Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Private/SimpleDynamicMeshComponent.cpp
Ryan Schmidt 9495a8a112 GeometryProcessing: remove FTransform3f/d and FPlane3f/d from ExplicitUseGeometryMathTypes.h and clean up fallout
#rb none
#rnx
#jira none

[CL 15739090 by Ryan Schmidt in ue5-main branch]
2021-03-18 12:46:27 -04:00

918 lines
24 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SimpleDynamicMeshComponent.h"
#include "RenderingThread.h"
#include "RenderResource.h"
#include "PrimitiveViewRelevance.h"
#include "PrimitiveSceneProxy.h"
#include "VertexFactory.h"
#include "MaterialShared.h"
#include "Engine/CollisionProfile.h"
#include "Materials/Material.h"
#include "LocalVertexFactory.h"
#include "SceneManagement.h"
#include "DynamicMeshBuilder.h"
#include "EngineGlobals.h"
#include "Engine/Engine.h"
#include "StaticMeshResources.h"
#include "StaticMeshAttributes.h"
#include "Async/Async.h"
#include "DynamicMeshAttributeSet.h"
#include "MeshNormals.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "DynamicMeshToMeshDescription.h"
#include "Changes/MeshVertexChange.h"
#include "Changes/MeshChange.h"
#include "DynamicMeshChangeTracker.h"
#include "MeshTransforms.h"
// default proxy for this component
#include "SimpleDynamicMeshSceneProxy.h"
#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
using namespace UE::Geometry;
namespace
{
// probably should be something defined for the whole tool framework...
#if WITH_EDITOR
static EAsyncExecution SimpleDynamicMeshComponentAsyncExecTarget = EAsyncExecution::LargeThreadPool;
#else
static EAsyncExecution SimpleDynamicMeshComponentAsyncExecTarget = EAsyncExecution::ThreadPool;
#endif
}
USimpleDynamicMeshComponent::USimpleDynamicMeshComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
PrimaryComponentTick.bCanEverTick = false;
SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
InitializeNewMesh();
}
FDynamicMesh3* USimpleDynamicMeshComponent::GetRenderMesh()
{
if (RenderMeshPostProcessor && RenderMesh)
{
return RenderMesh.Get();
}
else
{
return Mesh.Get();
}
}
const FDynamicMesh3* USimpleDynamicMeshComponent::GetRenderMesh() const
{
if (RenderMeshPostProcessor && RenderMesh)
{
return RenderMesh.Get();
}
else
{
return Mesh.Get();
}
}
void USimpleDynamicMeshComponent::InitializeMesh(FMeshDescription* MeshDescription)
{
FMeshDescriptionToDynamicMesh Converter;
Mesh->Clear();
Converter.Convert(MeshDescription, *Mesh);
if (TangentsType == EDynamicMeshTangentCalcType::ExternallyCalculated)
{
Converter.CopyTangents(MeshDescription, Mesh.Get(), &Tangents);
}
NotifyMeshUpdated();
}
void USimpleDynamicMeshComponent::SetRenderMeshPostProcessor(TUniquePtr<IRenderMeshPostProcessor> Processor)
{
RenderMeshPostProcessor = MoveTemp(Processor);
if (RenderMeshPostProcessor)
{
if (!RenderMesh)
{
RenderMesh = MakeUnique<FDynamicMesh3>(*Mesh);
}
}
else
{
// No post processor, no render mesh
RenderMesh = nullptr;
}
}
void USimpleDynamicMeshComponent::UpdateTangents(const FMeshTangentsf* ExternalTangents, bool bFastUpdateIfPossible)
{
Tangents.CopyTriVertexTangents(*ExternalTangents);
if (bFastUpdateIfPossible)
{
FastNotifyVertexAttributesUpdated(EMeshRenderAttributeFlags::VertexNormals);
}
else
{
NotifyMeshUpdated();
}
}
void USimpleDynamicMeshComponent::UpdateTangents(const FMeshTangentsd* ExternalTangents, bool bFastUpdateIfPossible)
{
Tangents.CopyTriVertexTangents(*ExternalTangents);
if (bFastUpdateIfPossible)
{
FastNotifyVertexAttributesUpdated(EMeshRenderAttributeFlags::VertexNormals);
}
else
{
NotifyMeshUpdated();
}
}
TUniquePtr<FDynamicMesh3> USimpleDynamicMeshComponent::ExtractMesh(bool bNotifyUpdate)
{
TUniquePtr<FDynamicMesh3> CurMesh = MoveTemp(Mesh);
InitializeNewMesh();
if (bNotifyUpdate)
{
NotifyMeshUpdated();
}
return CurMesh;
}
void USimpleDynamicMeshComponent::InitializeNewMesh()
{
Mesh = MakeUnique<FDynamicMesh3>();
// discard any attributes/etc initialized by default
Mesh->Clear();
Tangents.SetMesh(Mesh.Get());
}
void USimpleDynamicMeshComponent::ApplyTransform(const UE::Geometry::FTransform3d& Transform, bool bInvert)
{
if (bInvert)
{
MeshTransforms::ApplyTransformInverse(*GetMesh(), Transform);
}
else
{
MeshTransforms::ApplyTransform(*GetMesh(), Transform);
}
NotifyMeshUpdated();
}
void USimpleDynamicMeshComponent::Bake(FMeshDescription* MeshDescription, bool bHaveModifiedTopology, const FConversionToMeshDescriptionOptions& ConversionOptions)
{
FDynamicMeshToMeshDescription Converter(ConversionOptions);
if (bHaveModifiedTopology == false && Converter.HaveMatchingElementCounts(Mesh.Get(), MeshDescription))
{
if (ConversionOptions.bUpdatePositions)
{
Converter.Update(Mesh.Get(), *MeshDescription, ConversionOptions.bUpdateNormals, ConversionOptions.bUpdateTangents, ConversionOptions.bUpdateUVs);
}
else if (ConversionOptions.bUpdateNormals || ConversionOptions.bUpdateTangents || ConversionOptions.bUpdateUVs)
{
Converter.UpdateAttributes(Mesh.Get(), *MeshDescription, ConversionOptions.bUpdateNormals, ConversionOptions.bUpdateTangents, ConversionOptions.bUpdateUVs);
}
if (ConversionOptions.bUpdateVtxColors)
{
Converter.UpdateVertexColors(Mesh.Get(), *MeshDescription);
}
}
else
{
Converter.Convert(Mesh.Get(), *MeshDescription);
//UE_LOG(LogTemp, Warning, TEXT("MeshDescription has %d instances"), MeshDescription->VertexInstances().Num());
}
}
const FMeshTangentsf* USimpleDynamicMeshComponent::GetTangents()
{
if (TangentsType == EDynamicMeshTangentCalcType::NoTangents)
{
return nullptr;
}
if (TangentsType == EDynamicMeshTangentCalcType::AutoCalculated)
{
if (bTangentsValid == false && Mesh->HasAttributes())
{
FDynamicMeshUVOverlay* UVOverlay = Mesh->Attributes()->PrimaryUV();
FDynamicMeshNormalOverlay* NormalOverlay = Mesh->Attributes()->PrimaryNormals();
if (UVOverlay != nullptr && NormalOverlay != nullptr)
{
Tangents.ComputeTriVertexTangents(NormalOverlay, UVOverlay, FComputeTangentsOptions());
bTangentsValid = true;
}
}
return (bTangentsValid) ? &Tangents : nullptr;
}
// in this mode we assume the tangents are valid
ensure(TangentsType == EDynamicMeshTangentCalcType::ExternallyCalculated);
if (TangentsType == EDynamicMeshTangentCalcType::ExternallyCalculated)
{
// if you hit this, you did not request ExternallyCalculated tangents before initializing this PreviewMesh
ensure(Tangents.GetTangents().Num() > 0);
}
return &Tangents;
}
void USimpleDynamicMeshComponent::SetDrawOnTop(bool bSet)
{
bDrawOnTop = bSet;
bUseEditorCompositing = bSet;
}
void USimpleDynamicMeshComponent::ResetProxy()
{
bProxyValid = false;
// Need to recreate scene proxy to send it over
MarkRenderStateDirty();
LocalBounds = Mesh->GetBounds(true);
UpdateBounds();
if (TangentsType != EDynamicMeshTangentCalcType::ExternallyCalculated)
{
bTangentsValid = false;
}
}
void USimpleDynamicMeshComponent::NotifyMeshUpdated()
{
if (RenderMeshPostProcessor)
{
RenderMeshPostProcessor->ProcessMesh(*Mesh, *RenderMesh);
}
ResetProxy();
}
void USimpleDynamicMeshComponent::FastNotifyColorsUpdated()
{
// should not be using fast paths if we have to run mesh postprocessor
if (ensure(!RenderMeshPostProcessor) == false)
{
RenderMeshPostProcessor->ProcessMesh(*Mesh, *RenderMesh);
ResetProxy();
return;
}
FSimpleDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
if (Proxy)
{
if (TriangleColorFunc != nullptr && Proxy->bUsePerTriangleColor == false )
{
Proxy->bUsePerTriangleColor = true;
Proxy->PerTriangleColorFunc = [this](const FDynamicMesh3* MeshIn, int TriangleID) { return GetTriangleColor(MeshIn, TriangleID); };
}
else if (TriangleColorFunc == nullptr && Proxy->bUsePerTriangleColor == true)
{
Proxy->bUsePerTriangleColor = false;
Proxy->PerTriangleColorFunc = nullptr;
}
Proxy->FastUpdateVertices(false, false, true, false);
//MarkRenderDynamicDataDirty();
}
else
{
ResetProxy();
}
}
void USimpleDynamicMeshComponent::FastNotifyPositionsUpdated(bool bNormals, bool bColors, bool bUVs)
{
// should not be using fast paths if we have to run mesh postprocessor
if (ensure(!RenderMeshPostProcessor) == false)
{
RenderMeshPostProcessor->ProcessMesh(*Mesh, *RenderMesh);
ResetProxy();
return;
}
FSimpleDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
if (Proxy)
{
// calculate bounds while we are updating vertices
TFuture<void> UpdateBoundsCalc;
UpdateBoundsCalc = Async(SimpleDynamicMeshComponentAsyncExecTarget, [this]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastPositionsUpdate_AsyncBoundsUpdate);
LocalBounds = Mesh->GetBounds(true);
});
GetCurrentSceneProxy()->FastUpdateVertices(true, bNormals, bColors, bUVs);
//MarkRenderDynamicDataDirty();
MarkRenderTransformDirty();
UpdateBoundsCalc.Wait();
UpdateBounds();
}
else
{
ResetProxy();
}
}
void USimpleDynamicMeshComponent::FastNotifyVertexAttributesUpdated(bool bNormals, bool bColors, bool bUVs)
{
// should not be using fast paths if we have to run mesh postprocessor
if (ensure(!RenderMeshPostProcessor) == false)
{
RenderMeshPostProcessor->ProcessMesh(*Mesh, *RenderMesh);
ResetProxy();
return;
}
FSimpleDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
if (Proxy && ensure(bNormals || bColors || bUVs) )
{
GetCurrentSceneProxy()->FastUpdateVertices(false, bNormals, bColors, bUVs);
//MarkRenderDynamicDataDirty();
//MarkRenderTransformDirty();
}
else
{
ResetProxy();
}
}
void USimpleDynamicMeshComponent::FastNotifyVertexAttributesUpdated(EMeshRenderAttributeFlags UpdatedAttributes)
{
// should not be using fast paths if we have to run mesh postprocessor
if (ensure(!RenderMeshPostProcessor) == false)
{
RenderMeshPostProcessor->ProcessMesh(*Mesh, *RenderMesh);
ResetProxy();
return;
}
FSimpleDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
if (Proxy && ensure(UpdatedAttributes != EMeshRenderAttributeFlags::None))
{
bool bPositions = (UpdatedAttributes & EMeshRenderAttributeFlags::Positions) != EMeshRenderAttributeFlags::None;
// calculate bounds while we are updating vertices
TFuture<void> UpdateBoundsCalc;
if (bPositions)
{
UpdateBoundsCalc = Async(SimpleDynamicMeshComponentAsyncExecTarget, [this]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexAttribUpdate_AsyncBoundsUpdate);
LocalBounds = Mesh->GetBounds(true);
});
}
GetCurrentSceneProxy()->FastUpdateVertices(bPositions,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexNormals) != EMeshRenderAttributeFlags::None,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexColors) != EMeshRenderAttributeFlags::None,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexUVs) != EMeshRenderAttributeFlags::None);
if (bPositions)
{
MarkRenderTransformDirty();
UpdateBoundsCalc.Wait();
UpdateBounds();
}
}
else
{
ResetProxy();
}
}
void USimpleDynamicMeshComponent::FastNotifyUVsUpdated()
{
FastNotifyVertexAttributesUpdated(EMeshRenderAttributeFlags::VertexUVs);
}
void USimpleDynamicMeshComponent::FastNotifySecondaryTrianglesChanged()
{
// should not be using fast paths if we have to run mesh postprocessor
if (ensure(!RenderMeshPostProcessor) == false)
{
RenderMeshPostProcessor->ProcessMesh(*Mesh, *RenderMesh);
ResetProxy();
return;
}
FSimpleDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
if (Proxy)
{
GetCurrentSceneProxy()->FastUpdateAllIndexBuffers();
}
else
{
ResetProxy();
}
}
void USimpleDynamicMeshComponent::FastNotifyTriangleVerticesUpdated(const TArray<int32>& Triangles, EMeshRenderAttributeFlags UpdatedAttributes)
{
// should not be using fast paths if we have to run mesh postprocessor
if (ensure(!RenderMeshPostProcessor) == false)
{
RenderMeshPostProcessor->ProcessMesh(*Mesh, *RenderMesh);
ResetProxy();
return;
}
bool bUpdateSecondarySort = (SecondaryTriFilterFunc) &&
((UpdatedAttributes & EMeshRenderAttributeFlags::SecondaryIndexBuffers) != EMeshRenderAttributeFlags::None);
FSimpleDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
if (!Proxy)
{
ResetProxy();
}
else if ( ! Decomposition )
{
FastNotifyVertexAttributesUpdated(UpdatedAttributes);
if (bUpdateSecondarySort)
{
Proxy->FastUpdateAllIndexBuffers();
}
}
else
{
// compute list of sets to update
TArray<int32> UpdatedSets;
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_FindSets);
for (int32 tid : Triangles)
{
int32 SetID = Decomposition->GetGroupForTriangle(tid);
UpdatedSets.AddUnique(SetID);
}
}
bool bPositions = (UpdatedAttributes & EMeshRenderAttributeFlags::Positions) != EMeshRenderAttributeFlags::None;
// calculate bounds while we are updating vertices
TFuture<void> UpdateBoundsCalc;
if (bPositions)
{
UpdateBoundsCalc = Async(SimpleDynamicMeshComponentAsyncExecTarget, [this]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_AsyncBoundsUpdate);
LocalBounds = Mesh->GetBounds(true);
});
}
// update the render buffers
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_ApplyUpdate);
Proxy->FastUpdateVertices(UpdatedSets, bPositions,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexNormals) != EMeshRenderAttributeFlags::None,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexColors) != EMeshRenderAttributeFlags::None,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexUVs) != EMeshRenderAttributeFlags::None);
}
if (bUpdateSecondarySort)
{
Proxy->FastUpdateIndexBuffers(UpdatedSets);
}
if (bPositions)
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_FinalPositionsUpdate);
MarkRenderTransformDirty();
UpdateBoundsCalc.Wait();
UpdateBounds();
}
}
}
void USimpleDynamicMeshComponent::FastNotifyTriangleVerticesUpdated(const TSet<int32>& Triangles, EMeshRenderAttributeFlags UpdatedAttributes)
{
// should not be using fast paths if we have to run mesh postprocessor
if (ensure(!RenderMeshPostProcessor) == false)
{
RenderMeshPostProcessor->ProcessMesh(*Mesh, *RenderMesh);
ResetProxy();
return;
}
bool bUpdateSecondarySort = (SecondaryTriFilterFunc) &&
((UpdatedAttributes & EMeshRenderAttributeFlags::SecondaryIndexBuffers) != EMeshRenderAttributeFlags::None);
FSimpleDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
if (!Proxy)
{
ResetProxy();
}
else if (!Decomposition)
{
FastNotifyVertexAttributesUpdated(UpdatedAttributes);
if (bUpdateSecondarySort)
{
Proxy->FastUpdateAllIndexBuffers();
}
}
else
{
// compute list of sets to update
TArray<int32> UpdatedSets;
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_FindSets);
for (int32 tid : Triangles)
{
int32 SetID = Decomposition->GetGroupForTriangle(tid);
UpdatedSets.AddUnique(SetID);
}
}
bool bPositions = (UpdatedAttributes & EMeshRenderAttributeFlags::Positions) != EMeshRenderAttributeFlags::None;
// calculate bounds while we are updating vertices
TFuture<void> UpdateBoundsCalc;
if (bPositions)
{
UpdateBoundsCalc = Async(SimpleDynamicMeshComponentAsyncExecTarget, [this]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_AsyncBoundsUpdate);
LocalBounds = Mesh->GetBounds(true);
});
}
// update the render buffers
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_ApplyUpdate);
Proxy->FastUpdateVertices(UpdatedSets, bPositions,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexNormals) != EMeshRenderAttributeFlags::None,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexColors) != EMeshRenderAttributeFlags::None,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexUVs) != EMeshRenderAttributeFlags::None);
}
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_UpdateIndexBuffers);
if (bUpdateSecondarySort)
{
Proxy->FastUpdateIndexBuffers(UpdatedSets);
}
}
// finish up, have to wait for background bounds recalculation here
if (bPositions)
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_FinalPositionsUpdate);
MarkRenderTransformDirty();
UpdateBoundsCalc.Wait();
UpdateBounds();
}
}
}
/**
* Compute the combined bounding-box of the Triangles array in parallel, by computing
* partial boxes for subsets of this array, and then combining those boxes.
* TODO: this should move to a pulbic utility function, and possibly the block-based ParallelFor
* should be refactored out into something more general, as this pattern is useful in many places...
*/
static FAxisAlignedBox3d ParallelComputeROIBounds(const FDynamicMesh3& Mesh, const TArray<int32>& Triangles)
{
FAxisAlignedBox3d FinalBounds = FAxisAlignedBox3d::Empty();
FCriticalSection FinalBoundsLock;
int32 N = Triangles.Num();
constexpr int32 BlockSize = 4096;
int32 Blocks = (N / BlockSize) + 1;
ParallelFor(Blocks, [&](int bi)
{
FAxisAlignedBox3d BlockBounds = FAxisAlignedBox3d::Empty();
for (int32 k = 0; k < BlockSize; ++k)
{
int32 i = bi * BlockSize + k;
if (i < N)
{
int32 tid = Triangles[i];
const FIndex3i& TriV = Mesh.GetTriangleRef(tid);
BlockBounds.Contain(Mesh.GetVertexRef(TriV.A));
BlockBounds.Contain(Mesh.GetVertexRef(TriV.B));
BlockBounds.Contain(Mesh.GetVertexRef(TriV.C));
}
}
FinalBoundsLock.Lock();
FinalBounds.Contain(BlockBounds);
FinalBoundsLock.Unlock();
});
return FinalBounds;
}
TFuture<bool> USimpleDynamicMeshComponent::FastNotifyTriangleVerticesUpdated_TryPrecompute(
const TArray<int32>& Triangles,
TArray<int32>& UpdateSetsOut,
FAxisAlignedBox3d& BoundsOut)
{
if ((!!RenderMeshPostProcessor) || (GetCurrentSceneProxy() == nullptr) || (!Decomposition))
{
// is there a simpler way to do this? cannot seem to just make a TFuture<bool>...
return Async(SimpleDynamicMeshComponentAsyncExecTarget, []() { return false; });
}
return Async(SimpleDynamicMeshComponentAsyncExecTarget, [this, &Triangles, &UpdateSetsOut, &BoundsOut]()
{
TFuture<void> ComputeBounds = Async(SimpleDynamicMeshComponentAsyncExecTarget, [this, &BoundsOut, &Triangles]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdatePrecomp_CalcBounds);
BoundsOut = ParallelComputeROIBounds(*Mesh, Triangles);
});
TFuture<void> ComputeSets = Async(SimpleDynamicMeshComponentAsyncExecTarget, [this, &UpdateSetsOut, &Triangles]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdatePrecomp_FindSets);
int32 NumBuffers = Decomposition->Num();
TArray<std::atomic<bool>> BufferFlags;
BufferFlags.SetNum(NumBuffers);
for (int32 k = 0; k < NumBuffers; ++k)
{
BufferFlags[k] = false;
}
ParallelFor(Triangles.Num(), [&](int32 k)
{
int32 SetID = Decomposition->GetGroupForTriangle(Triangles[k]);
BufferFlags[SetID] = true;
});
UpdateSetsOut.Reset();
for (int32 k = 0; k < NumBuffers; ++k)
{
if (BufferFlags[k])
{
UpdateSetsOut.Add(k);
}
}
});
ComputeSets.Wait();
ComputeBounds.Wait();
return true;
});
}
void USimpleDynamicMeshComponent::FastNotifyTriangleVerticesUpdated_ApplyPrecompute(
const TArray<int32>& Triangles,
EMeshRenderAttributeFlags UpdatedAttributes,
TFuture<bool>& Precompute,
const TArray<int32>& UpdateSets,
const FAxisAlignedBox3d& UpdateSetBounds)
{
Precompute.Wait();
bool bPrecomputeOK = Precompute.Get();
if (bPrecomputeOK == false || GetCurrentSceneProxy() == nullptr )
{
FastNotifyTriangleVerticesUpdated(Triangles, UpdatedAttributes);
return;
}
FSimpleDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
bool bPositions = (UpdatedAttributes & EMeshRenderAttributeFlags::Positions) != EMeshRenderAttributeFlags::None;
bool bUpdateSecondarySort = (SecondaryTriFilterFunc) &&
((UpdatedAttributes & EMeshRenderAttributeFlags::SecondaryIndexBuffers) != EMeshRenderAttributeFlags::None);
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_ApplyUpdate);
Proxy->FastUpdateVertices(UpdateSets, bPositions,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexNormals) != EMeshRenderAttributeFlags::None,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexColors) != EMeshRenderAttributeFlags::None,
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexUVs) != EMeshRenderAttributeFlags::None);
}
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_UpdateIndexBuffers);
if (bUpdateSecondarySort)
{
Proxy->FastUpdateIndexBuffers(UpdateSets);
}
}
if (bPositions)
{
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_FinalPositionsUpdate);
MarkRenderTransformDirty();
LocalBounds.Contain(UpdateSetBounds);
UpdateBounds();
}
}
FPrimitiveSceneProxy* USimpleDynamicMeshComponent::CreateSceneProxy()
{
// if this is not always the case, we have made incorrect assumptions
ensure(GetCurrentSceneProxy() == nullptr);
FSimpleDynamicMeshSceneProxy* NewProxy = nullptr;
if (Mesh->TriangleCount() > 0)
{
NewProxy = new FSimpleDynamicMeshSceneProxy(this);
if (TriangleColorFunc)
{
NewProxy->bUsePerTriangleColor = true;
NewProxy->PerTriangleColorFunc = [this](const FDynamicMesh3* MeshIn, int TriangleID) { return GetTriangleColor(MeshIn, TriangleID); };
}
if (SecondaryTriFilterFunc)
{
NewProxy->bUseSecondaryTriBuffers = true;
NewProxy->SecondaryTriFilterFunc = [this](const FDynamicMesh3* MeshIn, int32 TriangleID)
{
return (SecondaryTriFilterFunc) ? SecondaryTriFilterFunc(MeshIn, TriangleID) : false;
};
}
if (Decomposition)
{
NewProxy->InitializeFromDecomposition(Decomposition);
}
else
{
NewProxy->Initialize();
}
}
bProxyValid = true;
return NewProxy;
}
void USimpleDynamicMeshComponent::NotifyMaterialSetUpdated()
{
if (GetCurrentSceneProxy() != nullptr)
{
GetCurrentSceneProxy()->UpdatedReferencedMaterials();
}
}
void USimpleDynamicMeshComponent::EnableSecondaryTriangleBuffers(TUniqueFunction<bool(const FDynamicMesh3*, int32)> SecondaryTriFilterFuncIn)
{
SecondaryTriFilterFunc = MoveTemp(SecondaryTriFilterFuncIn);
NotifyMeshUpdated();
}
void USimpleDynamicMeshComponent::DisableSecondaryTriangleBuffers()
{
SecondaryTriFilterFunc = nullptr;
NotifyMeshUpdated();
}
void USimpleDynamicMeshComponent::SetExternalDecomposition(TUniquePtr<FMeshRenderDecomposition> DecompositionIn)
{
Decomposition = MoveTemp(DecompositionIn);
NotifyMeshUpdated();
}
FColor USimpleDynamicMeshComponent::GetTriangleColor(const FDynamicMesh3* MeshIn, int TriangleID)
{
if (TriangleColorFunc)
{
return TriangleColorFunc(MeshIn, TriangleID);
}
else
{
return (TriangleID % 2 == 0) ? FColor::Red : FColor::White;
}
}
FBoxSphereBounds USimpleDynamicMeshComponent::CalcBounds(const FTransform& LocalToWorld) const
{
// can get a tighter box by calculating in world space, but we care more about performance
FBox LocalBoundingBox = (FBox)LocalBounds;
FBoxSphereBounds Ret(LocalBoundingBox.TransformBy(LocalToWorld));
Ret.BoxExtent *= BoundsScale;
Ret.SphereRadius *= BoundsScale;
return Ret;
}
void USimpleDynamicMeshComponent::ApplyChange(const FMeshVertexChange* Change, bool bRevert)
{
bool bHavePositions = Change->bHaveVertexPositions;
bool bHaveColors = Change->bHaveVertexColors && Mesh->HasVertexColors();
int32 NV = Change->Vertices.Num();
const TArray<FVector3d>& Positions = (bRevert) ? Change->OldPositions : Change->NewPositions;
const TArray<FVector3f>& Colors = (bRevert) ? Change->OldColors : Change->NewColors;
for (int32 k = 0; k < NV; ++k)
{
int32 vid = Change->Vertices[k];
if (Mesh->IsVertex(vid))
{
if (bHavePositions)
{
Mesh->SetVertex(vid, Positions[k]);
}
if (bHaveColors)
{
Mesh->SetVertexColor(vid, Colors[k]);
}
}
}
if (Change->bHaveOverlayNormals && Mesh->HasAttributes() && Mesh->Attributes()->PrimaryNormals() )
{
FDynamicMeshNormalOverlay* Overlay = Mesh->Attributes()->PrimaryNormals();
int32 NumNormals = Change->Normals.Num();
const TArray<FVector3f>& UseNormals = (bRevert) ? Change->OldNormals : Change->NewNormals;
for (int32 k = 0; k < NumNormals; ++k)
{
int32 elemid = Change->Normals[k];
if (Overlay->IsElement(elemid))
{
Overlay->SetElement(elemid, UseNormals[k]);
}
}
}
if (bInvalidateProxyOnChange)
{
NotifyMeshUpdated();
}
OnMeshChanged.Broadcast();
OnMeshVerticesChanged.Broadcast(this, Change, bRevert);
}
void USimpleDynamicMeshComponent::ApplyChange(const FMeshChange* Change, bool bRevert)
{
Change->ApplyChangeToMesh(Mesh.Get(), bRevert);
if (bInvalidateProxyOnChange)
{
NotifyMeshUpdated();
}
OnMeshChanged.Broadcast();
}
void USimpleDynamicMeshComponent::ApplyChange(const FMeshReplacementChange* Change, bool bRevert)
{
Mesh->Copy(*Change->GetMesh(bRevert));
if (bInvalidateProxyOnChange)
{
NotifyMeshUpdated();
}
OnMeshChanged.Broadcast();
}