Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionObject.cpp
benn gallagher 6f7b8aec37 Fixed for implicit type mismatch and bad serialization.
Revived SharedImplicitsAttribute to correctly handle the type change.
Undid breaking of old assets on load.
Removed const casting from dynamic collection initialization and safely handle attribute upgrades during geometry collection serialization.
Fixed attempted copies of managed attributes of different types.
#rb Brice.Criswell
#jira

#ROBOMERGE-SOURCE: CL 12125198 in //UE4/Release-4.25/... via CL 12125214
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v659-12123632)

[CL 12140098 by benn gallagher in Main branch]
2020-03-11 17:01:25 -04:00

436 lines
14 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 "Serialization/ArchiveCountMem.h"
#include "HAL/IConsoleManager.h"
#include "UObject/Package.h"
#include "Materials/MaterialInstance.h"
#if WITH_EDITOR
#include "GeometryCollection/DerivedDataGeometryCollectionCooker.h"
#include "DerivedDataCacheInterface.h"
#include "Serialization/MemoryReader.h"
#endif
#include "GeometryCollection/GeometryCollectionSimulationCoreTypes.h"
#include "Chaos/ChaosArchive.h"
#include "GeometryCollectionProxyData.h"
DEFINE_LOG_CATEGORY_STATIC(UGeometryCollectionLogging, NoLogging, All);
UGeometryCollection::UGeometryCollection(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, CollisionType(ECollisionTypeEnum::Chaos_Surface_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();
}
FGeometryCollectionSizeSpecificData::FGeometryCollectionSizeSpecificData()
: MaxSize(0.0f)
, CollisionType(ECollisionTypeEnum::Chaos_Surface_Volumetric)
, ImplicitType(EImplicitTypeEnum::Chaos_Implicit_Box)
, MinLevelSetResolution(5)
, MaxLevelSetResolution(10)
, MinClusterLevelSetResolution(25)
, MaxClusterLevelSetResolution(50)
, CollisionObjectReductionPercentage(0.0f)
, CollisionParticlesFraction(1.0f)
, MaximumCollisionParticles(60)
{
}
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;
}
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;
FGeometryCollectionSizeSpecificData InfSize;
InfSize.MaxSize = FLT_MAX;
InfSize.CollisionType = CollisionType;
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;
}
}
}
}
/** 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();
// Consolidate materials
// add all materials to a set
TSet<UMaterialInterface*> MaterialSet;
for (UMaterialInterface* Curr : Materials)
{
MaterialSet.Add(Curr);
}
// create the final material array only containing unique materials
// and one slot for each internal material
TMap< UMaterialInterface *, int32> MaterialPtrToArrayIndex;
TArray<UMaterialInterface*> FinalMaterials;
for (UMaterialInterface *Curr : MaterialSet)
{
// Add base material
TTuple< UMaterialInterface *, int32> CurrTuple(Curr, FinalMaterials.Add(Curr));
MaterialPtrToArrayIndex.Add(CurrTuple);
// Add interior material
FinalMaterials.Add(Curr);
}
TManagedArray<int32>& MaterialID = GeometryCollection->MaterialID;
// Reassign materialid for each face given the new consolidated array of materials
for (int i = 0; i < MaterialID.Num(); ++i)
{
if (MaterialID[i] < Materials.Num())
{
UMaterialInterface* OldMaterialPtr = Materials[MaterialID[i]];
MaterialID[i] = *MaterialPtrToArrayIndex.Find(OldMaterialPtr);
}
}
// Set new material array on the collection
Materials = FinalMaterials;
// Last Material is the selection one
UMaterialInterface* BoneSelectedMaterial = LoadObject<UMaterialInterface>(NULL, TEXT("/Engine/EditorMaterials/GeometryCollection/SelectedGeometryMaterial.SelectedGeometryMaterial"), NULL, LOAD_None, NULL);
BoneSelectedMaterialIndex = Materials.Add(BoneSelectedMaterial);
GeometryCollection->ReindexMaterials();
InvalidateCollection();
}
/** Returns true if there is anything to render */
bool UGeometryCollection::HasVisibleGeometry() const
{
return GeometryCollection->HasVisibleGeometry();
}
/** Serialize */
void UGeometryCollection::Serialize(FArchive& Ar)
{
Ar.UsingCustomVersion(FDestructionObjectVersion::GUID);
Chaos::FChaosArchive ChaosAr(Ar);
#if WITH_EDITOR
//Early versions did not have tagged properties serialize first
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::GeometryCollectionInDDC)
{
GeometryCollection->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);
}
}
bool bIsCookedOrCooking = Ar.IsCooking();
if (Ar.CustomVer(FDestructionObjectVersion::GUID) >= FDestructionObjectVersion::GeometryCollectionInDDC)
{
Ar << bIsCookedOrCooking;
}
#if WITH_EDITOR
if (Ar.CustomVer(FDestructionObjectVersion::GUID) == FDestructionObjectVersion::GeometryCollectionInDDC)
{
//This version only saved content into DDC so skip serializing, but copy from DDC at a specific version
bool bCopyFromDDC = Ar.IsLoading();
CreateSimulationDataImp(bCopyFromDDC, TEXT("8724C70A140146B5A2F4CF0C16083041"));
}
#endif
//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
GeometryCollection->Serialize(ChaosAr);
// Fix up the type change for implicits here, previously they were unique ptrs, now they're shared
TManagedArray<TUniquePtr<Chaos::FImplicitObject>>* OldAttr = GeometryCollection->FindAttributeTyped<TUniquePtr<Chaos::FImplicitObject>>(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
TManagedArray<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>* NewAttr = GeometryCollection->FindAttributeTyped<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>(FGeometryDynamicCollection::SharedImplicitsAttribute, FTransformCollection::TransformGroup);
if(OldAttr)
{
if(!NewAttr)
{
NewAttr = &GeometryCollection->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());
}
}
GeometryCollection->RemoveAttribute(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
}
}
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::GroupAndAttributeNameRemapping)
{
GeometryCollection->UpdateOldAttributeNames( );
InvalidateCollection();
#if WITH_EDITOR
CreateSimulationData();
#endif
}
#if WITH_EDITOR
//for all versions loaded, make sure sim data is up to date
if (Ar.IsLoading())
{
CreateSimulationDataImp(/*bCopyFromDDC=*/ true); //make sure loaded content is built
}
#endif
}
#if WITH_EDITOR
void UGeometryCollection::CreateSimulationDataImp(bool bCopyFromDDC, const TCHAR* OverrideVersion)
{
// 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);
GeometryCollectionCooker->SetOverrideVersion(OverrideVersion);
if (GeometryCollectionCooker->CanBuild())
{
if(bSkipDDC)
{
GeometryCollectionCooker->Build(DDCData);
}
else
{
GetDerivedDataCacheRef().GetSynchronous(GeometryCollectionCooker, DDCData);
}
if(bCopyFromDDC)
{
FMemoryReader Ar(DDCData);
Chaos::FChaosArchive ChaosAr(Ar);
GeometryCollection->Serialize(ChaosAr);
}
}
}
void UGeometryCollection::CreateSimulationData()
{
CreateSimulationDataImp(/*bCopyFromDDC=*/false);
}
#endif
void UGeometryCollection::InvalidateCollection()
{
StateGuid = FGuid::NewGuid();
}
FGuid UGeometryCollection::GetIdGuid() const
{
return PersistentGuid;
}
FGuid UGeometryCollection::GetStateGuid() const
{
return StateGuid;
}
#if WITH_EDITOR
void UGeometryCollection::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
if (PropertyChangedEvent.Property && PropertyChangedEvent.Property->GetFName() != GET_MEMBER_NAME_CHECKED(UGeometryCollection, Materials))
{
InvalidateCollection();
CreateSimulationData();
}
}
bool UGeometryCollection::Modify(bool bAlwaysMarkDirty /*= true*/)
{
bool bSuperResult = Super::Modify(bAlwaysMarkDirty);
UPackage* Package = GetOutermost();
if(Package->IsDirty())
{
InvalidateCollection();
}
return bSuperResult;
}
void UGeometryCollection::EnsureDataIsCooked()
{
if (StateGuid != LastBuiltGuid)
{
CreateSimulationDataImp(/*bCopyFromDDC=*/ true);
LastBuiltGuid = StateGuid;
}
}
#endif