// Copyright Epic Games, Inc. All Rights Reserved. #include "GeometryCollection/GeometryCollectionISMPoolComponent.h" #include "Components/HierarchicalInstancedStaticMeshComponent.h" #include "Engine/CollisionProfile.h" #include "Engine/StaticMesh.h" #include "GeometryCollection/GeometryCollectionComponent.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(GeometryCollectionISMPoolComponent) FGeometryCollectionMeshGroup::FMeshId FGeometryCollectionMeshGroup::AddMesh(const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, const FGeometryCollectionMeshInfo& ISMInstanceInfo) { FMeshId* MeshIndex = Meshes.Find(MeshInstance); if (MeshIndex) { return *MeshIndex; } const FMeshId MeshInfoIndex = MeshInfos.Emplace(ISMInstanceInfo); Meshes.Add(MeshInstance, MeshInfoIndex); return MeshInfoIndex; } bool FGeometryCollectionMeshGroup::BatchUpdateInstancesTransforms(FGeometryCollectionISMPool& ISMPool, FMeshId MeshId, int32 StartInstanceIndex, const TArray& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport) { if (MeshInfos.IsValidIndex(MeshId)) { return ISMPool.BatchUpdateInstancesTransforms(MeshInfos[MeshId], StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport); } UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid mesh Id (%d) for this mesh group"), MeshId); return false; } void FGeometryCollectionMeshGroup::RemoveAllMeshes(FGeometryCollectionISMPool& ISMPool) { for (const FGeometryCollectionMeshInfo& MeshInfo: MeshInfos) { ISMPool.RemoveISM(MeshInfo); } MeshInfos.Empty(); Meshes.Empty(); } FGeometryCollectionISM::FGeometryCollectionISM(AActor* OwmingActor, const FGeometryCollectionStaticMeshInstance& InMeshInstance) { MeshInstance = InMeshInstance; check(MeshInstance.StaticMesh); check(OwmingActor); UHierarchicalInstancedStaticMeshComponent* HISMC = nullptr; UInstancedStaticMeshComponent* ISMC = nullptr; if (MeshInstance.Desc.bUseHISM) { const FName ISMName = MakeUniqueObjectName(OwmingActor, UHierarchicalInstancedStaticMeshComponent::StaticClass(), MeshInstance.StaticMesh->GetFName()); ISMC = HISMC = NewObject(OwmingActor, ISMName, RF_Transient | RF_DuplicateTransient); } else { const FName ISMName = MakeUniqueObjectName(OwmingActor, UInstancedStaticMeshComponent::StaticClass(), MeshInstance.StaticMesh->GetFName()); ISMC = NewObject(OwmingActor, ISMName, RF_Transient | RF_DuplicateTransient); } if (!ensure(ISMC != nullptr)) { return; } ISMC->SetStaticMesh(MeshInstance.StaticMesh); for (int32 MaterialIndex = 0; MaterialIndex < MeshInstance.MaterialsOverrides.Num(); MaterialIndex++) { ISMC->SetMaterial(MaterialIndex, MeshInstance.MaterialsOverrides[MaterialIndex]); } ISMC->NumCustomDataFloats = MeshInstance.Desc.NumCustomDataFloats; ISMC->SetReverseCulling(MeshInstance.Desc.bReverseCulling); ISMC->SetMobility(MeshInstance.Desc.bIsStaticMobility ? EComponentMobility::Static : EComponentMobility::Stationary); ISMC->SetCullDistances(MeshInstance.Desc.StartCullDistance, MeshInstance.Desc.EndCullDistance); ISMC->SetCastShadow(MeshInstance.Desc.bAffectShadow); ISMC->bAffectDynamicIndirectLighting = MeshInstance.Desc.bAffectDynamicIndirectLighting; ISMC->bAffectDistanceFieldLighting = MeshInstance.Desc.bAffectDistanceFieldLighting; ISMC->SetCanEverAffectNavigation(false); ISMC->SetCollisionEnabled(ECollisionEnabled::NoCollision); ISMC->bOverrideMinLOD = MeshInstance.Desc.MinLod > 0; ISMC->MinLOD = MeshInstance.Desc.MinLod; if (HISMC) { HISMC->SetLODDistanceScale(MeshInstance.Desc.LodScale); } OwmingActor->AddInstanceComponent(ISMC); ISMC->RegisterComponent(); ISMComponent = ISMC; } int32 FGeometryCollectionISM::AddInstanceGroup(int32 InstanceCount, TArrayView CustomDataFloats) { const int32 InstanceGroupIndex = InstanceGroups.AddGroup(InstanceCount); // When adding new group it will always have a single range const FInstanceGroups::FInstanceGroupRange& NewInstanceGroup = InstanceGroups.GetGroup(InstanceGroupIndex); ISMComponent->PreAllocateInstancesMemory(InstanceCount); FTransform ZeroScaleTransform; ZeroScaleTransform.SetIdentityZeroScale(); TArray ZeroScaleTransforms; ZeroScaleTransforms.Init(ZeroScaleTransform, InstanceCount); ISMComponent->AddInstances(ZeroScaleTransforms, false, true); if (CustomDataFloats.Num()) { const int32 NumCustomDataFloats = ISMComponent->NumCustomDataFloats; if (ensure(NumCustomDataFloats * InstanceCount == CustomDataFloats.Num())) { for (int32 InstanceIndex = 0; InstanceIndex < InstanceCount; ++InstanceIndex) { ISMComponent->SetCustomData(NewInstanceGroup.InstanceIdToIndex[InstanceIndex], CustomDataFloats.Slice(InstanceIndex * NumCustomDataFloats, NumCustomDataFloats)); } } } return InstanceGroupIndex; } FGeometryCollectionMeshInfo FGeometryCollectionISMPool::AddISM(UGeometryCollectionISMPoolComponent* OwningComponent, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, TArrayView CustomDataFloats) { FGeometryCollectionMeshInfo Info; FISMIndex* ISMIndex = MeshToISMIndex.Find(MeshInstance); if (!ISMIndex) { if (FreeList.Num()) { Info.ISMIndex = FreeList.Last(); FreeList.RemoveAt(FreeList.Num() - 1); ISMs[Info.ISMIndex] = FGeometryCollectionISM(OwningComponent->GetOwner(), MeshInstance); } else { Info.ISMIndex = ISMs.Emplace(OwningComponent->GetOwner(), MeshInstance); } MeshToISMIndex.Add(MeshInstance, Info.ISMIndex); ISMComponentToISMIndex.Add(ISMs[Info.ISMIndex].ISMComponent, Info.ISMIndex); } else { Info.ISMIndex = *ISMIndex; } // add to the ISM Info.InstanceGroupIndex = ISMs[Info.ISMIndex].AddInstanceGroup(InstanceCount, CustomDataFloats); return Info; } bool FGeometryCollectionISMPool::BatchUpdateInstancesTransforms(FGeometryCollectionMeshInfo& MeshInfo, int32 StartInstanceIndex, const TArray& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport) { if (ISMs.IsValidIndex(MeshInfo.ISMIndex)) { FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex]; const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GetGroup(MeshInfo.InstanceGroupIndex); ensure((StartInstanceIndex + NewInstancesTransforms.Num()) <= InstanceGroup.Count()); int32 StartIndex = InstanceGroup.InstanceIdToIndex[StartInstanceIndex]; int32 TransformIndex = 0; int32 BatchCount = 1; TArray BatchTransforms; //< Can't use TArrayView because blueprint function doesn't support that BatchTransforms.Reserve(NewInstancesTransforms.Num()); BatchTransforms.Add(NewInstancesTransforms[TransformIndex++]); for (int InstanceIndex = StartInstanceIndex + 1; InstanceIndex < NewInstancesTransforms.Num(); ++InstanceIndex) { // flush batch? if (InstanceGroup.InstanceIdToIndex[InstanceIndex] != (StartIndex + BatchCount)) { ISM.ISMComponent->BatchUpdateInstancesTransforms(StartIndex, BatchTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport); StartIndex = InstanceGroup.InstanceIdToIndex[InstanceIndex]; BatchTransforms.SetNum(0, false); BatchCount = 0; } BatchTransforms.Add(NewInstancesTransforms[TransformIndex++]); BatchCount++; } return ISM.ISMComponent->BatchUpdateInstancesTransforms(StartIndex, BatchTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport); } UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid ISM Id (%d) when updating the transform "), MeshInfo.ISMIndex); return false; } void FGeometryCollectionISMPool::RemoveISM(const FGeometryCollectionMeshInfo& MeshInfo) { if (ISMs.IsValidIndex(MeshInfo.ISMIndex)) { FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex]; const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GetGroup(MeshInfo.InstanceGroupIndex); ISM.ISMComponent->RemoveInstances(InstanceGroup.InstanceIdToIndex); ISM.InstanceGroups.RemoveGroup(MeshInfo.InstanceGroupIndex); if (ISM.InstanceGroups.IsEmpty() && ISM.ISMComponent->PerInstanceSMData.Num() == 0) { // Remove component and push this ISM slot to the free list. // todo: profile if it is better to push component into a free pool and recycle it. ISM.ISMComponent->GetOwner()->RemoveInstanceComponent(ISM.ISMComponent); ISM.ISMComponent->UnregisterComponent(); ISM.ISMComponent->DestroyComponent(); MeshToISMIndex.Remove(ISM.MeshInstance); ISMComponentToISMIndex.Remove(ISM.ISMComponent); FreeList.Add(MeshInfo.ISMIndex); ISM.ISMComponent = nullptr; } } } void FGeometryCollectionISMPool::OnISMInstanceIndexUpdated(UInstancedStaticMeshComponent* InComponent, TArrayView InIndexUpdates) { FISMIndex* ISMIndex = ISMComponentToISMIndex.Find(InComponent); if (!ISMIndex) { return; } FGeometryCollectionISM& ISM = ISMs[*ISMIndex]; check(ISM.ISMComponent == InComponent); for (const FInstancedStaticMeshDelegates::FInstanceIndexUpdateData& IndexUpdateData : InIndexUpdates) { if (IndexUpdateData.Type == FInstancedStaticMeshDelegates::EInstanceIndexUpdateType::Removed) { ISM.InstanceGroups.IndexRemoved(IndexUpdateData.Index); } else if (IndexUpdateData.Type == FInstancedStaticMeshDelegates::EInstanceIndexUpdateType::Relocated) { ISM.InstanceGroups.IndexReallocated(IndexUpdateData.OldIndex, IndexUpdateData.Index); } } } void FGeometryCollectionISMPool::Clear() { MeshToISMIndex.Reset(); ISMComponentToISMIndex.Reset(); FreeList.Reset(); if (ISMs.Num() > 0) { if (AActor* OwningActor = ISMs[0].ISMComponent->GetOwner()) { for(FGeometryCollectionISM& ISM : ISMs) { ISM.ISMComponent->UnregisterComponent(); ISM.ISMComponent->DestroyComponent(); OwningActor->RemoveInstanceComponent(ISM.ISMComponent); } } ISMs.Reset(); } } UGeometryCollectionISMPoolComponent::UGeometryCollectionISMPoolComponent(const FObjectInitializer& ObjectInitializer) : NextMeshGroupId(0) { } void UGeometryCollectionISMPoolComponent::OnRegister() { FInstancedStaticMeshDelegates::OnInstanceIndexUpdated.AddUObject(this, &UGeometryCollectionISMPoolComponent::OnISMInstanceIndexUpdated); Super::OnRegister(); } void UGeometryCollectionISMPoolComponent::OnUnregister() { FInstancedStaticMeshDelegates::OnInstanceIndexUpdated.RemoveAll(this); Super::OnUnregister(); } UGeometryCollectionISMPoolComponent::FMeshGroupId UGeometryCollectionISMPoolComponent::CreateMeshGroup() { MeshGroups.Add(NextMeshGroupId); return NextMeshGroupId++; } void UGeometryCollectionISMPoolComponent::DestroyMeshGroup(FMeshGroupId MeshGroupId) { if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId)) { MeshGroup->RemoveAllMeshes(Pool); MeshGroups.Remove(MeshGroupId); } } UGeometryCollectionISMPoolComponent::FMeshId UGeometryCollectionISMPoolComponent::AddMeshToGroup(FMeshGroupId MeshGroupId, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, TArrayView CustomDataFloats) { if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId)) { const FGeometryCollectionMeshInfo ISMInstanceInfo = Pool.AddISM(this, MeshInstance, InstanceCount, CustomDataFloats); return MeshGroup->AddMesh(MeshInstance, InstanceCount, ISMInstanceInfo); } UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to add a mesh to a mesh group (%d) that does not exists"), MeshGroupId); return INDEX_NONE; } bool UGeometryCollectionISMPoolComponent::BatchUpdateInstancesTransforms(FMeshGroupId MeshGroupId, FMeshId MeshId, int32 StartInstanceIndex, const TArray& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport) { if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId)) { return MeshGroup->BatchUpdateInstancesTransforms(Pool, MeshId, StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport); } UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to update instance with mesh group (%d) that not exists"), MeshGroupId); return false; }