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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
GeometryCollection.cpp: UGeometryCollection methods.
=============================================================================*/
#include "GeometryCollection/GeometryCollectionObject.h"
#include "GeometryCollection/GeometryCollection.h"
#include "GeometryCollection/GeometryCollectionCache.h"
#include "UObject/DestructionObjectVersion.h"
#include "Serialization/ArchiveCountMem.h"
#include "HAL/IConsoleManager.h"
#include "UObject/Package.h"
#include "Materials/MaterialInstance.h"
#if WITH_EDITOR
#include "GeometryCollection/DerivedDataGeometryCollectionCooker.h"
#include "DerivedDataCacheInterface.h"
#include "Serialization/MemoryReader.h"
#endif
#include "GeometryCollection/GeometryCollectionSimulationCoreTypes.h"
#include "Chaos/ChaosArchive.h"
DEFINE_LOG_CATEGORY_STATIC(UGeometryCollectionLogging, NoLogging, All);
UGeometryCollection::UGeometryCollection(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, CollisionType(ECollisionTypeEnum::Chaos_Surface_Volumetric)
, ImplicitType(EImplicitTypeEnum::Chaos_Implicit_Box)
, MinLevelSetResolution(10)
, MaxLevelSetResolution(10)
, MinClusterLevelSetResolution(50)
, MaxClusterLevelSetResolution(50)
, CollisionObjectReductionPercentage(0.0f)
, bMassAsDensity(false)
, Mass(1.0f)
, MinimumMassClamp(0.1f)
, CollisionParticlesFraction(1.0f)
, MaximumCollisionParticles(60)
, EnableRemovePiecesOnFracture(false)
, GeometryCollection(new FGeometryCollection())
{
PersistentGuid = FGuid::NewGuid();
InvalidateCollection();
}
FGeometryCollectionSizeSpecificData::FGeometryCollectionSizeSpecificData()
: MaxSize(0.0f)
, CollisionType(ECollisionTypeEnum::Chaos_Surface_Volumetric)
, ImplicitType(EImplicitTypeEnum::Chaos_Implicit_Box)
, MinLevelSetResolution(5)
, MaxLevelSetResolution(10)
, MinClusterLevelSetResolution(25)
, MaxClusterLevelSetResolution(50)
, CollisionObjectReductionPercentage(0.0f)
, CollisionParticlesFraction(1.0f)
, MaximumCollisionParticles(60)
{
}
void FillSharedSimulationSizeSpecificData(FSharedSimulationSizeSpecificData& ToData, const FGeometryCollectionSizeSpecificData& FromData)
{
ToData.CollisionType = FromData.CollisionType;
ToData.ImplicitType = FromData.ImplicitType;
ToData.MaxSize = FromData.MaxSize;
ToData.MinLevelSetResolution = FromData.MinLevelSetResolution;
ToData.MaxLevelSetResolution = FromData.MaxLevelSetResolution;
ToData.MinClusterLevelSetResolution = FromData.MinClusterLevelSetResolution;
ToData.MaxClusterLevelSetResolution = FromData.MaxClusterLevelSetResolution;
ToData.CollisionObjectReductionPercentage = FromData.CollisionObjectReductionPercentage;
ToData.CollisionParticlesFraction = FromData.CollisionParticlesFraction;
ToData.MaximumCollisionParticles = FromData.MaximumCollisionParticles;
}
float KgCm3ToKgM3(float Density)
{
return Density * 1000000;
}
float KgM3ToKgCm3(float Density)
{
return Density / 1000000;
}
void UGeometryCollection::GetSharedSimulationParams(FSharedSimulationParameters& OutParams) const
{
OutParams.bMassAsDensity = bMassAsDensity;
OutParams.Mass = bMassAsDensity ? KgM3ToKgCm3(Mass) : Mass; //todo(ocohen): we still have the solver working in old units. This is mainly to fix ui issues. Long term need to normalize units for best precision
OutParams.MinimumMassClamp = MinimumMassClamp;
OutParams.MaximumCollisionParticleCount = MaximumCollisionParticles;
FGeometryCollectionSizeSpecificData InfSize;
InfSize.MaxSize = FLT_MAX;
InfSize.CollisionType = CollisionType;
InfSize.ImplicitType = ImplicitType;
InfSize.MinLevelSetResolution = MinLevelSetResolution;
InfSize.MaxLevelSetResolution = MaxLevelSetResolution;
InfSize.MinClusterLevelSetResolution = MinClusterLevelSetResolution;
InfSize.MaxClusterLevelSetResolution = MaxClusterLevelSetResolution;
InfSize.CollisionObjectReductionPercentage = CollisionObjectReductionPercentage;
InfSize.CollisionParticlesFraction = CollisionParticlesFraction;
InfSize.MaximumCollisionParticles = MaximumCollisionParticles;
OutParams.SizeSpecificData.SetNum(SizeSpecificData.Num() + 1);
FillSharedSimulationSizeSpecificData(OutParams.SizeSpecificData[0], InfSize);
for (int32 Idx = 0; Idx < SizeSpecificData.Num(); ++Idx)
{
FillSharedSimulationSizeSpecificData(OutParams.SizeSpecificData[Idx+1], SizeSpecificData[Idx]);
}
if (EnableRemovePiecesOnFracture)
{
FixupRemoveOnFractureMaterials(OutParams);
}
OutParams.SizeSpecificData.Sort(); //can we do this at editor time on post edit change?
}
void UGeometryCollection::FixupRemoveOnFractureMaterials(FSharedSimulationParameters& SharedParms) const
{
// Match RemoveOnFracture materials with materials in model and record the material indices
int32 NumMaterials = Materials.Num();
for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; MaterialIndex++)
{
UMaterialInterface* MaterialInfo = Materials[MaterialIndex];
for (int32 ROFMaterialIndex = 0; ROFMaterialIndex < RemoveOnFractureMaterials.Num(); ROFMaterialIndex++)
{
if (MaterialInfo == RemoveOnFractureMaterials[ROFMaterialIndex])
{
SharedParms.RemoveOnFractureIndices.Add(MaterialIndex);
break;
}
}
}
}
/** AppendGeometry */
int32 UGeometryCollection::AppendGeometry(const UGeometryCollection & Element, bool ReindexAllMaterials, const FTransform& TransformRoot)
{
Modify();
InvalidateCollection();
// add all materials
// if there are none, we assume all material assignments in Element are shared by this GeometryCollection
// otherwise, we assume all assignments come from the contained materials
int32 MaterialIDOffset = 0;
if (Element.Materials.Num() > 0)
{
MaterialIDOffset = Materials.Num();
Materials.Append(Element.Materials);
}
return GeometryCollection->AppendGeometry(*Element.GetGeometryCollection(), MaterialIDOffset, ReindexAllMaterials, TransformRoot);
}
/** NumElements */
int32 UGeometryCollection::NumElements(const FName & Group) const
{
return GeometryCollection->NumElements(Group);
}
/** RemoveElements */
void UGeometryCollection::RemoveElements(const FName & Group, const TArray<int32>& SortedDeletionList)
{
Modify();
GeometryCollection->RemoveElements(Group, SortedDeletionList);
InvalidateCollection();
}
/** ReindexMaterialSections */
void UGeometryCollection::ReindexMaterialSections()
{
Modify();
GeometryCollection->ReindexMaterials();
InvalidateCollection();
}
void UGeometryCollection::InitializeMaterials()
{
Modify();
// Consolidate materials
// add all materials to a set
TSet<UMaterialInterface*> MaterialSet;
for (UMaterialInterface* Curr : Materials)
{
MaterialSet.Add(Curr);
}
// create the final material array only containing unique materials
// and one slot for each internal material
TMap< UMaterialInterface *, int32> MaterialPtrToArrayIndex;
TArray<UMaterialInterface*> FinalMaterials;
for (UMaterialInterface *Curr : MaterialSet)
{
// Add base material
TTuple< UMaterialInterface *, int32> CurrTuple(Curr, FinalMaterials.Add(Curr));
MaterialPtrToArrayIndex.Add(CurrTuple);
// Add interior material
FinalMaterials.Add(Curr);
}
TManagedArray<int32>& MaterialID = GeometryCollection->MaterialID;
// Reassign materialid for each face given the new consolidated array of materials
for (int i = 0; i < MaterialID.Num(); ++i)
{
if (MaterialID[i] < Materials.Num())
{
UMaterialInterface* OldMaterialPtr = Materials[MaterialID[i]];
MaterialID[i] = *MaterialPtrToArrayIndex.Find(OldMaterialPtr);
}
}
// Set new material array on the collection
Materials = FinalMaterials;
// Last Material is the selection one
UMaterialInterface* BoneSelectedMaterial = LoadObject<UMaterialInterface>(NULL, TEXT("/Engine/EditorMaterials/GeometryCollection/SelectedGeometryMaterial.SelectedGeometryMaterial"), NULL, LOAD_None, NULL);
BoneSelectedMaterialIndex = Materials.Add(BoneSelectedMaterial);
GeometryCollection->ReindexMaterials();
InvalidateCollection();
}
/** Returns true if there is anything to render */
bool UGeometryCollection::HasVisibleGeometry() const
{
return GeometryCollection->HasVisibleGeometry();
}
/** Serialize */
void UGeometryCollection::Serialize(FArchive& Ar)
{
Ar.UsingCustomVersion(FDestructionObjectVersion::GUID);
Chaos::FChaosArchive ChaosAr(Ar);
#if WITH_EDITOR
//Early versions did not have tagged properties serialize first
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::GeometryCollectionInDDC)
{
GeometryCollection->Serialize(ChaosAr);
}
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::AddedTimestampedGeometryComponentCache)
{
if (Ar.IsLoading())
{
// Strip old recorded cache data
int32 DummyNumFrames;
TArray<TArray<FTransform>> DummyTransforms;
Ar << DummyNumFrames;
DummyTransforms.SetNum(DummyNumFrames);
for (int32 Index = 0; Index < DummyNumFrames; ++Index)
{
Ar << DummyTransforms[Index];
}
}
}
else
#endif
{
// Push up the chain to hit tagged properties too
// This should have always been in here but because we have saved assets
// from before this line was here it has to be gated
Super::Serialize(Ar);
}
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::DensityUnitsChanged)
{
if (bMassAsDensity)
{
Mass = KgCm3ToKgM3(Mass);
}
}
bool bIsCookedOrCooking = Ar.IsCooking();
if (Ar.CustomVer(FDestructionObjectVersion::GUID) >= FDestructionObjectVersion::GeometryCollectionInDDC)
{
Ar << bIsCookedOrCooking;
}
#if WITH_EDITOR
if (Ar.CustomVer(FDestructionObjectVersion::GUID) == FDestructionObjectVersion::GeometryCollectionInDDC)
{
//This version only saved content into DDC so skip serializing, but copy from DDC at a specific version
bool bCopyFromDDC = Ar.IsLoading();
CreateSimulationDataImp(bCopyFromDDC, TEXT("8724C70A140146B5A2F4CF0C16083041"));
}
#endif
//new versions serialize geometry collection after tagged properties
if (Ar.CustomVer(FDestructionObjectVersion::GUID) >= FDestructionObjectVersion::GeometryCollectionInDDCAndAsset)
{
#if WITH_EDITOR
if (Ar.IsSaving() && !Ar.IsTransacting())
{
CreateSimulationDataImp(/*bCopyFromDDC=*/false); //make sure content is built before saving
}
#endif
GeometryCollection->Serialize(ChaosAr);
}
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::GroupAndAttributeNameRemapping)
{
GeometryCollection->UpdateOldAttributeNames( );
InvalidateCollection();
#if WITH_EDITOR
CreateSimulationData();
#endif
}
#if WITH_EDITOR
//for all versions loaded, make sure sim data is up to date
if (Ar.IsLoading())
{
CreateSimulationDataImp(/*bCopyFromDDC=*/ true); //make sure loaded content is built
}
#endif
}
#if WITH_EDITOR
void UGeometryCollection::CreateSimulationDataImp(bool bCopyFromDDC, const TCHAR* OverrideVersion)
{
//Use the DDC to build simulation data. If we are loading in the editor we then serialize this data into the geometry collection
TArray<uint8> DDCData;
FDerivedDataGeometryCollectionCooker* GeometryCollectionCooker = new FDerivedDataGeometryCollectionCooker(*this);
GeometryCollectionCooker->SetOverrideVersion(OverrideVersion);
if (GeometryCollectionCooker->CanBuild())
{
GetDerivedDataCacheRef().GetSynchronous(GeometryCollectionCooker, DDCData);
if (bCopyFromDDC)
{
FMemoryReader Ar(DDCData);
Chaos::FChaosArchive ChaosAr(Ar);
GeometryCollection->Serialize(ChaosAr);
}
}
}
void UGeometryCollection::CreateSimulationData()
{
CreateSimulationDataImp(/*bCopyFromDDC=*/false);
}
#endif
void UGeometryCollection::InvalidateCollection()
{
StateGuid = FGuid::NewGuid();
}
FGuid UGeometryCollection::GetIdGuid() const
{
return PersistentGuid;
}
FGuid UGeometryCollection::GetStateGuid() const
{
return StateGuid;
}
#if WITH_EDITOR
void UGeometryCollection::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
if (PropertyChangedEvent.Property && PropertyChangedEvent.Property->GetFName() != GET_MEMBER_NAME_CHECKED(UGeometryCollection, Materials))
{
InvalidateCollection();
CreateSimulationData();
}
}
#endif
bool UGeometryCollection::Modify(bool bAlwaysMarkDirty /*= true*/)
{
bool bSuperResult = Super::Modify(bAlwaysMarkDirty);
UPackage* Package = GetOutermost();
if(Package->IsDirty())
{
InvalidateCollection();
}
return bSuperResult;
}
void UGeometryCollection::PostLoad()
{
Super::PostLoad();
}
#if WITH_EDITOR
void UGeometryCollection::EnsureDataIsCooked()
{
if (StateGuid != LastBuiltGuid)
{
CreateSimulationDataImp(/*bCopyFromDDC=*/ true);
LastBuiltGuid = StateGuid;
}
}
#endif