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UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionObject.cpp
Andrew Davidson 3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00

1022 lines
33 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
GeometryCollection.cpp: UGeometryCollection methods.
=============================================================================*/
#include "GeometryCollection/GeometryCollectionObject.h"
#include "GeometryCollection/GeometryCollection.h"
#include "GeometryCollection/GeometryCollectionCache.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"
#if WITH_EDITOR
#include "GeometryCollection/DerivedDataGeometryCollectionCooker.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"
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."));
#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
UGeometryCollection::UGeometryCollection(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
#if WITH_EDITOR
, bManualDataCreate(false)
#endif
, EnableClustering(true)
, ClusterGroupIndex(0)
, MaxClusterLevel(100)
, DamageThreshold({ 250.0 })
, ClusterConnectionType(EClusterConnectionTypeEnum::Chaos_PointImplicit)
, bStripOnCook(false)
, EnableNanite(false)
, CollisionType(ECollisionTypeEnum::Chaos_Volumetric)
, ImplicitType(EImplicitTypeEnum::Chaos_Implicit_Box)
, MinLevelSetResolution(10)
, MaxLevelSetResolution(10)
, MinClusterLevelSetResolution(50)
, MaxClusterLevelSetResolution(50)
, CollisionObjectReductionPercentage(0.0f)
, bMassAsDensity(false)
, Mass(1.0f)
, MinimumMassClamp(0.1f)
, CollisionParticlesFraction(1.0f)
, MaximumCollisionParticles(60)
, EnableRemovePiecesOnFracture(false)
, GeometryCollection(new FGeometryCollection())
{
PersistentGuid = FGuid::NewGuid();
InvalidateCollection();
#if WITH_EDITOR
SimulationDataGuid = StateGuid;
bStripOnCook = GeometryCollectionAssetForceStripOnCook;
#endif
}
FGeometryCollectionSizeSpecificData::FGeometryCollectionSizeSpecificData()
: MaxSize(0.0f)
, CollisionType(ECollisionTypeEnum::Chaos_Volumetric)
, ImplicitType(EImplicitTypeEnum::Chaos_Implicit_Box)
, MinLevelSetResolution(5)
, MaxLevelSetResolution(10)
, MinClusterLevelSetResolution(25)
, MaxClusterLevelSetResolution(50)
, CollisionObjectReductionPercentage(0.0f)
, CollisionParticlesFraction(1.0f)
, MaximumCollisionParticles(60)
, DamageThreshold(250.0)
{
}
void FillSharedSimulationSizeSpecificData(FSharedSimulationSizeSpecificData& ToData, const FGeometryCollectionSizeSpecificData& FromData)
{
ToData.CollisionType = FromData.CollisionType;
ToData.ImplicitType = FromData.ImplicitType;
ToData.MaxSize = FromData.MaxSize;
ToData.MinLevelSetResolution = FromData.MinLevelSetResolution;
ToData.MaxLevelSetResolution = FromData.MaxLevelSetResolution;
ToData.MinClusterLevelSetResolution = FromData.MinClusterLevelSetResolution;
ToData.MaxClusterLevelSetResolution = FromData.MaxClusterLevelSetResolution;
ToData.CollisionObjectReductionPercentage = FromData.CollisionObjectReductionPercentage;
ToData.CollisionParticlesFraction = FromData.CollisionParticlesFraction;
ToData.MaximumCollisionParticles = FromData.MaximumCollisionParticles;
ToData.DamageThreshold = FromData.DamageThreshold;
}
float KgCm3ToKgM3(float Density)
{
return Density * 1000000;
}
float KgM3ToKgCm3(float Density)
{
return Density / 1000000;
}
void UGeometryCollection::GetSharedSimulationParams(FSharedSimulationParameters& OutParams) const
{
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;
OutParams.MaximumCollisionParticleCount = MaximumCollisionParticles;
ECollisionTypeEnum SelectedCollisionType = CollisionType;
if(SelectedCollisionType == ECollisionTypeEnum::Chaos_Volumetric && 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;
}
FGeometryCollectionSizeSpecificData InfSize;
InfSize.MaxSize = FLT_MAX;
InfSize.CollisionType = SelectedCollisionType;
InfSize.ImplicitType = ImplicitType;
InfSize.MinLevelSetResolution = MinLevelSetResolution;
InfSize.MaxLevelSetResolution = MaxLevelSetResolution;
InfSize.MinClusterLevelSetResolution = MinClusterLevelSetResolution;
InfSize.MaxClusterLevelSetResolution = MaxClusterLevelSetResolution;
InfSize.CollisionObjectReductionPercentage = CollisionObjectReductionPercentage;
InfSize.CollisionParticlesFraction = CollisionParticlesFraction;
InfSize.MaximumCollisionParticles = MaximumCollisionParticles;
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]);
}
if (EnableRemovePiecesOnFracture)
{
FixupRemoveOnFractureMaterials(OutParams);
}
OutParams.SizeSpecificData.Sort(); //can we do this at editor time on post edit change?
}
void UGeometryCollection::FixupRemoveOnFractureMaterials(FSharedSimulationParameters& SharedParms) const
{
// Match RemoveOnFracture materials with materials in model and record the material indices
int32 NumMaterials = Materials.Num();
for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; MaterialIndex++)
{
UMaterialInterface* MaterialInfo = Materials[MaterialIndex];
for (int32 ROFMaterialIndex = 0; ROFMaterialIndex < RemoveOnFractureMaterials.Num(); ROFMaterialIndex++)
{
if (MaterialInfo == RemoveOnFractureMaterials[ROFMaterialIndex])
{
SharedParms.RemoveOnFractureIndices.Add(MaterialIndex);
break;
}
}
}
}
void UGeometryCollection::Reset()
{
if (GeometryCollection.IsValid())
{
Modify();
GeometryCollection->Empty();
Materials.Empty();
EmbeddedGeometryExemplar.Empty();
InvalidateCollection();
}
}
/** 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<int32>& SortedDeletionList)
{
Modify();
GeometryCollection->RemoveElements(Group, SortedDeletionList);
InvalidateCollection();
}
/** ReindexMaterialSections */
void UGeometryCollection::ReindexMaterialSections()
{
Modify();
GeometryCollection->ReindexMaterials();
InvalidateCollection();
}
void UGeometryCollection::InitializeMaterials()
{
Modify();
// Last Material is the selection one
UMaterialInterface* BoneSelectedMaterial = LoadObject<UMaterialInterface>(nullptr, GetSelectedMaterialPath(), nullptr, LOAD_None, nullptr);
// Skip selection materials
Materials.Remove(BoneSelectedMaterial);
// We're assuming that all materials are arranged in pairs, so first we collect these.
using FMaterialPair = TPair<UMaterialInterface*, UMaterialInterface*>;
TSet<FMaterialPair> MaterialSet;
for (int32 MaterialIndex = 0; MaterialIndex < Materials.Num(); ++MaterialIndex)
{
UMaterialInterface* ExteriorMaterial = Materials[MaterialIndex];
// If we have an odd number of materials, the last material duplicates itself.
UMaterialInterface* InteriorMaterial = Materials[MaterialIndex];
if (++MaterialIndex < Materials.Num())
{
InteriorMaterial = Materials[MaterialIndex];
}
MaterialSet.Add(FMaterialPair(ExteriorMaterial, InteriorMaterial));
}
// create the final material array only containing unique materials
// alternating exterior and interior materials
TMap<UMaterialInterface*, int32> ExteriorMaterialPtrToArrayIndex;
TMap<UMaterialInterface*, int32> InteriorMaterialPtrToArrayIndex;
TArray<UMaterialInterface*> FinalMaterials;
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);
}
TManagedArray<int32>& MaterialID = GeometryCollection->MaterialID;
// Reassign material ID for each face given the new consolidated array of materials
for (int32 Material = 0; Material < MaterialID.Num(); ++Material)
{
if (MaterialID[Material] < Materials.Num())
{
UMaterialInterface* OldMaterialPtr = Materials[MaterialID[Material]];
if (MaterialID[Material] % 2 == 0)
{
MaterialID[Material] = *ExteriorMaterialPtrToArrayIndex.Find(OldMaterialPtr);
}
else
{
MaterialID[Material] = *InteriorMaterialPtrToArrayIndex.Find(OldMaterialPtr);
}
}
}
// Set new material array on the collection
Materials = FinalMaterials;
// Last Material is the selection one
BoneSelectedMaterialIndex = Materials.Add(BoneSelectedMaterial);
GeometryCollection->ReindexMaterials();
InvalidateCollection();
}
/** 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)
{
Ar.UsingCustomVersion(FDestructionObjectVersion::GUID);
Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::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<FGeometryCollection, ESPMode::ThreadSafe> ArchiveGeometryCollection = GeometryCollection;
bool bIsCookedOrCooking = Ar.IsCooking();
if (bIsCookedOrCooking && Ar.IsSaving())
{
#if WITH_EDITOR
if (bStripOnCook && 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();
}
#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<TArray<FTransform>> 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);
}
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<TUniquePtr<Chaos::FImplicitObject>>* OldAttr = ArchiveGeometryCollection->FindAttributeTyped<TUniquePtr<Chaos::FImplicitObject>>(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
TManagedArray<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>* NewAttr = ArchiveGeometryCollection->FindAttributeTyped<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>(FGeometryDynamicCollection::SharedImplicitsAttribute, FTransformCollection::TransformGroup);
if (OldAttr)
{
if (!NewAttr)
{
NewAttr = &ArchiveGeometryCollection->AddAttribute<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>(FGeometryDynamicCollection::SharedImplicitsAttribute, FTransformCollection::TransformGroup);
const int32 NumElems = GeometryCollection->NumElements(FTransformCollection::TransformGroup);
for (int32 Index = 0; Index < NumElems; ++Index)
{
(*NewAttr)[Index] = TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>((*OldAttr)[Index].Release());
}
}
ArchiveGeometryCollection->RemoveAttribute(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
}
}
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::GroupAndAttributeNameRemapping)
{
ArchiveGeometryCollection->UpdateOldAttributeNames();
InvalidateCollection();
#if WITH_EDITOR
CreateSimulationData();
#endif
}
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<FGeometryCollectionNaniteData>();
}
NaniteData->Serialize(ChaosAr, this);
}
}
#if WITH_EDITOR
//for all versions loaded, make sure sim data is up to date
if (Ar.IsLoading())
{
EnsureDataIsCooked(); //make sure loaded content is built
}
#endif
}
const TCHAR* UGeometryCollection::GetSelectedMaterialPath()
{
return TEXT("/Engine/EditorMaterials/GeometryCollection/SelectedGeometryMaterial.SelectedGeometryMaterial");
}
#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<uint8> 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<FGeometryCollectionNaniteData>();
NaniteData->Serialize(ChaosAr, this);
check(NaniteData->NaniteResource.RootClusterPage.Num() == 0 || NaniteData->NaniteResource.bLZCompressed);
}
}
}
void UGeometryCollection::CreateSimulationData()
{
CreateSimulationDataImp(/*bCopyFromDDC=*/false);
SimulationDataGuid = StateGuid;
}
TUniquePtr<FGeometryCollectionNaniteData> UGeometryCollection::CreateNaniteData(FGeometryCollection* Collection)
{
TUniquePtr<FGeometryCollectionNaniteData> NaniteData;
TRACE_CPUPROFILER_EVENT_SCOPE(UGeometryCollection::CreateNaniteData);
Nanite::IBuilderModule& NaniteBuilderModule = Nanite::IBuilderModule::Get();
NaniteData = MakeUnique<FGeometryCollectionNaniteData>();
// Transform Group
const TManagedArray<int32>& TransformToGeometryIndexArray = Collection->TransformToGeometryIndex;
const TManagedArray<int32>& SimulationTypeArray = Collection->SimulationType;
const TManagedArray<int32>& StatusFlagsArray = Collection->StatusFlags;
// Vertices Group
const TManagedArray<FVector3f>& VertexArray = Collection->Vertex;
const TManagedArray<FVector2D>& UVArray = Collection->UV;
const TManagedArray<FLinearColor>& ColorArray = Collection->Color;
const TManagedArray<FVector3f>& TangentUArray = Collection->TangentU;
const TManagedArray<FVector3f>& TangentVArray = Collection->TangentV;
const TManagedArray<FVector3f>& NormalArray = Collection->Normal;
const TManagedArray<int32>& BoneMapArray = Collection->BoneMap;
// Faces Group
const TManagedArray<FIntVector>& IndicesArray = Collection->Indices;
const TManagedArray<bool>& VisibleArray = Collection->Visible;
const TManagedArray<int32>& MaterialIndexArray = Collection->MaterialIndex;
const TManagedArray<int32>& MaterialIDArray = Collection->MaterialID;
// Geometry Group
const TManagedArray<int32>& TransformIndexArray = Collection->TransformIndex;
const TManagedArray<FBox>& BoundingBoxArray = Collection->BoundingBox;
const TManagedArray<float>& InnerRadiusArray = Collection->InnerRadius;
const TManagedArray<float>& OuterRadiusArray = Collection->OuterRadius;
const TManagedArray<int32>& VertexStartArray = Collection->VertexStart;
const TManagedArray<int32>& VertexCountArray = Collection->VertexCount;
const TManagedArray<int32>& FaceStartArray = Collection->FaceStart;
const TManagedArray<int32>& FaceCountArray = Collection->FaceCount;
// Material Group
const int32 NumGeometry = Collection->NumElements(FGeometryCollection::GeometryGroup);
const uint32 NumTexCoords = 1;// NumTextureCoord;
const bool bHasColors = ColorArray.Num() > 0;
TArray<FStaticMeshBuildVertex> BuildVertices;
TArray<uint32> BuildIndices;
TArray<int32> MaterialIndices;
TArray<uint32> 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];
Vertex.UVs[0] = UVArray[VertexStart + VertexIndex];
if (Vertex.UVs[0].ContainsNaN())
{
Vertex.UVs[0] = FVector2D::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.PercentTriangles = 1.0f; // 100% - no reduction
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<FGeometryCollection, ESPMode::ThreadSafe> UGeometryCollection::GenerateMinimalGeometryCollection() const
{
TMap<FName, TSet<FName>> SkipList;
static TSet<FName> GeometryGroups{ FGeometryCollection::GeometryGroup, FGeometryCollection::VerticesGroup, FGeometryCollection::FacesGroup };
if (bStripOnCook)
{
// Remove all geometry
//static TSet<FName> GeometryGroups{ FGeometryCollection::GeometryGroup, FGeometryCollection::VerticesGroup, FGeometryCollection::FacesGroup, FGeometryCollection::MaterialGroup };
for (const FName& GeometryGroup : GeometryGroups)
{
TSet<FName>& SkipAttributes = SkipList.Add(GeometryGroup);
SkipAttributes.Append(GeometryCollection->AttributeNames(GeometryGroup));
}
}
TSharedPtr<FGeometryCollection, ESPMode::ThreadSafe> DuplicateGeometryCollection(new FGeometryCollection());
DuplicateGeometryCollection->AddAttribute<bool>(FGeometryCollection::SimulatableParticlesAttribute, FTransformCollection::TransformGroup);
DuplicateGeometryCollection->AddAttribute<FVector3f>("InertiaTensor", FGeometryCollection::TransformGroup);
DuplicateGeometryCollection->AddAttribute<float>("Mass", FGeometryCollection::TransformGroup);
DuplicateGeometryCollection->AddAttribute<FTransform>("MassToLocal", FGeometryCollection::TransformGroup);
DuplicateGeometryCollection->AddAttribute<FGeometryDynamicCollection::FSharedImplicit>(
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)
{
TManagedArray<int32>& TransformToGeometryIndex = DuplicateGeometryCollection->GetAttribute<int32>("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<FBox>("BoundingBox", "Transform");
}
if (!DuplicateGeometryCollection->HasAttribute("NaniteIndex", "Transform"))
{
DuplicateGeometryCollection->AddAttribute<FBox>("NaniteIndex", "Transform");
}
int32 NumTransforms = GeometryCollection->NumElements(FGeometryCollection::TransformGroup);
TManagedArray<int32>& NaniteIndex = DuplicateGeometryCollection->GetAttribute<int32>("NaniteIndex", "Transform");
TManagedArray<FBox>& TransformBounds = DuplicateGeometryCollection->GetAttribute<FBox>("BoundingBox", "Transform");
TManagedArray<FBox>& GeometryBounds = GeometryCollection->GetAttribute<FBox>("BoundingBox", "Geometry");
NaniteIndex.Fill(INDEX_NONE);
for (int TransformIndex = 0; TransformIndex < NumTransforms; TransformIndex++)
{
NaniteIndex[TransformIndex] = TransformToGeometryIndex[TransformIndex];
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;
}
#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<int32>& SortedRemovalIndices)
{
if (SortedRemovalIndices.Num() > 0)
{
for (int32 Index = SortedRemovalIndices.Num() - 1; Index >= 0; --Index)
{
EmbeddedGeometryExemplar.RemoveAt(Index);
}
}
}
FGuid UGeometryCollection::GetIdGuid() const
{
return PersistentGuid;
}
FGuid UGeometryCollection::GetStateGuid() const
{
return StateGuid;
}
#if WITH_EDITOR
void UGeometryCollection::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
if (PropertyChangedEvent.Property)
{
if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, EnableNanite))
{
InvalidateCollection();
EnsureDataIsCooked();
}
else if (PropertyChangedEvent.Property->GetFName() != GET_MEMBER_NAME_CHECKED(UGeometryCollection, Materials))
{
InvalidateCollection();
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)
{
if (StateGuid != LastBuiltGuid)
{
CreateSimulationDataImp(/*bCopyFromDDC=*/ true);
if (FApp::CanEverRender() && bInitResources)
{
// If there is no geometry in the collection, we leave Nanite data alone.
if (GeometryCollection->NumElements(FGeometryCollection::GeometryGroup) > 0)
{
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);
}
else if (Ar.IsLoading())
{
NaniteResource.Serialize(Ar, Owner);
if (!Owner->EnableNanite)
{
NaniteResource = {};
}
}
}
void FGeometryCollectionNaniteData::InitResources(UGeometryCollection* Owner)
{
if (bIsInitialized)
{
ReleaseResources();
}
NaniteResource.InitResources();
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;
}