// Copyright 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 "UObject/UE5MainStreamObjectVersion.h" #include "Serialization/ArchiveCountMem.h" #include "HAL/IConsoleManager.h" #include "Interfaces/ITargetPlatform.h" #include "UObject/Package.h" #include "Materials/MaterialInstance.h" #include "ProfilingDebugging/CookStats.h" #include "EngineUtils.h" #include "Engine/StaticMesh.h" #if WITH_EDITOR #include "GeometryCollection/DerivedDataGeometryCollectionCooker.h" #include "GeometryCollection/GeometryCollectionComponent.h" #include "DerivedDataCacheInterface.h" #include "Serialization/MemoryReader.h" #include "NaniteBuilder.h" #include "Rendering/NaniteResources.h" // TODO: Temp until new asset-agnostic builder API #include "StaticMeshResources.h" #endif #include "GeometryCollection/GeometryCollectionSimulationCoreTypes.h" #include "Chaos/ChaosArchive.h" #include "GeometryCollectionProxyData.h" DEFINE_LOG_CATEGORY_STATIC(LogGeometryCollectionInternal, Log, All); bool GeometryCollectionAssetForceStripOnCook = false; FAutoConsoleVariableRef CVarGeometryCollectionBypassPhysicsAttributes( TEXT("p.GeometryCollectionAssetForceStripOnCook"), GeometryCollectionAssetForceStripOnCook, TEXT("Bypass the construction of simulation properties when all bodies are simply cached. for playback.")); #if ENABLE_COOK_STATS namespace GeometryCollectionCookStats { static FCookStats::FDDCResourceUsageStats UsageStats; static FCookStatsManager::FAutoRegisterCallback RegisterCookStats([](FCookStatsManager::AddStatFuncRef AddStat) { UsageStats.LogStats(AddStat, TEXT("GeometryCollection.Usage"), TEXT("")); }); } #endif UGeometryCollection::UGeometryCollection(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) #if WITH_EDITOR , bManualDataCreate(false) #endif , EnableClustering(true) , ClusterGroupIndex(0) , MaxClusterLevel(100) , DamageThreshold({ 250.0 }) , ClusterConnectionType(EClusterConnectionTypeEnum::Chaos_PointImplicit) , bStripOnCook(false) , EnableNanite(false) , CollisionType(ECollisionTypeEnum::Chaos_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(); #if WITH_EDITOR SimulationDataGuid = StateGuid; bStripOnCook = GeometryCollectionAssetForceStripOnCook; #endif } FGeometryCollectionSizeSpecificData::FGeometryCollectionSizeSpecificData() : MaxSize(0.0f) , CollisionType(ECollisionTypeEnum::Chaos_Volumetric) , ImplicitType(EImplicitTypeEnum::Chaos_Implicit_Box) , MinLevelSetResolution(5) , MaxLevelSetResolution(10) , MinClusterLevelSetResolution(25) , MaxClusterLevelSetResolution(50) , CollisionObjectReductionPercentage(0.0f) , CollisionParticlesFraction(1.0f) , MaximumCollisionParticles(60) , DamageThreshold(250.0) { } 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; ToData.DamageThreshold = FromData.DamageThreshold; } 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; ECollisionTypeEnum SelectedCollisionType = CollisionType; if(SelectedCollisionType == ECollisionTypeEnum::Chaos_Volumetric && ImplicitType == EImplicitTypeEnum::Chaos_Implicit_LevelSet) { UE_LOG(LogGeometryCollectionInternal, Verbose, TEXT("LevelSet geometry selected but non-particle collisions selected. Forcing particle-implicit collisions for %s"), *GetPathName()); SelectedCollisionType = ECollisionTypeEnum::Chaos_Surface_Volumetric; } FGeometryCollectionSizeSpecificData InfSize; InfSize.MaxSize = FLT_MAX; InfSize.CollisionType = SelectedCollisionType; 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; } } } } void UGeometryCollection::Reset() { if (GeometryCollection.IsValid()) { Modify(); GeometryCollection->Empty(); Materials.Empty(); EmbeddedGeometryExemplar.Empty(); InvalidateCollection(); } } /** 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& SortedDeletionList) { Modify(); GeometryCollection->RemoveElements(Group, SortedDeletionList); InvalidateCollection(); } /** ReindexMaterialSections */ void UGeometryCollection::ReindexMaterialSections() { Modify(); GeometryCollection->ReindexMaterials(); InvalidateCollection(); } void UGeometryCollection::InitializeMaterials() { Modify(); // Last Material is the selection one UMaterialInterface* BoneSelectedMaterial = LoadObject(nullptr, GetSelectedMaterialPath(), nullptr, LOAD_None, nullptr); TManagedArray& MaterialID = GeometryCollection->MaterialID; // normally we filter out instances of the selection material ID, but if it's actually used on any face we have to keep it bool bBoneSelectedMaterialIsUsed = false; for (int32 FaceIdx = 0; FaceIdx < MaterialID.Num(); ++FaceIdx) { int32 FaceMaterialID = MaterialID[FaceIdx]; if (FaceMaterialID < Materials.Num() && Materials[FaceMaterialID] == BoneSelectedMaterial) { bBoneSelectedMaterialIsUsed = true; break; } } // We're assuming that all materials are arranged in pairs, so first we collect these. using FMaterialPair = TPair; TSet MaterialSet; for (int32 MaterialIndex = 0; MaterialIndex < Materials.Num(); ++MaterialIndex) { UMaterialInterface* ExteriorMaterial = Materials[MaterialIndex]; if (ExteriorMaterial == BoneSelectedMaterial && !bBoneSelectedMaterialIsUsed) // skip unused bone selected material { continue; } // If we have an odd number of materials, the last material duplicates itself. UMaterialInterface* InteriorMaterial = Materials[MaterialIndex]; while (++MaterialIndex < Materials.Num()) { if (Materials[MaterialIndex] == BoneSelectedMaterial && !bBoneSelectedMaterialIsUsed) // skip bone selected material { continue; } InteriorMaterial = Materials[MaterialIndex]; break; } MaterialSet.Add(FMaterialPair(ExteriorMaterial, InteriorMaterial)); } // create the final material array only containing unique materials // alternating exterior and interior materials TMap ExteriorMaterialPtrToArrayIndex; TMap InteriorMaterialPtrToArrayIndex; TArray FinalMaterials; for (const FMaterialPair& Curr : MaterialSet) { // Add base material TTuple< UMaterialInterface*, int32> BaseTuple(Curr.Key, FinalMaterials.Add(Curr.Key)); ExteriorMaterialPtrToArrayIndex.Add(BaseTuple); // Add interior material TTuple< UMaterialInterface*, int32> InteriorTuple(Curr.Value, FinalMaterials.Add(Curr.Value)); InteriorMaterialPtrToArrayIndex.Add(InteriorTuple); } // Reassign material ID for each face given the new consolidated array of materials for (int32 Material = 0; Material < MaterialID.Num(); ++Material) { if (MaterialID[Material] < Materials.Num()) { UMaterialInterface* OldMaterialPtr = Materials[MaterialID[Material]]; if (MaterialID[Material] % 2 == 0) { MaterialID[Material] = *ExteriorMaterialPtrToArrayIndex.Find(OldMaterialPtr); } else { MaterialID[Material] = *InteriorMaterialPtrToArrayIndex.Find(OldMaterialPtr); } } } // Set new material array on the collection Materials = FinalMaterials; // Last Material is the selection one BoneSelectedMaterialIndex = Materials.Add(BoneSelectedMaterial); GeometryCollection->ReindexMaterials(); InvalidateCollection(); } /** Returns true if there is anything to render */ bool UGeometryCollection::HasVisibleGeometry() const { if(ensureMsgf(GeometryCollection.IsValid(), TEXT("Geometry Collection %s has an invalid internal collection"))) { return ( (EnableNanite && NaniteData) || GeometryCollection->HasVisibleGeometry()); } return false; } struct FPackedHierarchyNode_Old { FSphere LODBounds[64]; FSphere Bounds[64]; struct { uint32 MinLODError_MaxParentLODError; uint32 ChildStartReference; uint32 ResourcePageIndex_NumPages_GroupPartSize; } Misc[64]; }; FArchive& operator<<(FArchive& Ar, FPackedHierarchyNode_Old& Node) { for (uint32 i = 0; i < 64; i++) { Ar << Node.LODBounds[i]; Ar << Node.Bounds[i]; Ar << Node.Misc[i].MinLODError_MaxParentLODError; Ar << Node.Misc[i].ChildStartReference; Ar << Node.Misc[i].ResourcePageIndex_NumPages_GroupPartSize; } return Ar; } struct FPageStreamingState_Old { uint32 BulkOffset; uint32 BulkSize; uint32 PageUncompressedSize; uint32 DependenciesStart; uint32 DependenciesNum; }; FArchive& operator<<(FArchive& Ar, FPageStreamingState_Old& PageStreamingState) { Ar << PageStreamingState.BulkOffset; Ar << PageStreamingState.BulkSize; Ar << PageStreamingState.PageUncompressedSize; Ar << PageStreamingState.DependenciesStart; Ar << PageStreamingState.DependenciesNum; return Ar; } // Parse old Nanite data and throw it away. We need this to not crash when parsing old files. static void SerializeOldNaniteData(FArchive& Ar, UGeometryCollection* Owner) { check(Ar.IsLoading()); int32 NumNaniteResources = 0; Ar << NumNaniteResources; for (int32 i = 0; i < NumNaniteResources; ++i) { FStripDataFlags StripFlags(Ar, 0); if (!StripFlags.IsDataStrippedForServer()) { bool bLZCompressed; TArray< uint8 > RootClusterPage; FByteBulkData StreamableClusterPages; TArray< uint16 > ImposterAtlas; TArray< FPackedHierarchyNode_Old > HierarchyNodes; TArray< FPageStreamingState_Old > PageStreamingStates; TArray< uint32 > PageDependencies; Ar << bLZCompressed; Ar << RootClusterPage; StreamableClusterPages.Serialize(Ar, Owner, 0); Ar << PageStreamingStates; Ar << HierarchyNodes; Ar << PageDependencies; Ar << ImposterAtlas; } } } /** Serialize */ void UGeometryCollection::Serialize(FArchive& Ar) { Ar.UsingCustomVersion(FDestructionObjectVersion::GUID); Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::GUID); Chaos::FChaosArchive ChaosAr(Ar); // The Geometry Collection we will be archiving. This may be replaced with a transient, stripped back Geometry Collection if we are cooking. TSharedPtr ArchiveGeometryCollection = GeometryCollection; bool bIsCookedOrCooking = Ar.IsCooking(); if (bIsCookedOrCooking && Ar.IsSaving()) { #if WITH_EDITOR if (bStripOnCook && EnableNanite && NaniteData) { // If this is a cooked archive, we strip unnecessary data from the Geometry Collection to keep the memory footprint as small as possible. ArchiveGeometryCollection = GenerateMinimalGeometryCollection(); } #endif } #if WITH_EDITOR //Early versions did not have tagged properties serialize first if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::GeometryCollectionInDDC) { if (Ar.IsLoading()) { GeometryCollection->Serialize(ChaosAr); } else { ArchiveGeometryCollection->Serialize(ChaosAr); } } if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::AddedTimestampedGeometryComponentCache) { if (Ar.IsLoading()) { // Strip old recorded cache data int32 DummyNumFrames; TArray> 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); } } if (Ar.CustomVer(FDestructionObjectVersion::GUID) >= FDestructionObjectVersion::GeometryCollectionInDDC) { Ar << bIsCookedOrCooking; } //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 if (Ar.IsLoading()) { GeometryCollection->Serialize(ChaosAr); } else { ArchiveGeometryCollection->Serialize(ChaosAr); } // Fix up the type change for implicits here, previously they were unique ptrs, now they're shared TManagedArray>* OldAttr = ArchiveGeometryCollection->FindAttributeTyped>(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup); TManagedArray>* NewAttr = ArchiveGeometryCollection->FindAttributeTyped>(FGeometryDynamicCollection::SharedImplicitsAttribute, FTransformCollection::TransformGroup); if (OldAttr) { if (!NewAttr) { NewAttr = &ArchiveGeometryCollection->AddAttribute>(FGeometryDynamicCollection::SharedImplicitsAttribute, FTransformCollection::TransformGroup); const int32 NumElems = GeometryCollection->NumElements(FTransformCollection::TransformGroup); for (int32 Index = 0; Index < NumElems; ++Index) { (*NewAttr)[Index] = TSharedPtr((*OldAttr)[Index].Release()); } } ArchiveGeometryCollection->RemoveAttribute(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup); } } if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::GroupAndAttributeNameRemapping) { ArchiveGeometryCollection->UpdateOldAttributeNames(); InvalidateCollection(); #if WITH_EDITOR CreateSimulationData(); #endif } if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) == FUE5MainStreamObjectVersion::GeometryCollectionNaniteData || (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) >= FUE5MainStreamObjectVersion::GeometryCollectionNaniteCooked && Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::GeometryCollectionNaniteTransient)) { // This legacy version serialized structure information into archive, but the data is transient. // Just load it and throw away here, it will be rebuilt later and resaved past this point. SerializeOldNaniteData(ChaosAr, this); } if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) >= FUE5MainStreamObjectVersion::GeometryCollectionNaniteTransient) { bool bCooked = Ar.IsCooking(); Ar << bCooked; if (bCooked) { if (NaniteData == nullptr) { NaniteData = MakeUnique(); } NaniteData->Serialize(ChaosAr, this); } } #if WITH_EDITOR //for all versions loaded, make sure sim data is up to date if (Ar.IsLoading()) { EnsureDataIsCooked(); //make sure loaded content is built } #endif } const TCHAR* UGeometryCollection::GetSelectedMaterialPath() { return TEXT("/Engine/EditorMaterials/GeometryCollection/SelectedGeometryMaterial.SelectedGeometryMaterial"); } #if WITH_EDITOR void UGeometryCollection::CreateSimulationDataImp(bool bCopyFromDDC) { COOK_STAT(auto Timer = GeometryCollectionCookStats::UsageStats.TimeSyncWork()); // Skips the DDC fetch entirely for testing the builder without adding to the DDC const static bool bSkipDDC = false; //Use the DDC to build simulation data. If we are loading in the editor we then serialize this data into the geometry collection TArray DDCData; FDerivedDataGeometryCollectionCooker* GeometryCollectionCooker = new FDerivedDataGeometryCollectionCooker(*this); if (GeometryCollectionCooker->CanBuild()) { if (bSkipDDC) { GeometryCollectionCooker->Build(DDCData); COOK_STAT(Timer.AddMiss(DDCData.Num())); } else { bool bBuilt = false; const bool bSuccess = GetDerivedDataCacheRef().GetSynchronous(GeometryCollectionCooker, DDCData, &bBuilt); COOK_STAT(Timer.AddHitOrMiss(!bSuccess || bBuilt ? FCookStats::CallStats::EHitOrMiss::Miss : FCookStats::CallStats::EHitOrMiss::Hit, DDCData.Num())); } if (bCopyFromDDC) { FMemoryReader Ar(DDCData, true); // Must be persistent for BulkData to serialize Chaos::FChaosArchive ChaosAr(Ar); GeometryCollection->Serialize(ChaosAr); NaniteData = MakeUnique(); NaniteData->Serialize(ChaosAr, this); check(NaniteData->NaniteResource.RootClusterPage.Num() == 0 || NaniteData->NaniteResource.bLZCompressed); } } } void UGeometryCollection::CreateSimulationData() { CreateSimulationDataImp(/*bCopyFromDDC=*/false); SimulationDataGuid = StateGuid; } TUniquePtr UGeometryCollection::CreateNaniteData(FGeometryCollection* Collection) { TUniquePtr NaniteData; TRACE_CPUPROFILER_EVENT_SCOPE(UGeometryCollection::CreateNaniteData); Nanite::IBuilderModule& NaniteBuilderModule = Nanite::IBuilderModule::Get(); NaniteData = MakeUnique(); // Transform Group const TManagedArray& TransformToGeometryIndexArray = Collection->TransformToGeometryIndex; const TManagedArray& SimulationTypeArray = Collection->SimulationType; const TManagedArray& StatusFlagsArray = Collection->StatusFlags; // Vertices Group const TManagedArray& VertexArray = Collection->Vertex; const TManagedArray>& UVsArray = Collection->UVs; const TManagedArray& ColorArray = Collection->Color; const TManagedArray& TangentUArray = Collection->TangentU; const TManagedArray& TangentVArray = Collection->TangentV; const TManagedArray& NormalArray = Collection->Normal; const TManagedArray& BoneMapArray = Collection->BoneMap; // Faces Group const TManagedArray& IndicesArray = Collection->Indices; const TManagedArray& VisibleArray = Collection->Visible; const TManagedArray& MaterialIndexArray = Collection->MaterialIndex; const TManagedArray& MaterialIDArray = Collection->MaterialID; // Geometry Group const TManagedArray& TransformIndexArray = Collection->TransformIndex; const TManagedArray& BoundingBoxArray = Collection->BoundingBox; const TManagedArray& InnerRadiusArray = Collection->InnerRadius; const TManagedArray& OuterRadiusArray = Collection->OuterRadius; const TManagedArray& VertexStartArray = Collection->VertexStart; const TManagedArray& VertexCountArray = Collection->VertexCount; const TManagedArray& FaceStartArray = Collection->FaceStart; const TManagedArray& FaceCountArray = Collection->FaceCount; // Material Group const int32 NumGeometry = Collection->NumElements(FGeometryCollection::GeometryGroup); const uint32 NumTexCoords = Collection->NumUVLayers(); const bool bHasColors = ColorArray.Num() > 0; TArray BuildVertices; TArray BuildIndices; TArray MaterialIndices; TArray MeshTriangleCounts; MeshTriangleCounts.SetNum(NumGeometry); for (int32 GeometryGroupIndex = 0; GeometryGroupIndex < NumGeometry; GeometryGroupIndex++) { const int32 VertexStart = VertexStartArray[GeometryGroupIndex]; const int32 VertexCount = VertexCountArray[GeometryGroupIndex]; uint32 DestVertexStart = BuildVertices.Num(); BuildVertices.Reserve(DestVertexStart + VertexCount); for (int32 VertexIndex = 0; VertexIndex < VertexCount; ++VertexIndex) { FStaticMeshBuildVertex& Vertex = BuildVertices.Emplace_GetRef(); Vertex.Position = VertexArray[VertexStart + VertexIndex]; Vertex.Color = bHasColors ? ColorArray[VertexStart + VertexIndex].ToFColor(false /* sRGB */) : FColor::White; Vertex.TangentX = FVector3f::ZeroVector; Vertex.TangentY = FVector3f::ZeroVector; Vertex.TangentZ = NormalArray[VertexStart + VertexIndex]; for (int32 UVIdx = 0; UVIdx < UVsArray[VertexStart + VertexIndex].Num(); ++UVIdx) { Vertex.UVs[UVIdx] = UVsArray[VertexStart + VertexIndex][UVIdx]; if (Vertex.UVs[UVIdx].ContainsNaN()) { Vertex.UVs[UVIdx] = FVector2D::ZeroVector; } } } const int32 FaceStart = FaceStartArray[GeometryGroupIndex]; const int32 FaceCount = FaceCountArray[GeometryGroupIndex]; // TODO: Respect multiple materials like in FGeometryCollectionConversion::AppendStaticMesh int32 DestFaceStart = MaterialIndices.Num(); MaterialIndices.Reserve(DestFaceStart + FaceCount); BuildIndices.Reserve((DestFaceStart + FaceCount) * 3); for (int32 FaceIndex = 0; FaceIndex < FaceCount; ++FaceIndex) { if (!VisibleArray[FaceStart + FaceIndex]) // TODO: Always in range? { continue; } FIntVector FaceIndices = IndicesArray[FaceStart + FaceIndex]; FaceIndices = FaceIndices + FIntVector( DestVertexStart - VertexStart ); // Remove degenerates if( BuildVertices[ FaceIndices[0] ].Position == BuildVertices[ FaceIndices[1] ].Position || BuildVertices[ FaceIndices[1] ].Position == BuildVertices[ FaceIndices[2] ].Position || BuildVertices[ FaceIndices[2] ].Position == BuildVertices[ FaceIndices[0] ].Position ) { continue; } BuildIndices.Add(FaceIndices.X); BuildIndices.Add(FaceIndices.Y); BuildIndices.Add(FaceIndices.Z); const int32 MaterialIndex = MaterialIDArray[FaceStart + FaceIndex]; MaterialIndices.Add(MaterialIndex); } MeshTriangleCounts[GeometryGroupIndex] = MaterialIndices.Num() - DestFaceStart; } FMeshNaniteSettings NaniteSettings = {}; NaniteSettings.bEnabled = true; NaniteSettings.PercentTriangles = 1.0f; // 100% - no reduction NaniteData->NaniteResource = {}; if (!NaniteBuilderModule.Build(NaniteData->NaniteResource, BuildVertices, BuildIndices, MaterialIndices, MeshTriangleCounts, NumTexCoords, NaniteSettings)) { UE_LOG(LogStaticMesh, Error, TEXT("Failed to build Nanite for geometry collection. See previous line(s) for details.")); } return NaniteData; } TSharedPtr UGeometryCollection::GenerateMinimalGeometryCollection() const { TMap> SkipList; static TSet GeometryGroups{ FGeometryCollection::GeometryGroup, FGeometryCollection::VerticesGroup, FGeometryCollection::FacesGroup }; if (bStripOnCook) { // Remove all geometry //static TSet GeometryGroups{ FGeometryCollection::GeometryGroup, FGeometryCollection::VerticesGroup, FGeometryCollection::FacesGroup, FGeometryCollection::MaterialGroup }; for (const FName& GeometryGroup : GeometryGroups) { TSet& SkipAttributes = SkipList.Add(GeometryGroup); SkipAttributes.Append(GeometryCollection->AttributeNames(GeometryGroup)); } } TSharedPtr DuplicateGeometryCollection(new FGeometryCollection()); DuplicateGeometryCollection->AddAttribute(FGeometryCollection::SimulatableParticlesAttribute, FTransformCollection::TransformGroup); DuplicateGeometryCollection->AddAttribute("InertiaTensor", FGeometryCollection::TransformGroup); DuplicateGeometryCollection->AddAttribute("Mass", FGeometryCollection::TransformGroup); DuplicateGeometryCollection->AddAttribute("MassToLocal", FGeometryCollection::TransformGroup); DuplicateGeometryCollection->AddAttribute( FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup); DuplicateGeometryCollection->CopyMatchingAttributesFrom(*GeometryCollection, &SkipList); // If we've removed all geometry, we need to make sure any references to that geometry are removed. // We also need to resize geometry groups to ensure that they are empty. if (bStripOnCook) { TManagedArray& TransformToGeometryIndex = DuplicateGeometryCollection->GetAttribute("TransformToGeometryIndex", FTransformCollection::TransformGroup); // // Copy the bounds to the TransformGroup. // @todo(nanite.bounds) : Rely on Nanite bounds in the component instead and dont copy here // if (!DuplicateGeometryCollection->HasAttribute("BoundingBox", "Transform")) { DuplicateGeometryCollection->AddAttribute("BoundingBox", "Transform"); } if (!DuplicateGeometryCollection->HasAttribute("NaniteIndex", "Transform")) { DuplicateGeometryCollection->AddAttribute("NaniteIndex", "Transform"); } int32 NumTransforms = GeometryCollection->NumElements(FGeometryCollection::TransformGroup); TManagedArray& NaniteIndex = DuplicateGeometryCollection->GetAttribute("NaniteIndex", "Transform"); TManagedArray& TransformBounds = DuplicateGeometryCollection->GetAttribute("BoundingBox", "Transform"); TManagedArray& GeometryBounds = GeometryCollection->GetAttribute("BoundingBox", "Geometry"); NaniteIndex.Fill(INDEX_NONE); for (int TransformIndex = 0; TransformIndex < NumTransforms; TransformIndex++) { NaniteIndex[TransformIndex] = TransformToGeometryIndex[TransformIndex]; int32 GeometryIndex = TransformToGeometryIndex[TransformIndex]; if (GeometryIndex != INDEX_NONE) { TransformBounds[TransformIndex] = GeometryBounds[GeometryIndex]; } else { TransformBounds[TransformIndex].Init(); } } // // Clear the geometry and the transforms connection to it. // //TransformToGeometryIndex.Fill(INDEX_NONE); for (const FName& GeometryGroup : GeometryGroups) { DuplicateGeometryCollection->EmptyGroup(GeometryGroup); } } return DuplicateGeometryCollection; } #endif void UGeometryCollection::InitResources() { if (NaniteData) { NaniteData->InitResources(this); } } void UGeometryCollection::ReleaseResources() { if (NaniteData) { NaniteData->ReleaseResources(); } } void UGeometryCollection::InvalidateCollection() { StateGuid = FGuid::NewGuid(); } #if WITH_EDITOR bool UGeometryCollection::IsSimulationDataDirty() const { return StateGuid != SimulationDataGuid; } #endif int32 UGeometryCollection::AttachEmbeddedGeometryExemplar(const UStaticMesh* Exemplar) { FSoftObjectPath NewExemplarPath(Exemplar); // Check first if the exemplar is already attached for (int32 ExemplarIndex = 0; ExemplarIndex < EmbeddedGeometryExemplar.Num(); ++ExemplarIndex) { if (NewExemplarPath == EmbeddedGeometryExemplar[ExemplarIndex].StaticMeshExemplar) { return ExemplarIndex; } } return EmbeddedGeometryExemplar.Emplace( NewExemplarPath ); } void UGeometryCollection::RemoveExemplars(const TArray& SortedRemovalIndices) { if (SortedRemovalIndices.Num() > 0) { for (int32 Index = SortedRemovalIndices.Num() - 1; Index >= 0; --Index) { EmbeddedGeometryExemplar.RemoveAt(Index); } } } FGuid UGeometryCollection::GetIdGuid() const { return PersistentGuid; } FGuid UGeometryCollection::GetStateGuid() const { return StateGuid; } #if WITH_EDITOR void UGeometryCollection::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) { if (PropertyChangedEvent.Property) { if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, EnableNanite)) { InvalidateCollection(); EnsureDataIsCooked(); } else if (PropertyChangedEvent.Property->GetFName() != GET_MEMBER_NAME_CHECKED(UGeometryCollection, Materials)) { InvalidateCollection(); if (!bManualDataCreate) { CreateSimulationData(); } } } } bool UGeometryCollection::Modify(bool bAlwaysMarkDirty /*= true*/) { bool bSuperResult = Super::Modify(bAlwaysMarkDirty); UPackage* Package = GetOutermost(); if (Package->IsDirty()) { InvalidateCollection(); } return bSuperResult; } void UGeometryCollection::EnsureDataIsCooked(bool bInitResources) { if (StateGuid != LastBuiltGuid) { CreateSimulationDataImp(/*bCopyFromDDC=*/ true); if (FApp::CanEverRender() && bInitResources) { // If there is no geometry in the collection, we leave Nanite data alone. if (GeometryCollection->NumElements(FGeometryCollection::GeometryGroup) > 0) { NaniteData->InitResources(this); } } LastBuiltGuid = StateGuid; } } #endif void UGeometryCollection::PostLoad() { Super::PostLoad(); // Initialize rendering resources. if (FApp::CanEverRender()) { InitResources(); } } void UGeometryCollection::BeginDestroy() { Super::BeginDestroy(); ReleaseResources(); } FGeometryCollectionNaniteData::FGeometryCollectionNaniteData() { } FGeometryCollectionNaniteData::~FGeometryCollectionNaniteData() { ReleaseResources(); } void FGeometryCollectionNaniteData::Serialize(FArchive& Ar, UGeometryCollection* Owner) { if (Ar.IsSaving()) { if (Owner->EnableNanite) { // Nanite data is currently 1:1 with each geometry group in the collection. const int32 NumGeometryGroups = Owner->NumElements(FGeometryCollection::GeometryGroup); if (NumGeometryGroups != NaniteResource.HierarchyRootOffsets.Num()) { Ar.SetError(); } } NaniteResource.Serialize(Ar, Owner); } else if (Ar.IsLoading()) { NaniteResource.Serialize(Ar, Owner); if (!Owner->EnableNanite) { NaniteResource = {}; } } } void FGeometryCollectionNaniteData::InitResources(UGeometryCollection* Owner) { if (bIsInitialized) { ReleaseResources(); } NaniteResource.InitResources(); bIsInitialized = true; } void FGeometryCollectionNaniteData::ReleaseResources() { if (!bIsInitialized) { return; } if (NaniteResource.ReleaseResources()) { // HACK: Make sure the renderer is done processing the command, and done using NaniteResource, before we continue. // This code could really use a refactor. FRenderCommandFence Fence; Fence.BeginFence(); Fence.Wait(); } bIsInitialized = false; }