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183 lines
6.5 KiB
C++
183 lines
6.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "NavigationDirtyAreasController.h"
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#include "NavigationData.h"
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#include "VisualLogger/VisualLogger.h"
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#include "AI/Navigation/NavigationDirtyElement.h"
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DEFINE_LOG_CATEGORY(LogNavigationDirtyArea);
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//----------------------------------------------------------------------//
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// FNavigationDirtyAreasController
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//----------------------------------------------------------------------//
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FNavigationDirtyAreasController::FNavigationDirtyAreasController()
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: bCanAccumulateDirtyAreas(true)
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, bUseWorldPartitionedDynamicMode(false)
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#if !UE_BUILD_SHIPPING
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, bDirtyAreasReportedWhileAccumulationLocked(false)
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, bCanReportOversizedDirtyArea(false)
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, bNavigationBuildLocked(false)
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#endif // !UE_BUILD_SHIPPING
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{
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}
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void FNavigationDirtyAreasController::ForceRebuildOnNextTick()
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{
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float MinTimeForUpdate = (DirtyAreasUpdateFreq != 0.f ? (1.0f / DirtyAreasUpdateFreq) : 0.f);
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DirtyAreasUpdateTime = FMath::Max(DirtyAreasUpdateTime, MinTimeForUpdate);
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}
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void FNavigationDirtyAreasController::Tick(const float DeltaSeconds, const TArray<ANavigationData*>& NavDataSet, bool bForceRebuilding)
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{
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DirtyAreasUpdateTime += DeltaSeconds;
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const bool bCanRebuildNow = bForceRebuilding || (DirtyAreasUpdateFreq != 0.f && DirtyAreasUpdateTime >= (1.0f / DirtyAreasUpdateFreq));
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if (DirtyAreas.Num() > 0 && bCanRebuildNow)
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{
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for (ANavigationData* NavData : NavDataSet)
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{
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if (NavData)
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{
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NavData->RebuildDirtyAreas(DirtyAreas);
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}
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}
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DirtyAreasUpdateTime = 0.f;
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DirtyAreas.Reset();
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}
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}
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void FNavigationDirtyAreasController::AddArea(const FBox& NewArea, const int32 Flags, const TFunction<UObject*()>& ObjectProviderFunc /*= nullptr*/,
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const FNavigationDirtyElement* DirtyElement /*= nullptr*/, const FName& DebugReason /*= NAME_None*/)
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{
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#if !UE_BUILD_SHIPPING
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// always keep track of reported areas even when filtered out by invalid area as long as flags are valid
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bDirtyAreasReportedWhileAccumulationLocked = bDirtyAreasReportedWhileAccumulationLocked || (Flags > 0 && !bCanAccumulateDirtyAreas);
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#endif // !UE_BUILD_SHIPPING
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if (!NewArea.IsValid)
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{
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UE_LOG(LogNavigationDirtyArea, Warning, TEXT("Skipping dirty area creation because of invalid bounds (object: %s, from: %s)"),
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*GetFullNameSafe(ObjectProviderFunc ? ObjectProviderFunc() : nullptr), *DebugReason.ToString());
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return;
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}
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const FVector2D BoundsSize(NewArea.GetSize());
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if (BoundsSize.IsNearlyZero())
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{
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UE_LOG(LogNavigationDirtyArea, Warning, TEXT("Skipping dirty area creation because of empty bounds (object: %s, from: %s)"),
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*GetFullNameSafe(ObjectProviderFunc ? ObjectProviderFunc() : nullptr), *DebugReason.ToString());
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return;
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}
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if (bUseWorldPartitionedDynamicMode)
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{
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// Both conditions must be true to ignore dirtiness.
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// If it's only a visibility change and it's not in the base navmesh, it's the case created by loading a data layer (dirtiness must be applied)
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// If there is no visibility change, the change is not from loading/unloading a cell (dirtiness must be applied)
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// ObjectProviderFunc() is not always providing a valid object.
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if (const bool bIsFromVisibilityChange = (DirtyElement && DirtyElement->bIsFromVisibilityChange) || (ObjectProviderFunc && FNavigationSystem::IsLevelVisibilityChanging(ObjectProviderFunc())))
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{
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// If the area is from the addition or removal of objects caused by level loading/unloading and it's already in the base navmesh ignore the dirtiness.
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if (const bool bIsIncludedInBaseNavmesh = (DirtyElement && DirtyElement->bIsInBaseNavmesh) || (ObjectProviderFunc && FNavigationSystem::IsInBaseNavmesh(ObjectProviderFunc())))
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{
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UE_LOG(LogNavigationDirtyArea, VeryVerbose, TEXT("Ignoring dirtyness (visibility changed and in base navmesh). (object: %s from: %s)"),
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*GetFullNameSafe(ObjectProviderFunc ? ObjectProviderFunc() : nullptr), *DebugReason.ToString());
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return;
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}
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}
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}
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#if !UE_BUILD_SHIPPING
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auto DumpExtraInfo = [ObjectProviderFunc, DebugReason, BoundsSize, NewArea]() {
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const UObject* ObjectProvider = nullptr;
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if (ObjectProviderFunc)
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{
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ObjectProvider = ObjectProviderFunc();
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}
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FString ComponentInfo;
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if (const UActorComponent* ObjectAsComponent = Cast<UActorComponent>(ObjectProvider))
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{
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if (const AActor* ComponentOwner = ObjectAsComponent->GetOwner())
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{
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UE_VLOG_BOX(ComponentOwner, LogNavigationDirtyArea, Log, NewArea, FColor::Red, TEXT(""));
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ComponentInfo = FString::Printf(TEXT(" | Component's owner: %s"), *GetFullNameSafe(ComponentOwner));
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}
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}
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return FString::Printf(TEXT("Object: %s (from: %s)%s | Bounds: %s"),
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*GetFullNameSafe(ObjectProvider),
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*DebugReason.ToString(),
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*ComponentInfo,
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*BoundsSize.ToString());
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};
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if (ShouldReportOversizedDirtyArea() && BoundsSize.GetMax() > DirtyAreaWarningSizeThreshold)
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{
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UE_LOG(LogNavigationDirtyArea, Warning, TEXT("Adding an oversized dirty area: %s | Threshold: %.2f"), *DumpExtraInfo(), DirtyAreaWarningSizeThreshold);
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}
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else
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{
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UE_LOG(LogNavigationDirtyArea, VeryVerbose, TEXT("Adding dirty area object: %s"), *DumpExtraInfo());
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}
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#endif // !UE_BUILD_SHIPPING
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if (Flags > 0 && bCanAccumulateDirtyAreas)
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{
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DirtyAreas.Add(FNavigationDirtyArea(NewArea, Flags, ObjectProviderFunc ? ObjectProviderFunc() : nullptr));
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}
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}
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void FNavigationDirtyAreasController::OnNavigationBuildLocked()
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{
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#if !UE_BUILD_SHIPPING
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bNavigationBuildLocked = true;
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#endif // !UE_BUILD_SHIPPING
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}
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void FNavigationDirtyAreasController::OnNavigationBuildUnlocked()
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{
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#if !UE_BUILD_SHIPPING
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bNavigationBuildLocked = false;
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#endif // !UE_BUILD_SHIPPING
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}
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void FNavigationDirtyAreasController::SetDirtyAreaWarningSizeThreshold(const float Threshold)
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{
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#if !UE_BUILD_SHIPPING
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DirtyAreaWarningSizeThreshold = Threshold;
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#endif // !UE_BUILD_SHIPPING
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}
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void FNavigationDirtyAreasController::SetUseWorldPartitionedDynamicMode(bool bIsWPDynamic)
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{
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bUseWorldPartitionedDynamicMode = bIsWPDynamic;
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}
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void FNavigationDirtyAreasController::SetCanReportOversizedDirtyArea(bool bCanReport)
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{
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#if !UE_BUILD_SHIPPING
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bCanReportOversizedDirtyArea = bCanReport;
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#endif // !UE_BUILD_SHIPPING
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}
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#if !UE_BUILD_SHIPPING
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bool FNavigationDirtyAreasController::ShouldReportOversizedDirtyArea() const
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{
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return bNavigationBuildLocked == false && bCanReportOversizedDirtyArea && DirtyAreaWarningSizeThreshold >= 0.0f;
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}
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#endif // !UE_BUILD_SHIPPING
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void FNavigationDirtyAreasController::Reset()
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{
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// discard all pending dirty areas, we are going to rebuild navmesh anyway
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DirtyAreas.Reset();
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#if !UE_BUILD_SHIPPING
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bDirtyAreasReportedWhileAccumulationLocked = false;
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#endif // !UE_BUILD_SHIPPING
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}
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