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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseDynamicMeshComponent.h"
#include "MeshConversionOptions.h"
#include "Components/MeshRenderDecomposition.h"
#include "DynamicMesh/MeshTangents.h"
#include "TransformTypes.h"
#include "Async/Future.h"
#include "UDynamicMesh.h"
#include "PhysicsEngine/BodySetup.h"
#include "DynamicMeshComponent.generated.h"
// predecl
struct FMeshDescription;
/** internal FPrimitiveSceneProxy defined in DynamicMeshSceneProxy.h */
class FDynamicMeshSceneProxy;
class FBaseDynamicMeshSceneProxy;
/**
* Interface for a render mesh processor. Use this to process the Mesh stored in UDynamicMeshComponent before
* sending it off for rendering.
* NOTE: This is called whenever the Mesh is updated and before rendering, so performance matters.
*/
class IRenderMeshPostProcessor
{
public:
virtual ~IRenderMeshPostProcessor() = default;
virtual void ProcessMesh(const FDynamicMesh3& Mesh, FDynamicMesh3& OutRenderMesh) = 0;
};
/** Render data update hint */
UENUM()
enum class EDynamicMeshComponentRenderUpdateMode
{
/** Do not update render data */
NoUpdate = 0,
/** Invalidate overlay of internal component, rebuilding all render data */
FullUpdate = 1,
/** Attempt to do partial update of render data if possible */
FastUpdate = 2
};
/**
* UDynamicMeshComponent is a mesh component similar to UProceduralMeshComponent,
* except it bases the renderable geometry off an internal UDynamicMesh instance (which
* encapsulates a FDynamicMesh3).
*
* There is extensive support for partial updates to render buffers, customizing colors,
* internally decomposing the mesh into separate chunks for more efficient render updates,
* and support for attaching a 'Postprocessor' to generate a render mesh on-the-fly
* See comment sections below for details.
*
*/
UCLASS(hidecategories = (LOD), meta = (BlueprintSpawnableComponent), ClassGroup = Rendering, MinimalAPI)
class UDynamicMeshComponent : public UBaseDynamicMeshComponent, public IInterface_CollisionDataProvider
{
GENERATED_UCLASS_BODY()
//===============================================================================================================
// Mesh Access. Usage via GetDynamicMesh() or SetMesh()/ProcessMesh()/EditMesh() is preferred, the GetMesh()
// pointer access exist largely to support existing code from before UDynamicMesh was added.
public:
/**
* @return pointer to internal mesh
* @warning avoid usage of this function, access via GetDynamicMesh() instead
*/
virtual FDynamicMesh3* GetMesh() override { return MeshObject->GetMeshPtr(); }
/**
* @return pointer to internal mesh
* @warning avoid usage of this function, access via GetDynamicMesh() instead
*/
virtual const FDynamicMesh3* GetMesh() const override { return MeshObject->GetMeshPtr(); }
/**
* @return the child UDynamicMesh
*/
//UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
virtual UDynamicMesh* GetDynamicMesh() override { return MeshObject; }
/**
* Replace the current UDynamicMesh with a new one, and transfer ownership of NewMesh to this Component.
* This can be used to (eg) assign a UDynamicMesh created with NewObject in the Transient Package to this Component.
* @warning If NewMesh is owned/Outer'd to another DynamicMeshComponent, a GLEO error may occur if that Component is serialized.
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
GEOMETRYFRAMEWORK_API void SetDynamicMesh(UDynamicMesh* NewMesh);
/**
* initialize the internal mesh from a DynamicMesh
*/
GEOMETRYFRAMEWORK_API virtual void SetMesh(UE::Geometry::FDynamicMesh3&& MoveMesh) override;
/**
* Allow external code to read the internal mesh.
*/
GEOMETRYFRAMEWORK_API virtual void ProcessMesh(TFunctionRef<void(const UE::Geometry::FDynamicMesh3&)> ProcessFunc) const;
/**
* Allow external code to to edit the internal mesh.
*/
GEOMETRYFRAMEWORK_API virtual void EditMesh(TFunctionRef<void(UE::Geometry::FDynamicMesh3&)> EditFunc,
EDynamicMeshComponentRenderUpdateMode UpdateMode = EDynamicMeshComponentRenderUpdateMode::FullUpdate);
/**
* Apply transform to internal mesh. In some cases this can be more efficient than a general edit.
* @param bInvert if true, inverse tranform is applied instead of forward transform
*/
GEOMETRYFRAMEWORK_API virtual void ApplyTransform(const FTransform3d& Transform, bool bInvert) override;
/**
* If set to false, this blocks external code from being able to modify the internal mesh. It prevents modifications through methods on this UDynamicMeshComponent such as EditMesh/SetMesh,
* However, this cannot prevent code from modifying the underlying UDynamicMesh through direct references (ex. via GetDynamicMesh()->SetMesh).
*/
GEOMETRYFRAMEWORK_API bool IsEditable() const { return bIsEditable; }
GEOMETRYFRAMEWORK_API void SetIsEditable(bool bInIsEditable) { bIsEditable = bInIsEditable; }
protected:
/**
* Internal FDynamicMesh is stored inside a UDynamicMesh container, which allows it to be
* used from BP, shared with other UObjects, and so on
*/
UPROPERTY(Instanced)
TObjectPtr<UDynamicMesh> MeshObject;
//===============================================================================================================
// RenderBuffer Update API. These functions can be used by external code (and internally in some places)
// to tell the Component that the Mesh data has been modified in some way, and that the RenderBuffers in the RenderProxy
// need to be updated (or rebuilt entirely). On large meshes a full rebuild is expensive, so there are quite a few
// variants that can be used to minimize the amount of data updated in different situations.
//
public:
/**
* Call this if you update the mesh via GetMesh(). This will destroy the existing RenderProxy and create a new one.
* @todo should provide a function that calls a lambda to modify the mesh, and only return const mesh pointer
*/
GEOMETRYFRAMEWORK_API virtual void NotifyMeshUpdated() override;
/**
* Call this instead of NotifyMeshUpdated() if you have only updated the vertex colors (or triangle color function).
* This function will update the existing RenderProxy buffers if possible
*/
GEOMETRYFRAMEWORK_API void FastNotifyColorsUpdated();
/**
* Call this instead of NotifyMeshUpdated() if you have only updated the vertex positions (and possibly some attributes).
* This function will update the existing RenderProxy buffers if possible
*/
GEOMETRYFRAMEWORK_API void FastNotifyPositionsUpdated(bool bNormals = false, bool bColors = false, bool bUVs = false);
/**
* Call this instead of NotifyMeshUpdated() if you have only updated the vertex attributes (but not positions).
* This function will update the existing RenderProxy buffers if possible, rather than create new ones.
*/
GEOMETRYFRAMEWORK_API void FastNotifyVertexAttributesUpdated(bool bNormals, bool bColors, bool bUVs);
/**
* Call this instead of NotifyMeshUpdated() if you have only updated the vertex positions/attributes
* This function will update the existing RenderProxy buffers if possible, rather than create new ones.
*/
GEOMETRYFRAMEWORK_API void FastNotifyVertexAttributesUpdated(EMeshRenderAttributeFlags UpdatedAttributes);
/**
* Call this instead of NotifyMeshUpdated() if you have only updated the vertex uvs.
* This function will update the existing RenderProxy buffers if possible
*/
GEOMETRYFRAMEWORK_API void FastNotifyUVsUpdated();
/**
* Call this instead of NotifyMeshUpdated() if you have only updated secondary triangle sorting.
* This function will update the existing buffers if possible, without rebuilding entire RenderProxy.
*/
GEOMETRYFRAMEWORK_API void FastNotifySecondaryTrianglesChanged();
/**
* This function updates vertex positions/attributes of existing SceneProxy render buffers if possible, for the given triangles.
* If a FMeshRenderDecomposition has not been explicitly set, call is forwarded to FastNotifyVertexAttributesUpdated()
*/
GEOMETRYFRAMEWORK_API void FastNotifyTriangleVerticesUpdated(const TArray<int32>& Triangles, EMeshRenderAttributeFlags UpdatedAttributes);
/**
* This function updates vertex positions/attributes of existing SceneProxy render buffers if possible, for the given triangles.
* If a FMeshRenderDecomposition has not been explicitly set, call is forwarded to FastNotifyVertexAttributesUpdated()
*/
GEOMETRYFRAMEWORK_API void FastNotifyTriangleVerticesUpdated(const TSet<int32>& Triangles, EMeshRenderAttributeFlags UpdatedAttributes);
/**
* If a Decomposition is set on this Component, and everything is currently valid (proxy/etc), precompute the set of
* buffers that will be modified, as well as the bounds of the modified region. These are both computed in parallel.
* Use FastNotifyTriangleVerticesUpdated_ApplyPrecompute() with the returned future to apply this precomputation.
* @return a future that will (eventually) return true if the precompute is OK, and (immediately) false if it is not
*/
GEOMETRYFRAMEWORK_API TFuture<bool> FastNotifyTriangleVerticesUpdated_TryPrecompute(const TArray<int32>& Triangles, TArray<int32>& UpdateSetsOut, UE::Geometry::FAxisAlignedBox3d& BoundsOut);
/**
* This function updates vertex positions/attributes of existing SceneProxy render buffers if possible, for the given triangles.
* The assumption is that FastNotifyTriangleVerticesUpdated_TryPrecompute() was used to get the Precompute future, this function
* will Wait() until it is done and then use the UpdateSets and UpdateSetBounds that were computed (must be the same variables
* passed to FastNotifyTriangleVerticesUpdated_TryPrecompute).
* If the Precompute future returns false, then we forward the call to FastNotifyTriangleVerticesUpdated(), which will do more work.
*/
GEOMETRYFRAMEWORK_API void FastNotifyTriangleVerticesUpdated_ApplyPrecompute(const TArray<int32>& Triangles, EMeshRenderAttributeFlags UpdatedAttributes,
TFuture<bool>& Precompute, const TArray<int32>& UpdateSets, const UE::Geometry::FAxisAlignedBox3d& UpdateSetBounds);
//===============================================================================================================
// RenderBuffer Update Blueprint API.
public:
/**
* Notify the Component that it's DynamicMesh has been modified externally. This will result in all Rendering Data
* for the Component being rebuilt on the next frame (internally the Scene Proxy is fully destroyed and rebuilt).
*
* You must use this function if the mesh triangulation has been modified, or if polygroups or material assignments
* have been changed, or if Normal/UV/Color topology has changed (ie new split-vertices have been introduced).
* If only vertex attribute values (position, normals, UVs, colors) have been modified, then
* Notify Vertex Attributes Updated can be used to do a faster update.
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component|Rendering", DisplayName = "Notify Mesh Updated")
GEOMETRYFRAMEWORK_API virtual void NotifyMeshModified();
/**
* Notify the Component that vertex attribute values of it's DynamicMesh have been modified externally. This will result in
* Rendering vertex buffers being updated. This update path is more efficient than doing a full Notify Mesh Updated.
*
* @warning it is invalid to call this function if (1) the mesh triangulation has also been changed, (2) triangle MaterialIDs have been changed,
* or (3) any attribute overlay (normal, color, UV) topology has been modified, ie split-vertices have been added/removed.
* Behavior of this function is undefined in these cases and may crash. If you are unsure, use Notify Mesh Updated.
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component|Rendering", DisplayName = "Notify Vertex Attributes Updated")
GEOMETRYFRAMEWORK_API virtual void NotifyMeshVertexAttributesModified(
bool bPositions = true,
bool bNormals = true,
bool bUVs = true,
bool bColors = true);
//===============================================================================================================
// Change Support. These changes are primarily used for Undo/Redo, however there is no strict assumption
// about this internally, objects of these change types could also be used to perform more structured editing.
// (Note that these functions simply forward the change events to the child UDynamicMesh, which will
// post a mesh-change event that
//
public:
/**
* Apply a vertex deformation change to the mesh
*/
GEOMETRYFRAMEWORK_API virtual void ApplyChange(const FMeshVertexChange* Change, bool bRevert) override;
/**
* Apply a general mesh change to the mesh
*/
GEOMETRYFRAMEWORK_API virtual void ApplyChange(const FMeshChange* Change, bool bRevert) override;
/**
* Apply a mesh replacement change to mesh
*/
GEOMETRYFRAMEWORK_API virtual void ApplyChange(const FMeshReplacementChange* Change, bool bRevert) override;
/**
* This delegate fires when the mesh has been changed
*/
FSimpleMulticastDelegate OnMeshChanged;
/**
* This delegate fires when the mesh vertices have been changed via an FMeshVertexChange
*/
DECLARE_MULTICAST_DELEGATE_ThreeParams(FMeshVerticesModified, UDynamicMeshComponent*, const FMeshVertexChange*, bool);
FMeshVerticesModified OnMeshVerticesChanged;
/**
* When a FMeshChange or FMeshVertexChange is applied, by default we currently fully invalidate the render proxy. However in certain
* realtime situations (eg like Sculpting tools) it can be critical to undo/redo performance to do more optimized render data updates
* (eg using one of the FastXYZ functions above). To allow for that, the full proxy invalidation on change can be (temporarily!) disabled
* using this function.
*/
GEOMETRYFRAMEWORK_API void SetInvalidateProxyOnChangeEnabled(bool bEnabled);
/** @return true if InvalidateProxyOnChange is enabled (default) */
bool GetInvalidateProxyOnChangeEnabled() const { return bInvalidateProxyOnChange; }
protected:
/** If false, we don't completely invalidate the RenderProxy when ApplyChange() is called (assumption is it will be handled elsewhere) */
bool bInvalidateProxyOnChange = true;
/** Handle for OnMeshObjectChanged which is registered with MeshObject::OnMeshChanged delegate */
FDelegateHandle MeshObjectChangedHandle;
/** Called whenever internal MeshObject is modified, fires OnMeshChanged and OnMeshVerticesChanged above */
GEOMETRYFRAMEWORK_API void OnMeshObjectChanged(UDynamicMesh* ChangedMeshObject, FDynamicMeshChangeInfo ChangeInfo);
/**
* If set to false, this blocks external code from being able to modify the internal mesh. It prevents modifications through methods on this UDynamicMeshComponent such as EditMesh/SetMesh,
* However, this cannot prevent code from modifying the underlying UDynamicMesh through direct references (ex. via GetDynamicMesh()->SetMesh).
*/
bool bIsEditable = true;
//===============================================================================================================
// Support for specifying per-triangle colors as vertex colors. This allows external code to dynamically override
// the vertex colors on the rendered mesh. The lambda that is passed is held for the lifetime of the Component and
// must remain valid. A Material that uses the vertex colors must be applied, otherwise setting this override will
// have no visible effect. If the colors change externally, FastNotifyColorsUpdated() can be used to do the
// minimal vertex buffer updates necessary in the RenderProxy
//
public:
/** Set an active triangle color function if one exists, and update the mesh */
GEOMETRYFRAMEWORK_API virtual void SetTriangleColorFunction(TUniqueFunction<FColor(const FDynamicMesh3*, int)> TriangleColorFuncIn,
EDynamicMeshComponentRenderUpdateMode UpdateMode = EDynamicMeshComponentRenderUpdateMode::FastUpdate);
/** Clear an active triangle color function if one exists, and update the mesh */
GEOMETRYFRAMEWORK_API virtual void ClearTriangleColorFunction(EDynamicMeshComponentRenderUpdateMode UpdateMode = EDynamicMeshComponentRenderUpdateMode::FastUpdate);
/** @return true if a triangle color function is configured */
GEOMETRYFRAMEWORK_API virtual bool HasTriangleColorFunction();
protected:
/** If this function is set, we will use these colors instead of vertex colors */
TUniqueFunction<FColor(const FDynamicMesh3*, int)> TriangleColorFunc = nullptr;
/** This function is passed via lambda to the RenderProxy to be able to access TriangleColorFunc */
GEOMETRYFRAMEWORK_API FColor GetTriangleColor(const FDynamicMesh3* Mesh, int TriangleID);
/** This function is passed via lambda to the RenderProxy when BaseDynamicMeshComponent::ColorMode == Polygroups */
GEOMETRYFRAMEWORK_API FColor GetGroupColor(const FDynamicMesh3* Mesh, int TriangleID) const;
//===============================================================================================================
// Support for Vertex Color remapping/filtering. This allows external code to modulate the existing
// Vertex Colors on the rendered mesh. The remapping is only applied to FVector4f Color Overlay attribute buffers.
// The lambda that is passed is held for the lifetime of the Component and
// must remain valid. If the Vertex Colors are modified, FastNotifyColorsUpdated() can be used to do the
// minimal vertex buffer updates necessary in the RenderProxy
public:
/** Set an active VertexColor Remapping function if one exists, and update the mesh */
GEOMETRYFRAMEWORK_API virtual void SetVertexColorRemappingFunction(TUniqueFunction<void(FVector4f&)> ColorMapFuncIn,
EDynamicMeshComponentRenderUpdateMode UpdateMode = EDynamicMeshComponentRenderUpdateMode::FastUpdate);
/** Clear an active VertexColor Remapping function if one exists, and update the mesh */
GEOMETRYFRAMEWORK_API virtual void ClearVertexColorRemappingFunction(EDynamicMeshComponentRenderUpdateMode UpdateMode = EDynamicMeshComponentRenderUpdateMode::FastUpdate);
/** @return true if a VertexColor Remapping function is configured */
GEOMETRYFRAMEWORK_API virtual bool HasVertexColorRemappingFunction();
protected:
/** If this function is set, DynamicMesh Attribute Color Overlay colors will be passed through this function before sending to render buffers */
TUniqueFunction<void(FVector4f&)> VertexColorMappingFunc = nullptr;
/** This function is passed via lambda to the RenderProxy to be able to access VertexColorMappingFunc */
GEOMETRYFRAMEWORK_API void RemapVertexColor(FVector4f& VertexColorInOut);
//===============================================================================================================
// Support for Secondary triangle index buffers. When this is configured, then triangles identified
// by the filtering predicate function will be placed in a second set of RenderBuffers at the SceneProxy level.
// This can be combined with the SecondaryRenderMaterial support in UBaseDynamicMeshComponent to draw
// that triangle set with a different material, to efficiently accomplish UI features like highlighting a
// subset of mesh triangles.
//
public:
/**
* If Secondary triangle buffers are enabled, then we will filter triangles that pass the given predicate
* function into a second index buffer. These triangles will be drawn with the Secondary render material
* that is set in the BaseDynamicMeshComponent. Calling this function invalidates the SceneProxy.
*/
GEOMETRYFRAMEWORK_API virtual void EnableSecondaryTriangleBuffers(TUniqueFunction<bool(const FDynamicMesh3*, int32)> SecondaryTriFilterFunc);
/**
* Disable secondary triangle buffers. This invalidates the SceneProxy.
*/
GEOMETRYFRAMEWORK_API virtual void DisableSecondaryTriangleBuffers();
protected:
TUniqueFunction<bool(const FDynamicMesh3*, int32)> SecondaryTriFilterFunc = nullptr;
//===============================================================================================================
// Support for a Render Decomposition, which is basically a segmentation of the mesh triangles into
// subsets which will be turned into separate RenderBuffers in the Render Proxy. If this is configured,
// then various of the FastNotifyXYZUpdated() functions above will only need to rebuild the RenderBuffers
// that include affected triangles. The FMeshRenderDecomposition implementation has various options for
// building decompositions based on material, spatial clustering, etc.
//
public:
/**
* Configure a decomposition of the mesh, which will result in separate render buffers for each
* decomposition triangle group. Invalidates existing SceneProxy.
*/
GEOMETRYFRAMEWORK_API virtual void SetExternalDecomposition(TUniquePtr<FMeshRenderDecomposition> Decomposition);
protected:
TUniquePtr<FMeshRenderDecomposition> Decomposition;
//===============================================================================================================
// IRenderMeshPostProcessor Support. If a RenderMesh Postprocessor is configured, then instead of directly
// passing the internal mesh to the RenderProxy, IRenderMeshPostProcessor::PostProcess is applied to populate
// the internal RenderMesh which is passed instead. This allows things like Displacement or Subdivision to be
// done on-the-fly at the rendering level (which is potentially more efficient).
//
public:
/**
* Add a render mesh processor, to be called before the mesh is sent for rendering.
*/
GEOMETRYFRAMEWORK_API virtual void SetRenderMeshPostProcessor(TUniquePtr<IRenderMeshPostProcessor> Processor);
/**
* The SceneProxy should call these functions to get the post-processed RenderMesh. (See IRenderMeshPostProcessor.)
*/
GEOMETRYFRAMEWORK_API virtual FDynamicMesh3* GetRenderMesh();
/**
* The SceneProxy should call these functions to get the post-processed RenderMesh. (See IRenderMeshPostProcessor.)
*/
GEOMETRYFRAMEWORK_API virtual const FDynamicMesh3* GetRenderMesh() const;
protected:
TUniquePtr<IRenderMeshPostProcessor> RenderMeshPostProcessor;
TUniquePtr<FDynamicMesh3> RenderMesh;
//===============================================================================================================
// Support for Component attachment change notifications via delegates. Standard UE
// Actor/Component hierarchy does not generally provide these capabilities, but in some use
// cases (eg procedural mesh Actors) we need to know things like when the Component set inside
// an Actor is modified.
public:
DECLARE_MULTICAST_DELEGATE_TwoParams(FComponentChildrenChangedDelegate, USceneComponent*, bool);
/**
* The OnChildAttached() and OnChildDetached() implementations (from USceneComponent API) broadcast this delegate. This
* allows Actors that have UDynamicMeshComponent's to respond to changes in their Component hierarchy.
*/
FComponentChildrenChangedDelegate OnChildAttachmentModified;
//===============================================================================================================
// Material Set API. DynamicMeshComponent supports changing the Material Set dynamically, even at Runtime.
public:
/**
* Set new list of Materials for the Mesh. Dynamic Mesh Component does not have
* Slot Names, so the size of the Material Set should be the same as the number of
* different Material IDs on the mesh MaterialID attribute
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
GEOMETRYFRAMEWORK_API void ConfigureMaterialSet(const TArray<UMaterialInterface*>& NewMaterialSet);
/**
* Compute the maximum MaterialID on the DynamicMesh, and ensure that Material Slots match.
* Pass both arguments as false to just do a check.
* @param bCreateIfMissing if true, add extra (empty) Material Slots to match max MaterialID
* @param bDeleteExtraSlots if true, extra Material Slots beyond max MaterialID are removed
* @return true if at the end of this function, Material Slot Count == Max MaterialID
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
GEOMETRYFRAMEWORK_API bool ValidateMaterialSlots(bool bCreateIfMissing = true, bool bDeleteExtraSlots = true);
//===============================================================================================================
// Triangle-Vertex Tangents support. The default behavior is to use the provided external Tangents.
// If TangentsType == EDynamicMeshComponentTangentsMode::ExternallyProvided, the Tangent and Bitangent attributes of
// the FDynamicMesh3 AttributeSet are used at the SceneProxy level, the Component is not involved
// If TangentsType == EDynamicMeshComponentTangentsMode::AutoCalculated, the Tangents are computed internally using
// a fast MikkT approximation via FMeshTangentsf. They will be recomputed when the mesh is modified, however
// they are *not* recomputed when using the Fast Update functions above (in that case InvalidateAutoCalculatedTangents()
// can be used to force recomputation)
// If TangentsType == EDynamicMeshComponentTangentsMode::NoTangents, the Component will not use Tangents, which will
// lead to incorrect rendering for any material with Normal Maps and some other shaders.
//
private:
// Default what the 'Default' tangent type should map to
static constexpr EDynamicMeshComponentTangentsMode UseDefaultTangentsType = EDynamicMeshComponentTangentsMode::ExternallyProvided;
public:
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
GEOMETRYFRAMEWORK_API void SetTangentsType(EDynamicMeshComponentTangentsMode NewTangentsType);
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
EDynamicMeshComponentTangentsMode GetTangentsType() const
{
return TangentsType == EDynamicMeshComponentTangentsMode::Default ? UseDefaultTangentsType : TangentsType;
}
private:
// pure version of GetTangentsType, so it can be used as a getter below (getters must be BlueprintPure)
UFUNCTION(BlueprintCallable, BlueprintPure, BlueprintInternalUseOnly, Category = "Dynamic Mesh Component")
EDynamicMeshComponentTangentsMode GetTangentsTypePure() const
{
return GetTangentsType();
}
public:
/** This function marks the auto tangents as dirty, they will be recomputed before they are used again */
GEOMETRYFRAMEWORK_API virtual void InvalidateAutoCalculatedTangents();
/** @return AutoCalculated Tangent Set, which may require that they be recomputed, or nullptr if not enabled/available */
GEOMETRYFRAMEWORK_API const UE::Geometry::FMeshTangentsf* GetAutoCalculatedTangents();
protected:
/** Tangent source defines whether we use the provided tangents on the Dynamic Mesh, autogenerate tangents, or do not use tangents */
UPROPERTY(EditAnywhere, BlueprintReadWrite, BlueprintSetter=SetTangentsType, BlueprintGetter=GetTangentsTypePure, Category = "Dynamic Mesh Component|Rendering")
EDynamicMeshComponentTangentsMode TangentsType = EDynamicMeshComponentTangentsMode::Default;
/** true if AutoCalculatedTangents has been computed for current mesh */
bool bAutoCalculatedTangentsValid = false;
/** Set of per-triangle-vertex tangents computed for the current mesh. Only valid if bAutoCalculatedTangentsValid == true */
UE::Geometry::FMeshTangentsf AutoCalculatedTangents;
GEOMETRYFRAMEWORK_API void UpdateAutoCalculatedTangents();
//===============================================================================================================
//
// Physics APIs
//
public:
/**
* calls SetComplexAsSimpleCollisionEnabled(true, true)
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
GEOMETRYFRAMEWORK_API void EnableComplexAsSimpleCollision();
/**
* If bEnabled=true, sets bEnableComplexCollision=true and CollisionType=CTF_UseComplexAsSimple
* If bEnabled=true, sets bEnableComplexCollision=false and CollisionType=CTF_UseDefault
* @param bImmediateUpdate if true, UpdateCollision(true) is called
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
GEOMETRYFRAMEWORK_API void SetComplexAsSimpleCollisionEnabled(bool bEnabled, bool bImmediateUpdate = true);
/**
* Set value of bDeferCollisionUpdates, when enabled, collision is not automatically recomputed each time the mesh changes.
* @param bImmediateUpdate if true, UpdateCollision(true) is called if bEnabled=false, ie to force a collision rebuild
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
GEOMETRYFRAMEWORK_API void SetDeferredCollisionUpdatesEnabled(bool bEnabled, bool bImmediateUpdate = true);
GEOMETRYFRAMEWORK_API virtual bool GetPhysicsTriMeshData(struct FTriMeshCollisionData* CollisionData, bool InUseAllTriData) override;
GEOMETRYFRAMEWORK_API virtual bool ContainsPhysicsTriMeshData(bool InUseAllTriData) const override;
GEOMETRYFRAMEWORK_API virtual bool WantsNegXTriMesh() override;
/** @return current BodySetup for this Component, or nullptr if it does not exist */
virtual const UBodySetup* GetBodySetup() const { return MeshBodySetup; }
/** @return BodySetup for this Component. A new BodySetup will be created if one does not exist. */
GEOMETRYFRAMEWORK_API virtual UBodySetup* GetBodySetup() override;
/**
* Force an update of the Collision/Physics data for this Component.
* @param bOnlyIfPending only update if a collision update is pending, ie the underlying DynamicMesh changed and bDeferCollisionUpdates is enabled
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
GEOMETRYFRAMEWORK_API virtual void UpdateCollision(bool bOnlyIfPending = true);
/** Type of Collision Geometry to use for this Mesh */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dynamic Mesh Component|Collision")
TEnumAsByte<enum ECollisionTraceFlag> CollisionType = ECollisionTraceFlag::CTF_UseSimpleAsComplex;
/**
* Update the simple collision shapes associated with this mesh component
*
* @param AggGeom New simple collision shapes to be used
* @param bUpdateCollision Whether to automatically call UpdateCollision() -- if false, manually call it to register the change with the physics system
*/
GEOMETRYFRAMEWORK_API virtual void SetSimpleCollisionShapes(const struct FKAggregateGeom& AggGeom, bool bUpdateCollision);
const FKAggregateGeom& GetSimpleCollisionShapes() const
{
return AggGeom;
}
/**
* Clear the simple collision shapes associated with this mesh component
* @param bUpdateCollision Whether to automatically call UpdateCollision() -- if false, manually call it to register the change with the physics system
*/
GEOMETRYFRAMEWORK_API virtual void ClearSimpleCollisionShapes(bool bUpdateCollision);
/**
* Controls whether the physics cooking should be done off the game thread.
* This should be used when collision geometry doesn't have to be immediately up to date (For example streaming in far away objects)
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Dynamic Mesh Component|Collision")
bool bUseAsyncCooking = false;
/**
* If true, current mesh will be used as Complex Collision source mesh.
* This is independent of the CollisionType setting, ie, even if Complex collision is enabled, if this is false, then the Complex Collision mesh will be empty
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dynamic Mesh Component|Collision");
bool bEnableComplexCollision = false;
/** If true, updates to the mesh will not result in immediate collision regeneration. Useful when the mesh will be modified multiple times before collision is needed. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dynamic Mesh Component|Collision");
bool bDeferCollisionUpdates = false;
/**
* The bDeferCollisionUpdates property is a serialized Component setting that controls when collision is regenerated.
* However, in some cases where a UDynamicMesh is being programmatically edited (eg like a live deformation/etc), we
* want to defer collision updates during the user interaction, but not change the serialized property.
* In this case a non-serialized version of the flag can be *temporarily* set via this function in C++.
*/
GEOMETRYFRAMEWORK_API void SetTransientDeferCollisionUpdates(bool bEnabled);
protected:
UPROPERTY(Instanced)
TObjectPtr<UBodySetup> MeshBodySetup;
GEOMETRYFRAMEWORK_API virtual void InvalidatePhysicsData();
GEOMETRYFRAMEWORK_API virtual void RebuildPhysicsData();
bool bTransientDeferCollisionUpdates = false;
bool bCollisionUpdatePending = false;
protected:
//
// standard Component internals, for computing bounds and managing the SceneProxy
//
/** Current local-space bounding box of Mesh */
UE::Geometry::FAxisAlignedBox3d LocalBounds;
/** Recompute LocalBounds from the current Mesh */
GEOMETRYFRAMEWORK_API void UpdateLocalBounds();
//
// Internals for managing collision representation and setup
//
/** Simplified collision representation for the mesh component */
UPROPERTY(EditAnywhere, Category = BodySetup, meta = (DisplayName = "Primitives", NoResetToDefault))
struct FKAggregateGeom AggGeom;
/** Queue for async body setups that are being cooked */
UPROPERTY(transient)
TArray<TObjectPtr<UBodySetup>> AsyncBodySetupQueue;
/** Once async physics cook is done, create needed state */
GEOMETRYFRAMEWORK_API virtual void FinishPhysicsAsyncCook(bool bSuccess, UBodySetup* FinishedBodySetup);
GEOMETRYFRAMEWORK_API virtual UBodySetup* CreateBodySetupHelper();
/** @return Set new BodySetup for this Component. */
GEOMETRYFRAMEWORK_API virtual void SetBodySetup(UBodySetup* NewSetup);
/**
* This is called to tell our RenderProxy about modifications to the material set.
* We need to pass this on for things like material validation in the Editor.
*/
GEOMETRYFRAMEWORK_API virtual void NotifyMaterialSetUpdated();
/**
* If the render proxy is invalidated (eg by MarkRenderStateDirty()), it will be destroyed at the end of
* the frame, but the base SceneProxy pointer is not nulled out immediately. As a result if we call various
* partial-update functions after invalidating the proxy, they may be operating on an invalid proxy.
* So we have to keep track of proxy-valid state ourselves.
*/
bool bProxyValid = false;
/**
* If true, the render proxy will verify that the mesh batch materials match the contents from
* the component GetUsedMaterials(). Used material verification is prone to races when changing
* materials on this component in quick succession (for example, SetOverrideRenderMaterial). This
* parameter is provided to allow clients to opt out of used material verification for these
* use cases.
*/
bool bProxyVerifyUsedMaterials = true;
virtual FBaseDynamicMeshSceneProxy* GetBaseSceneProxy() override { return (FBaseDynamicMeshSceneProxy*)GetCurrentSceneProxy(); }
/**
* @return current render proxy, if valid, otherwise nullptr
*/
GEOMETRYFRAMEWORK_API FDynamicMeshSceneProxy* GetCurrentSceneProxy();
/**
* Fully invalidate all rendering data for this Component. Current Proxy will be discarded, Bounds and possibly Tangents recomputed, etc
*/
GEOMETRYFRAMEWORK_API void ResetProxy();
//~ Begin UPrimitiveComponent Interface.
GEOMETRYFRAMEWORK_API virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
//~ USceneComponent Interface.
GEOMETRYFRAMEWORK_API virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
GEOMETRYFRAMEWORK_API virtual void OnChildAttached(USceneComponent* ChildComponent) override;
GEOMETRYFRAMEWORK_API virtual void OnChildDetached(USceneComponent* ChildComponent) override;
//~ UObject Interface.
GEOMETRYFRAMEWORK_API virtual void Serialize(FArchive& Ar) override;
GEOMETRYFRAMEWORK_API virtual void PostLoad() override;
GEOMETRYFRAMEWORK_API virtual void BeginDestroy() override;
#if WITH_EDITOR
GEOMETRYFRAMEWORK_API void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
public:
/** Set whether or not to validate mesh batch materials against the component materials. */
GEOMETRYFRAMEWORK_API void SetSceneProxyVerifyUsedMaterials(bool bState);
};