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Limitations : Currently this requires the GC to be reset to recompute the list of instanciable meshes and their corresponding indices Mitigation : this can be turned off using the following cvar : p.Chaos.GC.UseISMPool #rb brice.criswell, Krzysztof.Narkowicz #preflight 63519a8af92c325024c32137 [CL 22705192 by cedric caillaud in ue5-main branch]
1419 lines
49 KiB
C++
1419 lines
49 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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GeometryCollection.cpp: UGeometryCollection methods.
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=============================================================================*/
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#include "GeometryCollection/GeometryCollectionObject.h"
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#include "GeometryCollection/GeometryCollection.h"
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#include "GeometryCollection/GeometryCollectionCache.h"
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#include "UObject/DestructionObjectVersion.h"
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#include "UObject/UE5MainStreamObjectVersion.h"
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#include "Serialization/ArchiveCountMem.h"
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#include "HAL/IConsoleManager.h"
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#include "Interfaces/ITargetPlatform.h"
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#include "UObject/Package.h"
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#include "Materials/MaterialInstance.h"
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#include "ProfilingDebugging/CookStats.h"
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#include "EngineUtils.h"
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#include "Engine/StaticMesh.h"
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#include "PhysicsEngine/PhysicsSettings.h"
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#if WITH_EDITOR
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#include "GeometryCollection/DerivedDataGeometryCollectionCooker.h"
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#include "GeometryCollection/GeometryCollectionConvexUtility.h"
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#include "GeometryCollection/GeometryCollectionEngineSizeSpecificUtility.h"
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#include "GeometryCollection/GeometryCollectionComponent.h"
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#include "DerivedDataCacheInterface.h"
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#include "Serialization/MemoryReader.h"
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#include "NaniteBuilder.h"
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#include "Rendering/NaniteResources.h"
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// TODO: Temp until new asset-agnostic builder API
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#include "StaticMeshResources.h"
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#endif
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#include "GeometryCollection/GeometryCollectionSimulationCoreTypes.h"
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#include "Chaos/ChaosArchive.h"
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#include "GeometryCollectionProxyData.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GeometryCollectionObject)
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DEFINE_LOG_CATEGORY_STATIC(LogGeometryCollectionInternal, Log, All);
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bool GeometryCollectionAssetForceStripOnCook = false;
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FAutoConsoleVariableRef CVarGeometryCollectionBypassPhysicsAttributes(
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TEXT("p.GeometryCollectionAssetForceStripOnCook"),
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GeometryCollectionAssetForceStripOnCook,
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TEXT("Bypass the construction of simulation properties when all bodies are simply cached. for playback."));
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bool bGeometryCollectionEnableForcedConvexGenerationInSerialize = true;
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FAutoConsoleVariableRef CVarGeometryCollectionEnableForcedConvexGenerationInSerialize(
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TEXT("p.GeometryCollectionEnableForcedConvexGenerationInSerialize"),
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bGeometryCollectionEnableForcedConvexGenerationInSerialize,
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TEXT("Enable generation of convex geometry on older destruction files.[def:true]"));
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#if ENABLE_COOK_STATS
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namespace GeometryCollectionCookStats
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{
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static FCookStats::FDDCResourceUsageStats UsageStats;
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static FCookStatsManager::FAutoRegisterCallback RegisterCookStats([](FCookStatsManager::AddStatFuncRef AddStat)
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{
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UsageStats.LogStats(AddStat, TEXT("GeometryCollection.Usage"), TEXT(""));
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});
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}
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#endif
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static constexpr float DefaultMaxSizeValue = 99999.9;
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UGeometryCollection::UGeometryCollection(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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#if WITH_EDITOR
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, bManualDataCreate(false)
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#endif
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, EnableClustering(true)
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, ClusterGroupIndex(0)
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, MaxClusterLevel(100)
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, DamageThreshold({ 500000.f, 50000.f, 5000.f })
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, bUseSizeSpecificDamageThreshold(false)
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, PerClusterOnlyDamageThreshold(false)
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, ClusterConnectionType(EClusterConnectionTypeEnum::Chaos_MinimalSpanningSubsetDelaunayTriangulation)
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, ConnectionGraphBoundsFilteringMargin(0)
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, bUseFullPrecisionUVs(false)
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, bStripOnCook(false)
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, EnableNanite(false)
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#if WITH_EDITORONLY_DATA
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, CollisionType_DEPRECATED(ECollisionTypeEnum::Chaos_Volumetric)
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, ImplicitType_DEPRECATED(EImplicitTypeEnum::Chaos_Implicit_Convex)
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, MinLevelSetResolution_DEPRECATED(10)
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, MaxLevelSetResolution_DEPRECATED(10)
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, MinClusterLevelSetResolution_DEPRECATED(50)
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, MaxClusterLevelSetResolution_DEPRECATED(50)
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, CollisionObjectReductionPercentage_DEPRECATED(0.0f)
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#endif
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, bMassAsDensity(true)
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, Mass(2500.0f)
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, MinimumMassClamp(0.1f)
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, bImportCollisionFromSource(false)
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, bRemoveOnMaxSleep(false)
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, MaximumSleepTime(5.0, 10.0)
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, RemovalDuration(2.5, 5.0)
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, bSlowMovingAsSleeping(true)
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, SlowMovingVelocityThreshold(1)
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, EnableRemovePiecesOnFracture_DEPRECATED(false)
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, GeometryCollection(new FGeometryCollection())
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{
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PersistentGuid = FGuid::NewGuid();
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InvalidateCollection();
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#if WITH_EDITOR
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SimulationDataGuid = StateGuid;
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bStripOnCook = GeometryCollectionAssetForceStripOnCook;
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#endif
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}
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FGeometryCollectionLevelSetData::FGeometryCollectionLevelSetData()
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: MinLevelSetResolution(5)
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, MaxLevelSetResolution(10)
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, MinClusterLevelSetResolution(25)
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, MaxClusterLevelSetResolution(50)
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{
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}
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FGeometryCollectionCollisionParticleData::FGeometryCollectionCollisionParticleData()
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: CollisionParticlesFraction(1.0f)
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, MaximumCollisionParticles(60)
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{
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}
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FGeometryCollectionCollisionTypeData::FGeometryCollectionCollisionTypeData()
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: CollisionType(ECollisionTypeEnum::Chaos_Volumetric)
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, ImplicitType(EImplicitTypeEnum::Chaos_Implicit_Convex)
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, LevelSet()
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, CollisionParticles()
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, CollisionObjectReductionPercentage(0.0f)
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, CollisionMarginFraction(0.f)
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{
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}
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FGeometryCollectionSizeSpecificData::FGeometryCollectionSizeSpecificData()
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: MaxSize(DefaultMaxSizeValue)
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, CollisionShapes({ FGeometryCollectionCollisionTypeData()})
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#if WITH_EDITORONLY_DATA
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, CollisionType_DEPRECATED(ECollisionTypeEnum::Chaos_Volumetric)
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, ImplicitType_DEPRECATED(EImplicitTypeEnum::Chaos_Implicit_Convex)
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, MinLevelSetResolution_DEPRECATED(5)
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, MaxLevelSetResolution_DEPRECATED(10)
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, MinClusterLevelSetResolution_DEPRECATED(25)
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, MaxClusterLevelSetResolution_DEPRECATED(50)
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, CollisionObjectReductionPercentage_DEPRECATED(0)
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, CollisionParticlesFraction_DEPRECATED(1.f)
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, MaximumCollisionParticles_DEPRECATED(60)
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#endif
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, DamageThreshold(5000.0)
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{
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}
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bool FGeometryCollectionSizeSpecificData::Serialize(FArchive& Ar)
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{
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Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::GUID);
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Ar.UsingCustomVersion(FPhysicsObjectVersion::GUID);
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return false; //We only have this function to mark custom GUID. Still want serialize tagged properties
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}
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#if WITH_EDITORONLY_DATA
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void FGeometryCollectionSizeSpecificData::PostSerialize(const FArchive& Ar)
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{
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const int32 PhysicsObjectVersion = Ar.CustomVer(FPhysicsObjectVersion::GUID);
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const int32 StreamObjectVersion = Ar.CustomVer(FUE5MainStreamObjectVersion::GUID);
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// make sure to load back the deprecated values in the new structure if necessary
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// IMPORTANT : this was merge backed in UE4 and PhysicsObjectVersion had to be used,
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// that's why we need to test both version to make sure backward asset compatibility is maintained
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if (Ar.IsLoading() && (
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StreamObjectVersion < FUE5MainStreamObjectVersion::GeometryCollectionUserDefinedCollisionShapes &&
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PhysicsObjectVersion < FPhysicsObjectVersion::GeometryCollectionUserDefinedCollisionShapes
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))
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{
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if (CollisionShapes.Num())
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{
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// @todo(chaos destruction collisions) : Add support for many
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CollisionShapes[0].CollisionType = CollisionType_DEPRECATED;
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CollisionShapes[0].ImplicitType = ImplicitType_DEPRECATED;
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CollisionShapes[0].CollisionObjectReductionPercentage = CollisionObjectReductionPercentage_DEPRECATED;
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CollisionShapes[0].CollisionMarginFraction = UPhysicsSettings::Get()->SolverOptions.CollisionMarginFraction;
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CollisionShapes[0].CollisionParticles.CollisionParticlesFraction = CollisionParticlesFraction_DEPRECATED;
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CollisionShapes[0].CollisionParticles.MaximumCollisionParticles = MaximumCollisionParticles_DEPRECATED;
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CollisionShapes[0].LevelSet.MinLevelSetResolution = MinLevelSetResolution_DEPRECATED;
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CollisionShapes[0].LevelSet.MaxLevelSetResolution = MaxLevelSetResolution_DEPRECATED;
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CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = MinClusterLevelSetResolution_DEPRECATED;
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CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = MaxClusterLevelSetResolution_DEPRECATED;
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}
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}
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}
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#endif
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void FillSharedSimulationSizeSpecificData(FSharedSimulationSizeSpecificData& ToData, const FGeometryCollectionSizeSpecificData& FromData)
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{
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ToData.MaxSize = FromData.MaxSize;
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ToData.CollisionShapesData.SetNumUninitialized(FromData.CollisionShapes.Num());
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if (FromData.CollisionShapes.Num())
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{
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for (int i = 0; i < FromData.CollisionShapes.Num(); i++)
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{
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ToData.CollisionShapesData[i].CollisionType = FromData.CollisionShapes[i].CollisionType;
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ToData.CollisionShapesData[i].ImplicitType = FromData.CollisionShapes[i].ImplicitType;
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ToData.CollisionShapesData[i].LevelSetData.MinLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MinLevelSetResolution;
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ToData.CollisionShapesData[i].LevelSetData.MaxLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MaxLevelSetResolution;
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ToData.CollisionShapesData[i].LevelSetData.MinClusterLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MinClusterLevelSetResolution;
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ToData.CollisionShapesData[i].LevelSetData.MaxClusterLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MaxClusterLevelSetResolution;
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ToData.CollisionShapesData[i].CollisionObjectReductionPercentage = FromData.CollisionShapes[i].CollisionObjectReductionPercentage;
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ToData.CollisionShapesData[i].CollisionMarginFraction = FromData.CollisionShapes[i].CollisionMarginFraction;
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ToData.CollisionShapesData[i].CollisionParticleData.CollisionParticlesFraction = FromData.CollisionShapes[i].CollisionParticles.CollisionParticlesFraction;
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ToData.CollisionShapesData[i].CollisionParticleData.MaximumCollisionParticles = FromData.CollisionShapes[i].CollisionParticles.MaximumCollisionParticles;
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}
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}
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ToData.DamageThreshold = FromData.DamageThreshold;
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}
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FGeometryCollectionSizeSpecificData UGeometryCollection::GeometryCollectionSizeSpecificDataDefaults()
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{
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FGeometryCollectionSizeSpecificData Data;
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Data.MaxSize = DefaultMaxSizeValue;
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if (Data.CollisionShapes.Num())
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{
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Data.CollisionShapes[0].CollisionType = ECollisionTypeEnum::Chaos_Volumetric;
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Data.CollisionShapes[0].ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Capsule;
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Data.CollisionShapes[0].LevelSet.MinLevelSetResolution = 5;
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Data.CollisionShapes[0].LevelSet.MaxLevelSetResolution = 10;
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Data.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = 25;
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Data.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = 50;
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Data.CollisionShapes[0].CollisionObjectReductionPercentage = 1.0;
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Data.CollisionShapes[0].CollisionMarginFraction = UPhysicsSettings::Get()->SolverOptions.CollisionMarginFraction;
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Data.CollisionShapes[0].CollisionParticles.CollisionParticlesFraction = 1.0;
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Data.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles = 60;
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}
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Data.DamageThreshold = 5000.0f;
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return Data;
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}
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void UGeometryCollection::ValidateSizeSpecificDataDefaults()
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{
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auto HasDefault = [](const TArray<FGeometryCollectionSizeSpecificData>& DatasIn)
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{
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for (const FGeometryCollectionSizeSpecificData& Data : DatasIn)
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{
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if (Data.MaxSize >= DefaultMaxSizeValue)
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{
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return true;
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}
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}
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return false;
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};
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if (!SizeSpecificData.Num() || !HasDefault(SizeSpecificData))
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{
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FGeometryCollectionSizeSpecificData Data = GeometryCollectionSizeSpecificDataDefaults();
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if (Data.CollisionShapes.Num())
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{
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#if WITH_EDITORONLY_DATA
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Data.CollisionShapes[0].CollisionType = CollisionType_DEPRECATED;
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Data.CollisionShapes[0].ImplicitType = ImplicitType_DEPRECATED;
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Data.CollisionShapes[0].LevelSet.MinLevelSetResolution = MinLevelSetResolution_DEPRECATED;
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Data.CollisionShapes[0].LevelSet.MaxLevelSetResolution = MaxLevelSetResolution_DEPRECATED;
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Data.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = MinClusterLevelSetResolution_DEPRECATED;
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Data.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = MaxClusterLevelSetResolution_DEPRECATED;
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Data.CollisionShapes[0].CollisionObjectReductionPercentage = CollisionObjectReductionPercentage_DEPRECATED;
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Data.CollisionShapes[0].CollisionMarginFraction = UPhysicsSettings::Get()->SolverOptions.CollisionMarginFraction;
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#endif
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if (Data.CollisionShapes[0].ImplicitType == EImplicitTypeEnum::Chaos_Implicit_LevelSet)
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{
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Data.CollisionShapes[0].CollisionType = ECollisionTypeEnum::Chaos_Surface_Volumetric;
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}
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}
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SizeSpecificData.Add(Data);
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}
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check(SizeSpecificData.Num());
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}
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void UGeometryCollection::UpdateConvexGeometry()
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{
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#if WITH_EDITOR
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if (GeometryCollection)
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{
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FGeometryCollectionConvexPropertiesInterface::FConvexCreationProperties ConvexProperties = GeometryCollection->GetConvexProperties();
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FGeometryCollectionConvexUtility::CreateNonOverlappingConvexHullData(GeometryCollection.Get(), ConvexProperties.FractionRemove,
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ConvexProperties.SimplificationThreshold, ConvexProperties.CanExceedFraction, ConvexProperties.RemoveOverlaps, ConvexProperties.OverlapRemovalShrinkPercent);
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InvalidateCollection();
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}
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#endif
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}
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float KgCm3ToKgM3(float Density)
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{
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return Density * 1000000;
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}
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float KgM3ToKgCm3(float Density)
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{
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return Density / 1000000;
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}
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void UGeometryCollection::GetSharedSimulationParams(FSharedSimulationParameters& OutParams) const
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{
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const FGeometryCollectionSizeSpecificData& SizeSpecificDefault = GetDefaultSizeSpecificData();
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OutParams.bMassAsDensity = bMassAsDensity;
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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
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OutParams.MinimumMassClamp = MinimumMassClamp;
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FGeometryCollectionSizeSpecificData InfSize;
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if (SizeSpecificDefault.CollisionShapes.Num())
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{
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InfSize.CollisionShapes.SetNum(1); // @todo(chaos destruction collisions) : Add support for multiple shapes.
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OutParams.MaximumCollisionParticleCount = SizeSpecificDefault.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles;
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ECollisionTypeEnum SelectedCollisionType = SizeSpecificDefault.CollisionShapes[0].CollisionType;
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if (SelectedCollisionType == ECollisionTypeEnum::Chaos_Volumetric && SizeSpecificDefault.CollisionShapes[0].ImplicitType == EImplicitTypeEnum::Chaos_Implicit_LevelSet)
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{
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UE_LOG(LogGeometryCollectionInternal, Verbose, TEXT("LevelSet geometry selected but non-particle collisions selected. Forcing particle-implicit collisions for %s"), *GetPathName());
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SelectedCollisionType = ECollisionTypeEnum::Chaos_Surface_Volumetric;
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}
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InfSize.CollisionShapes[0].CollisionType = SelectedCollisionType;
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InfSize.CollisionShapes[0].ImplicitType = SizeSpecificDefault.CollisionShapes[0].ImplicitType;
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InfSize.CollisionShapes[0].LevelSet.MinLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MinLevelSetResolution;
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InfSize.CollisionShapes[0].LevelSet.MaxLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MaxLevelSetResolution;
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InfSize.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution;
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InfSize.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution;
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InfSize.CollisionShapes[0].CollisionObjectReductionPercentage = SizeSpecificDefault.CollisionShapes[0].CollisionObjectReductionPercentage;
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InfSize.CollisionShapes[0].CollisionMarginFraction = SizeSpecificDefault.CollisionShapes[0].CollisionMarginFraction;
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InfSize.CollisionShapes[0].CollisionParticles.CollisionParticlesFraction = SizeSpecificDefault.CollisionShapes[0].CollisionParticles.CollisionParticlesFraction;
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InfSize.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles = SizeSpecificDefault.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles;
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}
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InfSize.MaxSize = TNumericLimits<float>::Max();
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OutParams.SizeSpecificData.SetNum(SizeSpecificData.Num() + 1);
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FillSharedSimulationSizeSpecificData(OutParams.SizeSpecificData[0], InfSize);
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for (int32 Idx = 0; Idx < SizeSpecificData.Num(); ++Idx)
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{
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FillSharedSimulationSizeSpecificData(OutParams.SizeSpecificData[Idx+1], SizeSpecificData[Idx]);
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}
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OutParams.bUseImportedCollisionImplicits = bImportCollisionFromSource;
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OutParams.SizeSpecificData.Sort(); //can we do this at editor time on post edit change?
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}
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void UGeometryCollection::Reset()
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{
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if (GeometryCollection.IsValid())
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{
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Modify();
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GeometryCollection->Empty();
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Materials.Empty();
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EmbeddedGeometryExemplar.Empty();
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AutoInstanceMeshes.Empty();
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InvalidateCollection();
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}
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}
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/** AppendGeometry */
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int32 UGeometryCollection::AppendGeometry(const UGeometryCollection & Element, bool ReindexAllMaterials, const FTransform& TransformRoot)
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{
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Modify();
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InvalidateCollection();
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// add all materials
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// if there are none, we assume all material assignments in Element are shared by this GeometryCollection
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// otherwise, we assume all assignments come from the contained materials
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int32 MaterialIDOffset = 0;
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if (Element.Materials.Num() > 0)
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{
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MaterialIDOffset = Materials.Num();
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Materials.Append(Element.Materials);
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}
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return GeometryCollection->AppendGeometry(*Element.GetGeometryCollection(), MaterialIDOffset, ReindexAllMaterials, TransformRoot);
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}
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/** NumElements */
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int32 UGeometryCollection::NumElements(const FName & Group) const
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{
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return GeometryCollection->NumElements(Group);
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}
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/** RemoveElements */
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void UGeometryCollection::RemoveElements(const FName & Group, const TArray<int32>& SortedDeletionList)
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{
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Modify();
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GeometryCollection->RemoveElements(Group, SortedDeletionList);
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InvalidateCollection();
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}
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int UGeometryCollection::GetDefaultSizeSpecificDataIndex() const
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{
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int LargestIndex = INDEX_NONE;
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float MaxSize = TNumericLimits<float>::Lowest();
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for (int i = 0; i < SizeSpecificData.Num(); i++)
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{
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const float SizeSpecificDataMaxSize = SizeSpecificData[i].MaxSize;
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if (MaxSize < SizeSpecificDataMaxSize)
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{
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MaxSize = SizeSpecificDataMaxSize;
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LargestIndex = i;
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}
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}
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check(LargestIndex != INDEX_NONE && LargestIndex < SizeSpecificData.Num());
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return LargestIndex;
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|
}
|
|
|
|
/** Size Specific Data Access */
|
|
FGeometryCollectionSizeSpecificData& UGeometryCollection::GetDefaultSizeSpecificData()
|
|
{
|
|
if (!SizeSpecificData.Num())
|
|
{
|
|
SizeSpecificData.Add(GeometryCollectionSizeSpecificDataDefaults());
|
|
}
|
|
const int DefaultSizeIndex = GetDefaultSizeSpecificDataIndex();
|
|
return SizeSpecificData[DefaultSizeIndex];
|
|
}
|
|
|
|
const FGeometryCollectionSizeSpecificData& UGeometryCollection::GetDefaultSizeSpecificData() const
|
|
{
|
|
ensure(SizeSpecificData.Num());
|
|
const int DefaultSizeIndex = GetDefaultSizeSpecificDataIndex();
|
|
return SizeSpecificData[DefaultSizeIndex];
|
|
}
|
|
|
|
/** 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);
|
|
|
|
TManagedArray<int32>& MaterialID = GeometryCollection->MaterialID;
|
|
|
|
// normally we filter out instances of the selection material ID, but if it's actually used on any face we have to keep it
|
|
bool bBoneSelectedMaterialIsUsed = false;
|
|
for (int32 FaceIdx = 0; FaceIdx < MaterialID.Num(); ++FaceIdx)
|
|
{
|
|
int32 FaceMaterialID = MaterialID[FaceIdx];
|
|
if (FaceMaterialID < Materials.Num() && Materials[FaceMaterialID] == BoneSelectedMaterial)
|
|
{
|
|
bBoneSelectedMaterialIsUsed = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// 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 (ExteriorMaterial == BoneSelectedMaterial && !bBoneSelectedMaterialIsUsed) // skip unused bone selected material
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If we have an odd number of materials, the last material duplicates itself.
|
|
UMaterialInterface* InteriorMaterial = Materials[MaterialIndex];
|
|
while (++MaterialIndex < Materials.Num())
|
|
{
|
|
if (Materials[MaterialIndex] == BoneSelectedMaterial && !bBoneSelectedMaterialIsUsed) // skip bone selected material
|
|
{
|
|
continue;
|
|
}
|
|
InteriorMaterial = Materials[MaterialIndex];
|
|
break;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
bool bCreateSimulationData = false;
|
|
Ar.UsingCustomVersion(FDestructionObjectVersion::GUID);
|
|
Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::GUID);
|
|
Ar.UsingCustomVersion(FUE5ReleaseStreamObjectVersion::GUID);
|
|
Ar.UsingCustomVersion(FPhysicsObjectVersion::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 we have a valid selection material, let's make sure we replace it with one that will be cooked
|
|
// this avoid getting warning about the selected material being reference but not cooked
|
|
const int32 SelectedMaterialIndex = GetBoneSelectedMaterialIndex();
|
|
if (!Materials.IsEmpty() && Materials.IsValidIndex(SelectedMaterialIndex))
|
|
{
|
|
Materials[SelectedMaterialIndex] = Materials[0];
|
|
}
|
|
|
|
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 (!SizeSpecificData.Num())
|
|
{
|
|
ValidateSizeSpecificDataDefaults();
|
|
}
|
|
|
|
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();
|
|
bCreateSimulationData = true;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
|
|
// will generate convex bodies when they dont exist.
|
|
if (Ar.CustomVer(FUE5ReleaseStreamObjectVersion::GUID) < FUE5ReleaseStreamObjectVersion::GeometryCollectionConvexDefaults
|
|
&& Ar.CustomVer(FPhysicsObjectVersion::GUID) < FPhysicsObjectVersion::GeometryCollectionConvexDefaults)
|
|
{
|
|
#if WITH_EDITOR
|
|
if (bGeometryCollectionEnableForcedConvexGenerationInSerialize)
|
|
{
|
|
if (!FGeometryCollectionConvexUtility::HasConvexHullData(GeometryCollection.Get()) &&
|
|
GeometryCollection::SizeSpecific::UsesImplicitCollisionType(SizeSpecificData, EImplicitTypeEnum::Chaos_Implicit_Convex))
|
|
{
|
|
GeometryCollection::SizeSpecific::SetImplicitCollisionType(SizeSpecificData, EImplicitTypeEnum::Chaos_Implicit_Box, EImplicitTypeEnum::Chaos_Implicit_Convex);
|
|
bCreateSimulationData = true;
|
|
InvalidateCollection();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::GeometryCollectionPerChildDamageThreshold)
|
|
{
|
|
// prior this version, damage threshold were computed per cluster and propagated to children
|
|
PerClusterOnlyDamageThreshold = true;
|
|
}
|
|
|
|
if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::GeometryCollectionDamagePropagationData)
|
|
{
|
|
// prior this version, damage propagation was not enabled by default
|
|
DamagePropagationData.bEnabled = false;
|
|
}
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
if (bCreateSimulationData)
|
|
{
|
|
CreateSimulationData();
|
|
}
|
|
|
|
//for all versions loaded, make sure sim data is up to date
|
|
if (Ar.IsLoading())
|
|
{
|
|
EnsureDataIsCooked(true, Ar.IsTransacting()); //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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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<TArray<FVector2f>>& UVsArray = Collection->UVs;
|
|
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 = Collection->NumUVLayers();
|
|
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];
|
|
for (int32 UVIdx = 0; UVIdx < UVsArray[VertexStart + VertexIndex].Num(); ++UVIdx)
|
|
{
|
|
Vertex.UVs[UVIdx] = UVsArray[VertexStart + VertexIndex][UVIdx];
|
|
if (Vertex.UVs[UVIdx].ContainsNaN())
|
|
{
|
|
Vertex.UVs[UVIdx] = FVector2f::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.TargetMinimumResidencyInKB = 0; // Default to smallest possible, which is a single page
|
|
NaniteSettings.KeepPercentTriangles = 1.0f;
|
|
NaniteSettings.TrimRelativeError = 0.0f;
|
|
NaniteSettings.FallbackPercentTriangles = 1.0f; // 100% - no reduction
|
|
NaniteSettings.FallbackRelativeError = 0.0f;
|
|
|
|
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)
|
|
{
|
|
const 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");
|
|
}
|
|
|
|
const int32 NumTransforms = GeometryCollection->NumElements(FGeometryCollection::TransformGroup);
|
|
TManagedArray<int32>& NaniteIndex = DuplicateGeometryCollection->ModifyAttribute<int32>("NaniteIndex", "Transform");
|
|
TManagedArray<FBox>& TransformBounds = DuplicateGeometryCollection->ModifyAttribute<FBox>("BoundingBox", "Transform");
|
|
const TManagedArray<FBox>& GeometryBounds = GeometryCollection->GetAttribute<FBox>("BoundingBox", "Geometry");
|
|
|
|
NaniteIndex.Fill(INDEX_NONE);
|
|
for (int TransformIndex = 0; TransformIndex < NumTransforms; TransformIndex++)
|
|
{
|
|
NaniteIndex[TransformIndex] = TransformToGeometryIndex[TransformIndex];
|
|
const 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** find or add a auto instance mesh and return its index */
|
|
const FGeometryCollectionAutoInstanceMesh& UGeometryCollection::GetAutoInstanceMesh(int32 AutoInstanceMeshIndex) const
|
|
{
|
|
return AutoInstanceMeshes[AutoInstanceMeshIndex];
|
|
}
|
|
|
|
/** find or add a auto instance mesh from another one and return its index */
|
|
int32 UGeometryCollection::FindOrAddAutoInstanceMesh(const FGeometryCollectionAutoInstanceMesh& AutoInstanecMesh)
|
|
{
|
|
int32 ReturnedIndex = INDEX_NONE;
|
|
|
|
for (int32 MeshIndex = 0; MeshIndex < AutoInstanceMeshes.Num(); MeshIndex++)
|
|
{
|
|
const FGeometryCollectionAutoInstanceMesh& Mesh = AutoInstanceMeshes[MeshIndex];
|
|
if (Mesh.StaticMesh == AutoInstanecMesh.StaticMesh && Mesh.Materials == AutoInstanecMesh.Materials)
|
|
{
|
|
ReturnedIndex = MeshIndex;
|
|
break;
|
|
}
|
|
}
|
|
if (ReturnedIndex == INDEX_NONE)
|
|
{
|
|
ReturnedIndex = AutoInstanceMeshes.Add(AutoInstanecMesh);
|
|
}
|
|
return ReturnedIndex;
|
|
}
|
|
|
|
int32 UGeometryCollection::FindOrAddAutoInstanceMesh(const UStaticMesh& StaticMesh, const TArray<UMaterialInterface*>& MeshMaterials)
|
|
{
|
|
int32 ReturnedIndex = INDEX_NONE;
|
|
|
|
FSoftObjectPath StaticMeshSoftPath(&StaticMesh);
|
|
|
|
for (int32 MeshIndex = 0; MeshIndex < AutoInstanceMeshes.Num(); MeshIndex++)
|
|
{
|
|
const FGeometryCollectionAutoInstanceMesh& Mesh = AutoInstanceMeshes[MeshIndex];
|
|
if (Mesh.StaticMesh == StaticMeshSoftPath)
|
|
{
|
|
if (Mesh.Materials.Num() == MeshMaterials.Num())
|
|
{
|
|
bool MaterialAreAllTheSame = true;
|
|
for (int32 MaterialIndex = 0; MaterialIndex < MeshMaterials.Num(); MaterialIndex++)
|
|
{
|
|
if (Mesh.Materials[MaterialIndex] != MeshMaterials[MaterialIndex])
|
|
{
|
|
MaterialAreAllTheSame = false;
|
|
break;
|
|
}
|
|
}
|
|
if (MaterialAreAllTheSame)
|
|
{
|
|
ReturnedIndex = MeshIndex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (ReturnedIndex == INDEX_NONE)
|
|
{
|
|
FGeometryCollectionAutoInstanceMesh NewMesh;
|
|
NewMesh.StaticMesh = StaticMeshSoftPath;
|
|
NewMesh.Materials = MeshMaterials;
|
|
ReturnedIndex = AutoInstanceMeshes.Emplace(NewMesh);
|
|
}
|
|
return ReturnedIndex;
|
|
}
|
|
|
|
FGuid UGeometryCollection::GetIdGuid() const
|
|
{
|
|
return PersistentGuid;
|
|
}
|
|
|
|
FGuid UGeometryCollection::GetStateGuid() const
|
|
{
|
|
return StateGuid;
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
|
|
void UGeometryCollection::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
|
|
{
|
|
if (PropertyChangedEvent.Property)
|
|
{
|
|
FName PropertyName = PropertyChangedEvent.Property->GetFName();
|
|
|
|
bool bDoInvalidateCollection = false;
|
|
bool bDoEnsureDataIsCooked = false;
|
|
bool bValidateSizeSpecificDataDefaults = false;
|
|
bool bDoUpdateConvexGeometry = false;
|
|
bool bRebuildSimulationData = false;
|
|
|
|
if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, EnableNanite))
|
|
{
|
|
bDoInvalidateCollection = true;
|
|
bDoEnsureDataIsCooked = true;
|
|
}
|
|
else if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, bUseFullPrecisionUVs))
|
|
{
|
|
bDoInvalidateCollection = true;
|
|
}
|
|
else if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, SizeSpecificData))
|
|
{
|
|
bDoInvalidateCollection = true;
|
|
bDoUpdateConvexGeometry = true;
|
|
bValidateSizeSpecificDataDefaults = true;
|
|
bRebuildSimulationData = true;
|
|
}
|
|
else if (PropertyName.ToString().Contains(FString("ImplicitType")))
|
|
//SizeSpecificData.Num() && SizeSpecificData[0].CollisionShapes.Num() &&
|
|
// PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, SizeSpecificData[0].CollisionShapes[0].ImplicitType))
|
|
{
|
|
bDoInvalidateCollection = true;
|
|
bDoUpdateConvexGeometry = true;
|
|
bRebuildSimulationData = true;
|
|
}
|
|
else if (PropertyChangedEvent.Property->GetFName() != GET_MEMBER_NAME_CHECKED(UGeometryCollection, Materials))
|
|
{
|
|
bDoInvalidateCollection = true;
|
|
bRebuildSimulationData = true;
|
|
}
|
|
|
|
|
|
if (bDoInvalidateCollection)
|
|
{
|
|
InvalidateCollection();
|
|
}
|
|
|
|
if (bValidateSizeSpecificDataDefaults)
|
|
{
|
|
ValidateSizeSpecificDataDefaults();
|
|
}
|
|
|
|
if (bDoUpdateConvexGeometry)
|
|
{
|
|
UpdateConvexGeometry();
|
|
}
|
|
|
|
if (bDoEnsureDataIsCooked)
|
|
{
|
|
EnsureDataIsCooked();
|
|
}
|
|
|
|
if (bRebuildSimulationData)
|
|
{
|
|
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, bool bIsTransacting)
|
|
{
|
|
if (StateGuid != LastBuiltGuid)
|
|
{
|
|
CreateSimulationDataImp(/*bCopyFromDDC=*/ !bIsTransacting);
|
|
|
|
if (FApp::CanEverRender() && bInitResources)
|
|
{
|
|
// If there is no geometry in the collection, we leave Nanite data alone.
|
|
if (GeometryCollection->NumElements(FGeometryCollection::GeometryGroup) > 0)
|
|
{
|
|
if (NaniteData)
|
|
{
|
|
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, true);
|
|
}
|
|
else if (Ar.IsLoading())
|
|
{
|
|
NaniteResource.Serialize(Ar, Owner, true);
|
|
|
|
if (!Owner->EnableNanite)
|
|
{
|
|
NaniteResource = {};
|
|
}
|
|
}
|
|
}
|
|
|
|
void FGeometryCollectionNaniteData::InitResources(UGeometryCollection* Owner)
|
|
{
|
|
if (bIsInitialized)
|
|
{
|
|
ReleaseResources();
|
|
}
|
|
|
|
NaniteResource.InitResources(Owner);
|
|
|
|
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;
|
|
}
|