Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionObject.cpp
rune stubbe 7588e761f5 Fix for GC not unregistering the Nanite resource with the streamer when it is removed or changed.
Added fence in GC to make sure the renderer is done with the Nanite resource before deleting it
#rb graham.wihlidal

#ROBOMERGE-SOURCE: CL 15786206 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15790745 by rune stubbe in ue5-main branch]
2021-03-23 22:42:38 -04:00

906 lines
28 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);
#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)
, 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;
#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 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);
#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;
}
//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 (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<FVector>& VertexArray = Collection->Vertex;
const TManagedArray<FVector2D>& UVArray = Collection->UV;
const TManagedArray<FLinearColor>& ColorArray = Collection->Color;
const TManagedArray<FVector>& TangentUArray = Collection->TangentU;
const TManagedArray<FVector>& TangentVArray = Collection->TangentV;
const TManagedArray<FVector>& 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 = FVector::ZeroVector;
Vertex.TangentY = FVector::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;
}
#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)
{
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;
}