Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionObject.cpp
Brian Karis 8ad4d4a7cd Fixed determinism in build.
Fixed tangents not being derived resulting in no welding for mip0 of Nanite
Ignore bHasColor from mesh desc and check if any non-white.
Misc clean up

#rb rune.stubbe

[CL 14223322 by Brian Karis in ue5-main branch]
2020-08-31 17:49:41 -04:00

706 lines
22 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 "UObject/Package.h"
#include "Materials/MaterialInstance.h"
#include "ProfilingDebugging/CookStats.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(UGeometryCollectionLogging, NoLogging, 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)
, EnableNanite(false)
, 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)
, bRenderingResourcesInitialized(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 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]];
MaterialID[Material] = *MaterialPtrToArrayIndex.Find(OldMaterialPtr);
}
}
// Set new material array on the collection
Materials = FinalMaterials;
// Last Material is the selection one
UMaterialInterface* BoneSelectedMaterial = LoadObject<UMaterialInterface>(nullptr, GetSelectedMaterialPath(), nullptr, LOAD_None, nullptr);
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;
}
/** 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;
}
#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 (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) >= FUE5MainStreamObjectVersion::GeometryCollectionNaniteData)
{
int32 NumNaniteResources = Ar.IsLoading() ? 0 : NaniteResources.Num();
if (!EnableNanite)
{
// Avoid serializing stale Nanite data when support is disabled.
// TODO: Should instead do this on toggle of the property?
// TODO: Might never even need this, as NaniteResources may always be empty due to CreateNaniteData() running before
NumNaniteResources = 0;
}
Ar << NumNaniteResources;
if (NumNaniteResources == 0)
{
NaniteResources.Empty();
}
else
{
if (Ar.IsLoading())
{
NaniteResources.Reset(NumNaniteResources);
NaniteResources.AddDefaulted(NumNaniteResources);
}
for (int32 ResourceIndex = 0; ResourceIndex < NumNaniteResources; ++ResourceIndex)
{
NaniteResources[ResourceIndex].Serialize(ChaosAr, this);
}
// Nanite data is currently 1:1 with each geometry group in the collection.
const int32 NumGeometryGroups = GeometryCollection->NumElements(FGeometryCollection::GeometryGroup);
if (NumGeometryGroups != NumNaniteResources)
{
Ar.SetError();
}
}
if (!EnableNanite)
{
// Avoid serializing stale Nanite data when support is disabled.
// TODO: Should instead do this on toggle of the property?
NaniteResources.Empty();
}
}
#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() const
{
return TEXT("/Engine/EditorMaterials/GeometryCollection/SelectedGeometryMaterial.SelectedGeometryMaterial");
}
#if WITH_EDITOR
void UGeometryCollection::CreateSimulationDataImp(bool bCopyFromDDC, const TCHAR* OverrideVersion)
{
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);
GeometryCollectionCooker->SetOverrideVersion(OverrideVersion);
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);
for (Nanite::FResources& NaniteResource : NaniteResources)
{
NaniteResource.Serialize(ChaosAr, this);
}
}
}
}
void UGeometryCollection::CreateSimulationData()
{
CreateSimulationDataImp(/*bCopyFromDDC=*/false);
}
TArray<Nanite::FResources>& UGeometryCollection::CreateNaniteData(FGeometryCollection* Collection)
{
TRACE_CPUPROFILER_EVENT_SCOPE_TEXT(TEXT("FDerivedDataGeometryCollectionCooker::Build::Nanite"));
NaniteResources.Empty();
if (!EnableNanite)
{
return NaniteResources;
}
Nanite::IBuilderModule& NaniteBuilderModule = Nanite::IBuilderModule::Get();
// 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 TManagedArray<FGeometryCollectionSection>& Sections = Collection->Sections;
int32 NumGeometry = Collection->NumElements(FGeometryCollection::GeometryGroup);
NaniteResources.AddDefaulted(NumGeometry);
for (int32 GeometryGroupIndex = 0; GeometryGroupIndex < NumGeometry; GeometryGroupIndex++)
{
Nanite::FResources& NaniteResource = NaniteResources[GeometryGroupIndex];
NaniteResource = {};
uint32 NumTexCoords = 1;// NumTextureCoord;
bool bHasColors = ColorArray.Num() > 0;
const int32 VertexStart = VertexStartArray[GeometryGroupIndex];
const int32 VertexCount = VertexCountArray[GeometryGroupIndex];
TArray<FStaticMeshBuildVertex> BuildVertices;
BuildVertices.Reserve(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
TArray<int32> MaterialIndices;
MaterialIndices.Reserve(FaceCount);
TArray<uint32> BuildIndices;
BuildIndices.Reserve(FaceCount * 3);
for (int32 FaceIndex = 0; FaceIndex < FaceCount; ++FaceIndex)
{
if (!VisibleArray[FaceStart + FaceIndex]) // TODO: Always in range?
{
continue;
}
const FIntVector FaceIndices = IndicesArray[FaceStart + FaceIndex];
BuildIndices.Add(FaceIndices.X - VertexStart);
BuildIndices.Add(FaceIndices.Y - VertexStart);
BuildIndices.Add(FaceIndices.Z - VertexStart);
const int32 MaterialIndex = MaterialIDArray[FaceStart + FaceIndex];
MaterialIndices.Add(MaterialIndex);
}
if (BuildIndices.Num() == 0)
{
// No visible faces of entire geometry, skip any building/rendering.
continue;
}
FMeshNaniteSettings NaniteSettings = {};
NaniteSettings.bEnabled = true;
NaniteSettings.PercentTriangles = 1.0f; // 100% - no reduction
if (!NaniteBuilderModule.Build(NaniteResource, BuildVertices, BuildIndices, MaterialIndices, NumTexCoords, NaniteSettings))
{
UE_LOG(LogStaticMesh, Error, TEXT("Failed to build Nanite for geometry collection. See previous line(s) for details."));
}
}
return NaniteResources;
}
#endif
void UGeometryCollection::InitResources()
{
//LLM_SCOPE(ELLMTag::GeometryCollection);
ReleaseResources();
if (EnableNanite)
{
for (Nanite::FResources& Resource : NaniteResources)
{
// Skip resources that have their render data stripped
if (Resource.PageStreamingStates.Num() > 0)
{
Resource.InitResources();
}
}
}
bRenderingResourcesInitialized = true;
}
void UGeometryCollection::ReleaseResources()
{
if (bRenderingResourcesInitialized)
{
for (Nanite::FResources& Resource : NaniteResources)
{
if (Resource.PageStreamingStates.Num() > 0)
{
Resource.ReleaseResources();
}
}
bRenderingResourcesInitialized = false;
}
}
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)
{
if (PropertyChangedEvent.Property->GetFName() != GET_MEMBER_NAME_CHECKED(UGeometryCollection, Materials))
{
InvalidateCollection();
CreateSimulationData();
}
if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, EnableNanite))
{
if (FApp::CanEverRender())
{
InitResources();
}
}
}
}
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
void UGeometryCollection::PostLoad()
{
Super::PostLoad();
// Initialize rendering resources.
if (FApp::CanEverRender())
{
InitResources();
}
}
void UGeometryCollection::BeginDestroy()
{
Super::BeginDestroy();
ReleaseResources();
}