
,
[
this
](
)
{
{
PerformMagicWandSelection
(
SelectionObject
->
GetComponentLocation
());
const
FVector
SelectionWorldPosition
=
SelectionObject
->
GetComponentLocation
();
const
FVector
SelectionLocalPosition
=
MyPointCloud
->
PointCloudVisualizer
->
GetComponentTransform
().
InverseTransformPosition
(
SelectionWorldPosition
);
PerformMagicWandSelection
(
SelectionLocalPosition
);
UE_LOG
(
LogTemp
,
Warning
,
TEXT
(
"Calculations done!"
));
});
}
}
}
}
...
@@ -54,131 +118,147 @@ void UMagicWand::PerformMagicWandSelection(const FVector& InputPosition)
...
@@ -54,131 +118,147 @@ void UMagicWand::PerformMagicWandSelection(const FVector& InputPosition)
return
;
return
;
}
}
//UE_LOG(LogTemp, Warning, TEXT("Looking for Seed Index:"));
// Find the closest point to the input position as the seed
// Find the closest point to the input position as the seed
const
int32
InputVoxelIndex
=
MyDensityField
->
WorldPositionToIndex
(
InputPosition
);
TArray
<
int32
>
Neighbors
=
MyDensityField
->
IndexToVoxelNeighbors
(
InputVoxelIndex
);
Neighbors
.
Add
(
InputVoxelIndex
);
int32
SeedIndex
=
INDEX_NONE
;
int32
SeedIndex
=
INDEX_NONE
;
float
MinDistance
=
FLT_MAX
;
float
MinDistance
=
FLT_MAX
;
for
(
int32
i
=
0
;
i
<
MyPointCloud
->
PositionVectors
.
Num
();
i
++
)
for
(
const
int
CurrentNeighborIndex
:
Neighbors
)
{
{
FVector
CurrentPoint
=
MyPointCloud
->
PositionVectors
[
i
];
TArray
<
int32
>
PointIndices
=
MyDensityField
->
VoxelPointLookupTable
->
GetPointsInVoxel
(
CurrentNeighborIndex
);
CurrentPoint
=
MyPointCloud
->
PointCloudVisualizer
->
GetComponentTransform
().
TransformPosition
(
CurrentPoint
);
const
float
Distance
=
FVector
::
Dist
(
InputPosition
,
CurrentPoint
);
for
(
const
int32
CurrentIndex
:
PointIndices
)
{
FVector
CurrentPosition
=
MyDensityField
->
IndexToVoxelPosition
(
CurrentIndex
);
const
float
Distance
=
FVector
::
Dist
(
InputPosition
,
CurrentPosition
);
if
(
Distance
<
MinDistance
)
if
(
Distance
<
MinDistance
)
{
{
MinDistance
=
Distance
;
MinDistance
=
Distance
;
SeedIndex
=
i
;
SeedIndex
=
CurrentIndex
;
}
}
}
}
}
if
(
SeedIndex
!=
INDEX_NONE
)
if
(
SeedIndex
!=
INDEX_NONE
)
{
{
// Clear previous selection
//const FVector WorldPos = MyPointCloud->PointCloudVisualizer->GetComponentTransform().TransformPosition(MyPointCloud->PositionVectors[SeedIndex]);
SelectedClusterIndices
.
Empty
();
//DrawDebugSphere(World, WorldPos, 0.1f, 20, FColor::Green, false, 1, 0, 1.0f);
for
(
bool
&
Flag
:
MyPointCloud
->
SelectionFlags
)
{
Flag
=
false
;
}
//Expand selection from the seed
//Expand selection from the seed
ExpandSelection
(
SeedIndex
);
ExpandSelection
(
SeedIndex
);
for
(
int32
i
=
0
;
i
<
SelectedClusterIndices
.
Num
();
i
++
)
{
const
int
Index
=
SelectedClusterIndices
[
i
];
MyPointCloud
->
SelectionFlags
[
Index
]
=
true
;
}
}
}
}
}
void
UMagicWand
::
ExpandSelection
(
const
int32
SeedIndex
)
void
UMagicWand
::
ExpandSelection
(
const
int32
SeedIndex
)
{
{
TQueue
<
int32
>
ToProcess
;
TQueue
<
int32
>
ToProcess
;
ToProcess
.
Enqueue
(
SeedIndex
);
ToProcess
.
Enqueue
(
SeedIndex
);
SelectedClusterIndices
.
Add
(
SeedIndex
);
SelectedClusterIndices
.
Add
(
SeedIndex
);
MyPointCloud
->
SelectionFlags
[
SeedIndex
]
=
true
;
MyPointCloud
->
SelectionFlags
[
SeedIndex
]
=
true
;
while
(
!
ToProcess
.
IsEmpty
())
while
(
!
ToProcess
.
IsEmpty
())
{
{
int32
CurrentIndex
;
int32
CurrentQueuePointIndex
;
ToProcess
.
Dequeue
(
CurrentIndex
);
ToProcess
.
Dequeue
(
CurrentQueuePointIndex
);
FVector
CurrentPoint
=
MyPointCloud
->
PositionVectors
[
CurrentIndex
];
CurrentPoint
=
MyPointCloud
->
PointCloudVisualizer
->
GetComponentTransform
().
TransformPosition
(
CurrentPoint
);
for
(
int32
i
=
0
;
i
<
MyPointCloud
->
PositionVectors
.
Num
();
i
++
)
FVector
CurrentQueuePointPosition
=
MyPointCloud
->
PositionVectors
[
CurrentQueuePointIndex
];
{
if
(
!
MyPointCloud
->
SelectionFlags
[
i
])
{
FVector
Point
=
MyPointCloud
->
PositionVectors
[
i
];
Point
=
MyPointCloud
->
PointCloudVisualizer
->
GetComponentTransform
().
TransformPosition
(
Point
);
if
(
FVector
::
Dist
(
CurrentPoint
,
Point
)
<=
ProximityThreshold
)
const
int32
CurrentVoxelQueueIndex
=
MyDensityField
->
WorldPositionToIndex
(
CurrentQueuePointPosition
);
{
ToProcess
.
Enqueue
(
i
);
SelectedClusterIndices
.
Add
(
i
);
MyPointCloud
->
SelectionFlags
[
i
]
=
true
;
}
}
}
}
}
/*
TArray<int32> Neighbors = MyDensityField->IndexToVoxelNeighbors(CurrentVoxelQueueIndex);
Neighbors.Add(CurrentVoxelQueueIndex);
void
UMagicWand
::
EraseParticles
(
const
FVector
&
InputPosition
)
for (const int CurrentVoxelNeighborIndex : Neighbors
)
{
{
TArray<int32> PointIndices = MyDensityField->VoxelPointLookupTable->GetPointsInVoxel(CurrentVoxelNeighborIndex);
}
for(const int32 CurrentPointComparisonIndex : PointIndices)
void
UMagicWand
::
HandleMetaSelectReleased
(
const
FInputActionInstance
&
Instance
)
{
{
Super
::
HandleMetaSelectReleased
(
Instance
);
if(MyPointCloud->SelectionFlags[CurrentPointComparisonIndex])
//ProceduralMesh->ClearAllMeshSections();
//ProceduralMesh->SetVisibility(false);
AsyncTask
(
ENamedThreads
::
Type
::
AnyBackgroundHiPriTask
,
[
this
]()
{
{
MyPointCloud
->
ColorPointsInVoxels
(
FloodedIndices
);
continue;
});
}
}
FVector CurrentComparisonPosition = MyDensityField->IndexToVoxelPosition(CurrentPointComparisonIndex);
void
UMagicWand
::
HandleMetaSelectPressed
(
const
FInputActionInstance
&
Instance
)
if (FVector::Dist(CurrentQueuePointPosition, CurrentComparisonPosition) <= ProximityThreshold
)
{
{
Super
::
HandleMetaSelectPressed
(
Instance
);
ToProcess.Enqueue(CurrentPointComparisonIndex
);
SelectedClusterIndices.Add(CurrentPointComparisonIndex);
UE_LOG
(
LogTemp
,
Warning
,
TEXT
(
"PerformMagicWandSelection"
))
;
MyPointCloud->SelectionFlags[CurrentPointComparisonIndex] = true
;
InitMagicWandSelection
();
}
}
}
}*/
// -------------------
void
UMagicWand
::
InitMagicWandSelection
()
const
int32
StartX
=
FMath
::
Max
(
0
,
FMath
::
FloorToInt
((
CurrentQueuePointPosition
.
X
-
ProximityThreshold
-
MyPointCloud
->
MinBounds
.
X
)
/
MyDensityField
->
GetStep
().
X
));
{
const
int32
EndX
=
FMath
::
Min
(
MyDensityField
->
GetXNum
()
-
1
,
FMath
::
FloorToInt
((
CurrentQueuePointPosition
.
X
+
ProximityThreshold
-
MyPointCloud
->
MinBounds
.
X
)
/
MyDensityField
->
GetStep
().
X
));
const
FVector
SelectionWorldPosition
=
SelectionObject
->
GetComponentLocation
();
const
int32
StartY
=
FMath
::
Max
(
0
,
FMath
::
FloorToInt
((
CurrentQueuePointPosition
.
Y
-
ProximityThreshold
-
MyPointCloud
->
MinBounds
.
Y
)
/
MyDensityField
->
GetStep
().
Y
));
MyDensityField
=
MyPointCloud
->
MyDensityField
;
const
int32
EndY
=
FMath
::
Min
(
MyDensityField
->
GetYNum
()
-
1
,
FMath
::
FloorToInt
((
CurrentQueuePointPosition
.
Y
+
ProximityThreshold
-
MyPointCloud
->
MinBounds
.
Y
)
/
MyDensityField
->
GetStep
().
Y
));
const
int32
StartZ
=
FMath
::
Max
(
0
,
FMath
::
FloorToInt
((
CurrentQueuePointPosition
.
Z
-
ProximityThreshold
-
MyPointCloud
->
MinBounds
.
Z
)
/
MyDensityField
->
GetStep
().
Z
));
const
int32
EndZ
=
FMath
::
Min
(
MyDensityField
->
GetZNum
()
-
1
,
FMath
::
FloorToInt
((
CurrentQueuePointPosition
.
Z
+
ProximityThreshold
-
MyPointCloud
->
MinBounds
.
Z
)
/
MyDensityField
->
GetStep
().
Z
));
// Convert the world position of the selection object to the local position relative to the point cloud
const
FVector
SelectionLocalPosition
=
MyPointCloud
->
PointCloudVisualizer
->
GetComponentTransform
().
InverseTransformPosition
(
SelectionWorldPosition
);
ProceduralMesh
->
ClearAllMeshSections
();
/*
World
=
GetWorld
();
UE_LOG(LogTemp, Warning, TEXT("CurrentQueuePointPosition: %s"), *CurrentQueuePointPosition.ToString());
UE_LOG(LogTemp, Warning, TEXT("StartX: %d"), StartX);
UE_LOG(LogTemp, Warning, TEXT("EndX: %d"), EndX);
UE_LOG(LogTemp, Warning, TEXT("StartY: %d"), StartY);
UE_LOG(LogTemp, Warning, TEXT("EndY: %d"), EndY);
UE_LOG(LogTemp, Warning, TEXT("StartZ: %d"), StartZ);
UE_LOG(LogTemp, Warning, TEXT("EndZ: %d"), EndZ);*/
AbortMarchingCubes
=
true
;
ParallelFor
(
EndZ
-
StartZ
+
1
,
[
&
](
const
int32
ZOffset
)
{
AccumulatedTime
=
0.0f
;
const
int32
Z
=
StartZ
+
ZOffset
;
}
void
UMagicWand
::
SelectParticles
(
const
FVector
&
InputPosition
)
for
(
int32
Y
=
StartY
;
Y
<=
EndY
;
++
Y
)
{
{
if
(
AccumulatedTime
>=
1
/
EvaluationsPerSecond
)
for
(
int32
X
=
StartX
;
X
<=
EndX
;
++
X
)
{
{
AccumulatedTime
=
-
10000
;
const
int32
CurrentVoxelComparisonIndex
=
MyDensityField
->
GridPositionToIndex
(
X
,
Y
,
Z
)
;
AsyncTask
(
ENamedThreads
::
AnyBackgroundThreadNormalTask
,
[
this
](
)
if
(
!
MyDensityField
->
IsValidIndex
(
CurrentVoxelComparisonIndex
)
)
{
{
const
FVector
SelectionWorldPosition
=
SelectionObject
->
GetComponentLocation
();
continue
;
}
TArray
<
int32
>
PointIndices
=
MyDensityField
->
VoxelPointLookupTable
->
GetPointsInVoxel
(
CurrentVoxelComparisonIndex
);
for
(
const
int32
CurrentPointComparisonIndex
:
PointIndices
)
{
if
(
MyPointCloud
->
SelectionFlags
[
CurrentPointComparisonIndex
])
{
continue
;
}
FVector
CurrentComparisonPosition
=
MyPointCloud
->
PositionVectors
[
CurrentPointComparisonIndex
];
const
double
Distance
=
FVector
::
Distance
(
CurrentQueuePointPosition
,
CurrentComparisonPosition
);
//UE_LOG(LogTemp, Warning, TEXT("CurrentQueuePointPosition: %s"), *CurrentQueuePointPosition.ToString());
//UE_LOG(LogTemp, Warning, TEXT("CurrentComparisonPosition: %s"), *CurrentComparisonPosition.ToString());
//UE_LOG(LogTemp, Warning, TEXT("Distance: %f"), Distance);
if
(
Distance
<=
ProximityThreshold
)
{
ToProcess
.
Enqueue
(
CurrentPointComparisonIndex
);
SelectedClusterIndices
.
Add
(
CurrentPointComparisonIndex
);
MyPointCloud
->
SelectionFlags
[
CurrentPointComparisonIndex
]
=
true
;
}
}
}
}
});
});
}
}
AccumulatedTime
=
0
;
}
}
void
UMagicWand
::
GenerateVoxelMeshWithCubes
(
const
TArray
<
int32
>
Voxels
)
const
void
UMagicWand
::
GenerateVoxelMeshWithCubes
(
const
TArray
<
int32
>
Voxels
)
const
...
...
This diff is collapsed.
Click to expand it.
Source/MetaCastBachelor/MagicWand.h
+
1
−
0
View file @
17190a20
...
@@ -46,6 +46,7 @@ public:
...
@@ -46,6 +46,7 @@ public:
virtual
void
HandleMetaSelectReleased
(
const
FInputActionInstance
&
Instance
)
override
;
virtual
void
HandleMetaSelectReleased
(
const
FInputActionInstance
&
Instance
)
override
;
virtual
void
HandleMetaSelectPressed
(
const
FInputActionInstance
&
Instance
)
override
;
virtual
void
HandleMetaSelectPressed
(
const
FInputActionInstance
&
Instance
)
override
;
virtual
void
HandleMetaEraseReleased
(
const
FInputActionInstance
&
Instance
)
override
;
void
InitMagicWandSelection
();
void
InitMagicWandSelection
();
void
GenerateVoxelMeshWithCubes
(
const
TArray
<
int32
>
Voxels
)
const
;
void
GenerateVoxelMeshWithCubes
(
const
TArray
<
int32
>
Voxels
)
const
;
...
...
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