Commit Graph

37 Commits

Author SHA1 Message Date
charles bloom
38b1d2e51f Mark up more ParallelFor scopes for Insights
#rb none
#preflight 6216cd82647bb7debf703367

[CL 19105606 by charles bloom in ue5-main branch]
2022-02-23 19:25:03 -05:00
fred kimberley
7fbfaf57c8 Require explicit constructors/casts when converting between FVector, FVector3d, and FVector3f.
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build

#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18824721 by fred kimberley in ue5-main branch]
2022-02-02 07:59:31 -05:00
andrew davidson
8e95b10069 Fix FVector2D variant casts - Runtime
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8729a5a026d2d19bb9ca6
#preflight 61f87a025a026d2d19be76ed

#ROBOMERGE-OWNER: andrew.davidson
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18802361 in //UE5/Release-5.0/... via CL 18802891 via CL 18821557
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18821641 by andrew davidson in ue5-main branch]
2022-02-02 01:47:07 -05:00
zak middleton
36c99f6887 #ue5 - LWC: FVector4f <-> FVector4d conversion is now explicit.
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.

Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.

#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1

#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18751326 by zak middleton in ue5-main branch]
2022-01-27 03:30:41 -05:00
NILNULLNONE
a6440a2a04 PR #8721: ClearNormalsAndTangentsData early return bugfix (Contributed by NILNULLNONE)
#rb Alexis.Matte
#preflight 61e2f42d746be08ea442ba29

#ROBOMERGE-AUTHOR: richard.talbotwatkin
#ROBOMERGE-SOURCE: CL 18628347 in //UE5/Release-5.0/... via CL 18628350 via CL 18628351
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18628352 by NILNULLNONE in ue5-main branch]
2022-01-15 11:30:39 -05:00
UnrealBot
c47e81b2cb Branch snapshot for CL 18531810
[CL 18531810 in ue5-main branch]
2022-01-06 16:44:09 +00:00
UnrealBot
2987349d36 Branch snapshot for CL 18514113
[CL 18514113 in ue5-main branch]
2022-01-05 20:41:17 +00:00
michael balzer
525d45b344 StaticMeshDescription: Change loop variables to references and/or copies to resolve errors in Mac builds
#jira UE-138346
#preflight

#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 18523108 in //UE5/Release-5.0/... via CL 18523169
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18523197 by michael balzer in ue5-release-engine-test branch]
2022-01-05 14:39:39 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
andrew davidson
57beb335f2 Merging //UE5/Dev-LargeWorldCoordinates [at] 17581892 to //UE5/Main
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 17595295 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17595306 by andrew davidson in ue5-release-engine-test branch]
2021-09-22 10:01:48 -04:00
johan duparc
24da5eadae Datasmith: potential fix for crash in FStaticMeshOperations::ComputeTangentsAndNormals
#jira UE-117403
#rb JeanLuc.Corenthin
#rnx
#lockdown Simon.Tourangeau

#ROBOMERGE-OWNER: johan.duparc
#ROBOMERGE-AUTHOR: johan.duparc
#ROBOMERGE-SOURCE: CL 16613047 in //UE5/Release-5.0-EarlyAccess/... via CL 16613256
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16613266 by johan duparc in ue5-release-engine-test branch]
2021-06-09 17:26:10 -04:00
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
Marc Audy
3cfedaade8 Fix PVS warning V502 when comparing against NAME_None in a trinary
[CL 16137741 by Marc Audy in ue5-main branch]
2021-04-28 01:58:36 -04:00
Sebastien Lussier
8b0ca6b2ea Optimized FStaticMeshOperations::GenerateUniqueUVsForStaticMesh()
* Create a mesh view instead of working with a copy of the FMeshDescription

[CL 15669870 by Sebastien Lussier in ue5-main branch]
2021-03-10 17:06:44 -04:00
richard talbotwatkin
7d27d48d42 Do not assume that the static mesh triangles array will be compact prior to calculating triangle face normals/tangents.
#jira UE-109753

#ROBOMERGE-SOURCE: CL 15572840 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15572863 by richard talbotwatkin in ue5-main branch]
2021-03-02 15:34:39 -04:00
Sebastien Lussier
f0b9abd9a8 FStaticMeshOperations - Added AppendMeshDescriptions()
* A more efficient version of AppendMeshDescription() for multiple meshes
* Properly reserve arrays to limit amount of temporary allocations
* Add triangles rather than polygons, avoid the costlier SourceMesh.GetPolygonVertexInstances() which had to perform a map lookup
#rb patrick.enfedaque
#robomerge Release-5.0-EarlyAccess

[CL 15419836 by Sebastien Lussier in ue5-main branch]
2021-02-16 13:49:10 -04:00
Sebastien Lussier
9ba281aa0b FStaticMeshOperations::GenerateUniqueUVsForStaticMesh() shouldn't test all attributes when trying to merge UVs
* We only care for UVs & vertex colors
#rb julien.lheureux

[CL 15217147 by Sebastien Lussier in ue5-main branch]
2021-01-27 10:10:54 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
ionut matasaru
a90718a7fb Fixed usage of TRACE_CPUPROFILER_EVENT_SCOPE macro(s) in various places.
Common mistakes:

a) TRACE_CPUPROFILER_EVENT_SCOPE("Foo") or TRACE_CPUPROFILER_EVENT_SCOPE("FClass::Foo")
    --> results in a timer named "Foo" or "FClass::Foo" (the quotes will be included in the name)

b) TRACE_CPUPROFILER_EVENT_SCOPE(TEXT("Foo"))
    --> results in a timer named L"Foo" (L and quotes will be included in the name)

c) TRACE_CPUPROFILER_EVENT_SCOPE_TEXT(TEXT("Other Foo")) or TRACE_CPUPROFILER_EVENT_SCOPE_TEXT("Foo")
    --> Slow! It will use dynamic string matching that adds an unnecessary overhead.

Correct usage:
    TRACE_CPUPROFILER_EVENT_SCOPE(Foo)
    TRACE_CPUPROFILER_EVENT_SCOPE(FClass::Foo)
    TRACE_CPUPROFILER_EVENT_SCOPE_STR("Other Foo") // when timer name has spaces
    TRACE_CPUPROFILER_EVENT_SCOPE_TEXT(*Foo.ToString()) // only if a dynamic name is really needed

#rb Catalin.Dragoiu
#fyi Marc.Audy, Krzysztof.Narkowicz, Rune.Stubbe, Michal.Valient

[CL 15134822 by ionut matasaru in ue5-main branch]
2021-01-19 06:29:15 -04:00
Jimmy Andrews
0a7e843bbf Fix mikkt crashing when meshdescription has no triangles
#rb Richard.TalbotWatkin

[CL 15085810 by Jimmy Andrews in ue5-main branch]
2021-01-14 12:19:06 -04:00
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
Richard TalbotWatkin
48534ff000 Added unbounded arrays as a new attribute type for mesh attributes. They are registered with RegisterAttribute<T[]>, and accessed with GetAttributesRef<TAttributeArray<T>>.
Removed attribute views.
Refactored MeshAttributeArray implementation.
Added a new GetArrayView() method for all types of TMeshAttributeRefs which can be used generically.
#rb Alexis.Matte

[CL 14651594 by Richard TalbotWatkin in ue5-main branch]
2020-11-04 08:40:25 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Richard TalbotWatkin
51d4cb3f66 Fully deprecated old MeshDescription APIs.
Prepared direct attribute access for deprecation, preferring use of APIs to access static mesh attributes.
Fixed recently merged Enterprise code to comply with new APIs.
Changed all tools to use triangle-centric iteration where possible.
Added new MeshAttributeArray APIs for querying attribute flags, and added a new Mandatory flag.
Various bug fixes.
#rb Alexis.Matte

[CL 13873755 by Richard TalbotWatkin in ue5-main branch]
2020-07-16 08:23:15 -04:00
Richard TalbotWatkin
4884bf9d9a First pass of MeshDescription API and format refactor.
- Removed hardcoded element type arrays (Vertices, Edges, Triangles etc.). Mesh element types can now be arbitrarily added, with any number of channels.
- Mesh element containers have a much leaner format; instead of sparse arrays, they are now represented by a simple bitarray, determining whether an index is used or not. Consequently, mesh topology is now entirely described with the attribute system, e.g. edge start and end vertices, triangle vertices, etc.
- Support added for attributes of arbitrary dimensions, e.g. float[4] or int[2].
- Support added for attributes which index into another mesh element container.
- Added FMeshElementIndexer: this is an efficient container for maintaining backward references from one element type to another; for example, edges have an attribute specifying which vertices are at each end (an attribute of type FVertexID[2]). With an indexer, it is possible to look up which edges contain a given vertex, even though this is not explicitly stored. Indexers are designed to do minimal allocations and update lazily and in batch when necessary.
- Added support for preserving UV topology in static meshes. UVs are now a first-class element type which may be indexed directly from triangles.
- Added the facility to access the underlying array in an attribute array directly.
- Triangles now directly reference their vertex, edge and UV IDs. Vertex instances are to be deprecated.
- Changed various systems to be triangle-centric rather than polygon-centric, as this is faster. Triangles are presumed to be the elementary face type in a MeshDescription, even if polygons are still supported. The concept of polygons will be somewhat shifted to mean a group of triangles which should be treated collectively for editing purposes.
- Optimised normal/tangent generation and FBX import.
- Deprecated EditableMesh, MeshEditor and StaticMeshEditorExtension plugins - these are to be removed, but they still have certain hooks in place which need removing.
#rb

[CL 13568702 by Richard TalbotWatkin in ue5-main branch]
2020-05-28 10:56:57 -04:00