// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "StaticMeshBuilder.h" #include "Engine/StaticMesh.h" #include "StaticMeshResources.h" #include "PhysicsEngine/BodySetup.h" #include "MeshDescription.h" #include "MeshDescriptionOperations.h" #include "MeshAttributes.h" #include "MeshDescriptionHelper.h" #include "BuildOptimizationHelper.h" #include "Components.h" #include "IMeshReductionManagerModule.h" #include "MeshBuild.h" #include "Modules/ModuleManager.h" #include "IMeshReductionInterfaces.h" DEFINE_LOG_CATEGORY(LogStaticMeshBuilder); ////////////////////////////////////////////////////////////////////////// //Local functions definition void BuildVertexBuffer( UStaticMesh *StaticMesh , int32 LodIndex , const FMeshDescription& MeshDescription , FStaticMeshLODResources& StaticMeshLOD , const FMeshBuildSettings& LODBuildSettings , TArray< uint32 >& IndexBuffer , TArray& OutWedgeMap , TArray >& OutPerSectionIndices , TArray< FStaticMeshBuildVertex >& StaticMeshBuildVertices , const FOverlappingCorners& OverlappingCorners , float VertexComparisonThreshold , TArray& RemapVerts); void BuildAllBufferOptimizations(struct FStaticMeshLODResources& StaticMeshLOD, const struct FMeshBuildSettings& LODBuildSettings, TArray< uint32 >& IndexBuffer, bool bNeeds32BitIndices, TArray< FStaticMeshBuildVertex >& StaticMeshBuildVertices); ////////////////////////////////////////////////////////////////////////// FStaticMeshBuilder::FStaticMeshBuilder() { } static bool UseNativeQuadraticReduction() { // Are we using our tool, or simplygon? The tool is only changed during editor restarts IMeshReduction* ReductionModule = FModuleManager::Get().LoadModuleChecked("MeshReductionInterface").GetStaticMeshReductionInterface(); FString VersionString = ReductionModule->GetVersionString(); TArray SplitVersionString; VersionString.ParseIntoArray(SplitVersionString, TEXT("_"), true); bool bUseQuadricSimplier = SplitVersionString[0].Equals("QuadricMeshReduction"); return bUseQuadricSimplier; } bool FStaticMeshBuilder::Build(FStaticMeshRenderData& StaticMeshRenderData, UStaticMesh* StaticMesh, const FStaticMeshLODGroup& LODGroup) { // The tool can only been switch by restarting the editor static bool bIsThirdPartyReductiontool = !UseNativeQuadraticReduction(); if (!StaticMesh->IsMeshDescriptionValid(0)) { //Warn the user that there is no mesh description data UE_LOG(LogStaticMeshBuilder, Error, TEXT("Cannot find a valid mesh description to build the asset.")); return false; } if (StaticMeshRenderData.LODResources.Num() > 0) { //At this point the render data is suppose to be empty UE_LOG(LogStaticMeshBuilder, Error, TEXT("Cannot build static mesh render data twice [%s]."), *StaticMesh->GetFullName()); //Crash in debug checkSlow(StaticMeshRenderData.LODResources.Num() == 0); return false; } StaticMeshRenderData.AllocateLODResources(StaticMesh->SourceModels.Num()); TArray MeshDescriptions; MeshDescriptions.SetNum(StaticMesh->SourceModels.Num()); const FMeshSectionInfoMap BeforeBuildSectionInfoMap = StaticMesh->SectionInfoMap; const FMeshSectionInfoMap BeforeBuildOriginalSectionInfoMap = StaticMesh->OriginalSectionInfoMap; for (int32 LodIndex = 0; LodIndex < StaticMesh->SourceModels.Num(); ++LodIndex) { float MaxDeviation = 0.0f; FMeshBuildSettings& LODBuildSettings = StaticMesh->SourceModels[LodIndex].BuildSettings; const FMeshDescription* OriginalMeshDescription = StaticMesh->GetMeshDescription(LodIndex); FMeshDescriptionHelper MeshDescriptionHelper(&LODBuildSettings); const FStaticMeshSourceModel& SrcModel = StaticMesh->SourceModels[LodIndex]; FMeshReductionSettings ReductionSettings = LODGroup.GetSettings(SrcModel.ReductionSettings, LodIndex); //Make sure we do not reduce a non custom LOD by himself const int32 BaseReduceLodIndex = FMath::Clamp(ReductionSettings.BaseLODModel, 0, OriginalMeshDescription == nullptr ? LodIndex - 1 : LodIndex); // Use simplifier if a reduction in triangles or verts has been requested. bool bUseReduction = StaticMesh->IsReductionActive(LodIndex); if (OriginalMeshDescription != nullptr) { MeshDescriptionHelper.GetRenderMeshDescription(StaticMesh, *OriginalMeshDescription, MeshDescriptions[LodIndex]); } else { if (bUseReduction) { // Initialize an empty mesh description that the reduce will fill UStaticMesh::RegisterMeshAttributes(MeshDescriptions[LodIndex]); } else { //Duplicate the lodindex 0 we have a 100% reduction which is like a duplicate MeshDescriptions[LodIndex] = MeshDescriptions[BaseReduceLodIndex]; //Set the overlapping threshold float ComparisonThreshold = StaticMesh->SourceModels[BaseReduceLodIndex].BuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f; MeshDescriptionHelper.FindOverlappingCorners(MeshDescriptions[LodIndex], ComparisonThreshold); if (LodIndex > 0) { //Make sure the SectionInfoMap is taken from the Base RawMesh int32 SectionNumber = StaticMesh->OriginalSectionInfoMap.GetSectionNumber(BaseReduceLodIndex); for (int32 SectionIndex = 0; SectionIndex < SectionNumber; ++SectionIndex) { //Keep the old data if its valid bool bHasValidLODInfoMap = StaticMesh->SectionInfoMap.IsValidSection(LodIndex, SectionIndex); //Section material index have to be remap with the ReductionSettings.BaseLODModel SectionInfoMap to create //a valid new section info map for the reduced LOD. if (!bHasValidLODInfoMap && StaticMesh->SectionInfoMap.IsValidSection(BaseReduceLodIndex, SectionIndex)) { //Copy the BaseLODModel section info to the reduce LODIndex. FMeshSectionInfo SectionInfo = StaticMesh->SectionInfoMap.Get(BaseReduceLodIndex, SectionIndex); FMeshSectionInfo OriginalSectionInfo = StaticMesh->OriginalSectionInfoMap.Get(BaseReduceLodIndex, SectionIndex); StaticMesh->SectionInfoMap.Set(LodIndex, SectionIndex, SectionInfo); StaticMesh->OriginalSectionInfoMap.Set(LodIndex, SectionIndex, OriginalSectionInfo); } } } } if (LodIndex > 0) { LODBuildSettings = StaticMesh->SourceModels[BaseReduceLodIndex].BuildSettings; } } //Reduce LODs if (bUseReduction) { float OverlappingThreshold = LODBuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f; FOverlappingCorners OverlappingCorners; FMeshDescriptionOperations::FindOverlappingCorners(OverlappingCorners, MeshDescriptions[BaseReduceLodIndex], OverlappingThreshold); int32 OldSectionInfoMapCount = StaticMesh->SectionInfoMap.GetSectionNumber(LodIndex); if (LodIndex == BaseReduceLodIndex) { //When using LOD 0, we use a copy of the mesh description since reduce do not support inline reducing FMeshDescription BaseMeshDescription = MeshDescriptions[BaseReduceLodIndex]; MeshDescriptionHelper.ReduceLOD(BaseMeshDescription, MeshDescriptions[LodIndex], ReductionSettings, OverlappingCorners, MaxDeviation); } else { MeshDescriptionHelper.ReduceLOD(MeshDescriptions[BaseReduceLodIndex], MeshDescriptions[LodIndex], ReductionSettings, OverlappingCorners, MaxDeviation); } const TPolygonGroupAttributesRef PolygonGroupImportedMaterialSlotNames = MeshDescriptions[LodIndex].PolygonGroupAttributes().GetAttributesRef(MeshAttribute::PolygonGroup::ImportedMaterialSlotName); const TPolygonGroupAttributesRef BasePolygonGroupImportedMaterialSlotNames = MeshDescriptions[BaseReduceLodIndex].PolygonGroupAttributes().GetAttributesRef(MeshAttribute::PolygonGroup::ImportedMaterialSlotName); // Recompute adjacency information. Since we change the vertices when we reduce MeshDescriptionHelper.FindOverlappingCorners(MeshDescriptions[LodIndex], OverlappingThreshold); //Make sure the static mesh SectionInfoMap is up to date with the new reduce LOD //We have to remap the material index with the ReductionSettings.BaseLODModel sectionInfoMap //Set the new SectionInfoMap for this reduced LOD base on the ReductionSettings.BaseLODModel SectionInfoMap TArray BaseUniqueMaterialIndexes; //Find all unique Material in used order for (const FPolygonGroupID& PolygonGroupID : MeshDescriptions[BaseReduceLodIndex].PolygonGroups().GetElementIDs()) { int32 MaterialIndex = StaticMesh->GetMaterialIndexFromImportedMaterialSlotName(BasePolygonGroupImportedMaterialSlotNames[PolygonGroupID]); if (MaterialIndex == INDEX_NONE) { MaterialIndex = PolygonGroupID.GetValue(); } BaseUniqueMaterialIndexes.AddUnique(MaterialIndex); } TArray UniqueMaterialIndex; //Find all unique Material in used order for (const FPolygonGroupID& PolygonGroupID : MeshDescriptions[LodIndex].PolygonGroups().GetElementIDs()) { int32 MaterialIndex = StaticMesh->GetMaterialIndexFromImportedMaterialSlotName(PolygonGroupImportedMaterialSlotNames[PolygonGroupID]); if (MaterialIndex == INDEX_NONE) { MaterialIndex = PolygonGroupID.GetValue(); } UniqueMaterialIndex.AddUnique(MaterialIndex); } //If the reduce did not output the same number of section use the base LOD sectionInfoMap bool bIsOldMappingInvalid = OldSectionInfoMapCount != MeshDescriptions[LodIndex].PolygonGroups().Num(); bool bValidBaseSectionInfoMap = BeforeBuildSectionInfoMap.GetSectionNumber(BaseReduceLodIndex) > 0; //All used material represent a different section for (int32 SectionIndex = 0; SectionIndex < UniqueMaterialIndex.Num(); ++SectionIndex) { //Keep the old data bool bHasValidLODInfoMap = !bIsOldMappingInvalid && BeforeBuildSectionInfoMap.IsValidSection(LodIndex, SectionIndex); //Section material index have to be remap with the ReductionSettings.BaseLODModel SectionInfoMap to create //a valid new section info map for the reduced LOD. //Find the base LOD section using this material if (!bHasValidLODInfoMap) { bool bSectionInfoSet = false; if (bValidBaseSectionInfoMap) { for (int32 BaseSectionIndex = 0; BaseSectionIndex < BaseUniqueMaterialIndexes.Num(); ++BaseSectionIndex) { if (UniqueMaterialIndex[SectionIndex] == BaseUniqueMaterialIndexes[BaseSectionIndex]) { //Copy the base sectionInfoMap FMeshSectionInfo SectionInfo = BeforeBuildSectionInfoMap.Get(BaseReduceLodIndex, BaseSectionIndex); FMeshSectionInfo OriginalSectionInfo = BeforeBuildOriginalSectionInfoMap.Get(BaseReduceLodIndex, BaseSectionIndex); StaticMesh->SectionInfoMap.Set(LodIndex, SectionIndex, SectionInfo); StaticMesh->OriginalSectionInfoMap.Set(LodIndex, BaseSectionIndex, OriginalSectionInfo); bSectionInfoSet = true; break; } } } if (!bSectionInfoSet) { //Just set the default section info in case we did not found any match with the Base Lod FMeshSectionInfo SectionInfo; SectionInfo.MaterialIndex = SectionIndex; StaticMesh->SectionInfoMap.Set(LodIndex, SectionIndex, SectionInfo); StaticMesh->OriginalSectionInfoMap.Set(LodIndex, SectionIndex, SectionInfo); } } } } const FPolygonGroupArray& PolygonGroups = MeshDescriptions[LodIndex].PolygonGroups(); FStaticMeshLODResources& StaticMeshLOD = StaticMeshRenderData.LODResources[LodIndex]; StaticMeshLOD.MaxDeviation = MaxDeviation; //discover degenerate triangle with this threshold float VertexComparisonThreshold = LODBuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f; //Build new vertex buffers TArray< FStaticMeshBuildVertex > StaticMeshBuildVertices; TArray< uint32 > IndexBuffer; StaticMeshLOD.Sections.Empty(PolygonGroups.Num()); TArray RemapVerts; //Because we will remove MeshVertex that are redundant, we need a remap //Render data Wedge map is only set for LOD 0??? TArray TempWedgeMap; TArray &WedgeMap = (LodIndex == 0) ? StaticMeshRenderData.WedgeMap : TempWedgeMap; //Prepare the PerSectionIndices array so we can optimize the index buffer for the GPU TArray > PerSectionIndices; PerSectionIndices.AddDefaulted(MeshDescriptions[LodIndex].PolygonGroups().Num()); //Build the vertex and index buffer BuildVertexBuffer(StaticMesh, LodIndex, MeshDescriptions[LodIndex], StaticMeshLOD, LODBuildSettings, IndexBuffer, WedgeMap, PerSectionIndices, StaticMeshBuildVertices, MeshDescriptionHelper.GetOverlappingCorners(), VertexComparisonThreshold, RemapVerts); // Concatenate the per-section index buffers. TArray CombinedIndices; bool bNeeds32BitIndices = false; for (int32 SectionIndex = 0; SectionIndex < StaticMeshLOD.Sections.Num(); SectionIndex++) { FStaticMeshSection& Section = StaticMeshLOD.Sections[SectionIndex]; TArray const& SectionIndices = PerSectionIndices[SectionIndex]; Section.FirstIndex = 0; Section.NumTriangles = 0; Section.MinVertexIndex = 0; Section.MaxVertexIndex = 0; if (SectionIndices.Num()) { Section.FirstIndex = CombinedIndices.Num(); Section.NumTriangles = SectionIndices.Num() / 3; CombinedIndices.AddUninitialized(SectionIndices.Num()); uint32* DestPtr = &CombinedIndices[Section.FirstIndex]; uint32 const* SrcPtr = SectionIndices.GetData(); Section.MinVertexIndex = *SrcPtr; Section.MaxVertexIndex = *SrcPtr; for (int32 Index = 0; Index < SectionIndices.Num(); Index++) { uint32 VertIndex = *SrcPtr++; bNeeds32BitIndices |= (VertIndex > MAX_uint16); Section.MinVertexIndex = FMath::Min(VertIndex, Section.MinVertexIndex); Section.MaxVertexIndex = FMath::Max(VertIndex, Section.MaxVertexIndex); *DestPtr++ = VertIndex; } } } const EIndexBufferStride::Type IndexBufferStride = bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit; StaticMeshLOD.IndexBuffer.SetIndices(CombinedIndices, IndexBufferStride); BuildAllBufferOptimizations(StaticMeshLOD, LODBuildSettings, CombinedIndices, bNeeds32BitIndices, StaticMeshBuildVertices); } //End of LOD for loop // Calculate the bounding box. FBox BoundingBox(ForceInit); FPositionVertexBuffer& BasePositionVertexBuffer = StaticMeshRenderData.LODResources[0].VertexBuffers.PositionVertexBuffer; for (uint32 VertexIndex = 0; VertexIndex < BasePositionVertexBuffer.GetNumVertices(); VertexIndex++) { BoundingBox += BasePositionVertexBuffer.VertexPosition(VertexIndex); } BoundingBox.GetCenterAndExtents(StaticMeshRenderData.Bounds.Origin, StaticMeshRenderData.Bounds.BoxExtent); // Calculate the bounding sphere, using the center of the bounding box as the origin. StaticMeshRenderData.Bounds.SphereRadius = 0.0f; for (uint32 VertexIndex = 0; VertexIndex < BasePositionVertexBuffer.GetNumVertices(); VertexIndex++) { StaticMeshRenderData.Bounds.SphereRadius = FMath::Max( (BasePositionVertexBuffer.VertexPosition(VertexIndex) - StaticMeshRenderData.Bounds.Origin).Size(), StaticMeshRenderData.Bounds.SphereRadius ); } return true; } bool AreVerticesEqual(FStaticMeshBuildVertex const& A, FStaticMeshBuildVertex const& B, float ComparisonThreshold) { if ( !A.Position.Equals(B.Position, ComparisonThreshold) || !NormalsEqual(A.TangentX, B.TangentX) || !NormalsEqual(A.TangentY, B.TangentY) || !NormalsEqual(A.TangentZ, B.TangentZ) || A.Color != B.Color) { return false; } // UVs for (int32 UVIndex = 0; UVIndex < MAX_STATIC_TEXCOORDS; UVIndex++) { if (!UVsEqual(A.UVs[UVIndex], B.UVs[UVIndex])) { return false; } } return true; } void BuildVertexBuffer( UStaticMesh *StaticMesh , int32 LodIndex , const FMeshDescription& MeshDescription , FStaticMeshLODResources& StaticMeshLOD , const FMeshBuildSettings& LODBuildSettings , TArray< uint32 >& IndexBuffer , TArray& OutWedgeMap , TArray >& OutPerSectionIndices , TArray< FStaticMeshBuildVertex >& StaticMeshBuildVertices , const FOverlappingCorners& OverlappingCorners , float VertexComparisonThreshold , TArray& RemapVerts) { const FVertexArray& Vertices = MeshDescription.Vertices(); const FVertexInstanceArray& VertexInstances = MeshDescription.VertexInstances(); const FPolygonGroupArray& PolygonGroupArray = MeshDescription.PolygonGroups(); const FPolygonArray& PolygonArray = MeshDescription.Polygons(); TArray RemapVertexInstanceID; // set up vertex buffer elements StaticMeshBuildVertices.Reserve(VertexInstances.GetArraySize()); bool bHasColor = false; TPolygonGroupAttributesConstRef PolygonGroupImportedMaterialSlotNames = MeshDescription.PolygonGroupAttributes().GetAttributesRef(MeshAttribute::PolygonGroup::ImportedMaterialSlotName); TVertexAttributesConstRef VertexPositions = MeshDescription.VertexAttributes().GetAttributesRef( MeshAttribute::Vertex::Position ); TVertexInstanceAttributesConstRef VertexInstanceNormals = MeshDescription.VertexInstanceAttributes().GetAttributesRef( MeshAttribute::VertexInstance::Normal ); TVertexInstanceAttributesConstRef VertexInstanceTangents = MeshDescription.VertexInstanceAttributes().GetAttributesRef( MeshAttribute::VertexInstance::Tangent ); TVertexInstanceAttributesConstRef VertexInstanceBinormalSigns = MeshDescription.VertexInstanceAttributes().GetAttributesRef( MeshAttribute::VertexInstance::BinormalSign ); TVertexInstanceAttributesConstRef VertexInstanceColors = MeshDescription.VertexInstanceAttributes().GetAttributesRef( MeshAttribute::VertexInstance::Color ); TVertexInstanceAttributesConstRef VertexInstanceUVs = MeshDescription.VertexInstanceAttributes().GetAttributesRef( MeshAttribute::VertexInstance::TextureCoordinate ); const uint32 NumTextureCoord = VertexInstanceUVs.GetNumIndices(); TMap PolygonGroupToSectionIndex; for (const FPolygonGroupID PolygonGroupID : MeshDescription.PolygonGroups().GetElementIDs()) { int32& SectionIndex = PolygonGroupToSectionIndex.FindOrAdd(PolygonGroupID); SectionIndex = StaticMeshLOD.Sections.Add(FStaticMeshSection()); FStaticMeshSection& StaticMeshSection = StaticMeshLOD.Sections[SectionIndex]; StaticMeshSection.MaterialIndex = StaticMesh->GetMaterialIndexFromImportedMaterialSlotName(PolygonGroupImportedMaterialSlotNames[PolygonGroupID]); if (StaticMeshSection.MaterialIndex == INDEX_NONE) { StaticMeshSection.MaterialIndex = PolygonGroupID.GetValue(); } } int32 ReserveIndicesCount = 0; for (const FPolygonID& PolygonID : MeshDescription.Polygons().GetElementIDs()) { const TArray& PolygonTriangles = MeshDescription.GetPolygonTriangles(PolygonID); ReserveIndicesCount += PolygonTriangles.Num() * 3; } IndexBuffer.Reset(ReserveIndicesCount); //Fill the remap array RemapVerts.AddZeroed(ReserveIndicesCount); for (int32& RemapIndex : RemapVerts) { RemapIndex = INDEX_NONE; } //Initialize the wedge map array tracking correspondence between wedge index and rendering vertex index OutWedgeMap.Reset(); OutWedgeMap.AddZeroed(ReserveIndicesCount); int32 WedgeIndex = 0; for (const FPolygonID& PolygonID : MeshDescription.Polygons().GetElementIDs()) { const FPolygonGroupID PolygonGroupID = MeshDescription.GetPolygonPolygonGroup(PolygonID); const int32 SectionIndex = PolygonGroupToSectionIndex[PolygonGroupID]; TArray& SectionIndices = OutPerSectionIndices[SectionIndex]; const TArray& PolygonTriangles = MeshDescription.GetPolygonTriangles(PolygonID); uint32 MinIndex = TNumericLimits< uint32 >::Max(); uint32 MaxIndex = TNumericLimits< uint32 >::Min(); for (int32 TriangleIndex = 0; TriangleIndex < PolygonTriangles.Num(); ++TriangleIndex) { const FMeshTriangle& Triangle = PolygonTriangles[TriangleIndex]; FVector CornerPositions[3]; for (int32 TriVert = 0; TriVert < 3; ++TriVert) { const FVertexInstanceID VertexInstanceID = Triangle.GetVertexInstanceID(TriVert); const FVertexID VertexID = MeshDescription.GetVertexInstanceVertex(VertexInstanceID); CornerPositions[TriVert] = VertexPositions[VertexID]; } FOverlappingThresholds OverlappingThresholds; OverlappingThresholds.ThresholdPosition = VertexComparisonThreshold; // Don't process degenerate triangles. if (PointsEqual(CornerPositions[0], CornerPositions[1], OverlappingThresholds) || PointsEqual(CornerPositions[0], CornerPositions[2], OverlappingThresholds) || PointsEqual(CornerPositions[1], CornerPositions[2], OverlappingThresholds)) { continue; } for (int32 TriVert = 0; TriVert < 3; ++TriVert, ++WedgeIndex) { const FVertexInstanceID VertexInstanceID = Triangle.GetVertexInstanceID(TriVert); const int32 VertexInstanceValue = VertexInstanceID.GetValue(); const FVector& VertexPosition = CornerPositions[TriVert]; const FVector& VertexInstanceNormal = VertexInstanceNormals[VertexInstanceID]; const FVector& VertexInstanceTangent = VertexInstanceTangents[VertexInstanceID]; const float VertexInstanceBinormalSign = VertexInstanceBinormalSigns[VertexInstanceID]; const FVector4& VertexInstanceColor = VertexInstanceColors[VertexInstanceID]; const FLinearColor LinearColor(VertexInstanceColor); if (LinearColor != FLinearColor::White) { bHasColor = true; } FStaticMeshBuildVertex StaticMeshVertex; StaticMeshVertex.Position = VertexPosition * LODBuildSettings.BuildScale3D; const FMatrix ScaleMatrix = FScaleMatrix(LODBuildSettings.BuildScale3D).Inverse().GetTransposed(); StaticMeshVertex.TangentX = ScaleMatrix.TransformVector(VertexInstanceTangent).GetSafeNormal(); StaticMeshVertex.TangentY = ScaleMatrix.TransformVector(FVector::CrossProduct(VertexInstanceNormal, VertexInstanceTangent).GetSafeNormal() * VertexInstanceBinormalSign).GetSafeNormal(); StaticMeshVertex.TangentZ = ScaleMatrix.TransformVector(VertexInstanceNormal).GetSafeNormal(); StaticMeshVertex.Color = LinearColor.ToFColor(true); const uint32 MaxNumTexCoords = FMath::Min(MAX_MESH_TEXTURE_COORDS_MD, MAX_STATIC_TEXCOORDS); for (uint32 UVIndex = 0; UVIndex < MaxNumTexCoords; ++UVIndex) { if(UVIndex < NumTextureCoord) { StaticMeshVertex.UVs[UVIndex] = VertexInstanceUVs.Get(VertexInstanceID, UVIndex); } else { StaticMeshVertex.UVs[UVIndex] = FVector2D(0.0f, 0.0f); } } //Never add duplicated vertex instance //Use WedgeIndex since OverlappingCorners has been built based on that const TArray& DupVerts = OverlappingCorners.FindIfOverlapping(WedgeIndex); int32 Index = INDEX_NONE; for (int32 k = 0; k < DupVerts.Num(); k++) { if (DupVerts[k] >= WedgeIndex) { break; } int32 Location = RemapVerts.IsValidIndex(DupVerts[k]) ? RemapVerts[DupVerts[k]] : INDEX_NONE; if (Location != INDEX_NONE && AreVerticesEqual(StaticMeshVertex, StaticMeshBuildVertices[Location], VertexComparisonThreshold)) { Index = Location; break; } } if (Index == INDEX_NONE) { Index = StaticMeshBuildVertices.Add(StaticMeshVertex); } RemapVerts[WedgeIndex] = Index; const uint32 RenderingVertexIndex = Index; IndexBuffer.Add(RenderingVertexIndex); OutWedgeMap[WedgeIndex] = RenderingVertexIndex; SectionIndices.Add(RenderingVertexIndex); } } } //Optimize before setting the buffer if (VertexInstances.GetArraySize() < 100000 * 3) { BuildOptimizationHelper::CacheOptimizeVertexAndIndexBuffer(StaticMeshBuildVertices, OutPerSectionIndices, OutWedgeMap); //check(OutWedgeMap.Num() == MeshDescription->VertexInstances().Num()); } StaticMeshLOD.VertexBuffers.StaticMeshVertexBuffer.SetUseHighPrecisionTangentBasis(LODBuildSettings.bUseHighPrecisionTangentBasis); StaticMeshLOD.VertexBuffers.StaticMeshVertexBuffer.SetUseFullPrecisionUVs(LODBuildSettings.bUseFullPrecisionUVs); StaticMeshLOD.VertexBuffers.StaticMeshVertexBuffer.Init(StaticMeshBuildVertices, NumTextureCoord); StaticMeshLOD.VertexBuffers.PositionVertexBuffer.Init(StaticMeshBuildVertices); StaticMeshLOD.VertexBuffers.ColorVertexBuffer.Init(StaticMeshBuildVertices); } void BuildAllBufferOptimizations(FStaticMeshLODResources& StaticMeshLOD, const FMeshBuildSettings& LODBuildSettings, TArray< uint32 >& IndexBuffer, bool bNeeds32BitIndices, TArray< FStaticMeshBuildVertex >& StaticMeshBuildVertices) { if (StaticMeshLOD.AdditionalIndexBuffers == nullptr) { StaticMeshLOD.AdditionalIndexBuffers = new FAdditionalStaticMeshIndexBuffers(); } const EIndexBufferStride::Type IndexBufferStride = bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit; // Build the reversed index buffer. if (LODBuildSettings.bBuildReversedIndexBuffer) { TArray InversedIndices; const int32 IndexCount = IndexBuffer.Num(); InversedIndices.AddUninitialized(IndexCount); for (int32 SectionIndex = 0; SectionIndex < StaticMeshLOD.Sections.Num(); ++SectionIndex) { const FStaticMeshSection& SectionInfo = StaticMeshLOD.Sections[SectionIndex]; const int32 SectionIndexCount = SectionInfo.NumTriangles * 3; for (int32 i = 0; i < SectionIndexCount; ++i) { InversedIndices[SectionInfo.FirstIndex + i] = IndexBuffer[SectionInfo.FirstIndex + SectionIndexCount - 1 - i]; } } StaticMeshLOD.AdditionalIndexBuffers->ReversedIndexBuffer.SetIndices(InversedIndices, IndexBufferStride); } // Build the depth-only index buffer. TArray DepthOnlyIndices; { BuildOptimizationHelper::BuildDepthOnlyIndexBuffer( DepthOnlyIndices, StaticMeshBuildVertices, IndexBuffer, StaticMeshLOD.Sections ); if (DepthOnlyIndices.Num() < 50000 * 3) { BuildOptimizationThirdParty::CacheOptimizeIndexBuffer(DepthOnlyIndices); } StaticMeshLOD.DepthOnlyIndexBuffer.SetIndices(DepthOnlyIndices, IndexBufferStride); } // Build the inversed depth only index buffer. if (LODBuildSettings.bBuildReversedIndexBuffer) { TArray ReversedDepthOnlyIndices; const int32 IndexCount = DepthOnlyIndices.Num(); ReversedDepthOnlyIndices.AddUninitialized(IndexCount); for (int32 i = 0; i < IndexCount; ++i) { ReversedDepthOnlyIndices[i] = DepthOnlyIndices[IndexCount - 1 - i]; } StaticMeshLOD.AdditionalIndexBuffers->ReversedDepthOnlyIndexBuffer.SetIndices(ReversedDepthOnlyIndices, IndexBufferStride); } // Build a list of wireframe edges in the static mesh. { TArray Edges; TArray WireframeIndices; BuildOptimizationHelper::FStaticMeshEdgeBuilder(IndexBuffer, StaticMeshBuildVertices, Edges).FindEdges(); WireframeIndices.Empty(2 * Edges.Num()); for (int32 EdgeIndex = 0; EdgeIndex < Edges.Num(); EdgeIndex++) { BuildOptimizationHelper::FMeshEdge& Edge = Edges[EdgeIndex]; WireframeIndices.Add(Edge.Vertices[0]); WireframeIndices.Add(Edge.Vertices[1]); } StaticMeshLOD.AdditionalIndexBuffers->WireframeIndexBuffer.SetIndices(WireframeIndices, IndexBufferStride); } // Build the adjacency index buffer used for tessellation. if (LODBuildSettings.bBuildAdjacencyBuffer) { TArray AdjacencyIndices; BuildOptimizationThirdParty::NvTriStripHelper::BuildStaticAdjacencyIndexBuffer( StaticMeshLOD.VertexBuffers.PositionVertexBuffer, StaticMeshLOD.VertexBuffers.StaticMeshVertexBuffer, IndexBuffer, AdjacencyIndices ); StaticMeshLOD.AdditionalIndexBuffers->AdjacencyIndexBuffer.SetIndices(AdjacencyIndices, IndexBufferStride); } }