// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= GeometryCollection.cpp: UGeometryCollection methods. =============================================================================*/ #include "GeometryCollection/GeometryCollectionObject.h" #include "GeometryCollection/GeometryCollection.h" #include "GeometryCollection/GeometryCollectionCache.h" #include "Materials/Material.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" #include "PhysicsEngine/PhysicsSettings.h" #include "EditorFramework/AssetImportData.h" #if WITH_EDITOR #include "GeometryCollection/DerivedDataGeometryCollectionCooker.h" #include "GeometryCollection/GeometryCollectionConvexUtility.h" #include "GeometryCollection/GeometryCollectionEngineSizeSpecificUtility.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" #include UE_INLINE_GENERATED_CPP_BY_NAME(GeometryCollectionObject) 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.")); bool bGeometryCollectionEnableForcedConvexGenerationInSerialize = true; FAutoConsoleVariableRef CVarGeometryCollectionEnableForcedConvexGenerationInSerialize( TEXT("p.GeometryCollectionEnableForcedConvexGenerationInSerialize"), bGeometryCollectionEnableForcedConvexGenerationInSerialize, TEXT("Enable generation of convex geometry on older destruction files.[def:true]")); bool bGeometryCollectionAlwaysRecreateSimulationData = false; FAutoConsoleVariableRef CVarGeometryCollectionAlwaysRecreateSimulationData( TEXT("p.GeometryCollectionAlwaysRecreateSimulationData"), bGeometryCollectionAlwaysRecreateSimulationData, TEXT("always recreate the simulation data even if the simulation data is not marked as dirty - this has runtime cost in editor - only use as a last resort if default has issues [def:false]")); #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 static constexpr float DefaultMaxSizeValue = 99999.9; UGeometryCollection::UGeometryCollection(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) #if WITH_EDITOR , bManualDataCreate(false) #endif , EnableClustering(true) , ClusterGroupIndex(0) , MaxClusterLevel(100) , DamageThreshold({ 500000.f, 50000.f, 5000.f }) , bUseSizeSpecificDamageThreshold(false) , PerClusterOnlyDamageThreshold(false) , ClusterConnectionType(EClusterConnectionTypeEnum::Chaos_MinimalSpanningSubsetDelaunayTriangulation) , ConnectionGraphBoundsFilteringMargin(0) , bUseFullPrecisionUVs(false) , bStripOnCook(false) , EnableNanite(false) #if WITH_EDITORONLY_DATA , CollisionType_DEPRECATED(ECollisionTypeEnum::Chaos_Volumetric) , ImplicitType_DEPRECATED(EImplicitTypeEnum::Chaos_Implicit_Convex) , MinLevelSetResolution_DEPRECATED(10) , MaxLevelSetResolution_DEPRECATED(10) , MinClusterLevelSetResolution_DEPRECATED(50) , MaxClusterLevelSetResolution_DEPRECATED(50) , CollisionObjectReductionPercentage_DEPRECATED(0.0f) #endif , bMassAsDensity(true) , Mass(2500.0f) , MinimumMassClamp(0.1f) , bImportCollisionFromSource(false) , bRemoveOnMaxSleep(false) , MaximumSleepTime(5.0, 10.0) , RemovalDuration(2.5, 5.0) , bSlowMovingAsSleeping(true) , SlowMovingVelocityThreshold(1) , EnableRemovePiecesOnFracture_DEPRECATED(false) , GeometryCollection(new FGeometryCollection()) { PersistentGuid = FGuid::NewGuid(); InvalidateCollection(); #if WITH_EDITOR SimulationDataGuid = StateGuid; bStripOnCook = GeometryCollectionAssetForceStripOnCook; #endif } FGeometryCollectionLevelSetData::FGeometryCollectionLevelSetData() : MinLevelSetResolution(5) , MaxLevelSetResolution(10) , MinClusterLevelSetResolution(25) , MaxClusterLevelSetResolution(50) { } FGeometryCollectionCollisionParticleData::FGeometryCollectionCollisionParticleData() : CollisionParticlesFraction(1.0f) , MaximumCollisionParticles(60) { } FGeometryCollectionCollisionTypeData::FGeometryCollectionCollisionTypeData() : CollisionType(ECollisionTypeEnum::Chaos_Volumetric) , ImplicitType(EImplicitTypeEnum::Chaos_Implicit_Convex) , LevelSet() , CollisionParticles() , CollisionObjectReductionPercentage(0.0f) , CollisionMarginFraction(0.f) { } FGeometryCollectionSizeSpecificData::FGeometryCollectionSizeSpecificData() : MaxSize(DefaultMaxSizeValue) , CollisionShapes({ FGeometryCollectionCollisionTypeData()}) #if WITH_EDITORONLY_DATA , CollisionType_DEPRECATED(ECollisionTypeEnum::Chaos_Volumetric) , ImplicitType_DEPRECATED(EImplicitTypeEnum::Chaos_Implicit_Convex) , MinLevelSetResolution_DEPRECATED(5) , MaxLevelSetResolution_DEPRECATED(10) , MinClusterLevelSetResolution_DEPRECATED(25) , MaxClusterLevelSetResolution_DEPRECATED(50) , CollisionObjectReductionPercentage_DEPRECATED(0) , CollisionParticlesFraction_DEPRECATED(1.f) , MaximumCollisionParticles_DEPRECATED(60) #endif , DamageThreshold(5000.0) { } bool FGeometryCollectionSizeSpecificData::Serialize(FArchive& Ar) { Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::GUID); Ar.UsingCustomVersion(FPhysicsObjectVersion::GUID); return false; //We only have this function to mark custom GUID. Still want serialize tagged properties } #if WITH_EDITORONLY_DATA void FGeometryCollectionSizeSpecificData::PostSerialize(const FArchive& Ar) { const int32 PhysicsObjectVersion = Ar.CustomVer(FPhysicsObjectVersion::GUID); const int32 StreamObjectVersion = Ar.CustomVer(FUE5MainStreamObjectVersion::GUID); // make sure to load back the deprecated values in the new structure if necessary // IMPORTANT : this was merge backed in UE4 and PhysicsObjectVersion had to be used, // that's why we need to test both version to make sure backward asset compatibility is maintained if (Ar.IsLoading() && ( StreamObjectVersion < FUE5MainStreamObjectVersion::GeometryCollectionUserDefinedCollisionShapes && PhysicsObjectVersion < FPhysicsObjectVersion::GeometryCollectionUserDefinedCollisionShapes )) { if (CollisionShapes.Num()) { // @todo(chaos destruction collisions) : Add support for many CollisionShapes[0].CollisionType = CollisionType_DEPRECATED; CollisionShapes[0].ImplicitType = ImplicitType_DEPRECATED; CollisionShapes[0].CollisionObjectReductionPercentage = CollisionObjectReductionPercentage_DEPRECATED; CollisionShapes[0].CollisionMarginFraction = UPhysicsSettings::Get()->SolverOptions.CollisionMarginFraction; CollisionShapes[0].CollisionParticles.CollisionParticlesFraction = CollisionParticlesFraction_DEPRECATED; CollisionShapes[0].CollisionParticles.MaximumCollisionParticles = MaximumCollisionParticles_DEPRECATED; CollisionShapes[0].LevelSet.MinLevelSetResolution = MinLevelSetResolution_DEPRECATED; CollisionShapes[0].LevelSet.MaxLevelSetResolution = MaxLevelSetResolution_DEPRECATED; CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = MinClusterLevelSetResolution_DEPRECATED; CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = MaxClusterLevelSetResolution_DEPRECATED; } } } #endif void FillSharedSimulationSizeSpecificData(FSharedSimulationSizeSpecificData& ToData, const FGeometryCollectionSizeSpecificData& FromData) { ToData.MaxSize = FromData.MaxSize; ToData.CollisionShapesData.SetNumUninitialized(FromData.CollisionShapes.Num()); if (FromData.CollisionShapes.Num()) { for (int i = 0; i < FromData.CollisionShapes.Num(); i++) { ToData.CollisionShapesData[i].CollisionType = FromData.CollisionShapes[i].CollisionType; ToData.CollisionShapesData[i].ImplicitType = FromData.CollisionShapes[i].ImplicitType; ToData.CollisionShapesData[i].LevelSetData.MinLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MinLevelSetResolution; ToData.CollisionShapesData[i].LevelSetData.MaxLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MaxLevelSetResolution; ToData.CollisionShapesData[i].LevelSetData.MinClusterLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MinClusterLevelSetResolution; ToData.CollisionShapesData[i].LevelSetData.MaxClusterLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MaxClusterLevelSetResolution; ToData.CollisionShapesData[i].CollisionObjectReductionPercentage = FromData.CollisionShapes[i].CollisionObjectReductionPercentage; ToData.CollisionShapesData[i].CollisionMarginFraction = FromData.CollisionShapes[i].CollisionMarginFraction; ToData.CollisionShapesData[i].CollisionParticleData.CollisionParticlesFraction = FromData.CollisionShapes[i].CollisionParticles.CollisionParticlesFraction; ToData.CollisionShapesData[i].CollisionParticleData.MaximumCollisionParticles = FromData.CollisionShapes[i].CollisionParticles.MaximumCollisionParticles; } } ToData.DamageThreshold = FromData.DamageThreshold; } FGeometryCollectionSizeSpecificData UGeometryCollection::GeometryCollectionSizeSpecificDataDefaults() { FGeometryCollectionSizeSpecificData Data; Data.MaxSize = DefaultMaxSizeValue; if (Data.CollisionShapes.Num()) { Data.CollisionShapes[0].CollisionType = ECollisionTypeEnum::Chaos_Volumetric; Data.CollisionShapes[0].ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Capsule; Data.CollisionShapes[0].LevelSet.MinLevelSetResolution = 5; Data.CollisionShapes[0].LevelSet.MaxLevelSetResolution = 10; Data.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = 25; Data.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = 50; Data.CollisionShapes[0].CollisionObjectReductionPercentage = 1.0; Data.CollisionShapes[0].CollisionMarginFraction = UPhysicsSettings::Get()->SolverOptions.CollisionMarginFraction; Data.CollisionShapes[0].CollisionParticles.CollisionParticlesFraction = 1.0; Data.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles = 60; } Data.DamageThreshold = 5000.0f; return Data; } void UGeometryCollection::ValidateSizeSpecificDataDefaults() { auto HasDefault = [](const TArray& DatasIn) { for (const FGeometryCollectionSizeSpecificData& Data : DatasIn) { if (Data.MaxSize >= DefaultMaxSizeValue) { return true; } } return false; }; if (!SizeSpecificData.Num() || !HasDefault(SizeSpecificData)) { FGeometryCollectionSizeSpecificData Data = GeometryCollectionSizeSpecificDataDefaults(); if (Data.CollisionShapes.Num()) { #if WITH_EDITORONLY_DATA Data.CollisionShapes[0].CollisionType = CollisionType_DEPRECATED; Data.CollisionShapes[0].ImplicitType = ImplicitType_DEPRECATED; Data.CollisionShapes[0].LevelSet.MinLevelSetResolution = MinLevelSetResolution_DEPRECATED; Data.CollisionShapes[0].LevelSet.MaxLevelSetResolution = MaxLevelSetResolution_DEPRECATED; Data.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = MinClusterLevelSetResolution_DEPRECATED; Data.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = MaxClusterLevelSetResolution_DEPRECATED; Data.CollisionShapes[0].CollisionObjectReductionPercentage = CollisionObjectReductionPercentage_DEPRECATED; Data.CollisionShapes[0].CollisionMarginFraction = UPhysicsSettings::Get()->SolverOptions.CollisionMarginFraction; #endif if (Data.CollisionShapes[0].ImplicitType == EImplicitTypeEnum::Chaos_Implicit_LevelSet) { Data.CollisionShapes[0].CollisionType = ECollisionTypeEnum::Chaos_Surface_Volumetric; } } SizeSpecificData.Add(Data); } check(SizeSpecificData.Num()); } void UGeometryCollection::UpdateGeometryDependentProperties() { #if WITH_EDITOR // Note: Currently, computing convex hulls also always computes proximity (if missing) as well as volumes and size. // If adding a condition where we do not compute convex hulls, make sure to still compute proximity, volumes and size here UpdateConvexGeometry(); #endif } void UGeometryCollection::UpdateConvexGeometryIfMissing() { const bool bConvexAttributeMissing = !GeometryCollection->HasAttribute("ConvexHull", "Convex"); if (GeometryCollection && bConvexAttributeMissing) { UpdateConvexGeometry(); } } void UGeometryCollection::UpdateConvexGeometry() { #if WITH_EDITOR if (GeometryCollection) { FGeometryCollectionConvexPropertiesInterface::FConvexCreationProperties ConvexProperties = GeometryCollection->GetConvexProperties(); FGeometryCollectionConvexUtility::CreateNonOverlappingConvexHullData(GeometryCollection.Get(), ConvexProperties.FractionRemove, ConvexProperties.SimplificationThreshold, ConvexProperties.CanExceedFraction, ConvexProperties.RemoveOverlaps, ConvexProperties.OverlapRemovalShrinkPercent); InvalidateCollection(); } #endif } void UGeometryCollection::PostInitProperties() { #if WITH_EDITORONLY_DATA if (!HasAnyFlags(RF_ClassDefaultObject)) { AssetImportData = NewObject(this, TEXT("AssetImportData")); } #endif Super::PostInitProperties(); } float KgCm3ToKgM3(float Density) { return Density * 1000000; } float KgM3ToKgCm3(float Density) { return Density / 1000000; } void UGeometryCollection::GetSharedSimulationParams(FSharedSimulationParameters& OutParams) const { const FGeometryCollectionSizeSpecificData& SizeSpecificDefault = GetDefaultSizeSpecificData(); 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; FGeometryCollectionSizeSpecificData InfSize; if (SizeSpecificDefault.CollisionShapes.Num()) { InfSize.CollisionShapes.SetNum(1); // @todo(chaos destruction collisions) : Add support for multiple shapes. OutParams.MaximumCollisionParticleCount = SizeSpecificDefault.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles; ECollisionTypeEnum SelectedCollisionType = SizeSpecificDefault.CollisionShapes[0].CollisionType; if (SelectedCollisionType == ECollisionTypeEnum::Chaos_Volumetric && SizeSpecificDefault.CollisionShapes[0].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; } InfSize.CollisionShapes[0].CollisionType = SelectedCollisionType; InfSize.CollisionShapes[0].ImplicitType = SizeSpecificDefault.CollisionShapes[0].ImplicitType; InfSize.CollisionShapes[0].LevelSet.MinLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MinLevelSetResolution; InfSize.CollisionShapes[0].LevelSet.MaxLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MaxLevelSetResolution; InfSize.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution; InfSize.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution; InfSize.CollisionShapes[0].CollisionObjectReductionPercentage = SizeSpecificDefault.CollisionShapes[0].CollisionObjectReductionPercentage; InfSize.CollisionShapes[0].CollisionMarginFraction = SizeSpecificDefault.CollisionShapes[0].CollisionMarginFraction; InfSize.CollisionShapes[0].CollisionParticles.CollisionParticlesFraction = SizeSpecificDefault.CollisionShapes[0].CollisionParticles.CollisionParticlesFraction; InfSize.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles = SizeSpecificDefault.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles; } InfSize.MaxSize = TNumericLimits::Max(); 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]); } OutParams.bUseImportedCollisionImplicits = bImportCollisionFromSource; OutParams.SizeSpecificData.Sort(); //can we do this at editor time on post edit change? } void UGeometryCollection::Reset() { if (GeometryCollection.IsValid()) { Modify(); GeometryCollection->Empty(); Materials.Empty(); EmbeddedGeometryExemplar.Empty(); AutoInstanceMeshes.Empty(); InvalidateCollection(); } } void UGeometryCollection::ResetFrom(const FManagedArrayCollection& InCollection, const TArray& InMaterials, bool bHasInternalMaterials) { if (GeometryCollection.IsValid()) { Reset(); InCollection.CopyTo(GeometryCollection.Get()); // todo(Chaos) : we could certainly run a "dependent attribute update method here instead of having to known about convex specifically UpdateConvexGeometryIfMissing(); Materials.Append(InMaterials); InitializeMaterials(bHasInternalMaterials); } } /** 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(); } int UGeometryCollection::GetDefaultSizeSpecificDataIndex() const { int LargestIndex = INDEX_NONE; float MaxSize = TNumericLimits::Lowest(); for (int i = 0; i < SizeSpecificData.Num(); i++) { const float SizeSpecificDataMaxSize = SizeSpecificData[i].MaxSize; if (MaxSize < SizeSpecificDataMaxSize) { MaxSize = SizeSpecificDataMaxSize; LargestIndex = i; } } check(LargestIndex != INDEX_NONE && LargestIndex < SizeSpecificData.Num()); return LargestIndex; } /** Size Specific Data Access */ FGeometryCollectionSizeSpecificData& UGeometryCollection::GetDefaultSizeSpecificData() { if (!SizeSpecificData.Num()) { SizeSpecificData.Add(GeometryCollectionSizeSpecificDataDefaults()); } const int DefaultSizeIndex = GetDefaultSizeSpecificDataIndex(); return SizeSpecificData[DefaultSizeIndex]; } const FGeometryCollectionSizeSpecificData& UGeometryCollection::GetDefaultSizeSpecificData() const { ensure(SizeSpecificData.Num()); const int DefaultSizeIndex = GetDefaultSizeSpecificDataIndex(); return SizeSpecificData[DefaultSizeIndex]; } /** ReindexMaterialSections */ void UGeometryCollection::ReindexMaterialSections() { Modify(); GeometryCollection->ReindexMaterials(); InvalidateCollection(); } void UGeometryCollection::InitializeMaterials(bool bHasLegacyInternalMaterialsPairs) { Modify(); // Initialize the BoneSelectedMaterial separate from the materials on the collection BoneSelectedMaterial = LoadObject(nullptr, GetSelectedMaterialPath(), nullptr, LOAD_None, nullptr); TManagedArray& MaterialIDs = 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 < MaterialIDs.Num(); ++FaceIdx) { int32 FaceMaterialID = MaterialIDs[FaceIdx]; if (FaceMaterialID < Materials.Num() && Materials[FaceMaterialID] == BoneSelectedMaterial) { bBoneSelectedMaterialIsUsed = true; break; } } TArray FinalMaterials; if (bHasLegacyInternalMaterialsPairs) { // 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; 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 < MaterialIDs.Num(); ++Material) { if (MaterialIDs[Material] < Materials.Num()) { UMaterialInterface* OldMaterialPtr = Materials[MaterialIDs[Material]]; if (MaterialIDs[Material] % 2 == 0) { MaterialIDs[Material] = *ExteriorMaterialPtrToArrayIndex.Find(OldMaterialPtr); } else { MaterialIDs[Material] = *InteriorMaterialPtrToArrayIndex.Find(OldMaterialPtr); } } } } else { // simple deduping process for (int32 MaterialIndex = 0; MaterialIndex < Materials.Num(); ++MaterialIndex) { UMaterialInterface* Material = Materials[MaterialIndex]; if (Material == BoneSelectedMaterial && !bBoneSelectedMaterialIsUsed) // skip unused bone selected material { continue; } FinalMaterials.AddUnique(Material); } // Reassign material ID for each face given the new consolidated array of materials for (int32 MaterialIDIndex = 0; MaterialIDIndex < MaterialIDs.Num(); MaterialIDIndex++) { const int32 OldMaterialID = MaterialIDs[MaterialIDIndex]; if (Materials.IsValidIndex(OldMaterialID)) { UMaterialInterface* Material = Materials[OldMaterialID]; MaterialIDs[MaterialIDIndex] = FinalMaterials.Find(Material); } } } // Set new material array on the collection Materials = FinalMaterials; // BoneSelectedMaterial is no longer stored in the general Materials array BoneSelectedMaterialIndex = INDEX_NONE; GeometryCollection->ReindexMaterials(); InvalidateCollection(); } int32 UGeometryCollection::AddNewMaterialSlot(bool bCopyLastMaterial) { Modify(); int32 NewIdx = Materials.Emplace(); if (NewIdx > 0 && bCopyLastMaterial) { Materials[NewIdx] = Materials[NewIdx - 1]; } InvalidateCollection(); return NewIdx; } bool UGeometryCollection::RemoveLastMaterialSlot() { if (Materials.Num() > 1) { Modify(); Materials.Pop(); InvalidateCollection(); return true; } return false; } /** 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) { bool bCreateSimulationData = false; Ar.UsingCustomVersion(FDestructionObjectVersion::GUID); Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::GUID); Ar.UsingCustomVersion(FUE5ReleaseStreamObjectVersion::GUID); Ar.UsingCustomVersion(FPhysicsObjectVersion::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; TObjectPtr StrippedDataflowAsset = nullptr; bool bIsCookedOrCooking = Ar.IsCooking(); if (bIsCookedOrCooking && Ar.IsSaving()) { #if WITH_EDITOR // if we have a valid selection material, let's make sure we replace it with one that will be cooked // this avoid getting warning about the selected material being reference but not cooked const int32 SelectedMaterialIndex = GetBoneSelectedMaterialIndex(); if (!Materials.IsEmpty() && Materials.IsValidIndex(SelectedMaterialIndex)) { Materials[SelectedMaterialIndex] = Materials[0]; } // Likewise remove the direct reference to the BoneSelectedMaterial on cook BoneSelectedMaterial = nullptr; if (bStripOnCook) { if (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(); } else { // non-nanite path where it may be necessary to remove geometry if the geometry collection is rendered using ISMPool or an external rendering system ArchiveGeometryCollection = CopyCollectionAndRemoveGeometry(GeometryCollection); } } // The dataflow asset is only needed for the editor, so we just remove it when cooking StrippedDataflowAsset = DataflowAsset; DataflowAsset = nullptr; #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); } // Important : this needs to remain after the call to Super::Serialize if (StrippedDataflowAsset) { DataflowAsset = StrippedDataflowAsset; } if (!SizeSpecificData.Num()) { ValidateSizeSpecificDataDefaults(); } 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(); bCreateSimulationData = true; } 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); } } // will generate convex bodies when they dont exist. if (Ar.CustomVer(FUE5ReleaseStreamObjectVersion::GUID) < FUE5ReleaseStreamObjectVersion::GeometryCollectionConvexDefaults && Ar.CustomVer(FPhysicsObjectVersion::GUID) < FPhysicsObjectVersion::GeometryCollectionConvexDefaults) { #if WITH_EDITOR if (bGeometryCollectionEnableForcedConvexGenerationInSerialize) { if (!FGeometryCollectionConvexUtility::HasConvexHullData(GeometryCollection.Get()) && GeometryCollection::SizeSpecific::UsesImplicitCollisionType(SizeSpecificData, EImplicitTypeEnum::Chaos_Implicit_Convex)) { GeometryCollection::SizeSpecific::SetImplicitCollisionType(SizeSpecificData, EImplicitTypeEnum::Chaos_Implicit_Box, EImplicitTypeEnum::Chaos_Implicit_Convex); bCreateSimulationData = true; InvalidateCollection(); } } #endif } if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::GeometryCollectionPerChildDamageThreshold) { // prior this version, damage threshold were computed per cluster and propagated to children PerClusterOnlyDamageThreshold = true; } if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::GeometryCollectionDamagePropagationData) { // prior this version, damage propagation was not enabled by default DamagePropagationData.bEnabled = false; } if (Ar.IsLoading() && !bIsCookedOrCooking && BoneSelectedMaterialIndex != INDEX_NONE) { BoneSelectedMaterial = LoadObject(nullptr, GetSelectedMaterialPath(), nullptr, LOAD_None, nullptr); if (Materials.IsValidIndex(BoneSelectedMaterialIndex)) { if (!BoneSelectedMaterial) { BoneSelectedMaterial = Materials[BoneSelectedMaterialIndex]; } // Remove the material assuming it's the last in the list (otherwise, leave it, as it's not clear why it would be in that state) if (BoneSelectedMaterialIndex == Materials.Num() - 1) { Materials.RemoveAt(BoneSelectedMaterialIndex); } } BoneSelectedMaterialIndex = INDEX_NONE; } #if WITH_EDITORONLY_DATA if (bCreateSimulationData) { CreateSimulationData(); } //for all versions loaded, make sure sim data is up to date if (Ar.IsLoading()) { EnsureDataIsCooked(true, Ar.IsTransacting()); //make sure loaded content is built } #endif } const TCHAR* UGeometryCollection::GetSelectedMaterialPath() { return TEXT("/Engine/EditorMaterials/GeometryCollection/SelectedGeometryMaterial.SelectedGeometryMaterial"); } void UGeometryCollection::SetEnableNanite(bool bValue) { if (EnableNanite != bValue) { EnableNanite = bValue; NaniteData = MakeUnique(); #if WITH_EDITOR if (EnableNanite) { if (GeometryCollection) { NaniteData = UGeometryCollection::CreateNaniteData(GeometryCollection.Get()); } } #endif } } #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); } } } void UGeometryCollection::CreateSimulationData() { CreateSimulationDataImp(/*bCopyFromDDC=*/false); SimulationDataGuid = StateGuid; } void UGeometryCollection::CreateSimulationDataIfNeeded() { if (IsSimulationDataDirty() || bGeometryCollectionAlwaysRecreateSimulationData) { CreateSimulationData(); } } 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; GeometryCollection::UV::FUVLayers UVsLayers = GeometryCollection::UV::FindActiveUVLayers(*Collection); 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 < UVsLayers.Num(); ++UVIdx) { Vertex.UVs[UVIdx] = UVsLayers[UVIdx][VertexStart + VertexIndex]; if (Vertex.UVs[UVIdx].ContainsNaN()) { Vertex.UVs[UVIdx] = FVector2f::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.TargetMinimumResidencyInKB = 0; // Default to smallest possible, which is a single page NaniteSettings.KeepPercentTriangles = 1.0f; NaniteSettings.TrimRelativeError = 0.0f; NaniteSettings.FallbackPercentTriangles = 1.0f; // 100% - no reduction NaniteSettings.FallbackRelativeError = 0.0f; 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) { const 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"); } const int32 NumTransforms = GeometryCollection->NumElements(FGeometryCollection::TransformGroup); TManagedArray& NaniteIndex = DuplicateGeometryCollection->ModifyAttribute("NaniteIndex", "Transform"); TManagedArray& TransformBounds = DuplicateGeometryCollection->ModifyAttribute("BoundingBox", "Transform"); const TManagedArray& GeometryBounds = GeometryCollection->GetAttribute("BoundingBox", "Geometry"); NaniteIndex.Fill(INDEX_NONE); for (int TransformIndex = 0; TransformIndex < NumTransforms; TransformIndex++) { NaniteIndex[TransformIndex] = TransformToGeometryIndex[TransformIndex]; const 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; } TSharedPtr UGeometryCollection::CopyCollectionAndRemoveGeometry(const TSharedPtr& CollectionToCopy) { TSharedPtr GeometryCollectionToReturn(new FGeometryCollection()); const TArray GroupsToSkip{ FGeometryCollection::GeometryGroup, FGeometryCollection::VerticesGroup, FGeometryCollection::FacesGroup }; const TArray> AttributesToSkip{ { FGeometryDynamicCollection::SimplicialsAttribute, FTransformCollection::TransformGroup } }; CollectionToCopy->CopyTo(GeometryCollectionToReturn.Get(), GroupsToSkip, AttributesToSkip); // recreate the simplicial attribute since we cannot copy it and we skipped it using FSimplicialUniquePtr = TUniquePtr; if (const TManagedArray* SourceSimplicials = CollectionToCopy->FindAttribute(FGeometryDynamicCollection::SimplicialsAttribute, FTransformCollection::TransformGroup)) { TManagedArray& SimplicialsToWrite = GeometryCollectionToReturn->AddAttribute(FGeometryDynamicCollection::SimplicialsAttribute, FTransformCollection::TransformGroup); for (int32 Index = SourceSimplicials->Num()-1; 0 <= Index; Index--) { SimplicialsToWrite[Index].Reset((*SourceSimplicials)[Index] ? (*SourceSimplicials)[Index]->NewCopy() : nullptr); } } // since we are removing the bounding box attribute from the geometry group we need to move it to the transform group const TManagedArray& GeometryBounds = CollectionToCopy->GetAttribute("BoundingBox", "Geometry"); const TManagedArray& TransformToGeometryIndexArray = CollectionToCopy->TransformToGeometryIndex; TManagedArray& TransformBounds = GeometryCollectionToReturn->AddAttribute("BoundingBox", "Transform"); for (int TransformIndex = 0; TransformIndex < TransformBounds.Num(); TransformIndex++) { const int32 GeometryIndex = TransformToGeometryIndexArray[TransformIndex]; if (GeometryIndex != INDEX_NONE) { TransformBounds[TransformIndex] = GeometryBounds[GeometryIndex]; } else { TransformBounds[TransformIndex].Init(); } } return GeometryCollectionToReturn; } #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); } } } bool FGeometryCollectionAutoInstanceMesh::operator ==(const FGeometryCollectionAutoInstanceMesh& Other) const { return (StaticMesh == Other.StaticMesh) && (Materials == Other.Materials); } /** find or add a auto instance mesh and return its index */ const FGeometryCollectionAutoInstanceMesh& UGeometryCollection::GetAutoInstanceMesh(int32 AutoInstanceMeshIndex) const { return AutoInstanceMeshes[AutoInstanceMeshIndex]; } /** find or add a auto instance mesh from another one and return its index */ int32 UGeometryCollection::FindOrAddAutoInstanceMesh(const FGeometryCollectionAutoInstanceMesh& AutoInstanecMesh) { return AutoInstanceMeshes.AddUnique(AutoInstanecMesh); } int32 UGeometryCollection::FindOrAddAutoInstanceMesh(const UStaticMesh& StaticMesh, const TArray& MeshMaterials) { FGeometryCollectionAutoInstanceMesh NewMesh; NewMesh.StaticMesh = FSoftObjectPath(&StaticMesh); NewMesh.Materials = MeshMaterials; return AutoInstanceMeshes.AddUnique(NewMesh); } FGuid UGeometryCollection::GetIdGuid() const { return PersistentGuid; } FGuid UGeometryCollection::GetStateGuid() const { return StateGuid; } #if WITH_EDITOR void UGeometryCollection::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) { if (PropertyChangedEvent.Property) { FName PropertyName = PropertyChangedEvent.Property->GetFName(); bool bDoInvalidateCollection = false; bool bDoEnsureDataIsCooked = false; bool bValidateSizeSpecificDataDefaults = false; bool bDoUpdateConvexGeometry = false; bool bRebuildSimulationData = false; if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, EnableNanite)) { bDoInvalidateCollection = true; bDoEnsureDataIsCooked = true; } else if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, bUseFullPrecisionUVs)) { bDoInvalidateCollection = true; } else if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, SizeSpecificData)) { bDoInvalidateCollection = true; bDoUpdateConvexGeometry = true; bValidateSizeSpecificDataDefaults = true; bRebuildSimulationData = true; } else if (PropertyName.ToString().Contains(FString("ImplicitType"))) //SizeSpecificData.Num() && SizeSpecificData[0].CollisionShapes.Num() && // PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, SizeSpecificData[0].CollisionShapes[0].ImplicitType)) { bDoInvalidateCollection = true; bDoUpdateConvexGeometry = true; bRebuildSimulationData = true; } else if (PropertyChangedEvent.Property->GetFName() != GET_MEMBER_NAME_CHECKED(UGeometryCollection, Materials)) { bDoInvalidateCollection = true; bRebuildSimulationData = true; } if (bDoInvalidateCollection) { InvalidateCollection(); } if (bValidateSizeSpecificDataDefaults) { ValidateSizeSpecificDataDefaults(); } if (bDoUpdateConvexGeometry) { UpdateConvexGeometry(); } if (bDoEnsureDataIsCooked) { EnsureDataIsCooked(); } if (bRebuildSimulationData) { 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, bool bIsTransacting) { if (StateGuid != LastBuiltGuid) { CreateSimulationDataImp(/*bCopyFromDDC=*/ !bIsTransacting); if (FApp::CanEverRender() && bInitResources) { // If there is no geometry in the collection, we leave Nanite data alone. if (GeometryCollection->NumElements(FGeometryCollection::GeometryGroup) > 0) { if (NaniteData) { 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, true); } else if (Ar.IsLoading()) { NaniteResource.Serialize(Ar, Owner, true); if (!Owner->EnableNanite) { NaniteResource = {}; } } } void FGeometryCollectionNaniteData::InitResources(UGeometryCollection* Owner) { if (bIsInitialized) { ReleaseResources(); } NaniteResource.InitResources(Owner); 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; }