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457 lines
15 KiB
C++
457 lines
15 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DatasmithMeshExporter.h"
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#include "DatasmithExporterManager.h"
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#include "DatasmithMesh.h"
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#include "DatasmithMeshUObject.h"
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#include "DatasmithSceneFactory.h"
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#include "DatasmithUtils.h"
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#include "Containers/LockFreeList.h"
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#include "HAL/FileManager.h"
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#include "HAL/PlatformFileManager.h"
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#include "Misc/Guid.h"
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#include "Misc/Paths.h"
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#include "Serialization/MemoryWriter.h"
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#include "StaticMeshAttributes.h"
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#include "StaticMeshOperations.h"
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#include "UVMapSettings.h"
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/**
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* Number of datsmith meshes pending deletion for which the Garbage Collection will be triggered.
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*/
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constexpr int32 DSMeshGarbageCollectionThreshold{ 2000 };
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/**
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* Implementation class of the DatasmithMeshExporter
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* We use a lockfree UDatasmithMesh pool to avoid creating new UObject when exporting and reduces our memory footprint.
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*/
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class FDatasmithMeshExporterImpl
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{
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public:
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struct FDatasmithMeshExporterOptions
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{
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FDatasmithMeshExporterOptions( const FString& InFullPath, FDatasmithMesh& InMesh, EDSExportLightmapUV InLightmapUV, FDatasmithMesh* InCollisionMesh = nullptr )
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: MeshFullPath( InFullPath )
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, Mesh( InMesh )
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, LightmapUV( InLightmapUV )
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, CollisionMesh( InCollisionMesh )
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{}
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FString MeshFullPath;
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FDatasmithMesh& Mesh;
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EDSExportLightmapUV LightmapUV;
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FDatasmithMesh* CollisionMesh;
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};
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FDatasmithMeshExporterImpl() :
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UniqueID(FGuid::NewGuid())
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{}
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~FDatasmithMeshExporterImpl()
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{
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ClearUDatasmithMeshPool();
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}
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/**
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* Generate and fill a UDatasmithMesh from a FDatasmithMesh.
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* Note: The returned TSharedPtr uses a special destructor to return the UDatasmithMesh to a pool instead of destroying it (which wouldn't work anyways).
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*/
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TSharedPtr<UDatasmithMesh> GeneratePooledUDatasmithMeshFromFDatasmithMesh( const FDatasmithMesh& Mesh, bool bIsCollisionMesh );
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bool DoExport( TSharedPtr< IDatasmithMeshElement >& MeshElement, const FDatasmithMeshExporterOptions& ExportOptions );
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void PreExport( const FDatasmithMeshExporterOptions& ExporterOptions );
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bool ExportMeshes( const FDatasmithMeshExporterOptions& ExporterOptions, FMD5Hash& OutHash );
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void PostExport(const FDatasmithMesh& DatasmithMesh, TSharedPtr< IDatasmithMeshElement >& MeshElement);
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void CreateDefaultUVs(FDatasmithMesh& DatasmithMesh);
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void RegisterStaticMeshAttributes(FMeshDescription& MeshDescription);
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FString LastError;
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private:
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/**
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* This function allows reusing an instanced UDatasmithMesh. Reusing the same object will avoid creating new garbage in memory.
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*/
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void FillUDatasmithMeshFromFDatasmithMesh( TSharedPtr<UDatasmithMesh>& UMesh, const FDatasmithMesh& Mesh, bool bValidateRawMesh );
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TSharedPtr<UDatasmithMesh> GetPooledUDatasmithMesh(bool bIsCollisionMesh);
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void ReturnUDatasmithMeshToPool(UDatasmithMesh*& UMesh);
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void ClearUDatasmithMeshPool();
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/**
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* A pool of UDatasmithMesh that we use to avoid creating new UObject, this greatly reduce the garbage created when one instance of FDatasmithMeshExporter is used to export multiple Meshes.
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*/
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TLockFreePointerListLIFO< UDatasmithMesh > DatasmithMeshUObjectPool;
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static TAtomic<int32> NumberOfUMeshPendingGC;
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/**
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* This exporter's UniqueID. Used to make sure pooled meshes are not using the same names across different threads.
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*/
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FGuid UniqueID;
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/**
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* Custom deleter used by the TSharedPtr of a pooled UDatasmithMesh to return it to the pool instead of deleting them.
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*/
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struct FPooledUDatasmithMeshDeleter
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{
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FPooledUDatasmithMeshDeleter(FDatasmithMeshExporterImpl* InExporterPtr)
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: ExporterPtr(InExporterPtr)
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{}
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FORCEINLINE void operator()(UDatasmithMesh* Object) const
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{
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check(Object != nullptr && ExporterPtr != nullptr);
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ExporterPtr->ReturnUDatasmithMeshToPool(Object);
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}
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FDatasmithMeshExporterImpl* ExporterPtr;
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};
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};
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TAtomic<int32> FDatasmithMeshExporterImpl::NumberOfUMeshPendingGC(0);
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FDatasmithMeshExporter::FDatasmithMeshExporter()
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{
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Impl = new FDatasmithMeshExporterImpl();
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}
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FDatasmithMeshExporter::~FDatasmithMeshExporter()
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{
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delete Impl;
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Impl = nullptr;
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}
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FString GetMeshFilePath( const TCHAR* Filepath, const TCHAR* Filename )
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{
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FString NormalizedFilepath = Filepath;
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FPaths::NormalizeDirectoryName( NormalizedFilepath );
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FString NormalizedFilename = Filename;
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FPaths::NormalizeFilename( NormalizedFilename );
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return FPaths::Combine( *NormalizedFilepath, FPaths::SetExtension( NormalizedFilename, UDatasmithMesh::GetFileExtension() ) );
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}
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bool FDatasmithMeshExporterImpl::ExportMeshes( const FDatasmithMeshExporterOptions& ExporterOptions, FMD5Hash& OutHash )
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{
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TArray<TSharedPtr<UDatasmithMesh>, TInlineAllocator<2>> MeshesToExport;
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// Static mesh, we keep a static UDatasmithMesh alive as a utility object and re-use it for every export instead of creating a new one every time. This avoid creating garbage in memory.
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bool bIsCollisionMesh = false;
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MeshesToExport.Add( GeneratePooledUDatasmithMeshFromFDatasmithMesh( ExporterOptions.Mesh, bIsCollisionMesh ) );
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// Collision mesh
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if ( ExporterOptions.CollisionMesh )
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{
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bIsCollisionMesh = true;
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MeshesToExport.Add( GeneratePooledUDatasmithMeshFromFDatasmithMesh( *ExporterOptions.CollisionMesh, bIsCollisionMesh ) );
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}
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IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
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TUniquePtr<FArchive> Archive( IFileManager::Get().CreateFileWriter( *ExporterOptions.MeshFullPath ) );
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if ( !Archive.IsValid() )
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{
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LastError = FString::Printf( TEXT( "Failed writing to file %s" ), *ExporterOptions.MeshFullPath );
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return false;
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}
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int32 NumMeshes = MeshesToExport.Num();
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*Archive << NumMeshes;
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FMD5 MD5;
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for ( TSharedPtr<UDatasmithMesh>& MeshToExport : MeshesToExport )
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{
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TArray< uint8 > Bytes;
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FMemoryWriter MemoryWriter( Bytes, true );
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MemoryWriter.ArIgnoreClassRef = false;
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MemoryWriter.ArIgnoreArchetypeRef = false;
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MemoryWriter.ArNoDelta = false;
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MemoryWriter.SetWantBinaryPropertySerialization( true );
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MeshToExport->Serialize( MemoryWriter );
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// Calculate the Hash of all the mesh to export
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for ( FDatasmithMeshSourceModel& Model : MeshToExport->SourceModels )
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{
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uint8* Buffer = (uint8*)Model.RawMeshBulkData.GetBulkData().LockReadOnly();
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MD5.Update( Buffer, Model.RawMeshBulkData.GetBulkData().GetBulkDataSize() );
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Model.RawMeshBulkData.GetBulkData().Unlock();
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}
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*Archive << Bytes;
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}
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OutHash.Set( MD5 );
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Archive->Close();
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return true;
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}
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TSharedPtr< IDatasmithMeshElement > FDatasmithMeshExporter::ExportToUObject( const TCHAR* Filepath, const TCHAR* Filename, FDatasmithMesh& Mesh, FDatasmithMesh* CollisionMesh, EDSExportLightmapUV LightmapUV )
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{
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FString FullPath( GetMeshFilePath( Filepath, Filename ) );
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FDatasmithMeshExporterImpl::FDatasmithMeshExporterOptions ExportOptions( MoveTemp( FullPath ), Mesh, LightmapUV, CollisionMesh );
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TSharedPtr<IDatasmithMeshElement> ExportedMeshElement;
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Impl->DoExport( ExportedMeshElement, ExportOptions );
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return ExportedMeshElement;
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}
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bool FDatasmithMeshExporter::ExportToUObject( TSharedPtr< IDatasmithMeshElement >& MeshElement, const TCHAR* Filepath, FDatasmithMesh& Mesh, FDatasmithMesh* CollisionMesh, EDSExportLightmapUV LightmapUV )
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{
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FString FullPath( GetMeshFilePath( Filepath, MeshElement->GetName() ) );
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FDatasmithMeshExporterImpl::FDatasmithMeshExporterOptions ExportOptions( MoveTemp( FullPath ), Mesh, LightmapUV, CollisionMesh );
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return Impl->DoExport( MeshElement, ExportOptions );
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}
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FString FDatasmithMeshExporter::GetLastError() const
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{
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return Impl->LastError;
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}
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bool FDatasmithMeshExporterImpl::DoExport( TSharedPtr< IDatasmithMeshElement >& MeshElement, const FDatasmithMeshExporterOptions& ExportOptions )
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{
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FMD5Hash Hash;
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PreExport( ExportOptions );
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if ( ExportMeshes( ExportOptions, Hash ) )
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{
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// If no existing MeshElement provided, create one.
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if ( !MeshElement )
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{
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FString BaseFileName = FPaths::GetBaseFilename( ExportOptions.MeshFullPath );
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MeshElement = FDatasmithSceneFactory::CreateMesh( *BaseFileName );
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}
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MeshElement->SetFile( *ExportOptions.MeshFullPath );
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MeshElement->SetFileHash( Hash );
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PostExport( ExportOptions.Mesh, MeshElement );
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return true;
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}
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return false;
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}
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void FDatasmithMeshExporterImpl::PreExport( const FDatasmithMeshExporterOptions& ExporterOptions )
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{
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FDatasmithMesh& Mesh = ExporterOptions.Mesh;
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// If the mesh doesn't have a name, use the filename as its name
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if ( FCString::Strlen( Mesh.GetName() ) == 0 )
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{
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Mesh.SetName( *FPaths::GetBaseFilename( ExporterOptions.MeshFullPath ) );
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}
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bool bHasUVs = Mesh.GetUVChannelsCount() > 0;
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if ( !bHasUVs )
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{
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CreateDefaultUVs( Mesh );
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}
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for ( int32 LODIndex = 0; LODIndex < Mesh.GetLODsCount(); ++LODIndex )
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{
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if ( FDatasmithMesh* LODMesh = Mesh.GetLOD( LODIndex ) )
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{
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CreateDefaultUVs( *LODMesh );
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}
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}
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}
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void FDatasmithMeshExporterImpl::PostExport( const FDatasmithMesh& DatasmithMesh, TSharedPtr< IDatasmithMeshElement >& MeshElement )
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{
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FBox Extents = DatasmithMesh.GetExtents();
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float Width = Extents.Max[0] - Extents.Min[0];
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float Height = Extents.Max[2] - Extents.Min[2];
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float Depth = Extents.Max[1] - Extents.Min[1];
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MeshElement->SetDimensions( DatasmithMesh.ComputeArea(), Width, Height, Depth );
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MeshElement->SetLightmapSourceUV( DatasmithMesh.GetLightmapSourceUVChannel() );
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}
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void FDatasmithMeshExporterImpl::CreateDefaultUVs( FDatasmithMesh& Mesh )
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{
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if ( Mesh.GetUVChannelsCount() > 0 )
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{
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return;
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}
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// Get the mesh description to generate BoxUV.
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FMeshDescription MeshDescription;
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RegisterStaticMeshAttributes(MeshDescription);
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FDatasmithMeshUtils::ToMeshDescription(Mesh, MeshDescription);
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FUVMapParameters UVParameters(Mesh.GetExtents().GetCenter(), FQuat::Identity, Mesh.GetExtents().GetSize(), FVector::OneVector, FVector2D::UnitVector);
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TMap<FVertexInstanceID, FVector2D> TexCoords;
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FStaticMeshOperations::GenerateBoxUV(MeshDescription, UVParameters, TexCoords);
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// Put the results in a map to determine the number of unique values.
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TMap<FVector2D, TArray<int32>> UniqueTexCoordMap;
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for (const TPair<FVertexInstanceID, FVector2D>& Pair : TexCoords)
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{
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TArray<int32>& MappedIndices = UniqueTexCoordMap.FindOrAdd(Pair.Value);
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MappedIndices.Add(Pair.Key.GetValue());
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}
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//Set the UV values
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Mesh.AddUVChannel();
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Mesh.SetUVCount(0, UniqueTexCoordMap.Num());
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int32 UVIndex = 0;
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TArray<int32> IndicesMapping;
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IndicesMapping.AddZeroed(TexCoords.Num());
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for (const TPair<FVector2D, TArray<int32>>& UniqueCoordPair : UniqueTexCoordMap)
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{
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Mesh.SetUV(0, UVIndex, UniqueCoordPair.Key.X, UniqueCoordPair.Key.Y);
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for (int32 IndicesIndex : UniqueCoordPair.Value)
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{
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IndicesMapping[IndicesIndex] = UVIndex;
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}
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UVIndex++;
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}
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//Map the UV indices.
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for (int32 FaceIndex = 0; FaceIndex < Mesh.GetFacesCount(); ++FaceIndex)
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{
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const int32 IndicesOffset = FaceIndex * 3;
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check(IndicesOffset + 2 < IndicesMapping.Num());
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Mesh.SetFaceUV(FaceIndex, 0, IndicesMapping[IndicesOffset + 0], IndicesMapping[IndicesOffset + 1], IndicesMapping[IndicesOffset + 2]);
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}
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}
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void FDatasmithMeshExporterImpl::RegisterStaticMeshAttributes(FMeshDescription& MeshDescription)
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{
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FStaticMeshAttributes(MeshDescription).Register();
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}
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TSharedPtr<UDatasmithMesh> FDatasmithMeshExporterImpl::GeneratePooledUDatasmithMeshFromFDatasmithMesh(const FDatasmithMesh& Mesh, bool bIsCollisionMesh)
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{
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TSharedPtr<UDatasmithMesh> PooledMesh = GetPooledUDatasmithMesh(bIsCollisionMesh);
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FillUDatasmithMeshFromFDatasmithMesh(PooledMesh, Mesh, !bIsCollisionMesh);
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PooledMesh->bIsCollisionMesh = bIsCollisionMesh;
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return PooledMesh;
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}
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/**
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* This function allows reusing an instanced UDatasmithMesh. Reusing the same object will avoid creating new garbage in memory.
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*/
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void FDatasmithMeshExporterImpl::FillUDatasmithMeshFromFDatasmithMesh(TSharedPtr<UDatasmithMesh>& UMesh, const FDatasmithMesh& Mesh, bool bValidateRawMesh)
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{
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UMesh->MeshName = Mesh.GetName();
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FRawMesh RawMesh;
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FDatasmithMeshUtils::ToRawMesh(Mesh, RawMesh, bValidateRawMesh);
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FDatasmithMeshSourceModel BaseModel;
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BaseModel.RawMeshBulkData.SaveRawMesh(RawMesh);
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UMesh->SourceModels.Add(BaseModel);
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for (int32 LODIndex = 0; LODIndex < Mesh.GetLODsCount(); ++LODIndex)
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{
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if (const FDatasmithMesh* LODMesh = Mesh.GetLOD(LODIndex))
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{
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FDatasmithMeshUtils::ToRawMesh(*LODMesh, RawMesh, bValidateRawMesh);
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FRawMeshBulkData LODRawMeshBulkData;
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LODRawMeshBulkData.SaveRawMesh(RawMesh);
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FDatasmithMeshSourceModel LODModel;
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LODModel.RawMeshBulkData = LODRawMeshBulkData;
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UMesh->SourceModels.Add(LODModel);
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}
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}
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}
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TSharedPtr<UDatasmithMesh> FDatasmithMeshExporterImpl::GetPooledUDatasmithMesh(bool bIsCollisionMesh)
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{
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const FString GuidString = UniqueID.ToString();
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const FString CollisionString = bIsCollisionMesh ? TEXT("_Collision") : TEXT("");
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const FString PooledMeshName = FString::Printf(TEXT("DatasmithExporter_%s_TransientPooledUDatasmithMesh%s"), *GuidString, *CollisionString);
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if (UDatasmithMesh* PooledMesh = DatasmithMeshUObjectPool.Pop())
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{
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PooledMesh->Rename(*PooledMeshName);
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return TSharedPtr<UDatasmithMesh>(PooledMesh, FPooledUDatasmithMeshDeleter(this));
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}
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{
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// Can't create new objects while the GC is running.
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FGCScopeGuard GCGuard;
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return TSharedPtr<UDatasmithMesh>(NewObject< UDatasmithMesh >((UObject*)GetTransientPackage(), *PooledMeshName, RF_Transient | RF_MarkAsRootSet), FPooledUDatasmithMeshDeleter(this));
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}
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}
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void FDatasmithMeshExporterImpl::ReturnUDatasmithMeshToPool(UDatasmithMesh*& UMesh)
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{
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//Clear the UDatasmithMesh.
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UMesh->SourceModels.Empty();
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//Put it back into the pool
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DatasmithMeshUObjectPool.Push(UMesh);
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//Null the reference to make sure we don't use the object returned to the pool.
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UMesh = nullptr;
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}
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void FDatasmithMeshExporterImpl::ClearUDatasmithMeshPool()
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{
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TArray<UDatasmithMesh*> PooledMeshes;
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DatasmithMeshUObjectPool.PopAll(PooledMeshes);
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//Keep track of the number of garbage UObject generated by clearing the cache so that we can trigger the GC after a while.
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NumberOfUMeshPendingGC += PooledMeshes.Num();
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auto ClearUObjectFlags = [PooledMeshes(MoveTemp(PooledMeshes))]()
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{
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for (UDatasmithMesh* UMesh : PooledMeshes)
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{
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UMesh->RemoveFromRoot();
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UMesh->MarkPendingKill();
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//This object won't be reused, we must make sure there is no Async flag so that the GC knows it can safely collect it.
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UMesh->ClearInternalFlags(EInternalObjectFlags::Async);
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}
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};
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#if IS_PROGRAM
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if (FDatasmithExporterManager::WasInitializedWithGameThread())
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{
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FSimpleDelegate Command;
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Command.BindLambda(MoveTemp(ClearUObjectFlags));
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// No need to synchronize to the game thread for this, we can lazily update the object flags by pushing a command, that way the flags will be updated before the next GC without blocking the current thread.
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const bool bWakeUpGameThread = false;
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FDatasmithExporterManager::PushCommandIntoGameThread(MoveTemp(Command), bWakeUpGameThread);
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}
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else
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#endif
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if (IsInGameThread())
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{
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ClearUObjectFlags();
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}
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else
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{
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// Can't modify the GC flags while it's running.
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FGCScopeGuard GCGuard;
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ClearUObjectFlags();
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}
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//Even if our UObjects are basically empty at this point and don't have a big memory footprint, the engine will assert when reaching around 131k UObjects.
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//So we need to call the GC before that point.
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if (NumberOfUMeshPendingGC > DSMeshGarbageCollectionThreshold)
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{
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if (FDatasmithExporterManager::RunGarbageCollection())
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{
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NumberOfUMeshPendingGC = 0;
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}
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}
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}
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