Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Private/LandscapeEdit.cpp
Ben Marsh bf66aaa497 Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2955635 on 2016/04/26 by Max.Chen

	Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.

	#jira UE-28213

Change 2955617 on 2016/04/25 by Dmitriy.Dyomin

	Better fix for: Post processing rendering artifacts Nexus 6
	this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
	#jira: UE-24067

Change 2955522 on 2016/04/25 by Max.Chen

	Sequencer: Fix crash when resolving object guid and context is null.

	#jira UE-29916

Change 2955504 on 2016/04/25 by Alexis.Matte

	#jira UE-29926
	Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.

Change 2955500 on 2016/04/25 by Dan.Oconnor

	Integration of 2955445 from Dev-BP
	#jira UE-29012

Change 2955234 on 2016/04/25 by Lina.Halper

	Fixed tool tip of twist node

	#jira : UE-29907

Change 2955211 on 2016/04/25 by Ben.Marsh

	Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.

	#jira UE-29842

Change 2955155 on 2016/04/25 by Jamie.Dale

	Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit

	#jira UE-28756

Change 2955144 on 2016/04/25 by Jamie.Dale

	Fixed a case where editable text controls would fail to select their text when focused

	There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.

	#jira UE-29818
	#jira UE-29772

Change 2955136 on 2016/04/25 by Chad.Taylor

	Merging to 4.12:

	Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.

	#jira UE-22581

Change 2955134 on 2016/04/25 by Lina.Halper

	Removed code that blocks moving actor when they don't have physics asset

	#jira : UE-29796
	#code review: Benn.Gallagher

Change 2955130 on 2016/04/25 by Zak.Middleton

	#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
	(copy of 2955001 in Main)

	#jira UE-29531
	#lockdown Nick.Penwarden

Change 2955098 on 2016/04/25 by Marc.Audy

	Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
	#jira UE-7539

Change 2955049 on 2016/04/25 by Richard.TalbotWatkin

	Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
	#jira UE-29753 - Add ability to display a SplineComponent in-game

Change 2955040 on 2016/04/25 by Chris.Gagnon

	Fixed Initializer Order Warning in hot reload ctor.

	#jira UE-28811, UE-28960

Change 2954995 on 2016/04/25 by Marc.Audy

	Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
	#jira UE-29909

Change 2954970 on 2016/04/25 by Peter.Sauerbrei

	fix for openwrite with O_APPEND flag
	#jira UE-28417

Change 2954917 on 2016/04/25 by Chris.Gagnon

	Moved a desired change from Main to 4.12

	Added input settings to:
	- control if the viewport locks the mouse on acquire capture.
	- control if the viewport acquires capture on the application launch (first window activate).

	#jira UE-28811, UE-28960
	parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)

Change 2954908 on 2016/04/25 by Alexis.Matte

	#jira UE-29478
	Prevent modal dialog to use 100% of a core

Change 2954888 on 2016/04/25 by Marcus.Wassmer

	Fix compile issue with chinese locale
	#jira UE-29708

Change 2954813 on 2016/04/25 by Lina.Halper

	Fix when not re-validating the correct asset

	#jira : UE-29789
	#code review: Martin.Wilson

Change 2954810 on 2016/04/25 by mason.seay

	Updated map to improve coverage

	#jira UE-29618

Change 2954785 on 2016/04/25 by Max.Chen

	Sequencer: Always spawn sequencer spawnables. Disregard collision settings.

	#jira UE-29825

Change 2954781 on 2016/04/25 by mason.seay

	Test map for Audio Occlusion trace channels

	#jira UE-29618

Change 2954684 on 2016/04/25 by Marc.Audy

	Add GetIsReplicated accessor to AActor
	Deprecate specific GameplayAbility class implementations that was exposing bReplicates
	#jira UE-29897

Change 2954675 on 2016/04/25 by Alexis.Matte

	#jira UE-25430
	Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs

Change 2954669 on 2016/04/25 by Alexis.Matte

	#jira UE-29507
	Import of rigid mesh animation is broken

Change 2954579 on 2016/04/25 by Ben.Marsh

	Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.

	#jira UE-29842

Change 2954556 on 2016/04/25 by Taizyd.Korambayil

	#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class

Change 2954552 on 2016/04/25 by Taizyd.Korambayil

	#jira UE-29877 Deleting BP class

Change 2954498 on 2016/04/25 by Ryan.Gerleve

	Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
	Transition actors to the new level in a second pass after non-transitioning actors are handled.

	#jira UE-29213

Change 2954446 on 2016/04/25 by Max.Chen

	Sequencer: Fixed spawning actors with instance or multiple owned components

	  - Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved

	#jira UE-29774, UE-29859

Change 2954430 on 2016/04/25 by Marc.Audy

	Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
	#jira UE-29118
	#jira UE-29747

Change 2954292 on 2016/04/25 by Richard.TalbotWatkin

	Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)

	CurveEditorViewportClient - Bounds check when box selecting.  Prevents crashing when the box is outside the viewport.
	#jira UE-29265 - Crash when drag selecting curve keys in matinee

Change 2954262 on 2016/04/25 by Graeme.Thornton

	Fixed a editor crash when destroying linkers half way through a package EndLoad

	#jira UE-29437

Change 2954239 on 2016/04/25 by Marc.Audy

	Fix error message
	#jira UE-00000

Change 2954177 on 2016/04/25 by Dmitriy.Dyomin

	Fixed: Hidden surface removal is not enabled on PowerVR Android devices
	#jira UE-29871

Change 2954026 on 2016/04/24 by Josh.Adams

	[Somehow most files got unchecked in my previous checkin, grr]
	- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
	#lockdown nick.penwarden
	#jira UE-29863

Change 2954025 on 2016/04/24 by Josh.Adams

	- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
	#lockdown nick.penwarden
	#jira UE-29863

Change 2953946 on 2016/04/24 by Max.Chen

	Sequencer: Fix crash on undo of a sub section.

	#jira UE-29856

Change 2953898 on 2016/04/23 by mitchell.wilson

	#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing

Change 2953859 on 2016/04/23 by Maciej.Mroz

	Merged from Dev-Blueprints 2953858
	#jira UE-29790 Editor crashes when opening KiteDemo

Change 2953764 on 2016/04/23 by Max.Chen

	Sequencer: Remove "Experimental" tag on the Level Sequence Actor

	#jira UETOOl-625

Change 2953763 on 2016/04/23 by Max.Chen

	Cinematics: Change text to "Edit Existing Cinematics"

	#jira UE-29102

Change 2953762 on 2016/04/23 by Max.Chen

	Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.

	#jira UE-29658

Change 2953652 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Workaround driver bugs wrt texture format caps
	#jira UE-28140

Change 2953596 on 2016/04/22 by Marcus.Wassmer

	#jira UE-20276
	Merging dual normal clearcoat shading model.
	2863683
	2871229
	2876362
	2876573
	2884007
	2901595

Change 2953594 on 2016/04/22 by Chris.Babcock

	Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
	#jira UE-29851
	#ue4
	#android

Change 2953520 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Enable deferred resource deletion
	- Added one resource heap per memory type
	- Improved DumpMemory()
	- Added ensures for missing format features
	#jira UE-28140

Change 2953459 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-29748 Resaved Maps to Fix EC Build Warnings
	#jira UE-29744

Change 2953448 on 2016/04/22 by Ryan.Gerleve

	Fix Mac/Linux compile.

	#jira UE-29545

Change 2953311 on 2016/04/22 by Ryan.Gerleve

	Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
	Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
	To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.

	#jira UE-29545

Change 2953219 on 2016/04/22 by mason.seay

	Test map for show collision features

	#jira UE-29618

Change 2953199 on 2016/04/22 by Phillip.Kavan

	[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.

	change summary:
	- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
	- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
	    - added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
	    - removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
	- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)

	#jira UE-29449

Change 2953195 on 2016/04/22 by Max.Chen

	Sequencer: Fix crash in actor reference track in the cached guid to actor map.

	#jira UE-27523

Change 2953124 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Increase temp frame buffer
	#jira UE-28140

Change 2953121 on 2016/04/22 by Chris.Babcock

	Rebuilt lighting for all levels
	#jira UE-29809

Change 2953073 on 2016/04/22 by mason.seay

	Test assets for notifies in animation composites and montages

	#jira UE-29618

Change 2952960 on 2016/04/22 by Richard.TalbotWatkin

	Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
	#jira UE-28410 - Eye dropper selects color without clicking

Change 2952934 on 2016/04/22 by Allan.Bentham

	Ensure pool's refractive index >= 1
	#jira UE-29777

Change 2952881 on 2016/04/22 by Jamie.Dale

	Better fix for UE-28560 that doesn't regress thumbnail rendering

	We now just silence the warning if dealing with an inactive world.

	#jira UE-28560

Change 2952867 on 2016/04/22 by Thomas.Sarkanen

	Fix issues with matinee-controlled anim instances

	Regression caused by us no longer saving off the anim sequence between updates.

	#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.

Change 2952826 on 2016/04/22 by Maciej.Mroz

	Merged from Dev-Blueprints 2952820

	#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail

Change 2952819 on 2016/04/22 by Josh.Adams

	- Fixed crash in a Vulkan shader printout
	#lockdown nick.penwarden
	#jira UE-29820

Change 2952817 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Revert back to simple layouts
	#jira UE-28140

Change 2952792 on 2016/04/22 by Jamie.Dale

	Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready

	Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.

	#jira UE-28560

Change 2952783 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-28477 Resaved Flying Template Map

Change 2952767 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-29736 Resaved Map to Fix EC Warnings

Change 2952762 on 2016/04/22 by Allan.Bentham

	Update reflection capture to contain only room5 content.
	#jira UE-29777

Change 2952749 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error

Change 2952688 on 2016/04/22 by Martin.Wilson

	Fix for BP notifies not displaying when they derive from an abstract base class

	#jira UE-28556

Change 2952685 on 2016/04/22 by Thomas.Sarkanen

	Fix CIS for non-editor builds

	#jira UE-29308 - Fix crash from GC-ed animation asset

Change 2952664 on 2016/04/22 by Thomas.Sarkanen

	Made up/down behaviour for console history consistent and reverted to old ordering by default

	Pressing up or down now brings up history.
	Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.

	#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating

Change 2952655 on 2016/04/22 by Jamie.Dale

	Changed the class filter to use an expression evaluator

	This makes it consistent with the other filters in the editor

	#jira UE-29811

Change 2952647 on 2016/04/22 by Allan.Bentham

	Back out changelist 2951539
	#jira UE-29777

Change 2952618 on 2016/04/22 by Benn.Gallagher

	Fixed naming error in rotation multiplier node
	#jira UE-29583

Change 2952612 on 2016/04/22 by Thomas.Sarkanen

	Fix garbage collection and undo/redo issues with anim instance proxy

	UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
	Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).

	#jira UE-29308 - Fix crash from GC-ed animation asset

Change 2952608 on 2016/04/22 by Richard.TalbotWatkin

	Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
	#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.

Change 2952599 on 2016/04/22 by Dmitriy.Dyomin

	Disabled vulkan pipeline cache as it causes rendering artifacts right now
	#jira UE-29807

Change 2952540 on 2016/04/22 by Maciej.Mroz

	#jira UE-29787 Obsolete nativized files are never removed
	merged from Dev-Blueprints 2952531

Change 2952372 on 2016/04/21 by Josh.Adams

	- Fixed Vk memory allocations when reusing free pages
	#lockdown nick.penwarden
	#jira ue-29802

Change 2952350 on 2016/04/21 by Eric.Newman

	Added support for UEReleaseTesting backends to Orion and Ocean
	#jira op-3640

Change 2952140 on 2016/04/21 by Dan.Oconnor

	Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
	#jira UE-28971

Change 2952135 on 2016/04/21 by Jeff.Farris

	Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
	Manual re-implementation of CL 2948123 in 4.12 branch.
	#jira UE-29634

Change 2952121 on 2016/04/21 by Lee.Clark

	PS4 - 4.12 - Fix staging and deploying of system prxs

	#jira UE-29801

Change 2952120 on 2016/04/21 by Rolando.Caloca

	UE4.12 - vk - Move descriptor allocation to BSS
	#jira UE-21840

Change 2952027 on 2016/04/21 by Rolando.Caloca

	UE4.12 - vk - Fix descriptor sets lifetimes
	- Fix crash with null texture
	#jira UE-28140

Change 2951890 on 2016/04/21 by Eric.Newman

	Updating locked common dependencies for OrionService
	#jira OP-3640

Change 2951863 on 2016/04/21 by Eric.Newman

	Updating locked dependencies for UE 4.12 OrionService
	#jira OP-3640

Change 2951852 on 2016/04/21 by Owen.Stupka

	Fixed meteors destruct location
	#jira UE-29714

Change 2951739 on 2016/04/21 by Max.Chen

	Sequencer: Follow up for integral keys.

	#jira UE-29791

Change 2951717 on 2016/04/21 by Rolando.Caloca

	UE4.12 - Fix shader platform names
	#jira UE-28140

Change 2951714 on 2016/04/21 by Max.Chen

	Sequencer: Fix setting a key if it already exists at the current time.

	#jira UE-29791

Change 2951708 on 2016/04/21 by Rolando.Caloca

	UE4.12 - vk - Separate upload cmd buffer
	#jira UE-28140

Change 2951653 on 2016/04/21 by Marc.Audy

	If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
	Remove now unused bRenameRequired parameter
	#jira UE-29612

Change 2951619 on 2016/04/21 by Chris.Babcock

	Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
	#jira UE-29786
	#ue4

Change 2951603 on 2016/04/21 by Cody.Albert

	#jira UE-29785
	Revert Github readme page back to original

Change 2951599 on 2016/04/21 by Ryan.Gerleve

	Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)

	#jira UE-29778

Change 2951558 on 2016/04/21 by Chris.Babcock

	Always rename destroyed child actor
	#jira UE-29709
	#ue4

Change 2951552 on 2016/04/21 by James.Golding

	Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
	#jira UE-29303

Change 2951539 on 2016/04/21 by Allan.Bentham

	Use screenuv for distortion with ES2/31.
	#jira UE-29777

Change 2951535 on 2016/04/21 by Max.Chen

	We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.

	#jira UE-29711

Change 2951521 on 2016/04/21 by Taizyd.Korambayil

	#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM

Change 2951492 on 2016/04/21 by Jeremiah.Waldron

	Fix for Android IAP information reporting back incorrectly.
	#jira UE-29776

Change 2951486 on 2016/04/21 by Taizyd.Korambayil

	#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map

Change 2951450 on 2016/04/21 by Gareth.Martin

	Fix non-editor build
	#jira UE-16525

Change 2951380 on 2016/04/21 by Gareth.Martin

	Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
	#jira UE-16525

Change 2951357 on 2016/04/21 by Richard.TalbotWatkin

	Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
	#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field

Change 2951352 on 2016/04/21 by Richard.TalbotWatkin

	Added slider bar thickness as a new property in FSliderStyle.
	#jira UE-19173 - SSlider is not fully stylable

Change 2951344 on 2016/04/21 by Gareth.Martin

	Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
	- Also fixes landscape spline lines not showing up on a flat landscape
	#jira UE-25114

Change 2951326 on 2016/04/21 by Taizyd.Korambayil

	#jira UE-28477 Resaving Maps

Change 2951271 on 2016/04/21 by Jamie.Dale

	Fixed a crash when pasting a path containing a class into the asset view of the Content Browser

	#jira UE-29616

Change 2951237 on 2016/04/21 by Jack.Porter

	Fix black screen on PC due to planar reflections

	#jira UE-29664

Change 2951184 on 2016/04/21 by Jamie.Dale

	Fixed crash in FCurveStructCustomization when no objects were selected for editing

	#jira UE-29638

Change 2951177 on 2016/04/21 by Ben.Marsh

	Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.

	#jira UE-29757

Change 2951171 on 2016/04/21 by Matthew.Griffin

	Fixed issue with Rebuild not working when installed in Program Files (x86)
	The brackets seem to cause lots of problems in combination with the if/else ones
	#jira UE-29648

Change 2951163 on 2016/04/21 by Jamie.Dale

	Changed the text customization to use the property handle functions to get/set the text value

	That ensures that it both transacts and notifies correctly.

	Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
	  - FPropertyHandleBase::SetPerObjectValue
	  - FPropertyHandleBase::GetPerObjectValue
	  - FPropertyHandleBase::GetNumPerObjectValues

	These replace the need to cache the raw pointers.

	#jira UE-20223

Change 2951103 on 2016/04/21 by Thomas.Sarkanen

	Un-deprecated blueprint functions for attachment/detachment

	Renamed functions to <FuncName> (Deprecated).
	Hid functions in the BP context menu so new ones cant be added.

	#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.

Change 2951101 on 2016/04/21 by Allan.Bentham

	Enable mobile HQ DoF
	#jira UE-29765

Change 2951097 on 2016/04/21 by Thomas.Sarkanen

	Standalone games now benefit from parallel anim update if possible

	We now simply use the fact we want root motion to determine if we need to run immediately.

	#jira UE-29431 - Parallel anim update does not work in non-multiplayer games

Change 2951036 on 2016/04/21 by Lee.Clark

	PS4 - Fix WinDualShock working with VS2015

	#jira UE-29088

Change 2951034 on 2016/04/21 by Jack.Porter

	ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues

	#jira UE-29666

Change 2950995 on 2016/04/21 by Jack.Porter

	ProtoStar - delete unneeded maps

	#jira UE-29665

Change 2950787 on 2016/04/20 by Nick.Darnell

	SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.

	#jira UE-29749
	#codeview Ben.Marsh

Change 2950786 on 2016/04/20 by Nick.Darnell

	Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.

	#jira UE-29749

Change 2950769 on 2016/04/20 by Ben.Marsh

	Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.

Change 2950724 on 2016/04/20 by Lina.Halper

	Support for negative scaling for mirroring

	- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12

	#jira: UE-27453

Change 2950293 on 2016/04/20 by andrew.porter

	Correcting sequencer test content

	#jira UE-29618

Change 2950283 on 2016/04/20 by Marc.Audy

	Don't route FlushPressedKeys on PIE shut down
	#jira UE-28734

Change 2950071 on 2016/04/20 by mason.seay

	Adjusted translation retargeting on head bone of UE4_Mannequin

	-Needed for anim bp test.  Tested animations and did not see any fallout from change.  If there is, it can be reverted.

	#jira UE-29618

Change 2950049 on 2016/04/20 by Mark.Satterthwaite

	Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
	#jira UE-29006
	#jira UE-29140

Change 2949977 on 2016/04/20 by Max.Chen

	Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.

	#jira UE-29660

Change 2949836 on 2016/04/20 by Gareth.Martin

	Fix landscape components flickering when perfectly flat (bounds size is 0)
	- This often happens for newly created landscapes
	#jira UE-29262

Change 2949768 on 2016/04/20 by Thomas.Sarkanen

	Moving parent & grouped child actors now does not result in deltas being applied twice

	Grouping and attachment now interact correctly.
	Also fixed up according to coding standard.

	Discovered and proposed by David.Bliss2 (Rocksteady).

	#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
	From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html

Change 2949759 on 2016/04/20 by Thomas.Sarkanen

	Fix split pins not working as anim graph node inputs

	Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.

	#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work

Change 2949739 on 2016/04/20 by Thomas.Sarkanen

	Fix layered bone per blend accessed from a struct in the fast-path

	Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
	Covered struct source->array dest case.
	Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.

	#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.

Change 2949715 on 2016/04/20 by Max.Chen

	Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)

	#jira UE-29661

Change 2949712 on 2016/04/20 by Taizyd.Korambayil

	#jira UE-28544 adjusted Player crosshair to be centered

Change 2949710 on 2016/04/20 by Alexis.Matte

	#jira UE-29477
	Pixel Inspector, UI get polish and adding "scene color" inspect property

Change 2949706 on 2016/04/20 by Alexis.Matte

	#jira UE-29475
	#jira UE-29476
	Favorite allow all UProperty to be favorite (the FStruct is now supported)
	Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite

Change 2949691 on 2016/04/20 by Mark.Satterthwaite

	Fix typo from previous commit - retain not release...
	#jira UE-29140

Change 2949690 on 2016/04/20 by Mark.Satterthwaite

	Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
	#jira UE-29140

Change 2949616 on 2016/04/20 by Marc.Audy

	'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
	#jira UE-00000

Change 2949572 on 2016/04/20 by Jamie.Dale

	Fixed crash undoing a text property changed caused by a null entry in the array

	#jira UE-20223

Change 2949562 on 2016/04/20 by Alexis.Matte

	#jira UE-29447
	Fix the batch fbx import "not show options" dialog where some option can be different.

Change 2949560 on 2016/04/20 by Alexis.Matte

	#jira UE-28898
	Avoid importing multiple static mesh in the same package

Change 2949547 on 2016/04/20 by Mark.Satterthwaite

	You must use STENCIL_COMPONENT_SWIZZLE  to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
	#jira UE-29672

Change 2949443 on 2016/04/20 by Allan.Bentham

	Disable sRGB textures when ES31 feature level is set.
	Only use vk's sRGB formats when feature level > ES3_1

	#jira UE-29623

Change 2949428 on 2016/04/20 by Allan.Bentham

	Back out changelist 2949405
	#jira UE-29623

Change 2949405 on 2016/04/20 by Allan.Bentham

	Disable sRGB textures when ES31 feature level is set.
	Only use vk's sRGB formats when feature level > ES3_1

	#jira UE-29623

	Merging using Dev-Mobile_->_Release-4.12

Change 2949391 on 2016/04/20 by Richard.TalbotWatkin

	PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
	#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
	#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients

Change 2949389 on 2016/04/20 by Richard.TalbotWatkin

	Fixed regression which was saving the viewport config settings incorrectly.  Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
	#jira UE-29058 - Viewport settings are not saved after shutting down editor

Change 2949388 on 2016/04/20 by Richard.TalbotWatkin

	Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
	#jira UE-29257 - Auto import does not import assets

Change 2949203 on 2016/04/19 by Max.Chen

	Sequencer: Fix spawnables not getting default tracks.

	#jira UE-29644

Change 2949202 on 2016/04/19 by Max.Chen

	Sequencer: Fix particles not firing on loop.

	#jira UE-27881

Change 2949201 on 2016/04/19 by Max.Chen

	Sequencer: Fix multiple labels support

	#jira UE-26812

Change 2949200 on 2016/04/19 by Max.Chen

	Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.

	#jira UE-29516

Change 2949197 on 2016/04/19 by Max.Chen

	Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.

	#jira UE-22228

Change 2949196 on 2016/04/19 by Max.Chen

	Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.

	#jira UE-29657

Change 2949195 on 2016/04/19 by Max.Chen

	MovieSceneCapture: Default image compression quality to 100 (rather than 75).

	#jira UE-29657

Change 2949194 on 2016/04/19 by Max.Chen

	Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.

	#jira UETOOL-467

Change 2949193 on 2016/04/19 by Max.Chen

	Sequencer - Fix issues with level visibility.
	+ Don't mark sub-levels as dirty when the track evaluates.
	+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
	+ Null check for when an objects world is null but the track is still evaluating.
	+ Remove UnrealEd references.

	#jira UE-25668

Change 2948990 on 2016/04/19 by Aaron.McLeran

	#jira UE-29654 FadeIn invalidates Audio Components in 4.11

Change 2948890 on 2016/04/19 by Jamie.Dale

	Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists

	#jira UE-28858

Change 2948860 on 2016/04/19 by Mike.Beach

	Mirroring CL 2940334 (from Dev-Blueprints):
	Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)

	#jira UE-28911

Change 2948857 on 2016/04/19 by Jamie.Dale

	Added an Asset Localization context menu to the Content Browser

	This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.

	#jira UE-29493

Change 2948854 on 2016/04/19 by Jamie.Dale

	UAT now stages all project translation targets

	#jira UE-20248

Change 2948831 on 2016/04/19 by Mike.Beach

	Mirroring CL 2945994 (from Dev-Blueprints):
	Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).

	#jira UE-29035

Change 2948825 on 2016/04/19 by Jamie.Dale

	Fixed shadow warning

	#jira UE-29212

Change 2948812 on 2016/04/19 by Marc.Audy

	Gracefully handle failure to load configurable engine classes
	#jira UE-26527

Change 2948791 on 2016/04/19 by Jamie.Dale

	Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
	Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed

	#jira UE-29494
	#jira UE-28886

Change 2948761 on 2016/04/19 by Jamie.Dale

	Sub-fonts are now only used when they contain the character to be rendered

	#jira UE-29212

Change 2948718 on 2016/04/19 by Jamie.Dale

	Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready

	This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).

	#jira UE-29649

Change 2948717 on 2016/04/19 by Jamie.Dale

	Removed the AssetRegistry's dependency on MessageLog

	It was only there to add a category that was only ever used by the AssetTools module.

	#jira UE-29649

Change 2948683 on 2016/04/19 by Phillip.Kavan

	[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.

	change summary:
	- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.

	#jira UE-18419

Change 2948681 on 2016/04/19 by Phillip.Kavan

	[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.

	change summary:
	- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
	- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
	- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
	- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
	- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.

	#jira UE-17794

Change 2948638 on 2016/04/19 by Lee.Clark

	PS4 - Fix SDK compile warnings

	#jira UE-29647

Change 2948401 on 2016/04/19 by Taizyd.Korambayil

	#jira UE-29250 Revuilt Lighting for Landscapes Map

Change 2948398 on 2016/04/19 by Mark.Satterthwaite

	Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
	#jira UE-29170

Change 2948366 on 2016/04/19 by Taizyd.Korambayil

	#jira UE-29109 Replaced Box Mesh with BSP Floor

Change 2948360 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2947488

	#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
	#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
	#jira UE-29559
	- fixed private enum access
	- fixed private bitfield access
	- removed forced PostLoad
	- add BodyInstance.FixupData call to fix ResponseChannels
	- ignored RelativeLocation and RelativeRotation in converted root component
	- fixed AttachToComponent (UE-29559)

Change 2948358 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2947953

	#jira UE-29605 Wrong bullet trails in nativized ShowUp
	Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.

Change 2948357 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2947984

	#jira UE-29374 Crash when hovering over Create Widget node in blueprints

	Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.

Change 2948353 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2948095

	#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
	"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"

Change 2948332 on 2016/04/19 by Benn.Gallagher

	Fixed old pins being left as non-transactional
	#jira UE-13801

Change 2948203 on 2016/04/19 by Lee.Clark

	PS4 - Use SDK 3.508.031

	#jira UEPLAT-1225

Change 2948168 on 2016/04/19 by mason.seay

	Updating test content:

	-Added Husk AI to level to test placed AI

	-Updated Spawn Husk BP to destroy itself to prevent spawn spamming

	#jira UE-29618

Change 2948153 on 2016/04/19 by Benn.Gallagher

	Missed mesh update for Owen IK fix.

	#jira UE-22540

Change 2948130 on 2016/04/19 by Benn.Gallagher

	Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.

	#jira UE-22540

Change 2948117 on 2016/04/19 by Taizyd.Korambayil

	#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates

Change 2948063 on 2016/04/19 by Lina.Halper

	- Anim composite notify change for better
	 - Fixed all nested anim notify

	- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12

	#jira : UE-29101

Change 2948060 on 2016/04/19 by Lina.Halper

	Fix for composite section metadata saving for montage

	Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12

	#jira : UE-29228

Change 2948029 on 2016/04/19 by Ben.Marsh

	EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.

Change 2947986 on 2016/04/19 by Benn.Gallagher

	Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
	#jira UE-27783

Change 2947976 on 2016/04/19 by Mark.Satterthwaite

	Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
	#jira UE-29006

Change 2947975 on 2016/04/19 by Mark.Satterthwaite

	Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
	#jira UE-29150

Change 2947679 on 2016/04/19 by Jack.Porter

	Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
	#jira UE-29601

Change 2947657 on 2016/04/18 by Jack.Porter

	Update protostar reflection capture contents

	#jira UE-29600

Change 2947301 on 2016/04/18 by Ben.Marsh

	EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.

Change 2947263 on 2016/04/18 by Marc.Audy

	Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12

	Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
	#jira UE-29209

Change 2946984 on 2016/04/18 by Ben.Marsh

	GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)

Change 2946870 on 2016/04/18 by Ben.Marsh

	Remaking CL 2946810 to fix compile error in ShooterGame editor.

Change 2946859 on 2016/04/18 by Ben.Marsh

	GUBP: Don't exclude Ocean from builds in the release branch.

Change 2946847 on 2016/04/18 by Ben.Marsh

	GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.

Change 2946771 on 2016/04/18 by Ben.Marsh

	EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.

Change 2946641 on 2016/04/18 by Ben.Marsh

	EC: Remove rogue comma causing branch definition parsing to fail.

Change 2946592 on 2016/04/18 by Ben.Marsh

	EC: Adding branch definition for 4.12 release

#lockdown Nick.Penwarden

[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00

5051 lines
181 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
LandscapeEdit.cpp: Landscape editing
=============================================================================*/
#include "Landscape.h"
#include "LandscapeProxy.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Materials/MaterialExpressionLandscapeVisibilityMask.h"
#include "Materials/MaterialExpressionLandscapeLayerWeight.h"
#include "Materials/MaterialExpressionLandscapeLayerSample.h"
#include "Materials/MaterialExpressionLandscapeLayerBlend.h"
#include "Materials/MaterialExpressionLandscapeLayerSwitch.h"
#include "LandscapeDataAccess.h"
#include "LandscapeEdit.h"
#include "LandscapeRender.h"
#include "LandscapeRenderMobile.h"
#include "LandscapeInfo.h"
#include "LandscapeLayerInfoObject.h"
#include "LandscapeMaterialInstanceConstant.h"
#include "LandscapeHeightfieldCollisionComponent.h"
#include "LandscapeMeshCollisionComponent.h"
#include "LandscapeSplinesComponent.h"
#include "LandscapeGizmoActiveActor.h"
#include "InstancedFoliageActor.h"
#include "LevelUtils.h"
#include "MessageLog.h"
#include "MapErrors.h"
#if WITH_EDITOR
#include "RawMesh.h"
#include "ScopedTransaction.h"
#include "ImageWrapper.h"
#include "Engine/Level.h"
#include "EngineUtils.h"
#include "Engine/Engine.h"
#include "EngineGlobals.h"
#include "ShowFlags.h"
#include "ConvexVolume.h"
#include "SlateBasics.h" // For AddNotification
#include "SNotificationList.h"
#include "NotificationManager.h"
#endif
#include "ComponentReregisterContext.h"
DEFINE_LOG_CATEGORY(LogLandscape);
#define LOCTEXT_NAMESPACE "Landscape"
#if WITH_EDITOR
// Channel remapping
extern const size_t ChannelOffsets[4];
ULandscapeLayerInfoObject* ALandscapeProxy::VisibilityLayer = NULL;
void ULandscapeComponent::Init(int32 InBaseX, int32 InBaseY, int32 InComponentSizeQuads, int32 InNumSubsections, int32 InSubsectionSizeQuads)
{
SetSectionBase(FIntPoint(InBaseX, InBaseY));
FVector RelativeLocation = FVector(GetSectionBase() - GetLandscapeProxy()->LandscapeSectionOffset);
SetRelativeLocation(RelativeLocation);
ComponentSizeQuads = InComponentSizeQuads;
NumSubsections = InNumSubsections;
SubsectionSizeQuads = InSubsectionSizeQuads;
check(NumSubsections * SubsectionSizeQuads == ComponentSizeQuads);
ULandscapeInfo* Info = GetLandscapeInfo();
}
void ULandscapeComponent::UpdateCachedBounds()
{
FLandscapeComponentDataInterface CDI(this);
// Update local-space bounding box
CachedLocalBox.Init();
for (int32 y = 0; y < ComponentSizeQuads + 1; y++)
{
for (int32 x = 0; x < ComponentSizeQuads + 1; x++)
{
CachedLocalBox += CDI.GetLocalVertex(x, y);
}
}
if (CachedLocalBox.GetExtent().Z == 0)
{
// expand bounds to avoid flickering issues with zero-size bounds
CachedLocalBox.ExpandBy(FVector(0, 0, 1));
}
// Update collision component bounds
ULandscapeHeightfieldCollisionComponent* HFCollisionComponent = CollisionComponent.Get();
if (HFCollisionComponent)
{
HFCollisionComponent->Modify();
HFCollisionComponent->CachedLocalBox = CachedLocalBox;
HFCollisionComponent->UpdateComponentToWorld();
}
}
void ULandscapeComponent::UpdateNavigationRelevance()
{
ALandscapeProxy* Proxy = GetLandscapeProxy();
if (CollisionComponent && Proxy)
{
CollisionComponent->SetCanEverAffectNavigation(Proxy->bUsedForNavigation);
// UNavigationSystem::UpdateNavOctree(CollisionComponent.Get());
}
}
ULandscapeMaterialInstanceConstant* ALandscapeProxy::GetLayerThumbnailMIC(UMaterialInterface* LandscapeMaterial, FName LayerName, UTexture2D* ThumbnailWeightmap, UTexture2D* ThumbnailHeightmap, ALandscapeProxy* Proxy)
{
if (!LandscapeMaterial)
{
LandscapeMaterial = Proxy ? Proxy->GetLandscapeMaterial() : UMaterial::GetDefaultMaterial(MD_Surface);
}
UMaterialInstanceConstant* CombinationMaterialInstance = NULL;
FString LayerKey = LandscapeMaterial->GetPathName() + FString::Printf(TEXT("_%s_0"), *LayerName.ToString());
if (Proxy)
{
CombinationMaterialInstance = Proxy->MaterialInstanceConstantMap.FindRef(*LayerKey);
}
if (CombinationMaterialInstance == NULL || CombinationMaterialInstance->Parent != LandscapeMaterial || (Proxy && Proxy->GetOutermost() != CombinationMaterialInstance->GetOutermost()))
{
FlushRenderingCommands();
UObject* MICOuter = GetTransientPackage();
if (Proxy)
{
MICOuter = Proxy->GetOutermost();
}
CombinationMaterialInstance = NewObject<ULandscapeMaterialInstanceConstant>(MICOuter);
if (Proxy)
{
UE_LOG(LogLandscape, Log, TEXT("Looking for key %s, making new combination %s"), *LayerKey, *CombinationMaterialInstance->GetName());
Proxy->MaterialInstanceConstantMap.Add(*LayerKey, CombinationMaterialInstance);
}
CombinationMaterialInstance->SetParentEditorOnly(LandscapeMaterial);
FStaticParameterSet StaticParameters;
CombinationMaterialInstance->GetStaticParameterValues(StaticParameters);
for (int32 LayerParameterIdx = 0; LayerParameterIdx < StaticParameters.TerrainLayerWeightParameters.Num(); LayerParameterIdx++)
{
FStaticTerrainLayerWeightParameter& LayerParameter = StaticParameters.TerrainLayerWeightParameters[LayerParameterIdx];
if (LayerParameter.ParameterName == LayerName)
{
LayerParameter.WeightmapIndex = 0;
LayerParameter.bOverride = true;
}
else
{
LayerParameter.WeightmapIndex = INDEX_NONE;
}
}
CombinationMaterialInstance->UpdateStaticPermutation(StaticParameters);
CombinationMaterialInstance->PostEditChange();
}
// Create the instance for this component, that will use the layer combination instance.
ULandscapeMaterialInstanceConstant* MaterialInstance = NewObject<ULandscapeMaterialInstanceConstant>();
MaterialInstance->SetParentEditorOnly(CombinationMaterialInstance);
MaterialInstance->bIsLayerThumbnail = true;
FLinearColor Mask(1.0f, 0.0f, 0.0f, 0.0f);
MaterialInstance->SetVectorParameterValueEditorOnly(FName(*FString::Printf(TEXT("LayerMask_%s"), *LayerName.ToString())), Mask);
MaterialInstance->SetTextureParameterValueEditorOnly(FName(TEXT("Weightmap0")), ThumbnailWeightmap);
MaterialInstance->SetTextureParameterValueEditorOnly(FName(TEXT("Heightmap")), ThumbnailHeightmap);
MaterialInstance->PostEditChange();
return MaterialInstance;
}
UMaterialInstanceConstant* ULandscapeComponent::GetCombinationMaterial(bool bMobile /*= false*/)
{
check(GIsEditor);
ALandscapeProxy* Proxy = GetLandscapeProxy();
const bool bComponentHasHoles = ComponentHasVisibilityPainted();
UMaterialInterface* const LandscapeMaterial = GetLandscapeMaterial();
UMaterialInterface* const HoleMaterial = bComponentHasHoles ? GetLandscapeHoleMaterial() : nullptr;
UMaterialInterface* const MaterialToUse = bComponentHasHoles && HoleMaterial ? HoleMaterial : LandscapeMaterial;
bool bOverrideBlendMode = bComponentHasHoles && !HoleMaterial && LandscapeMaterial->GetBlendMode() == BLEND_Opaque;
if (bOverrideBlendMode)
{
UMaterial* Material = LandscapeMaterial->GetMaterial();
if (Material && Material->bUsedAsSpecialEngineMaterial)
{
bOverrideBlendMode = false;
#if WITH_EDITOR
static TWeakPtr<SNotificationItem> ExistingNotification;
if (!ExistingNotification.IsValid())
{
// let the user know why they are not seeing holes
FNotificationInfo Info(LOCTEXT("AssignLandscapeMaterial", "You must assign a regular, non-engine material to your landscape in order to see holes created with the visibility tool."));
Info.ExpireDuration = 5.0f;
Info.bUseSuccessFailIcons = true;
ExistingNotification = TWeakPtr<SNotificationItem>(FSlateNotificationManager::Get().AddNotification(Info));
}
#endif
return nullptr;
}
}
if (ensure(MaterialToUse != nullptr))
{
// Ensure top level UMaterial has appropriate usage flags set.
bool bNeedsRecompile;
UMaterial* ParentUMaterial = MaterialToUse->GetMaterial();
if (ParentUMaterial && ParentUMaterial != UMaterial::GetDefaultMaterial(MD_Surface))
{
ParentUMaterial->SetMaterialUsage(bNeedsRecompile, MATUSAGE_Landscape);
ParentUMaterial->SetMaterialUsage(bNeedsRecompile, MATUSAGE_StaticLighting);
}
FString LayerKey = GetLayerAllocationKey(MaterialToUse, bMobile);
//UE_LOG(LogLandscape, Log, TEXT("Looking for key %s"), *LayerKey);
// Find or set a matching MIC in the Landscape's map.
UMaterialInstanceConstant* CombinationMaterialInstance = Proxy->MaterialInstanceConstantMap.FindRef(*LayerKey);
if (CombinationMaterialInstance == nullptr || CombinationMaterialInstance->Parent != MaterialToUse || GetOutermost() != CombinationMaterialInstance->GetOutermost())
{
FlushRenderingCommands();
CombinationMaterialInstance = NewObject<ULandscapeMaterialInstanceConstant>(GetOutermost());
UE_LOG(LogLandscape, Log, TEXT("Looking for key %s, making new combination %s"), *LayerKey, *CombinationMaterialInstance->GetName());
Proxy->MaterialInstanceConstantMap.Add(*LayerKey, CombinationMaterialInstance);
CombinationMaterialInstance->SetParentEditorOnly(MaterialToUse);
CombinationMaterialInstance->BasePropertyOverrides.bOverride_BlendMode = bOverrideBlendMode;
if (bOverrideBlendMode)
{
CombinationMaterialInstance->BasePropertyOverrides.BlendMode = bComponentHasHoles ? BLEND_Masked : BLEND_Opaque;
}
FStaticParameterSet StaticParameters;
for (const FWeightmapLayerAllocationInfo& Allocation : WeightmapLayerAllocations)
{
if (Allocation.LayerInfo)
{
const FName LayerParameter = (Allocation.LayerInfo == ALandscapeProxy::VisibilityLayer) ? UMaterialExpressionLandscapeVisibilityMask::ParameterName : Allocation.LayerInfo->LayerName;
StaticParameters.TerrainLayerWeightParameters.Add(FStaticTerrainLayerWeightParameter(LayerParameter, Allocation.WeightmapTextureIndex, true, FGuid()));
}
}
CombinationMaterialInstance->UpdateStaticPermutation(StaticParameters);
CombinationMaterialInstance->PostEditChange();
}
return CombinationMaterialInstance;
}
return nullptr;
}
void ULandscapeComponent::UpdateMaterialInstances()
{
check(GIsEditor);
// Find or set a matching MIC in the Landscape's map.
UMaterialInstanceConstant* CombinationMaterialInstance = GetCombinationMaterial(false);
if (CombinationMaterialInstance != NULL)
{
// not having the context recreate the render state because we will manually do it for only this component
FMaterialUpdateContext Context(FMaterialUpdateContext::EOptions::Default & ~FMaterialUpdateContext::EOptions::RecreateRenderStates);
if (bRenderStateCreated)
{
DestroyRenderState_Concurrent();
FlushRenderingCommands();
}
// Create the instance for this component, that will use the layer combination instance.
if (MaterialInstance == NULL || GetOutermost() != MaterialInstance->GetOutermost())
{
MaterialInstance = NewObject<ULandscapeMaterialInstanceConstant>(GetOutermost());
}
// For undo
MaterialInstance->SetFlags(RF_Transactional);
MaterialInstance->Modify();
MaterialInstance->SetParentEditorOnly(CombinationMaterialInstance);
MaterialInstance->ClearParameterValuesEditorOnly();
Context.AddMaterialInstance(MaterialInstance); // must be done after SetParent
FLinearColor Masks[4];
Masks[0] = FLinearColor(1.0f, 0.0f, 0.0f, 0.0f);
Masks[1] = FLinearColor(0.0f, 1.0f, 0.0f, 0.0f);
Masks[2] = FLinearColor(0.0f, 0.0f, 1.0f, 0.0f);
Masks[3] = FLinearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Set the layer mask
for (int32 AllocIdx = 0; AllocIdx < WeightmapLayerAllocations.Num(); AllocIdx++)
{
FWeightmapLayerAllocationInfo& Allocation = WeightmapLayerAllocations[AllocIdx];
FName LayerName = Allocation.LayerInfo == ALandscapeProxy::VisibilityLayer ? UMaterialExpressionLandscapeVisibilityMask::ParameterName : Allocation.LayerInfo ? Allocation.LayerInfo->LayerName : NAME_None;
MaterialInstance->SetVectorParameterValueEditorOnly(FName(*FString::Printf(TEXT("LayerMask_%s"), *LayerName.ToString())), Masks[Allocation.WeightmapTextureChannel]);
}
// Set the weightmaps
for (int32 i = 0; i < WeightmapTextures.Num(); i++)
{
// gmartin: Trying to locate UE-23902
checkf(!WeightmapTextures[i] || WeightmapTextures[i]->IsValidLowLevel(), TEXT("Texture not valid! UE-23902! Parameter (Weightmap%d)"), i);
// UE_LOG(LogLandscape, Log, TEXT("Setting Weightmap%d = %s"), i, *WeightmapTextures(i)->GetName());
MaterialInstance->SetTextureParameterValueEditorOnly(FName(*FString::Printf(TEXT("Weightmap%d"), i)), WeightmapTextures[i]);
}
// Set the heightmap, if needed.
if (HeightmapTexture)
{
MaterialInstance->SetTextureParameterValueEditorOnly(FName(TEXT("Heightmap")), HeightmapTexture);
}
MaterialInstance->PostEditChange();
// Recreate the render state, needed to update the static drawlist which has cached the MaterialRenderProxy.
RecreateRenderState_Concurrent();
}
}
int32 ULandscapeComponent::GetNumMaterials() const
{
return 1;
}
class UMaterialInterface* ULandscapeComponent::GetMaterial(int32 ElementIndex) const
{
if (ensure(ElementIndex == 0))
{
return GetLandscapeMaterial();
}
else
{
return NULL;
}
}
void ULandscapeComponent::SetMaterial(int32 ElementIndex, class UMaterialInterface* Material)
{
if (ensure(ElementIndex == 0))
{
GetLandscapeProxy()->LandscapeMaterial = Material;
}
}
bool ULandscapeComponent::ComponentIsTouchingSelectionBox(const FBox& InSelBBox, const FEngineShowFlags& ShowFlags, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent) const
{
if (ShowFlags.Landscape)
{
return Super::ComponentIsTouchingSelectionBox(InSelBBox, ShowFlags, bConsiderOnlyBSP, bMustEncompassEntireComponent);
}
return false;
}
bool ULandscapeComponent::ComponentIsTouchingSelectionFrustum(const FConvexVolume& InFrustum, const FEngineShowFlags& ShowFlags, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent) const
{
if (ShowFlags.Landscape)
{
return Super::ComponentIsTouchingSelectionFrustum(InFrustum, ShowFlags, bConsiderOnlyBSP, bMustEncompassEntireComponent);
}
return false;
}
void ULandscapeComponent::PreFeatureLevelChange(ERHIFeatureLevel::Type PendingFeatureLevel)
{
Super::PreFeatureLevelChange(PendingFeatureLevel);
if (PendingFeatureLevel <= ERHIFeatureLevel::ES3_1)
{
// See if we need to cook platform data for ES2 preview in editor
CheckGenerateLandscapePlatformData(false);
}
}
void ULandscapeComponent::PostEditUndo()
{
UpdateMaterialInstances();
Super::PostEditUndo();
if (EditToolRenderData)
{
EditToolRenderData->UpdateDebugColorMaterial();
EditToolRenderData->UpdateSelectionMaterial(EditToolRenderData->SelectedType);
}
TSet<ULandscapeComponent*> Components;
Components.Add(this);
GetLandscapeProxy()->FlushGrassComponents(&Components);
}
void ULandscapeComponent::FixupWeightmaps()
{
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
{
ULandscapeInfo* Info = GetLandscapeInfo();
ALandscapeProxy* Proxy = GetLandscapeProxy();
if (Info)
{
TArray<ULandscapeLayerInfoObject*> LayersToDelete;
bool bFixedLayerDeletion = false;
// LayerInfo Validation check...
for (const auto& Allocation : WeightmapLayerAllocations)
{
if (!Allocation.LayerInfo
|| (Allocation.LayerInfo != ALandscapeProxy::VisibilityLayer && Info->GetLayerInfoIndex(Allocation.LayerInfo) == INDEX_NONE))
{
if (!bFixedLayerDeletion)
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("LandscapeName"), FText::FromString(GetName()));
FMessageLog("MapCheck").Warning()
->AddToken(FTextToken::Create(FText::Format(LOCTEXT("MapCheck_Message_FixedUpDeletedLayerWeightmap", "{LandscapeName} : Fixed up deleted layer weightmap"), Arguments)))
->AddToken(FMapErrorToken::Create(FMapErrors::FixedUpDeletedLayerWeightmap));
}
bFixedLayerDeletion = true;
LayersToDelete.Add(Allocation.LayerInfo);
}
}
if (bFixedLayerDeletion)
{
FLandscapeEditDataInterface LandscapeEdit(Info);
for (int32 Idx = 0; Idx < LayersToDelete.Num(); ++Idx)
{
DeleteLayer(LayersToDelete[Idx], &LandscapeEdit);
}
}
bool bFixedWeightmapTextureIndex = false;
// Store the weightmap allocations in WeightmapUsageMap
for (int32 LayerIdx = 0; LayerIdx < WeightmapLayerAllocations.Num(); LayerIdx++)
{
FWeightmapLayerAllocationInfo& Allocation = WeightmapLayerAllocations[LayerIdx];
// Fix up any problems caused by the layer deletion bug.
if (Allocation.WeightmapTextureIndex >= WeightmapTextures.Num())
{
Allocation.WeightmapTextureIndex = WeightmapTextures.Num() - 1;
if (!bFixedWeightmapTextureIndex)
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("LandscapeName"), FText::FromString(GetName()));
FMessageLog("MapCheck").Warning()
->AddToken(FTextToken::Create(FText::Format(LOCTEXT("MapCheck_Message_FixedUpIncorrectLayerWeightmap", "{LandscapeName} : Fixed up incorrect layer weightmap texture index"), Arguments)))
->AddToken(FMapErrorToken::Create(FMapErrors::FixedUpIncorrectLayerWeightmap));
}
bFixedWeightmapTextureIndex = true;
}
UTexture2D* WeightmapTexture = WeightmapTextures[Allocation.WeightmapTextureIndex];
FLandscapeWeightmapUsage& Usage = Proxy->WeightmapUsageMap.FindOrAdd(WeightmapTexture);
// Detect a shared layer allocation, caused by a previous undo or layer deletion bugs
if (Usage.ChannelUsage[Allocation.WeightmapTextureChannel] != NULL &&
Usage.ChannelUsage[Allocation.WeightmapTextureChannel] != this)
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("LayerName"), FText::FromString(Allocation.GetLayerName().ToString()));
Arguments.Add(TEXT("LandscapeName"), FText::FromString(GetName()));
Arguments.Add(TEXT("ChannelName"), FText::FromString(Usage.ChannelUsage[Allocation.WeightmapTextureChannel]->GetName()));
FMessageLog("MapCheck").Warning()
->AddToken(FTextToken::Create(FText::Format(LOCTEXT("MapCheck_Message_FixedUpSharedLayerWeightmap", "Fixed up shared weightmap texture for layer {LayerName} in component '{LandscapeName}' (shares with '{ChannelName}')"), Arguments)))
->AddToken(FMapErrorToken::Create(FMapErrors::FixedUpSharedLayerWeightmap));
WeightmapLayerAllocations.RemoveAt(LayerIdx);
LayerIdx--;
continue;
}
else
{
Usage.ChannelUsage[Allocation.WeightmapTextureChannel] = this;
}
}
RemoveInvalidWeightmaps();
// Store the layer combination in the MaterialInstanceConstantMap
if (MaterialInstance != NULL)
{
UMaterialInstanceConstant* CombinationMaterialInstance = Cast<UMaterialInstanceConstant>(MaterialInstance->Parent);
if (CombinationMaterialInstance)
{
Proxy->MaterialInstanceConstantMap.Add(*GetLayerAllocationKey(CombinationMaterialInstance->Parent), CombinationMaterialInstance);
}
}
}
}
}
void ULandscapeComponent::UpdateLayerWhitelistFromPaintedLayers()
{
for (const auto& Allocation : WeightmapLayerAllocations)
{
LayerWhitelist.AddUnique(Allocation.LayerInfo);
}
}
//
// LandscapeComponentAlphaInfo
//
struct FLandscapeComponentAlphaInfo
{
int32 LayerIndex;
TArray<uint8> AlphaValues;
// tor
FLandscapeComponentAlphaInfo(ULandscapeComponent* InOwner, int32 InLayerIndex)
: LayerIndex(InLayerIndex)
{
AlphaValues.Empty(FMath::Square(InOwner->ComponentSizeQuads + 1));
AlphaValues.AddZeroed(FMath::Square(InOwner->ComponentSizeQuads + 1));
}
bool IsLayerAllZero() const
{
for (int32 Index = 0; Index < AlphaValues.Num(); Index++)
{
if (AlphaValues[Index] != 0)
{
return false;
}
}
return true;
}
};
void ULandscapeComponent::UpdateCollisionHeightData(const FColor* const HeightmapTextureMipData, const FColor* const SimpleCollisionHeightmapTextureData, int32 ComponentX1/*=0*/, int32 ComponentY1/*=0*/, int32 ComponentX2/*=MAX_int32*/, int32 ComponentY2/*=MAX_int32*/, bool bUpdateBounds/*=false*/, const FColor* XYOffsetTextureMipData/*=nullptr*/)
{
ULandscapeInfo* Info = GetLandscapeInfo();
ALandscapeProxy* Proxy = GetLandscapeProxy();
FIntPoint ComponentKey = GetSectionBase() / ComponentSizeQuads;
ULandscapeHeightfieldCollisionComponent* CollisionComp = CollisionComponent.Get();
ULandscapeMeshCollisionComponent* MeshCollisionComponent = Cast<ULandscapeMeshCollisionComponent>(CollisionComp);
ULandscapeHeightfieldCollisionComponent* OldCollisionComponent = CollisionComp;
// Simple collision is not currently supported with mesh collision components
const bool bUsingSimpleCollision = (SimpleCollisionMipLevel > CollisionMipLevel && SimpleCollisionHeightmapTextureData && !XYOffsetmapTexture);
const int32 CollisionSubsectionSizeVerts = ((SubsectionSizeQuads + 1) >> CollisionMipLevel);
const int32 CollisionSubsectionSizeQuads = CollisionSubsectionSizeVerts - 1;
const int32 CollisionSizeVerts = NumSubsections * CollisionSubsectionSizeQuads + 1;
const int32 SimpleCollisionSubsectionSizeVerts = bUsingSimpleCollision ? ((SubsectionSizeQuads + 1) >> SimpleCollisionMipLevel) : 0;
const int32 SimpleCollisionSubsectionSizeQuads = bUsingSimpleCollision ? SimpleCollisionSubsectionSizeVerts - 1 : 0;
const int32 SimpleCollisionSizeVerts = bUsingSimpleCollision ? NumSubsections * SimpleCollisionSubsectionSizeQuads + 1 : 0;
const int32 TotalCollisionSize = FMath::Square(CollisionSizeVerts) + FMath::Square(SimpleCollisionSizeVerts);
uint16* CollisionHeightData = nullptr;
uint16* CollisionXYOffsetData = nullptr;
bool CreatedNew = false;
bool ChangeType = false;
if (CollisionComp)
{
CollisionComp->Modify();
}
// Existing collision component is same type with collision
if (CollisionComp && ((XYOffsetmapTexture == nullptr) == (MeshCollisionComponent == nullptr)))
{
ComponentX1 = FMath::Min(ComponentX1, ComponentSizeQuads);
ComponentY1 = FMath::Min(ComponentY1, ComponentSizeQuads);
ComponentX2 = FMath::Max(ComponentX2, 0);
ComponentY2 = FMath::Max(ComponentY2, 0);
if (ComponentX2 < ComponentX1 || ComponentY2 < ComponentY1)
{
// nothing to do
return;
}
if (bUpdateBounds)
{
CollisionComp->CachedLocalBox = CachedLocalBox;
CollisionComp->UpdateComponentToWorld();
}
CollisionHeightData = (uint16*)CollisionComp->CollisionHeightData.Lock(LOCK_READ_WRITE);
if (XYOffsetmapTexture && MeshCollisionComponent)
{
CollisionXYOffsetData = (uint16*)MeshCollisionComponent->CollisionXYOffsetData.Lock(LOCK_READ_WRITE);
}
}
else
{
ComponentX1 = 0;
ComponentY1 = 0;
ComponentX2 = ComponentSizeQuads;
ComponentY2 = ComponentSizeQuads;
TArray<uint8> DominantLayerData;
TArray<ULandscapeLayerInfoObject*> LayerInfos;
if (CollisionComp) // remove old component before changing to other type collision...
{
ChangeType = true;
if (CollisionComp->DominantLayerData.GetElementCount())
{
check(CollisionComp->DominantLayerData.GetElementCount() >= TotalCollisionSize);
DominantLayerData.AddUninitialized(TotalCollisionSize);
const uint8* SrcDominantLayerData = (uint8*)CollisionComp->DominantLayerData.Lock(LOCK_READ_ONLY);
FMemory::Memcpy(DominantLayerData.GetData(), SrcDominantLayerData, TotalCollisionSize * sizeof(uint8));
CollisionComp->DominantLayerData.Unlock();
}
if (CollisionComp->ComponentLayerInfos.Num())
{
LayerInfos = CollisionComp->ComponentLayerInfos;
}
if (Info)
{
Info->Modify();
}
Proxy->Modify();
CollisionComp->DestroyComponent();
CollisionComp = nullptr;
}
if (XYOffsetmapTexture)
{
MeshCollisionComponent = NewObject<ULandscapeMeshCollisionComponent>(Proxy, NAME_None, RF_Transactional);
CollisionComp = MeshCollisionComponent;
}
else
{
MeshCollisionComponent = nullptr;
CollisionComp = NewObject<ULandscapeHeightfieldCollisionComponent>(Proxy, NAME_None, RF_Transactional);
}
CollisionComp->SetRelativeLocation(RelativeLocation);
CollisionComp->SetupAttachment(Proxy->GetRootComponent(), NAME_None);
Proxy->CollisionComponents.Add(CollisionComp);
CollisionComp->RenderComponent = this;
CollisionComp->SetSectionBase(GetSectionBase());
CollisionComp->CollisionSizeQuads = CollisionSubsectionSizeQuads * NumSubsections;
CollisionComp->CollisionScale = (float)(ComponentSizeQuads) / (float)(CollisionComp->CollisionSizeQuads);
CollisionComp->SimpleCollisionSizeQuads = bUsingSimpleCollision ? SimpleCollisionSubsectionSizeQuads * NumSubsections : 0;
CollisionComp->CachedLocalBox = CachedLocalBox;
CreatedNew = true;
// Reallocate raw collision data
CollisionComp->CollisionHeightData.Lock(LOCK_READ_WRITE);
CollisionHeightData = (uint16*)CollisionComp->CollisionHeightData.Realloc(TotalCollisionSize);
FMemory::Memzero(CollisionHeightData, TotalCollisionSize * sizeof(uint16));
if (XYOffsetmapTexture && MeshCollisionComponent)
{
// Need XYOffsetData for Collision Component
MeshCollisionComponent->CollisionXYOffsetData.Lock(LOCK_READ_WRITE);
CollisionXYOffsetData = (uint16*)MeshCollisionComponent->CollisionXYOffsetData.Realloc(TotalCollisionSize * 2);
FMemory::Memzero(CollisionXYOffsetData, TotalCollisionSize * 2 * sizeof(uint16));
}
if (DominantLayerData.Num())
{
CollisionComp->DominantLayerData.Lock(LOCK_READ_WRITE);
uint8* DestDominantLayerData = (uint8*)CollisionComp->DominantLayerData.Realloc(TotalCollisionSize);
FMemory::Memcpy(DestDominantLayerData, DominantLayerData.GetData(), TotalCollisionSize * sizeof(uint8));
CollisionComp->DominantLayerData.Unlock();
}
if (LayerInfos.Num())
{
CollisionComp->ComponentLayerInfos = MoveTemp(LayerInfos);
}
}
const int32 HeightmapSizeU = HeightmapTexture->Source.GetSizeX();
const int32 HeightmapSizeV = HeightmapTexture->Source.GetSizeY();
const int32 MipSizeU = HeightmapSizeU >> CollisionMipLevel;
const int32 MipSizeV = HeightmapSizeV >> CollisionMipLevel;
const int32 XYMipSizeU = XYOffsetmapTexture ? XYOffsetmapTexture->Source.GetSizeX() >> CollisionMipLevel : 0;
const int32 XYMipSizeV = XYOffsetmapTexture ? XYOffsetmapTexture->Source.GetSizeY() >> CollisionMipLevel : 0;
// Ratio to convert update region coordinate to collision mip coordinates
const float CollisionQuadRatio = (float)CollisionSubsectionSizeQuads / (float)SubsectionSizeQuads;
// XY offset into heightmap mip data
const int32 HeightmapOffsetX = FMath::RoundToInt(HeightmapScaleBias.Z * (float)HeightmapSizeU) >> CollisionMipLevel;
const int32 HeightmapOffsetY = FMath::RoundToInt(HeightmapScaleBias.W * (float)HeightmapSizeV) >> CollisionMipLevel;
//int32 WeightmapOffsetX = FMath::RoundToInt(WeightmapScaleBias.Z * (float)XYMipSizeU) >> CollisionMipLevel;
//int32 WeightmapOffsetY = FMath::RoundToInt(WeightmapScaleBias.W * (float)XYMipSizeV) >> CollisionMipLevel;
// Handle Material WPO baked into heightfield collision
// Material WPO is not currently supported for mesh collision components
const bool bUsingGrassMapHeights = Proxy->bBakeMaterialPositionOffsetIntoCollision && !MeshCollisionComponent && GrassData->HasData() && !IsGrassMapOutdated();
const uint16* GrassHeights = nullptr;
if (bUsingGrassMapHeights)
{
if (CollisionMipLevel == 0)
{
GrassHeights = GrassData->HeightData.GetData();
}
else
{
if (GrassData->HeightMipData.Contains(CollisionMipLevel))
{
GrassHeights = GrassData->HeightMipData[CollisionMipLevel].GetData();
}
}
}
const int32 SubSectionX1 = FMath::Max(0, FMath::DivideAndRoundDown(ComponentX1 - 1, SubsectionSizeQuads));
const int32 SubSectionY1 = FMath::Max(0, FMath::DivideAndRoundDown(ComponentY1 - 1, SubsectionSizeQuads));
const int32 SubSectionX2 = FMath::Min(FMath::DivideAndRoundUp(ComponentX2 + 1, SubsectionSizeQuads), NumSubsections);
const int32 SubSectionY2 = FMath::Min(FMath::DivideAndRoundUp(ComponentY2 + 1, SubsectionSizeQuads), NumSubsections);
for (int32 SubsectionY = SubSectionY1; SubsectionY < SubSectionY2; ++SubsectionY)
{
for (int32 SubsectionX = SubSectionX1; SubsectionX < SubSectionX2; ++SubsectionX)
{
// Area to update in subsection coordinates
const int32 SubX1 = ComponentX1 - SubsectionSizeQuads * SubsectionX;
const int32 SubY1 = ComponentY1 - SubsectionSizeQuads * SubsectionY;
const int32 SubX2 = ComponentX2 - SubsectionSizeQuads * SubsectionX;
const int32 SubY2 = ComponentY2 - SubsectionSizeQuads * SubsectionY;
// Area to update in collision mip level coords
const int32 CollisionSubX1 = FMath::FloorToInt((float)SubX1 * CollisionQuadRatio);
const int32 CollisionSubY1 = FMath::FloorToInt((float)SubY1 * CollisionQuadRatio);
const int32 CollisionSubX2 = FMath::CeilToInt( (float)SubX2 * CollisionQuadRatio);
const int32 CollisionSubY2 = FMath::CeilToInt( (float)SubY2 * CollisionQuadRatio);
// Clamp area to update
const int32 VertX1 = FMath::Clamp<int32>(CollisionSubX1, 0, CollisionSubsectionSizeQuads);
const int32 VertY1 = FMath::Clamp<int32>(CollisionSubY1, 0, CollisionSubsectionSizeQuads);
const int32 VertX2 = FMath::Clamp<int32>(CollisionSubX2, 0, CollisionSubsectionSizeQuads);
const int32 VertY2 = FMath::Clamp<int32>(CollisionSubY2, 0, CollisionSubsectionSizeQuads);
for (int32 VertY = VertY1; VertY <= VertY2; VertY++)
{
for (int32 VertX = VertX1; VertX <= VertX2; VertX++)
{
// this uses Quads as we don't want the duplicated vertices
const int32 CompVertX = CollisionSubsectionSizeQuads * SubsectionX + VertX;
const int32 CompVertY = CollisionSubsectionSizeQuads * SubsectionY + VertY;
if (GrassHeights)
{
uint16& CollisionHeight = CollisionHeightData[CompVertX + CompVertY * CollisionSizeVerts];
const uint16& NewHeight = GrassHeights[CompVertX + CompVertY * CollisionSizeVerts];
CollisionHeight = NewHeight;
}
else
{
// X/Y of the vertex we're looking indexed into the texture data
const int32 TexX = HeightmapOffsetX + CollisionSubsectionSizeVerts * SubsectionX + VertX;
const int32 TexY = HeightmapOffsetY + CollisionSubsectionSizeVerts * SubsectionY + VertY;
const FColor& TexData = HeightmapTextureMipData[TexX + TexY * MipSizeU];
// Copy collision data
uint16& CollisionHeight = CollisionHeightData[CompVertX + CompVertY * CollisionSizeVerts];
const uint16 NewHeight = TexData.R << 8 | TexData.G;
CollisionHeight = NewHeight;
}
if (XYOffsetmapTexture && XYOffsetTextureMipData && CollisionXYOffsetData)
{
const int32 TexX = CollisionSubsectionSizeVerts * SubsectionX + VertX;
const int32 TexY = CollisionSubsectionSizeVerts * SubsectionY + VertY;
const FColor& TexData = XYOffsetTextureMipData[TexX + TexY * XYMipSizeU];
// Copy collision data
const uint16 NewXOffset = TexData.R << 8 | TexData.G;
const uint16 NewYOffset = TexData.B << 8 | TexData.A;
const int32 XYIndex = CompVertX + CompVertY * CollisionSizeVerts;
CollisionXYOffsetData[XYIndex * 2] = NewXOffset;
CollisionXYOffsetData[XYIndex * 2 + 1] = NewYOffset;
}
}
}
}
}
if (bUsingSimpleCollision)
{
const int32 SimpleMipSizeU = HeightmapSizeU >> SimpleCollisionMipLevel;
const int32 SimpleMipSizeV = HeightmapSizeV >> SimpleCollisionMipLevel;
// Ratio to convert update region coordinate to collision mip coordinates
const float SimpleCollisionQuadRatio = (float)SimpleCollisionSubsectionSizeQuads / (float)SubsectionSizeQuads;
// XY offset into heightmap mip data
const int32 SimpleHeightmapOffsetX = FMath::RoundToInt(HeightmapScaleBias.Z * (float)HeightmapSizeU) >> SimpleCollisionMipLevel;
const int32 SimpleHeightmapOffsetY = FMath::RoundToInt(HeightmapScaleBias.W * (float)HeightmapSizeV) >> SimpleCollisionMipLevel;
const uint16* SimpleCollisionGrassHeights = bUsingGrassMapHeights && GrassData->HeightMipData.Contains(SimpleCollisionMipLevel) ? GrassData->HeightMipData[SimpleCollisionMipLevel].GetData() : nullptr;
uint16* const SimpleCollisionHeightData = CollisionHeightData + FMath::Square(CollisionSizeVerts);
for (int32 SubsectionY = SubSectionY1; SubsectionY < SubSectionY2; ++SubsectionY)
{
for (int32 SubsectionX = SubSectionX1; SubsectionX < SubSectionX2; ++SubsectionX)
{
// Area to update in subsection coordinates
const int32 SubX1 = ComponentX1 - SubsectionSizeQuads * SubsectionX;
const int32 SubY1 = ComponentY1 - SubsectionSizeQuads * SubsectionY;
const int32 SubX2 = ComponentX2 - SubsectionSizeQuads * SubsectionX;
const int32 SubY2 = ComponentY2 - SubsectionSizeQuads * SubsectionY;
// Area to update in simple collision mip level coords
const int32 SimpleCollisionSubX1 = FMath::FloorToInt((float)SubX1 * SimpleCollisionQuadRatio);
const int32 SimpleCollisionSubY1 = FMath::FloorToInt((float)SubY1 * SimpleCollisionQuadRatio);
const int32 SimpleCollisionSubX2 = FMath::CeilToInt((float)SubX2 * SimpleCollisionQuadRatio);
const int32 SimpleCollisionSubY2 = FMath::CeilToInt((float)SubY2 * SimpleCollisionQuadRatio);
// Clamp area to update
const int32 SimpleVertX1 = FMath::Clamp<int32>(SimpleCollisionSubX1, 0, SimpleCollisionSubsectionSizeQuads);
const int32 SimpleVertY1 = FMath::Clamp<int32>(SimpleCollisionSubY1, 0, SimpleCollisionSubsectionSizeQuads);
const int32 SimpleVertX2 = FMath::Clamp<int32>(SimpleCollisionSubX2, 0, SimpleCollisionSubsectionSizeQuads);
const int32 SimpleVertY2 = FMath::Clamp<int32>(SimpleCollisionSubY2, 0, SimpleCollisionSubsectionSizeQuads);
for (int32 VertY = SimpleVertY1; VertY <= SimpleVertY2; VertY++)
{
for (int32 VertX = SimpleVertX1; VertX <= SimpleVertX2; VertX++)
{
// this uses Quads as we don't want the duplicated vertices
const int32 CompVertX = SimpleCollisionSubsectionSizeQuads * SubsectionX + VertX;
const int32 CompVertY = SimpleCollisionSubsectionSizeQuads * SubsectionY + VertY;
if (SimpleCollisionGrassHeights)
{
uint16& CollisionHeight = SimpleCollisionHeightData[CompVertX + CompVertY * SimpleCollisionSizeVerts];
const uint16& NewHeight = SimpleCollisionGrassHeights[CompVertX + CompVertY * SimpleCollisionSizeVerts];
CollisionHeight = NewHeight;
}
else
{
// X/Y of the vertex we're looking indexed into the texture data
const int32 TexX = SimpleHeightmapOffsetX + SimpleCollisionSubsectionSizeVerts * SubsectionX + VertX;
const int32 TexY = SimpleHeightmapOffsetY + SimpleCollisionSubsectionSizeVerts * SubsectionY + VertY;
const FColor& TexData = SimpleCollisionHeightmapTextureData[TexX + TexY * SimpleMipSizeU];
// Copy collision data
uint16& CollisionHeight = SimpleCollisionHeightData[CompVertX + CompVertY * SimpleCollisionSizeVerts];
uint16 NewHeight = TexData.R << 8 | TexData.G;
CollisionHeight = NewHeight;
}
// not supported
// if (XYOffsetmapTexture && XYOffsetTextureMipData && CollisionXYOffsetData)
}
}
}
}
}
CollisionComp->CollisionHeightData.Unlock();
if (XYOffsetmapTexture && MeshCollisionComponent)
{
MeshCollisionComponent->CollisionXYOffsetData.Unlock();
}
// If we updated an existing component, we need to update the PhysX copy of the data
if (!CreatedNew)
{
if (MeshCollisionComponent)
{
// Will be done once for XY Offset data update in FXYOffsetmapAccessor() destructor with UpdateCachedBounds()
//MeshCollisionComponent->RecreateCollision();
}
else if (CollisionMipLevel == 0)
{
CollisionComp->UpdateHeightfieldRegion(ComponentX1, ComponentY1, ComponentX2, ComponentY2);
}
else
{
const int32 CollisionCompX1 = FMath::FloorToInt((float)ComponentX1 * CollisionQuadRatio);
const int32 CollisionCompY1 = FMath::FloorToInt((float)ComponentY1 * CollisionQuadRatio);
const int32 CollisionCompX2 = FMath::CeilToInt( (float)ComponentX2 * CollisionQuadRatio);
const int32 CollisionCompY2 = FMath::CeilToInt( (float)ComponentY2 * CollisionQuadRatio);
CollisionComp->UpdateHeightfieldRegion(CollisionCompX1, CollisionCompY1, CollisionCompX2, CollisionCompY2);
}
}
{
// set relevancy for navigation system
ALandscapeProxy* LandscapeProxy = CollisionComp->GetLandscapeProxy();
CollisionComp->SetCanEverAffectNavigation(LandscapeProxy ? LandscapeProxy->bUsedForNavigation : false);
}
// Move any foliage instances if we created a new collision component.
if (OldCollisionComponent && OldCollisionComponent != CollisionComp)
{
AInstancedFoliageActor::MoveInstancesToNewComponent(Proxy->GetWorld(), OldCollisionComponent, CollisionComp);
}
// Set new collision component to pointer
CollisionComponent = CollisionComp;
if (CreatedNew && !ChangeType)
{
UpdateCollisionLayerData();
}
if (CreatedNew && Proxy->GetRootComponent()->IsRegistered())
{
CollisionComp->RegisterComponent();
}
}
void ULandscapeComponent::UpdateCollisionData(bool bRebuild)
{
ULandscapeHeightfieldCollisionComponent* CollisionComp = CollisionComponent.Get();
if (CollisionComp && bRebuild)
{
CollisionComp->DestroyComponent();
CollisionComponent = CollisionComp = nullptr;
}
TArray<uint8> CollisionMipData;
TArray<uint8> SimpleCollisionMipData;
TArray<uint8> XYOffsetMipData;
HeightmapTexture->Source.GetMipData(CollisionMipData, CollisionMipLevel);
if (SimpleCollisionMipLevel > CollisionMipLevel)
{
HeightmapTexture->Source.GetMipData(SimpleCollisionMipData, SimpleCollisionMipLevel);
}
if (XYOffsetmapTexture)
{
XYOffsetmapTexture->Source.GetMipData(XYOffsetMipData, CollisionMipLevel);
}
UpdateCollisionHeightData(
(FColor*)CollisionMipData.GetData(),
SimpleCollisionMipLevel > CollisionMipLevel ? (FColor*)SimpleCollisionMipData.GetData() : nullptr,
0, 0, MAX_int32, MAX_int32, true,
XYOffsetmapTexture ? (FColor*)XYOffsetMipData.GetData() : nullptr);
}
void ULandscapeComponent::UpdateCollisionLayerData(const FColor* const* const WeightmapTextureMipData, const FColor* const* const SimpleCollisionWeightmapTextureMipData, int32 ComponentX1, int32 ComponentY1, int32 ComponentX2, int32 ComponentY2)
{
ULandscapeInfo* Info = GetLandscapeInfo();
ALandscapeProxy* Proxy = GetLandscapeProxy();
FIntPoint ComponentKey = GetSectionBase() / ComponentSizeQuads;
ULandscapeHeightfieldCollisionComponent* CollisionComp = CollisionComponent.Get();
if (CollisionComp)
{
CollisionComp->Modify();
// Simple collision is not currently supported with mesh collision components
const bool bUsingSimpleCollision = (SimpleCollisionMipLevel > CollisionMipLevel && SimpleCollisionWeightmapTextureMipData && !XYOffsetmapTexture);
TArray<ULandscapeLayerInfoObject*> CandidateLayers;
TArray<uint8*> CandidateDataPtrs;
TArray<uint8*> SimpleCollisionDataPtrs;
bool bExistingLayerMismatch = false;
int32 DataLayerIdx = INDEX_NONE;
// Find the layers we're interested in
for (int32 AllocIdx = 0; AllocIdx < WeightmapLayerAllocations.Num(); AllocIdx++)
{
FWeightmapLayerAllocationInfo& AllocInfo = WeightmapLayerAllocations[AllocIdx];
ULandscapeLayerInfoObject* LayerInfo = AllocInfo.LayerInfo;
if (LayerInfo == ALandscapeProxy::VisibilityLayer || LayerInfo != nullptr)
{
int32 Idx = CandidateLayers.Add(LayerInfo);
CandidateDataPtrs.Add(((uint8*)WeightmapTextureMipData[AllocInfo.WeightmapTextureIndex]) + ChannelOffsets[AllocInfo.WeightmapTextureChannel]);
if (bUsingSimpleCollision)
{
SimpleCollisionDataPtrs.Add(((uint8*)SimpleCollisionWeightmapTextureMipData[AllocInfo.WeightmapTextureIndex]) + ChannelOffsets[AllocInfo.WeightmapTextureChannel]);
}
// Check if we still match the collision component.
if (!CollisionComp->ComponentLayerInfos.IsValidIndex(Idx) || CollisionComp->ComponentLayerInfos[Idx] != LayerInfo)
{
bExistingLayerMismatch = true;
}
if (LayerInfo == ALandscapeProxy::VisibilityLayer)
{
DataLayerIdx = Idx;
bExistingLayerMismatch = true; // always rebuild whole component for hole
}
}
}
if (CandidateLayers.Num() == 0)
{
// No layers, so don't update any weights
CollisionComp->DominantLayerData.RemoveBulkData();
CollisionComp->ComponentLayerInfos.Empty();
}
else
{
const int32 CollisionSubsectionSizeVerts = ((SubsectionSizeQuads + 1) >> CollisionMipLevel);
const int32 CollisionSubsectionSizeQuads = CollisionSubsectionSizeVerts - 1;
const int32 CollisionSizeVerts = NumSubsections * CollisionSubsectionSizeQuads + 1;
const int32 SimpleCollisionSubsectionSizeVerts = bUsingSimpleCollision ? ((SubsectionSizeQuads + 1) >> SimpleCollisionMipLevel) : 0;
const int32 SimpleCollisionSubsectionSizeQuads = bUsingSimpleCollision ? SimpleCollisionSubsectionSizeVerts - 1 : 0;
const int32 SimpleCollisionSizeVerts = bUsingSimpleCollision ? NumSubsections * SimpleCollisionSubsectionSizeQuads + 1 : 0;
const int32 TotalCollisionSize = FMath::Square(CollisionSizeVerts) + FMath::Square(SimpleCollisionSizeVerts);
uint8* DominantLayerData = nullptr;
// If there's no existing data, or the layer allocations have changed, we need to update the data for the whole component.
if (bExistingLayerMismatch || CollisionComp->DominantLayerData.GetElementCount() == 0)
{
ComponentX1 = 0;
ComponentY1 = 0;
ComponentX2 = ComponentSizeQuads;
ComponentY2 = ComponentSizeQuads;
CollisionComp->DominantLayerData.Lock(LOCK_READ_WRITE);
DominantLayerData = (uint8*)CollisionComp->DominantLayerData.Realloc(TotalCollisionSize);
FMemory::Memzero(DominantLayerData, TotalCollisionSize);
CollisionComp->ComponentLayerInfos = CandidateLayers;
}
else
{
ComponentX1 = FMath::Min(ComponentX1, ComponentSizeQuads);
ComponentY1 = FMath::Min(ComponentY1, ComponentSizeQuads);
ComponentX2 = FMath::Max(ComponentX2, 0);
ComponentY2 = FMath::Max(ComponentY2, 0);
DominantLayerData = (uint8*)CollisionComp->DominantLayerData.Lock(LOCK_READ_WRITE);
}
const int32 WeightmapSizeU = WeightmapTextures[0]->Source.GetSizeX();
const int32 MipSizeU = WeightmapSizeU >> CollisionMipLevel;
// Ratio to convert update region coordinate to collision mip coordinates
const float CollisionQuadRatio = (float)CollisionSubsectionSizeQuads / (float)SubsectionSizeQuads;
// gmartin: WeightmapScaleBias not handled?
const int32 SubSectionX1 = FMath::Max(0, FMath::DivideAndRoundDown(ComponentX1 - 1, SubsectionSizeQuads));
const int32 SubSectionY1 = FMath::Max(0, FMath::DivideAndRoundDown(ComponentY1 - 1, SubsectionSizeQuads));
const int32 SubSectionX2 = FMath::Min(FMath::DivideAndRoundUp(ComponentX2 + 1, SubsectionSizeQuads), NumSubsections);
const int32 SubSectionY2 = FMath::Min(FMath::DivideAndRoundUp(ComponentY2 + 1, SubsectionSizeQuads), NumSubsections);
for (int32 SubsectionY = SubSectionY1; SubsectionY < SubSectionY2; ++SubsectionY)
{
for (int32 SubsectionX = SubSectionX1; SubsectionX < SubSectionX2; ++SubsectionX)
{
// Area to update in subsection coordinates
const int32 SubX1 = ComponentX1 - SubsectionSizeQuads * SubsectionX;
const int32 SubY1 = ComponentY1 - SubsectionSizeQuads * SubsectionY;
const int32 SubX2 = ComponentX2 - SubsectionSizeQuads * SubsectionX;
const int32 SubY2 = ComponentY2 - SubsectionSizeQuads * SubsectionY;
// Area to update in collision mip level coords
const int32 CollisionSubX1 = FMath::FloorToInt((float)SubX1 * CollisionQuadRatio);
const int32 CollisionSubY1 = FMath::FloorToInt((float)SubY1 * CollisionQuadRatio);
const int32 CollisionSubX2 = FMath::CeilToInt( (float)SubX2 * CollisionQuadRatio);
const int32 CollisionSubY2 = FMath::CeilToInt( (float)SubY2 * CollisionQuadRatio);
// Clamp area to update
const int32 VertX1 = FMath::Clamp<int32>(CollisionSubX1, 0, CollisionSubsectionSizeQuads);
const int32 VertY1 = FMath::Clamp<int32>(CollisionSubY1, 0, CollisionSubsectionSizeQuads);
const int32 VertX2 = FMath::Clamp<int32>(CollisionSubX2, 0, CollisionSubsectionSizeQuads);
const int32 VertY2 = FMath::Clamp<int32>(CollisionSubY2, 0, CollisionSubsectionSizeQuads);
for (int32 VertY = VertY1; VertY <= VertY2; VertY++)
{
for (int32 VertX = VertX1; VertX <= VertX2; VertX++)
{
// X/Y of the vertex we're looking indexed into the texture data
const int32 TexX = CollisionSubsectionSizeVerts * SubsectionX + VertX;
const int32 TexY = CollisionSubsectionSizeVerts * SubsectionY + VertY;
const int32 DataOffset = (TexX + TexY * MipSizeU) * sizeof(FColor);
uint8 DominantLayer = 255; // 255 as invalid value
int32 DominantWeight = 0;
for (int32 LayerIdx = 0; LayerIdx < CandidateDataPtrs.Num(); LayerIdx++)
{
const uint8 LayerWeight = CandidateDataPtrs[LayerIdx][DataOffset];
if (LayerIdx == DataLayerIdx) // Override value for hole
{
if (LayerWeight > 170) // 255 * 0.66...
{
DominantLayer = LayerIdx;
DominantWeight = INT_MAX;
}
}
else if (LayerWeight > DominantWeight)
{
DominantLayer = LayerIdx;
DominantWeight = LayerWeight;
}
}
// this uses Quads as we don't want the duplicated vertices
const int32 CompVertX = CollisionSubsectionSizeQuads * SubsectionX + VertX;
const int32 CompVertY = CollisionSubsectionSizeQuads * SubsectionY + VertY;
// Set collision data
DominantLayerData[CompVertX + CompVertY*CollisionSizeVerts] = DominantLayer;
}
}
}
}
if (bUsingSimpleCollision)
{
const int32 SimpleMipSizeU = WeightmapSizeU >> SimpleCollisionMipLevel;
// Ratio to convert update region coordinate to collision mip coordinates
const float SimpleCollisionQuadRatio = (float)SimpleCollisionSubsectionSizeQuads / (float)SubsectionSizeQuads;
// gmartin: WeightmapScaleBias not handled?
uint8* const SimpleCollisionHeightData = DominantLayerData + FMath::Square(CollisionSizeVerts);
for (int32 SubsectionY = SubSectionY1; SubsectionY < SubSectionY2; ++SubsectionY)
{
for (int32 SubsectionX = SubSectionX1; SubsectionX < SubSectionX2; ++SubsectionX)
{
// Area to update in subsection coordinates
const int32 SubX1 = ComponentX1 - SubsectionSizeQuads * SubsectionX;
const int32 SubY1 = ComponentY1 - SubsectionSizeQuads * SubsectionY;
const int32 SubX2 = ComponentX2 - SubsectionSizeQuads * SubsectionX;
const int32 SubY2 = ComponentY2 - SubsectionSizeQuads * SubsectionY;
// Area to update in simple collision mip level coords
const int32 SimpleCollisionSubX1 = FMath::FloorToInt((float)SubX1 * SimpleCollisionQuadRatio);
const int32 SimpleCollisionSubY1 = FMath::FloorToInt((float)SubY1 * SimpleCollisionQuadRatio);
const int32 SimpleCollisionSubX2 = FMath::CeilToInt( (float)SubX2 * SimpleCollisionQuadRatio);
const int32 SimpleCollisionSubY2 = FMath::CeilToInt( (float)SubY2 * SimpleCollisionQuadRatio);
// Clamp area to update
const int32 SimpleVertX1 = FMath::Clamp<int32>(SimpleCollisionSubX1, 0, SimpleCollisionSubsectionSizeQuads);
const int32 SimpleVertY1 = FMath::Clamp<int32>(SimpleCollisionSubY1, 0, SimpleCollisionSubsectionSizeQuads);
const int32 SimpleVertX2 = FMath::Clamp<int32>(SimpleCollisionSubX2, 0, SimpleCollisionSubsectionSizeQuads);
const int32 SimpleVertY2 = FMath::Clamp<int32>(SimpleCollisionSubY2, 0, SimpleCollisionSubsectionSizeQuads);
for (int32 VertY = SimpleVertY1; VertY <= SimpleVertY2; VertY++)
{
for (int32 VertX = SimpleVertX1; VertX <= SimpleVertX2; VertX++)
{
// X/Y of the vertex we're looking indexed into the texture data
const int32 TexX = SimpleCollisionSubsectionSizeVerts * SubsectionX + VertX;
const int32 TexY = SimpleCollisionSubsectionSizeVerts * SubsectionY + VertY;
const int32 DataOffset = (TexX + TexY * SimpleMipSizeU) * sizeof(FColor);
uint8 DominantLayer = 255; // 255 as invalid value
int32 DominantWeight = 0;
for (int32 LayerIdx = 0; LayerIdx < CandidateDataPtrs.Num(); LayerIdx++)
{
const uint8 LayerWeight = SimpleCollisionDataPtrs[LayerIdx][DataOffset];
if (LayerIdx == DataLayerIdx) // Override value for hole
{
if (LayerWeight > 170) // 255 * 0.66...
{
DominantLayer = LayerIdx;
DominantWeight = INT_MAX;
}
}
else if (LayerWeight > DominantWeight)
{
DominantLayer = LayerIdx;
DominantWeight = LayerWeight;
}
}
// this uses Quads as we don't want the duplicated vertices
const int32 CompVertX = SimpleCollisionSubsectionSizeQuads * SubsectionX + VertX;
const int32 CompVertY = SimpleCollisionSubsectionSizeQuads * SubsectionY + VertY;
// Set collision data
DominantLayerData[CompVertX + CompVertY * SimpleCollisionSizeVerts] = DominantLayer;
}
}
}
}
}
CollisionComp->DominantLayerData.Unlock();
}
// We do not force an update of the physics data here. We don't need the layer information in the editor and it
// causes problems if we update it multiple times in a single frame.
}
}
void ULandscapeComponent::UpdateCollisionLayerData()
{
// Generate the dominant layer data
TArray<FColor*> WeightmapTextureMipData;
TArray<TArray<uint8>> CachedWeightmapTextureMipData;
WeightmapTextureMipData.Empty(WeightmapTextures.Num());
CachedWeightmapTextureMipData.Empty(WeightmapTextures.Num());
for (int32 WeightmapIdx = 0; WeightmapIdx < WeightmapTextures.Num(); ++WeightmapIdx)
{
TArray<uint8> MipData;
WeightmapTextures[WeightmapIdx]->Source.GetMipData(MipData, CollisionMipLevel);
WeightmapTextureMipData.Add((FColor*)MipData.GetData());
CachedWeightmapTextureMipData.Add(MoveTemp(MipData));
}
TArray<FColor*> SimpleCollisionWeightmapMipData;
TArray<TArray<uint8>> SimpleCollisionCachedWeightmapTextureMipData;
if (SimpleCollisionMipLevel > CollisionMipLevel)
{
for (int32 WeightmapIdx = 0; WeightmapIdx < WeightmapTextures.Num(); ++WeightmapIdx)
{
TArray<uint8> MipData;
WeightmapTextures[WeightmapIdx]->Source.GetMipData(MipData, SimpleCollisionMipLevel);
SimpleCollisionWeightmapMipData.Add((FColor*)MipData.GetData());
SimpleCollisionCachedWeightmapTextureMipData.Add(MoveTemp(MipData));
}
}
UpdateCollisionLayerData(WeightmapTextureMipData.GetData(), SimpleCollisionWeightmapMipData.GetData());
}
void ULandscapeComponent::GenerateHeightmapMips(TArray<FColor*>& HeightmapTextureMipData, int32 ComponentX1/*=0*/, int32 ComponentY1/*=0*/, int32 ComponentX2/*=MAX_int32*/, int32 ComponentY2/*=MAX_int32*/, FLandscapeTextureDataInfo* TextureDataInfo/*=NULL*/)
{
bool EndX = false;
bool EndY = false;
if (ComponentX1 == MAX_int32)
{
EndX = true;
ComponentX1 = 0;
}
if (ComponentY1 == MAX_int32)
{
EndY = true;
ComponentY1 = 0;
}
if (ComponentX2 == MAX_int32)
{
ComponentX2 = ComponentSizeQuads;
}
if (ComponentY2 == MAX_int32)
{
ComponentY2 = ComponentSizeQuads;
}
int32 HeightmapSizeU = HeightmapTexture->Source.GetSizeX();
int32 HeightmapSizeV = HeightmapTexture->Source.GetSizeY();
int32 HeightmapOffsetX = FMath::RoundToInt(HeightmapScaleBias.Z * (float)HeightmapSizeU);
int32 HeightmapOffsetY = FMath::RoundToInt(HeightmapScaleBias.W * (float)HeightmapSizeV);
for (int32 SubsectionY = 0; SubsectionY < NumSubsections; SubsectionY++)
{
// Check if subsection is fully above or below the area we are interested in
if ((ComponentY2 < SubsectionSizeQuads*SubsectionY) || // above
(ComponentY1 > SubsectionSizeQuads*(SubsectionY + 1))) // below
{
continue;
}
for (int32 SubsectionX = 0; SubsectionX < NumSubsections; SubsectionX++)
{
// Check if subsection is fully to the left or right of the area we are interested in
if ((ComponentX2 < SubsectionSizeQuads*SubsectionX) || // left
(ComponentX1 > SubsectionSizeQuads*(SubsectionX + 1))) // right
{
continue;
}
// Area to update in previous mip level coords
int32 PrevMipSubX1 = ComponentX1 - SubsectionSizeQuads*SubsectionX;
int32 PrevMipSubY1 = ComponentY1 - SubsectionSizeQuads*SubsectionY;
int32 PrevMipSubX2 = ComponentX2 - SubsectionSizeQuads*SubsectionX;
int32 PrevMipSubY2 = ComponentY2 - SubsectionSizeQuads*SubsectionY;
int32 PrevMipSubsectionSizeQuads = SubsectionSizeQuads;
float InvPrevMipSubsectionSizeQuads = 1.0f / (float)SubsectionSizeQuads;
int32 PrevMipSizeU = HeightmapSizeU;
int32 PrevMipSizeV = HeightmapSizeV;
int32 PrevMipHeightmapOffsetX = HeightmapOffsetX;
int32 PrevMipHeightmapOffsetY = HeightmapOffsetY;
for (int32 Mip = 1; Mip < HeightmapTextureMipData.Num(); Mip++)
{
int32 MipSizeU = HeightmapSizeU >> Mip;
int32 MipSizeV = HeightmapSizeV >> Mip;
int32 MipSubsectionSizeQuads = ((SubsectionSizeQuads + 1) >> Mip) - 1;
float InvMipSubsectionSizeQuads = 1.0f / (float)MipSubsectionSizeQuads;
int32 MipHeightmapOffsetX = HeightmapOffsetX >> Mip;
int32 MipHeightmapOffsetY = HeightmapOffsetY >> Mip;
// Area to update in current mip level coords
int32 MipSubX1 = FMath::FloorToInt((float)MipSubsectionSizeQuads * (float)PrevMipSubX1 * InvPrevMipSubsectionSizeQuads);
int32 MipSubY1 = FMath::FloorToInt((float)MipSubsectionSizeQuads * (float)PrevMipSubY1 * InvPrevMipSubsectionSizeQuads);
int32 MipSubX2 = FMath::CeilToInt((float)MipSubsectionSizeQuads * (float)PrevMipSubX2 * InvPrevMipSubsectionSizeQuads);
int32 MipSubY2 = FMath::CeilToInt((float)MipSubsectionSizeQuads * (float)PrevMipSubY2 * InvPrevMipSubsectionSizeQuads);
// Clamp area to update
int32 VertX1 = FMath::Clamp<int32>(MipSubX1, 0, MipSubsectionSizeQuads);
int32 VertY1 = FMath::Clamp<int32>(MipSubY1, 0, MipSubsectionSizeQuads);
int32 VertX2 = FMath::Clamp<int32>(MipSubX2, 0, MipSubsectionSizeQuads);
int32 VertY2 = FMath::Clamp<int32>(MipSubY2, 0, MipSubsectionSizeQuads);
for (int32 VertY = VertY1; VertY <= VertY2; VertY++)
{
for (int32 VertX = VertX1; VertX <= VertX2; VertX++)
{
// Convert VertX/Y into previous mip's coords
float PrevMipVertX = (float)PrevMipSubsectionSizeQuads * (float)VertX * InvMipSubsectionSizeQuads;
float PrevMipVertY = (float)PrevMipSubsectionSizeQuads * (float)VertY * InvMipSubsectionSizeQuads;
#if 0
// Validate that the vertex we skip wouldn't use the updated data in the parent mip.
// Note this validation is doesn't do anything unless you change the VertY/VertX loops
// above to process all verts from 0 .. MipSubsectionSizeQuads.
if (VertX < VertX1 || VertX > VertX2)
{
check(FMath::CeilToInt(PrevMipVertX) < PrevMipSubX1 || FMath::FloorToInt(PrevMipVertX) > PrevMipSubX2);
continue;
}
if (VertY < VertY1 || VertY > VertY2)
{
check(FMath::CeilToInt(PrevMipVertY) < PrevMipSubY1 || FMath::FloorToInt(PrevMipVertY) > PrevMipSubY2);
continue;
}
#endif
// X/Y of the vertex we're looking indexed into the texture data
int32 TexX = (MipHeightmapOffsetX)+(MipSubsectionSizeQuads + 1) * SubsectionX + VertX;
int32 TexY = (MipHeightmapOffsetY)+(MipSubsectionSizeQuads + 1) * SubsectionY + VertY;
float fPrevMipTexX = (float)(PrevMipHeightmapOffsetX)+(float)((PrevMipSubsectionSizeQuads + 1) * SubsectionX) + PrevMipVertX;
float fPrevMipTexY = (float)(PrevMipHeightmapOffsetY)+(float)((PrevMipSubsectionSizeQuads + 1) * SubsectionY) + PrevMipVertY;
int32 PrevMipTexX = FMath::FloorToInt(fPrevMipTexX);
float fPrevMipTexFracX = FMath::Fractional(fPrevMipTexX);
int32 PrevMipTexY = FMath::FloorToInt(fPrevMipTexY);
float fPrevMipTexFracY = FMath::Fractional(fPrevMipTexY);
checkSlow(TexX >= 0 && TexX < MipSizeU);
checkSlow(TexY >= 0 && TexY < MipSizeV);
checkSlow(PrevMipTexX >= 0 && PrevMipTexX < PrevMipSizeU);
checkSlow(PrevMipTexY >= 0 && PrevMipTexY < PrevMipSizeV);
int32 PrevMipTexX1 = FMath::Min<int32>(PrevMipTexX + 1, PrevMipSizeU - 1);
int32 PrevMipTexY1 = FMath::Min<int32>(PrevMipTexY + 1, PrevMipSizeV - 1);
// Padding for missing data for MIP 0
if (Mip == 1)
{
if (EndX && SubsectionX == NumSubsections - 1 && VertX == VertX2)
{
for (int32 PaddingIdx = PrevMipTexX + PrevMipTexY * PrevMipSizeU; PaddingIdx + 1 < PrevMipTexY1 * PrevMipSizeU; ++PaddingIdx)
{
HeightmapTextureMipData[Mip - 1][PaddingIdx + 1] = HeightmapTextureMipData[Mip - 1][PaddingIdx];
}
}
if (EndY && SubsectionX == NumSubsections - 1 && SubsectionY == NumSubsections - 1 && VertY == VertY2 && VertX == VertX2)
{
for (int32 PaddingYIdx = PrevMipTexY; PaddingYIdx + 1 < PrevMipSizeV; ++PaddingYIdx)
{
for (int32 PaddingXIdx = 0; PaddingXIdx < PrevMipSizeU; ++PaddingXIdx)
{
HeightmapTextureMipData[Mip - 1][PaddingXIdx + (PaddingYIdx + 1) * PrevMipSizeU] = HeightmapTextureMipData[Mip - 1][PaddingXIdx + PaddingYIdx * PrevMipSizeU];
}
}
}
}
FColor* TexData = &(HeightmapTextureMipData[Mip])[TexX + TexY * MipSizeU];
FColor *PreMipTexData00 = &(HeightmapTextureMipData[Mip - 1])[PrevMipTexX + PrevMipTexY * PrevMipSizeU];
FColor *PreMipTexData01 = &(HeightmapTextureMipData[Mip - 1])[PrevMipTexX + PrevMipTexY1 * PrevMipSizeU];
FColor *PreMipTexData10 = &(HeightmapTextureMipData[Mip - 1])[PrevMipTexX1 + PrevMipTexY * PrevMipSizeU];
FColor *PreMipTexData11 = &(HeightmapTextureMipData[Mip - 1])[PrevMipTexX1 + PrevMipTexY1 * PrevMipSizeU];
// Lerp height values
uint16 PrevMipHeightValue00 = PreMipTexData00->R << 8 | PreMipTexData00->G;
uint16 PrevMipHeightValue01 = PreMipTexData01->R << 8 | PreMipTexData01->G;
uint16 PrevMipHeightValue10 = PreMipTexData10->R << 8 | PreMipTexData10->G;
uint16 PrevMipHeightValue11 = PreMipTexData11->R << 8 | PreMipTexData11->G;
uint16 HeightValue = FMath::RoundToInt(
FMath::Lerp(
FMath::Lerp((float)PrevMipHeightValue00, (float)PrevMipHeightValue10, fPrevMipTexFracX),
FMath::Lerp((float)PrevMipHeightValue01, (float)PrevMipHeightValue11, fPrevMipTexFracX),
fPrevMipTexFracY));
TexData->R = HeightValue >> 8;
TexData->G = HeightValue & 255;
// Lerp tangents
TexData->B = FMath::RoundToInt(
FMath::Lerp(
FMath::Lerp((float)PreMipTexData00->B, (float)PreMipTexData10->B, fPrevMipTexFracX),
FMath::Lerp((float)PreMipTexData01->B, (float)PreMipTexData11->B, fPrevMipTexFracX),
fPrevMipTexFracY));
TexData->A = FMath::RoundToInt(
FMath::Lerp(
FMath::Lerp((float)PreMipTexData00->A, (float)PreMipTexData10->A, fPrevMipTexFracX),
FMath::Lerp((float)PreMipTexData01->A, (float)PreMipTexData11->A, fPrevMipTexFracX),
fPrevMipTexFracY));
// Padding for missing data
if (EndX && SubsectionX == NumSubsections - 1 && VertX == VertX2)
{
for (int32 PaddingIdx = TexX + TexY * MipSizeU; PaddingIdx + 1 < (TexY + 1) * MipSizeU; ++PaddingIdx)
{
HeightmapTextureMipData[Mip][PaddingIdx + 1] = HeightmapTextureMipData[Mip][PaddingIdx];
}
}
if (EndY && SubsectionX == NumSubsections - 1 && SubsectionY == NumSubsections - 1 && VertY == VertY2 && VertX == VertX2)
{
for (int32 PaddingYIdx = TexY; PaddingYIdx + 1 < MipSizeV; ++PaddingYIdx)
{
for (int32 PaddingXIdx = 0; PaddingXIdx < MipSizeU; ++PaddingXIdx)
{
HeightmapTextureMipData[Mip][PaddingXIdx + (PaddingYIdx + 1) * MipSizeU] = HeightmapTextureMipData[Mip][PaddingXIdx + PaddingYIdx * MipSizeU];
}
}
}
}
}
// Record the areas we updated
if (TextureDataInfo)
{
int32 TexX1 = (MipHeightmapOffsetX)+(MipSubsectionSizeQuads + 1) * SubsectionX + VertX1;
int32 TexY1 = (MipHeightmapOffsetY)+(MipSubsectionSizeQuads + 1) * SubsectionY + VertY1;
int32 TexX2 = (MipHeightmapOffsetX)+(MipSubsectionSizeQuads + 1) * SubsectionX + VertX2;
int32 TexY2 = (MipHeightmapOffsetY)+(MipSubsectionSizeQuads + 1) * SubsectionY + VertY2;
TextureDataInfo->AddMipUpdateRegion(Mip, TexX1, TexY1, TexX2, TexY2);
}
// Copy current mip values to prev as we move to the next mip.
PrevMipSubsectionSizeQuads = MipSubsectionSizeQuads;
InvPrevMipSubsectionSizeQuads = InvMipSubsectionSizeQuads;
PrevMipSizeU = MipSizeU;
PrevMipSizeV = MipSizeV;
PrevMipHeightmapOffsetX = MipHeightmapOffsetX;
PrevMipHeightmapOffsetY = MipHeightmapOffsetY;
// Use this mip's area as we move to the next mip
PrevMipSubX1 = MipSubX1;
PrevMipSubY1 = MipSubY1;
PrevMipSubX2 = MipSubX2;
PrevMipSubY2 = MipSubY2;
}
}
}
}
void ULandscapeComponent::CreateEmptyTextureMips(UTexture2D* Texture, bool bClear /*= false*/)
{
ETextureSourceFormat WeightmapFormat = Texture->Source.GetFormat();
int32 WeightmapSizeU = Texture->Source.GetSizeX();
int32 WeightmapSizeV = Texture->Source.GetSizeY();
if (bClear)
{
Texture->Source.Init2DWithMipChain(WeightmapSizeU, WeightmapSizeV, WeightmapFormat);
int32 NumMips = Texture->Source.GetNumMips();
for (int32 MipIndex = 0; MipIndex < NumMips; ++MipIndex)
{
uint8* MipData = Texture->Source.LockMip(MipIndex);
FMemory::Memzero(MipData, Texture->Source.CalcMipSize(MipIndex));
Texture->Source.UnlockMip(MipIndex);
}
}
else
{
TArray<uint8> TopMipData;
Texture->Source.GetMipData(TopMipData, 0);
Texture->Source.Init2DWithMipChain(WeightmapSizeU, WeightmapSizeV, WeightmapFormat);
int32 NumMips = Texture->Source.GetNumMips();
uint8* MipData = Texture->Source.LockMip(0);
FMemory::Memcpy(MipData, TopMipData.GetData(), TopMipData.Num());
Texture->Source.UnlockMip(0);
}
}
template<typename DataType>
void ULandscapeComponent::GenerateMipsTempl(int32 InNumSubsections, int32 InSubsectionSizeQuads, UTexture2D* Texture, DataType* BaseMipData)
{
// Stores pointers to the locked mip data
TArray<DataType*> MipData;
MipData.Add(BaseMipData);
for (int32 MipIndex = 1; MipIndex < Texture->Source.GetNumMips(); ++MipIndex)
{
MipData.Add((DataType*)Texture->Source.LockMip(MipIndex));
}
// Update the newly created mips
UpdateMipsTempl<DataType>(InNumSubsections, InSubsectionSizeQuads, Texture, MipData);
// Unlock all the new mips, but not the base mip's data
for (int32 i = 1; i < MipData.Num(); i++)
{
Texture->Source.UnlockMip(i);
}
}
void ULandscapeComponent::GenerateWeightmapMips(int32 InNumSubsections, int32 InSubsectionSizeQuads, UTexture2D* WeightmapTexture, FColor* BaseMipData)
{
GenerateMipsTempl<FColor>(InNumSubsections, InSubsectionSizeQuads, WeightmapTexture, BaseMipData);
}
namespace
{
template<typename DataType>
void BiLerpTextureData(DataType* Output, const DataType* Data00, const DataType* Data10, const DataType* Data01, const DataType* Data11, float FracX, float FracY)
{
*Output = FMath::RoundToInt(
FMath::Lerp(
FMath::Lerp((float)*Data00, (float)*Data10, FracX),
FMath::Lerp((float)*Data01, (float)*Data11, FracX),
FracY));
}
template<>
void BiLerpTextureData(FColor* Output, const FColor* Data00, const FColor* Data10, const FColor* Data01, const FColor* Data11, float FracX, float FracY)
{
Output->R = FMath::RoundToInt(
FMath::Lerp(
FMath::Lerp((float)Data00->R, (float)Data10->R, FracX),
FMath::Lerp((float)Data01->R, (float)Data11->R, FracX),
FracY));
Output->G = FMath::RoundToInt(
FMath::Lerp(
FMath::Lerp((float)Data00->G, (float)Data10->G, FracX),
FMath::Lerp((float)Data01->G, (float)Data11->G, FracX),
FracY));
Output->B = FMath::RoundToInt(
FMath::Lerp(
FMath::Lerp((float)Data00->B, (float)Data10->B, FracX),
FMath::Lerp((float)Data01->B, (float)Data11->B, FracX),
FracY));
Output->A = FMath::RoundToInt(
FMath::Lerp(
FMath::Lerp((float)Data00->A, (float)Data10->A, FracX),
FMath::Lerp((float)Data01->A, (float)Data11->A, FracX),
FracY));
}
template<typename DataType>
void AverageTexData(DataType* Output, const DataType* Data00, const DataType* Data10, const DataType* Data01, const DataType* Data11)
{
*Output = (((int32)(*Data00) + (int32)(*Data10) + (int32)(*Data01) + (int32)(*Data11)) >> 2);
}
template<>
void AverageTexData(FColor* Output, const FColor* Data00, const FColor* Data10, const FColor* Data01, const FColor* Data11)
{
Output->R = (((int32)Data00->R + (int32)Data10->R + (int32)Data01->R + (int32)Data11->R) >> 2);
Output->G = (((int32)Data00->G + (int32)Data10->G + (int32)Data01->G + (int32)Data11->G) >> 2);
Output->B = (((int32)Data00->B + (int32)Data10->B + (int32)Data01->B + (int32)Data11->B) >> 2);
Output->A = (((int32)Data00->A + (int32)Data10->A + (int32)Data01->A + (int32)Data11->A) >> 2);
}
};
template<typename DataType>
void ULandscapeComponent::UpdateMipsTempl(int32 InNumSubsections, int32 InSubsectionSizeQuads, UTexture2D* Texture, TArray<DataType*>& TextureMipData, int32 ComponentX1/*=0*/, int32 ComponentY1/*=0*/, int32 ComponentX2/*=MAX_int32*/, int32 ComponentY2/*=MAX_int32*/, struct FLandscapeTextureDataInfo* TextureDataInfo/*=NULL*/)
{
int32 WeightmapSizeU = Texture->Source.GetSizeX();
int32 WeightmapSizeV = Texture->Source.GetSizeY();
// Find the maximum mip where each texel's data comes from just one subsection.
int32 MaxWholeSubsectionMip = FMath::FloorLog2(InSubsectionSizeQuads + 1) - 1;
// Update the mip where each texel's data comes from just one subsection.
for (int32 SubsectionY = 0; SubsectionY < InNumSubsections; SubsectionY++)
{
// Check if subsection is fully above or below the area we are interested in
if ((ComponentY2 < InSubsectionSizeQuads*SubsectionY) || // above
(ComponentY1 > InSubsectionSizeQuads*(SubsectionY + 1))) // below
{
continue;
}
for (int32 SubsectionX = 0; SubsectionX < InNumSubsections; SubsectionX++)
{
// Check if subsection is fully to the left or right of the area we are interested in
if ((ComponentX2 < InSubsectionSizeQuads*SubsectionX) || // left
(ComponentX1 > InSubsectionSizeQuads*(SubsectionX + 1))) // right
{
continue;
}
// Area to update in previous mip level coords
int32 PrevMipSubX1 = ComponentX1 - InSubsectionSizeQuads*SubsectionX;
int32 PrevMipSubY1 = ComponentY1 - InSubsectionSizeQuads*SubsectionY;
int32 PrevMipSubX2 = ComponentX2 - InSubsectionSizeQuads*SubsectionX;
int32 PrevMipSubY2 = ComponentY2 - InSubsectionSizeQuads*SubsectionY;
int32 PrevMipSubsectionSizeQuads = InSubsectionSizeQuads;
float InvPrevMipSubsectionSizeQuads = 1.0f / (float)InSubsectionSizeQuads;
int32 PrevMipSizeU = WeightmapSizeU;
int32 PrevMipSizeV = WeightmapSizeV;
for (int32 Mip = 1; Mip <= MaxWholeSubsectionMip; Mip++)
{
int32 MipSizeU = WeightmapSizeU >> Mip;
int32 MipSizeV = WeightmapSizeV >> Mip;
int32 MipSubsectionSizeQuads = ((InSubsectionSizeQuads + 1) >> Mip) - 1;
float InvMipSubsectionSizeQuads = 1.0f / (float)MipSubsectionSizeQuads;
// Area to update in current mip level coords
int32 MipSubX1 = FMath::FloorToInt((float)MipSubsectionSizeQuads * (float)PrevMipSubX1 * InvPrevMipSubsectionSizeQuads);
int32 MipSubY1 = FMath::FloorToInt((float)MipSubsectionSizeQuads * (float)PrevMipSubY1 * InvPrevMipSubsectionSizeQuads);
int32 MipSubX2 = FMath::CeilToInt((float)MipSubsectionSizeQuads * (float)PrevMipSubX2 * InvPrevMipSubsectionSizeQuads);
int32 MipSubY2 = FMath::CeilToInt((float)MipSubsectionSizeQuads * (float)PrevMipSubY2 * InvPrevMipSubsectionSizeQuads);
// Clamp area to update
int32 VertX1 = FMath::Clamp<int32>(MipSubX1, 0, MipSubsectionSizeQuads);
int32 VertY1 = FMath::Clamp<int32>(MipSubY1, 0, MipSubsectionSizeQuads);
int32 VertX2 = FMath::Clamp<int32>(MipSubX2, 0, MipSubsectionSizeQuads);
int32 VertY2 = FMath::Clamp<int32>(MipSubY2, 0, MipSubsectionSizeQuads);
for (int32 VertY = VertY1; VertY <= VertY2; VertY++)
{
for (int32 VertX = VertX1; VertX <= VertX2; VertX++)
{
// Convert VertX/Y into previous mip's coords
float PrevMipVertX = (float)PrevMipSubsectionSizeQuads * (float)VertX * InvMipSubsectionSizeQuads;
float PrevMipVertY = (float)PrevMipSubsectionSizeQuads * (float)VertY * InvMipSubsectionSizeQuads;
// X/Y of the vertex we're looking indexed into the texture data
int32 TexX = (MipSubsectionSizeQuads + 1) * SubsectionX + VertX;
int32 TexY = (MipSubsectionSizeQuads + 1) * SubsectionY + VertY;
float fPrevMipTexX = (float)((PrevMipSubsectionSizeQuads + 1) * SubsectionX) + PrevMipVertX;
float fPrevMipTexY = (float)((PrevMipSubsectionSizeQuads + 1) * SubsectionY) + PrevMipVertY;
int32 PrevMipTexX = FMath::FloorToInt(fPrevMipTexX);
float fPrevMipTexFracX = FMath::Fractional(fPrevMipTexX);
int32 PrevMipTexY = FMath::FloorToInt(fPrevMipTexY);
float fPrevMipTexFracY = FMath::Fractional(fPrevMipTexY);
check(TexX >= 0 && TexX < MipSizeU);
check(TexY >= 0 && TexY < MipSizeV);
check(PrevMipTexX >= 0 && PrevMipTexX < PrevMipSizeU);
check(PrevMipTexY >= 0 && PrevMipTexY < PrevMipSizeV);
int32 PrevMipTexX1 = FMath::Min<int32>(PrevMipTexX + 1, PrevMipSizeU - 1);
int32 PrevMipTexY1 = FMath::Min<int32>(PrevMipTexY + 1, PrevMipSizeV - 1);
DataType* TexData = &(TextureMipData[Mip])[TexX + TexY * MipSizeU];
DataType *PreMipTexData00 = &(TextureMipData[Mip - 1])[PrevMipTexX + PrevMipTexY * PrevMipSizeU];
DataType *PreMipTexData01 = &(TextureMipData[Mip - 1])[PrevMipTexX + PrevMipTexY1 * PrevMipSizeU];
DataType *PreMipTexData10 = &(TextureMipData[Mip - 1])[PrevMipTexX1 + PrevMipTexY * PrevMipSizeU];
DataType *PreMipTexData11 = &(TextureMipData[Mip - 1])[PrevMipTexX1 + PrevMipTexY1 * PrevMipSizeU];
// Lerp weightmap data
BiLerpTextureData<DataType>(TexData, PreMipTexData00, PreMipTexData10, PreMipTexData01, PreMipTexData11, fPrevMipTexFracX, fPrevMipTexFracY);
}
}
// Record the areas we updated
if (TextureDataInfo)
{
int32 TexX1 = (MipSubsectionSizeQuads + 1) * SubsectionX + VertX1;
int32 TexY1 = (MipSubsectionSizeQuads + 1) * SubsectionY + VertY1;
int32 TexX2 = (MipSubsectionSizeQuads + 1) * SubsectionX + VertX2;
int32 TexY2 = (MipSubsectionSizeQuads + 1) * SubsectionY + VertY2;
TextureDataInfo->AddMipUpdateRegion(Mip, TexX1, TexY1, TexX2, TexY2);
}
// Copy current mip values to prev as we move to the next mip.
PrevMipSubsectionSizeQuads = MipSubsectionSizeQuads;
InvPrevMipSubsectionSizeQuads = InvMipSubsectionSizeQuads;
PrevMipSizeU = MipSizeU;
PrevMipSizeV = MipSizeV;
// Use this mip's area as we move to the next mip
PrevMipSubX1 = MipSubX1;
PrevMipSubY1 = MipSubY1;
PrevMipSubX2 = MipSubX2;
PrevMipSubY2 = MipSubY2;
}
}
}
// Handle mips that have texels from multiple subsections
// not valid weight data, so just average the texels of the previous mip.
for (int32 Mip = MaxWholeSubsectionMip + 1;; ++Mip)
{
int32 MipSubsectionSizeQuads = ((InSubsectionSizeQuads + 1) >> Mip) - 1;
checkSlow(MipSubsectionSizeQuads <= 0);
int32 MipSizeU = FMath::Max<int32>(WeightmapSizeU >> Mip, 1);
int32 MipSizeV = FMath::Max<int32>(WeightmapSizeV >> Mip, 1);
int32 PrevMipSizeU = FMath::Max<int32>(WeightmapSizeU >> (Mip - 1), 1);
int32 PrevMipSizeV = FMath::Max<int32>(WeightmapSizeV >> (Mip - 1), 1);
for (int32 Y = 0; Y < MipSizeV; Y++)
{
for (int32 X = 0; X < MipSizeU; X++)
{
DataType* TexData = &(TextureMipData[Mip])[X + Y * MipSizeU];
DataType *PreMipTexData00 = &(TextureMipData[Mip - 1])[(X * 2 + 0) + (Y * 2 + 0) * PrevMipSizeU];
DataType *PreMipTexData01 = &(TextureMipData[Mip - 1])[(X * 2 + 0) + (Y * 2 + 1) * PrevMipSizeU];
DataType *PreMipTexData10 = &(TextureMipData[Mip - 1])[(X * 2 + 1) + (Y * 2 + 0) * PrevMipSizeU];
DataType *PreMipTexData11 = &(TextureMipData[Mip - 1])[(X * 2 + 1) + (Y * 2 + 1) * PrevMipSizeU];
AverageTexData<DataType>(TexData, PreMipTexData00, PreMipTexData10, PreMipTexData01, PreMipTexData11);
}
}
if (TextureDataInfo)
{
// These mip sizes are small enough that we may as well just update the whole mip.
TextureDataInfo->AddMipUpdateRegion(Mip, 0, 0, MipSizeU - 1, MipSizeV - 1);
}
if (MipSizeU == 1 && MipSizeV == 1)
{
break;
}
}
}
void ULandscapeComponent::UpdateWeightmapMips(int32 InNumSubsections, int32 InSubsectionSizeQuads, UTexture2D* WeightmapTexture, TArray<FColor*>& WeightmapTextureMipData, int32 ComponentX1/*=0*/, int32 ComponentY1/*=0*/, int32 ComponentX2/*=MAX_int32*/, int32 ComponentY2/*=MAX_int32*/, struct FLandscapeTextureDataInfo* TextureDataInfo/*=NULL*/)
{
UpdateMipsTempl<FColor>(InNumSubsections, InSubsectionSizeQuads, WeightmapTexture, WeightmapTextureMipData, ComponentX1, ComponentY1, ComponentX2, ComponentY2, TextureDataInfo);
}
void ULandscapeComponent::UpdateDataMips(int32 InNumSubsections, int32 InSubsectionSizeQuads, UTexture2D* Texture, TArray<uint8*>& TextureMipData, int32 ComponentX1/*=0*/, int32 ComponentY1/*=0*/, int32 ComponentX2/*=MAX_int32*/, int32 ComponentY2/*=MAX_int32*/, struct FLandscapeTextureDataInfo* TextureDataInfo/*=NULL*/)
{
UpdateMipsTempl<uint8>(InNumSubsections, InSubsectionSizeQuads, Texture, TextureMipData, ComponentX1, ComponentY1, ComponentX2, ComponentY2, TextureDataInfo);
}
float ULandscapeComponent::GetLayerWeightAtLocation(const FVector& InLocation, ULandscapeLayerInfoObject* LayerInfo, TArray<uint8>* LayerCache)
{
// Allocate and discard locally if no external cache is passed in.
TArray<uint8> LocalCache;
if (LayerCache == NULL)
{
LayerCache = &LocalCache;
}
// Fill the cache if necessary
if (LayerCache->Num() == 0)
{
FLandscapeComponentDataInterface CDI(this);
if (!CDI.GetWeightmapTextureData(LayerInfo, *LayerCache))
{
// no data for this layer for this component.
return 0.0f;
}
}
// Find location
// TODO: Root landscape isn't always loaded, would Proxy suffice?
if (ALandscape* Landscape = GetLandscapeActor())
{
const FVector DrawScale = Landscape->GetRootComponent()->RelativeScale3D;
float TestX = (InLocation.X - Landscape->GetActorLocation().X) / DrawScale.X - (float)GetSectionBase().X;
float TestY = (InLocation.Y - Landscape->GetActorLocation().Y) / DrawScale.Y - (float)GetSectionBase().Y;
// Abort if the test location is not on this component
if (TestX < 0 || TestY < 0 || TestX > ComponentSizeQuads || TestY > ComponentSizeQuads)
{
return 0.0f;
}
// Find data
int32 X1 = FMath::FloorToInt(TestX);
int32 Y1 = FMath::FloorToInt(TestY);
int32 X2 = FMath::CeilToInt(TestX);
int32 Y2 = FMath::CeilToInt(TestY);
int32 Stride = (SubsectionSizeQuads + 1) * NumSubsections;
// Min is to prevent the sampling of the final column from overflowing
int32 IdxX1 = FMath::Min<int32>(((X1 / SubsectionSizeQuads) * (SubsectionSizeQuads + 1)) + (X1 % SubsectionSizeQuads), Stride - 1);
int32 IdxY1 = FMath::Min<int32>(((Y1 / SubsectionSizeQuads) * (SubsectionSizeQuads + 1)) + (Y1 % SubsectionSizeQuads), Stride - 1);
int32 IdxX2 = FMath::Min<int32>(((X2 / SubsectionSizeQuads) * (SubsectionSizeQuads + 1)) + (X2 % SubsectionSizeQuads), Stride - 1);
int32 IdxY2 = FMath::Min<int32>(((Y2 / SubsectionSizeQuads) * (SubsectionSizeQuads + 1)) + (Y2 % SubsectionSizeQuads), Stride - 1);
// sample
float Sample11 = (float)((*LayerCache)[IdxX1 + Stride*IdxY1]) / 255.0f;
float Sample21 = (float)((*LayerCache)[IdxX2 + Stride*IdxY1]) / 255.0f;
float Sample12 = (float)((*LayerCache)[IdxX1 + Stride*IdxY2]) / 255.0f;
float Sample22 = (float)((*LayerCache)[IdxX2 + Stride*IdxY2]) / 255.0f;
float LerpX = FMath::Fractional(TestX);
float LerpY = FMath::Fractional(TestY);
// Bilinear interpolate
return FMath::Lerp(
FMath::Lerp(Sample11, Sample21, LerpX),
FMath::Lerp(Sample12, Sample22, LerpX),
LerpY);
}
return 0.f; //if landscape is null we just return 0 instead of crashing. Seen cases where this happens, seems like a bug?
}
void ULandscapeComponent::GetComponentExtent(int32& MinX, int32& MinY, int32& MaxX, int32& MaxY) const
{
MinX = FMath::Min(SectionBaseX, MinX);
MinY = FMath::Min(SectionBaseY, MinY);
MaxX = FMath::Max(SectionBaseX + ComponentSizeQuads, MaxX);
MaxY = FMath::Max(SectionBaseY + ComponentSizeQuads, MaxY);
}
//
// ALandscape
//
#define MAX_LANDSCAPE_SUBSECTIONS 2
void ULandscapeInfo::GetComponentsInRegion(int32 X1, int32 Y1, int32 X2, int32 Y2, TSet<ULandscapeComponent*>& OutComponents) const
{
// Find component range for this block of data
// X2/Y2 Coordinates are "inclusive" max values
int32 ComponentIndexX1, ComponentIndexY1, ComponentIndexX2, ComponentIndexY2;
ALandscape::CalcComponentIndicesOverlap(X1, Y1, X2, Y2, ComponentSizeQuads, ComponentIndexX1, ComponentIndexY1, ComponentIndexX2, ComponentIndexY2);
for (int32 ComponentIndexY = ComponentIndexY1; ComponentIndexY <= ComponentIndexY2; ComponentIndexY++)
{
for (int32 ComponentIndexX = ComponentIndexX1; ComponentIndexX <= ComponentIndexX2; ComponentIndexX++)
{
ULandscapeComponent* Component = XYtoComponentMap.FindRef(FIntPoint(ComponentIndexX, ComponentIndexY));
if (Component && !FLevelUtils::IsLevelLocked(Component->GetLandscapeProxy()->GetLevel()) && FLevelUtils::IsLevelVisible(Component->GetLandscapeProxy()->GetLevel()))
{
OutComponents.Add(Component);
}
}
}
}
// A struct to remember where we have spare texture channels.
struct FWeightmapTextureAllocation
{
int32 X;
int32 Y;
int32 ChannelsInUse;
UTexture2D* Texture;
FColor* TextureData;
FWeightmapTextureAllocation(int32 InX, int32 InY, int32 InChannels, UTexture2D* InTexture, FColor* InTextureData)
: X(InX)
, Y(InY)
, ChannelsInUse(InChannels)
, Texture(InTexture)
, TextureData(InTextureData)
{}
};
// A struct to hold the info about each texture chunk of the total heightmap
struct FHeightmapInfo
{
int32 HeightmapSizeU;
int32 HeightmapSizeV;
UTexture2D* HeightmapTexture;
TArray<FColor*> HeightmapTextureMipData;
};
TArray<FName> ALandscapeProxy::GetLayersFromMaterial(UMaterialInterface* MaterialInterface)
{
TArray<FName> Result;
if (MaterialInterface)
{
UMaterial* Material = MaterialInterface->GetMaterial();
TArray<FName> ParameterNames;
TArray<FGuid> Guids;
Material->GetAllParameterNames<UMaterialExpressionLandscapeLayerWeight>(ParameterNames, Guids);
Material->GetAllParameterNames<UMaterialExpressionLandscapeLayerSwitch>(ParameterNames, Guids);
Material->GetAllParameterNames<UMaterialExpressionLandscapeLayerSample>(ParameterNames, Guids);
Material->GetAllParameterNames<UMaterialExpressionLandscapeLayerBlend>(ParameterNames, Guids);
for (const FName& Name : ParameterNames)
{
Result.AddUnique(Name);
}
}
return Result;
}
TArray<FName> ALandscapeProxy::GetLayersFromMaterial() const
{
return GetLayersFromMaterial(LandscapeMaterial);
}
ULandscapeLayerInfoObject* ALandscapeProxy::CreateLayerInfo(const TCHAR* LayerName, ULevel* Level)
{
FName LayerObjectName = FName(*FString::Printf(TEXT("LayerInfoObject_%s"), LayerName));
FString Path = Level->GetOutermost()->GetName() + TEXT("_sharedassets/");
if (Path.StartsWith("/Temp/"))
{
Path = FString("/Game/") + Path.RightChop(FString("/Temp/").Len());
}
FString PackageName = Path + LayerObjectName.ToString();
FString PackageFilename;
int32 Suffix = 1;
while (FPackageName::DoesPackageExist(PackageName, NULL, &PackageFilename))
{
LayerObjectName = FName(*FString::Printf(TEXT("LayerInfoObject_%s_%d"), LayerName, Suffix));
PackageName = Path + LayerObjectName.ToString();
Suffix++;
}
UPackage* Package = CreatePackage(NULL, *PackageName);
ULandscapeLayerInfoObject* LayerInfo = NewObject<ULandscapeLayerInfoObject>(Package, LayerObjectName, RF_Public | RF_Standalone | RF_Transactional);
LayerInfo->LayerName = LayerName;
return LayerInfo;
}
ULandscapeLayerInfoObject* ALandscapeProxy::CreateLayerInfo(const TCHAR* LayerName)
{
ULandscapeLayerInfoObject* LayerInfo = ALandscapeProxy::CreateLayerInfo(LayerName, GetLevel());
check(LayerInfo);
ULandscapeInfo* LandscapeInfo = GetLandscapeInfo();
if (LandscapeInfo)
{
int32 Index = LandscapeInfo->GetLayerInfoIndex(LayerName, this);
if (Index == INDEX_NONE)
{
LandscapeInfo->Layers.Add(FLandscapeInfoLayerSettings(LayerInfo, this));
}
else
{
LandscapeInfo->Layers[Index].LayerInfoObj = LayerInfo;
}
}
return LayerInfo;
}
#define HEIGHTDATA(X,Y) (HeightData[ FMath::Clamp<int32>(Y,0,VertsY) * VertsX + FMath::Clamp<int32>(X,0,VertsX) ])
LANDSCAPE_API void ALandscapeProxy::Import(
const FGuid Guid,
const int32 MinX, const int32 MinY, const int32 MaxX, const int32 MaxY,
const int32 InNumSubsections, const int32 InSubsectionSizeQuads,
const uint16* const HeightData, const TCHAR* const HeightmapFileName,
const TArray<FLandscapeImportLayerInfo>& ImportLayerInfos, const ELandscapeImportAlphamapType ImportLayerType)
{
GWarn->BeginSlowTask(LOCTEXT("BeingImportingLandscapeTask", "Importing Landscape"), true);
const int32 VertsX = MaxX - MinX + 1;
const int32 VertsY = MaxY - MinY + 1;
ComponentSizeQuads = InNumSubsections * InSubsectionSizeQuads;
NumSubsections = InNumSubsections;
SubsectionSizeQuads = InSubsectionSizeQuads;
LandscapeGuid = Guid;
Modify();
// Create and initialize landscape info object
GetLandscapeInfo(true)->RegisterActor(this);
const int32 NumPatchesX = (VertsX - 1);
const int32 NumPatchesY = (VertsY - 1);
const int32 NumComponentsX = NumPatchesX / ComponentSizeQuads;
const int32 NumComponentsY = NumPatchesY / ComponentSizeQuads;
// currently only support importing into a new/blank landscape actor/proxy
check(LandscapeComponents.Num() == 0);
LandscapeComponents.Empty(NumComponentsX * NumComponentsY);
for (int32 Y = 0; Y < NumComponentsY; Y++)
{
for (int32 X = 0; X < NumComponentsX; X++)
{
const int32 BaseX = MinX + X * ComponentSizeQuads;
const int32 BaseY = MinY + Y * ComponentSizeQuads;
ULandscapeComponent* LandscapeComponent = NewObject<ULandscapeComponent>(this, NAME_None, RF_Transactional);
LandscapeComponent->SetRelativeLocation(FVector(BaseX, BaseY, 0));
LandscapeComponent->SetupAttachment(GetRootComponent(), NAME_None);
LandscapeComponents.Add(LandscapeComponent);
LandscapeComponent->Init(
BaseX, BaseY,
ComponentSizeQuads,
NumSubsections,
SubsectionSizeQuads
);
// Assign shared properties
LandscapeComponent->bCastStaticShadow = bCastStaticShadow;
LandscapeComponent->bCastShadowAsTwoSided = bCastShadowAsTwoSided;
}
}
// Ensure that we don't pack so many heightmaps into a texture that their lowest LOD isn't guaranteed to be resident
#define MAX_HEIGHTMAP_TEXTURE_SIZE 512
const int32 ComponentSizeVerts = NumSubsections * (SubsectionSizeQuads + 1);
const int32 ComponentsPerHeightmap = FMath::Min(MAX_HEIGHTMAP_TEXTURE_SIZE / ComponentSizeVerts, 1 << (UTexture2D::GetMinTextureResidentMipCount() - 2));
// Count how many heightmaps we need and the X dimension of the final heightmap
int32 NumHeightmapsX = 1;
int32 FinalComponentsX = NumComponentsX;
while (FinalComponentsX > ComponentsPerHeightmap)
{
FinalComponentsX -= ComponentsPerHeightmap;
NumHeightmapsX++;
}
// Count how many heightmaps we need and the Y dimension of the final heightmap
int32 NumHeightmapsY = 1;
int32 FinalComponentsY = NumComponentsY;
while (FinalComponentsY > ComponentsPerHeightmap)
{
FinalComponentsY -= ComponentsPerHeightmap;
NumHeightmapsY++;
}
TArray<FHeightmapInfo> HeightmapInfos;
for (int32 HmY = 0; HmY < NumHeightmapsY; HmY++)
{
for (int32 HmX = 0; HmX < NumHeightmapsX; HmX++)
{
FHeightmapInfo& HeightmapInfo = HeightmapInfos[HeightmapInfos.AddZeroed()];
// make sure the heightmap UVs are powers of two.
HeightmapInfo.HeightmapSizeU = (1 << FMath::CeilLogTwo(((HmX == NumHeightmapsX - 1) ? FinalComponentsX : ComponentsPerHeightmap) * ComponentSizeVerts));
HeightmapInfo.HeightmapSizeV = (1 << FMath::CeilLogTwo(((HmY == NumHeightmapsY - 1) ? FinalComponentsY : ComponentsPerHeightmap) * ComponentSizeVerts));
// Construct the heightmap textures
HeightmapInfo.HeightmapTexture = CreateLandscapeTexture(HeightmapInfo.HeightmapSizeU, HeightmapInfo.HeightmapSizeV, TEXTUREGROUP_Terrain_Heightmap, TSF_BGRA8);
int32 MipSubsectionSizeQuads = SubsectionSizeQuads;
int32 MipSizeU = HeightmapInfo.HeightmapSizeU;
int32 MipSizeV = HeightmapInfo.HeightmapSizeV;
while (MipSizeU > 1 && MipSizeV > 1 && MipSubsectionSizeQuads >= 1)
{
int32 MipIndex = HeightmapInfo.HeightmapTextureMipData.Num();
FColor* HeightmapTextureData = (FColor*)HeightmapInfo.HeightmapTexture->Source.LockMip(MipIndex);
FMemory::Memzero(HeightmapTextureData, MipSizeU*MipSizeV*sizeof(FColor));
HeightmapInfo.HeightmapTextureMipData.Add(HeightmapTextureData);
MipSizeU >>= 1;
MipSizeV >>= 1;
MipSubsectionSizeQuads = ((MipSubsectionSizeQuads + 1) >> 1) - 1;
}
}
}
const FVector DrawScale3D = GetRootComponent()->RelativeScale3D;
// Calculate the normals for each of the two triangles per quad.
TArray<FVector> VertexNormals;
VertexNormals.AddZeroed(VertsX * VertsY);
for (int32 QuadY = 0; QuadY < NumPatchesY; QuadY++)
{
for (int32 QuadX = 0; QuadX < NumPatchesX; QuadX++)
{
const FVector Vert00 = FVector(0.0f, 0.0f, ((float)HEIGHTDATA(QuadX + 0, QuadY + 0) - 32768.0f)*LANDSCAPE_ZSCALE) * DrawScale3D;
const FVector Vert01 = FVector(0.0f, 1.0f, ((float)HEIGHTDATA(QuadX + 0, QuadY + 1) - 32768.0f)*LANDSCAPE_ZSCALE) * DrawScale3D;
const FVector Vert10 = FVector(1.0f, 0.0f, ((float)HEIGHTDATA(QuadX + 1, QuadY + 0) - 32768.0f)*LANDSCAPE_ZSCALE) * DrawScale3D;
const FVector Vert11 = FVector(1.0f, 1.0f, ((float)HEIGHTDATA(QuadX + 1, QuadY + 1) - 32768.0f)*LANDSCAPE_ZSCALE) * DrawScale3D;
const FVector FaceNormal1 = ((Vert00 - Vert10) ^ (Vert10 - Vert11)).GetSafeNormal();
const FVector FaceNormal2 = ((Vert11 - Vert01) ^ (Vert01 - Vert00)).GetSafeNormal();
// contribute to the vertex normals.
VertexNormals[(QuadX + 1 + VertsX * (QuadY + 0))] += FaceNormal1;
VertexNormals[(QuadX + 0 + VertsX * (QuadY + 1))] += FaceNormal2;
VertexNormals[(QuadX + 0 + VertsX * (QuadY + 0))] += FaceNormal1 + FaceNormal2;
VertexNormals[(QuadX + 1 + VertsX * (QuadY + 1))] += FaceNormal1 + FaceNormal2;
}
}
// Weight values for each layer for each component.
TArray<TArray<TArray<uint8>>> ComponentWeightValues;
ComponentWeightValues.AddZeroed(NumComponentsX * NumComponentsY);
for (int32 ComponentY = 0; ComponentY < NumComponentsY; ComponentY++)
{
for (int32 ComponentX = 0; ComponentX < NumComponentsX; ComponentX++)
{
ULandscapeComponent* const LandscapeComponent = LandscapeComponents[ComponentX + ComponentY*NumComponentsX];
TArray<TArray<uint8>>& WeightValues = ComponentWeightValues[ComponentX + ComponentY*NumComponentsX];
// Import alphamap data into local array and check for unused layers for this component.
TArray<FLandscapeComponentAlphaInfo, TInlineAllocator<16>> EditingAlphaLayerData;
for (int32 LayerIndex = 0; LayerIndex < ImportLayerInfos.Num(); LayerIndex++)
{
FLandscapeComponentAlphaInfo* NewAlphaInfo = new(EditingAlphaLayerData) FLandscapeComponentAlphaInfo(LandscapeComponent, LayerIndex);
if (ImportLayerInfos[LayerIndex].LayerData.Num())
{
for (int32 AlphaY = 0; AlphaY <= LandscapeComponent->ComponentSizeQuads; AlphaY++)
{
const uint8* const OldAlphaRowStart = &ImportLayerInfos[LayerIndex].LayerData[(AlphaY + LandscapeComponent->GetSectionBase().Y - MinY) * VertsX + (LandscapeComponent->GetSectionBase().X - MinX)];
uint8* const NewAlphaRowStart = &NewAlphaInfo->AlphaValues[AlphaY * (LandscapeComponent->ComponentSizeQuads + 1)];
FMemory::Memcpy(NewAlphaRowStart, OldAlphaRowStart, LandscapeComponent->ComponentSizeQuads + 1);
}
}
}
for (int32 AlphaMapIndex = 0; AlphaMapIndex < EditingAlphaLayerData.Num(); AlphaMapIndex++)
{
if (EditingAlphaLayerData[AlphaMapIndex].IsLayerAllZero())
{
EditingAlphaLayerData.RemoveAt(AlphaMapIndex);
AlphaMapIndex--;
}
}
UE_LOG(LogLandscape, Log, TEXT("%s needs %d alphamaps"), *LandscapeComponent->GetName(), EditingAlphaLayerData.Num());
// Calculate weightmap weights for this component
WeightValues.Empty(EditingAlphaLayerData.Num());
WeightValues.AddZeroed(EditingAlphaLayerData.Num());
LandscapeComponent->WeightmapLayerAllocations.Empty(EditingAlphaLayerData.Num());
TArray<bool, TInlineAllocator<16>> IsNoBlendArray;
IsNoBlendArray.Empty(EditingAlphaLayerData.Num());
IsNoBlendArray.AddZeroed(EditingAlphaLayerData.Num());
for (int32 WeightLayerIndex = 0; WeightLayerIndex < WeightValues.Num(); WeightLayerIndex++)
{
// Lookup the original layer name
WeightValues[WeightLayerIndex] = EditingAlphaLayerData[WeightLayerIndex].AlphaValues;
new(LandscapeComponent->WeightmapLayerAllocations) FWeightmapLayerAllocationInfo(ImportLayerInfos[EditingAlphaLayerData[WeightLayerIndex].LayerIndex].LayerInfo);
IsNoBlendArray[WeightLayerIndex] = ImportLayerInfos[EditingAlphaLayerData[WeightLayerIndex].LayerIndex].LayerInfo->bNoWeightBlend;
}
// Discard the temporary alpha data
EditingAlphaLayerData.Empty();
if (ImportLayerType == ELandscapeImportAlphamapType::Layered)
{
// For each layer...
for (int32 WeightLayerIndex = WeightValues.Num() - 1; WeightLayerIndex >= 0; WeightLayerIndex--)
{
// ... multiply all lower layers'...
for (int32 BelowWeightLayerIndex = WeightLayerIndex - 1; BelowWeightLayerIndex >= 0; BelowWeightLayerIndex--)
{
int32 TotalWeight = 0;
if (IsNoBlendArray[BelowWeightLayerIndex])
{
continue; // skip no blend
}
// ... values by...
for (int32 Idx = 0; Idx < WeightValues[WeightLayerIndex].Num(); Idx++)
{
// ... one-minus the current layer's values
int32 NewValue = (int32)WeightValues[BelowWeightLayerIndex][Idx] * (int32)(255 - WeightValues[WeightLayerIndex][Idx]) / 255;
WeightValues[BelowWeightLayerIndex][Idx] = (uint8)NewValue;
TotalWeight += NewValue;
}
if (TotalWeight == 0)
{
// Remove the layer as it has no contribution
WeightValues.RemoveAt(BelowWeightLayerIndex);
LandscapeComponent->WeightmapLayerAllocations.RemoveAt(BelowWeightLayerIndex);
IsNoBlendArray.RemoveAt(BelowWeightLayerIndex);
// The current layer has been re-numbered
WeightLayerIndex--;
}
}
}
}
// Weight normalization for total should be 255...
if (WeightValues.Num())
{
for (int32 Idx = 0; Idx < WeightValues[0].Num(); Idx++)
{
int32 TotalWeight = 0;
int32 MaxLayerIdx = -1;
int32 MaxWeight = INT_MIN;
for (int32 WeightLayerIndex = 0; WeightLayerIndex < WeightValues.Num(); WeightLayerIndex++)
{
if (!IsNoBlendArray[WeightLayerIndex])
{
int32 Weight = WeightValues[WeightLayerIndex][Idx];
TotalWeight += Weight;
if (MaxWeight < Weight)
{
MaxWeight = Weight;
MaxLayerIdx = WeightLayerIndex;
}
}
}
if (TotalWeight == 0)
{
if (MaxLayerIdx >= 0)
{
WeightValues[MaxLayerIdx][Idx] = 255;
}
}
else if (TotalWeight != 255)
{
// normalization...
float Factor = 255.0f / TotalWeight;
TotalWeight = 0;
for (int32 WeightLayerIndex = 0; WeightLayerIndex < WeightValues.Num(); WeightLayerIndex++)
{
if (!IsNoBlendArray[WeightLayerIndex])
{
WeightValues[WeightLayerIndex][Idx] = (uint8)(Factor * WeightValues[WeightLayerIndex][Idx]);
TotalWeight += WeightValues[WeightLayerIndex][Idx];
}
}
if (255 - TotalWeight && MaxLayerIdx >= 0)
{
WeightValues[MaxLayerIdx][Idx] += 255 - TotalWeight;
}
}
}
}
}
}
// Remember where we have spare texture channels.
TArray<FWeightmapTextureAllocation> TextureAllocations;
for (int32 ComponentY = 0; ComponentY < NumComponentsY; ComponentY++)
{
const int32 HmY = ComponentY / ComponentsPerHeightmap;
const int32 HeightmapOffsetY = (ComponentY - ComponentsPerHeightmap*HmY) * NumSubsections * (SubsectionSizeQuads + 1);
for (int32 ComponentX = 0; ComponentX < NumComponentsX; ComponentX++)
{
const int32 HmX = ComponentX / ComponentsPerHeightmap;
const FHeightmapInfo& HeightmapInfo = HeightmapInfos[HmX + HmY * NumHeightmapsX];
ULandscapeComponent* LandscapeComponent = LandscapeComponents[ComponentX + ComponentY*NumComponentsX];
// Lookup array of weight values for this component.
const TArray<TArray<uint8>>& WeightValues = ComponentWeightValues[ComponentX + ComponentY*NumComponentsX];
// Heightmap offsets
const int32 HeightmapOffsetX = (ComponentX - ComponentsPerHeightmap*HmX) * NumSubsections * (SubsectionSizeQuads + 1);
LandscapeComponent->HeightmapScaleBias = FVector4(1.0f / (float)HeightmapInfo.HeightmapSizeU, 1.0f / (float)HeightmapInfo.HeightmapSizeV, (float)((HeightmapOffsetX)) / (float)HeightmapInfo.HeightmapSizeU, ((float)(HeightmapOffsetY)) / (float)HeightmapInfo.HeightmapSizeV);
LandscapeComponent->HeightmapTexture = HeightmapInfo.HeightmapTexture;
// Weightmap is sized the same as the component
const int32 WeightmapSize = (SubsectionSizeQuads + 1) * NumSubsections;
// Should be power of two
check(FMath::IsPowerOfTwo(WeightmapSize));
LandscapeComponent->WeightmapScaleBias = FVector4(1.0f / (float)WeightmapSize, 1.0f / (float)WeightmapSize, 0.5f / (float)WeightmapSize, 0.5f / (float)WeightmapSize);
LandscapeComponent->WeightmapSubsectionOffset = (float)(SubsectionSizeQuads + 1) / (float)WeightmapSize;
// Pointers to the texture data where we'll store each layer. Stride is 4 (FColor)
TArray<uint8*> WeightmapTextureDataPointers;
UE_LOG(LogLandscape, Log, TEXT("%s needs %d weightmap channels"), *LandscapeComponent->GetName(), WeightValues.Num());
// Find texture channels to store each layer.
int32 LayerIndex = 0;
while (LayerIndex < WeightValues.Num())
{
const int32 RemainingLayers = WeightValues.Num() - LayerIndex;
int32 BestAllocationIndex = -1;
// if we need less than 4 channels, try to find them somewhere to put all of them
if (RemainingLayers < 4)
{
int32 BestDistSquared = MAX_int32;
for (int32 TryAllocIdx = 0; TryAllocIdx < TextureAllocations.Num(); TryAllocIdx++)
{
if (TextureAllocations[TryAllocIdx].ChannelsInUse + RemainingLayers <= 4)
{
FWeightmapTextureAllocation& TryAllocation = TextureAllocations[TryAllocIdx];
const int32 TryDistSquared = FMath::Square(TryAllocation.X - ComponentX) + FMath::Square(TryAllocation.Y - ComponentY);
if (TryDistSquared < BestDistSquared)
{
BestDistSquared = TryDistSquared;
BestAllocationIndex = TryAllocIdx;
}
}
}
}
if (BestAllocationIndex != -1)
{
FWeightmapTextureAllocation& Allocation = TextureAllocations[BestAllocationIndex];
FLandscapeWeightmapUsage& WeightmapUsage = WeightmapUsageMap.FindChecked(Allocation.Texture);
UE_LOG(LogLandscape, Log, TEXT(" ==> Storing %d channels starting at %s[%d]"), RemainingLayers, *Allocation.Texture->GetName(), Allocation.ChannelsInUse);
for (int32 i = 0; i < RemainingLayers; i++)
{
LandscapeComponent->WeightmapLayerAllocations[LayerIndex + i].WeightmapTextureIndex = LandscapeComponent->WeightmapTextures.Num();
LandscapeComponent->WeightmapLayerAllocations[LayerIndex + i].WeightmapTextureChannel = Allocation.ChannelsInUse;
WeightmapUsage.ChannelUsage[Allocation.ChannelsInUse] = LandscapeComponent;
switch (Allocation.ChannelsInUse)
{
case 1:
WeightmapTextureDataPointers.Add((uint8*)&Allocation.TextureData->G);
break;
case 2:
WeightmapTextureDataPointers.Add((uint8*)&Allocation.TextureData->B);
break;
case 3:
WeightmapTextureDataPointers.Add((uint8*)&Allocation.TextureData->A);
break;
default:
// this should not occur.
check(0);
}
Allocation.ChannelsInUse++;
}
LayerIndex += RemainingLayers;
LandscapeComponent->WeightmapTextures.Add(Allocation.Texture);
}
else
{
// We couldn't find a suitable place for these layers, so lets make a new one.
UTexture2D* const WeightmapTexture = CreateLandscapeTexture(WeightmapSize, WeightmapSize, TEXTUREGROUP_Terrain_Weightmap, TSF_BGRA8);
FColor* const MipData = (FColor*)WeightmapTexture->Source.LockMip(0);
const int32 ThisAllocationLayers = FMath::Min<int32>(RemainingLayers, 4);
new(TextureAllocations) FWeightmapTextureAllocation(ComponentX, ComponentY, ThisAllocationLayers, WeightmapTexture, MipData);
FLandscapeWeightmapUsage& WeightmapUsage = WeightmapUsageMap.Add(WeightmapTexture, FLandscapeWeightmapUsage());
UE_LOG(LogLandscape, Log, TEXT(" ==> Storing %d channels in new texture %s"), ThisAllocationLayers, *WeightmapTexture->GetName());
WeightmapTextureDataPointers.Add((uint8*)&MipData->R);
LandscapeComponent->WeightmapLayerAllocations[LayerIndex + 0].WeightmapTextureIndex = LandscapeComponent->WeightmapTextures.Num();
LandscapeComponent->WeightmapLayerAllocations[LayerIndex + 0].WeightmapTextureChannel = 0;
WeightmapUsage.ChannelUsage[0] = LandscapeComponent;
if (ThisAllocationLayers > 1)
{
WeightmapTextureDataPointers.Add((uint8*)&MipData->G);
LandscapeComponent->WeightmapLayerAllocations[LayerIndex + 1].WeightmapTextureIndex = LandscapeComponent->WeightmapTextures.Num();
LandscapeComponent->WeightmapLayerAllocations[LayerIndex + 1].WeightmapTextureChannel = 1;
WeightmapUsage.ChannelUsage[1] = LandscapeComponent;
if (ThisAllocationLayers > 2)
{
WeightmapTextureDataPointers.Add((uint8*)&MipData->B);
LandscapeComponent->WeightmapLayerAllocations[LayerIndex + 2].WeightmapTextureIndex = LandscapeComponent->WeightmapTextures.Num();
LandscapeComponent->WeightmapLayerAllocations[LayerIndex + 2].WeightmapTextureChannel = 2;
WeightmapUsage.ChannelUsage[2] = LandscapeComponent;
if (ThisAllocationLayers > 3)
{
WeightmapTextureDataPointers.Add((uint8*)&MipData->A);
LandscapeComponent->WeightmapLayerAllocations[LayerIndex + 3].WeightmapTextureIndex = LandscapeComponent->WeightmapTextures.Num();
LandscapeComponent->WeightmapLayerAllocations[LayerIndex + 3].WeightmapTextureChannel = 3;
WeightmapUsage.ChannelUsage[3] = LandscapeComponent;
}
}
}
LandscapeComponent->WeightmapTextures.Add(WeightmapTexture);
LayerIndex += ThisAllocationLayers;
}
}
check(WeightmapTextureDataPointers.Num() == WeightValues.Num());
FBox LocalBox(0);
for (int32 SubsectionY = 0; SubsectionY < NumSubsections; SubsectionY++)
{
for (int32 SubsectionX = 0; SubsectionX < NumSubsections; SubsectionX++)
{
for (int32 SubY = 0; SubY <= SubsectionSizeQuads; SubY++)
{
for (int32 SubX = 0; SubX <= SubsectionSizeQuads; SubX++)
{
// X/Y of the vertex we're looking at in component's coordinates.
const int32 CompX = SubsectionSizeQuads * SubsectionX + SubX;
const int32 CompY = SubsectionSizeQuads * SubsectionY + SubY;
// X/Y of the vertex we're looking indexed into the texture data
const int32 TexX = (SubsectionSizeQuads + 1) * SubsectionX + SubX;
const int32 TexY = (SubsectionSizeQuads + 1) * SubsectionY + SubY;
const int32 WeightSrcDataIdx = CompY * (ComponentSizeQuads + 1) + CompX;
const int32 HeightTexDataIdx = (HeightmapOffsetX + TexX) + (HeightmapOffsetY + TexY) * (HeightmapInfo.HeightmapSizeU);
const int32 WeightTexDataIdx = (TexX)+(TexY)* (WeightmapSize);
// copy height and normal data
const uint16 HeightValue = HEIGHTDATA(CompX + LandscapeComponent->GetSectionBase().X - MinX, CompY + LandscapeComponent->GetSectionBase().Y - MinY);
const FVector Normal = VertexNormals[CompX + LandscapeComponent->GetSectionBase().X - MinX + VertsX * (CompY + LandscapeComponent->GetSectionBase().Y - MinY)].GetSafeNormal();
HeightmapInfo.HeightmapTextureMipData[0][HeightTexDataIdx].R = HeightValue >> 8;
HeightmapInfo.HeightmapTextureMipData[0][HeightTexDataIdx].G = HeightValue & 255;
HeightmapInfo.HeightmapTextureMipData[0][HeightTexDataIdx].B = FMath::RoundToInt(127.5f * (Normal.X + 1.0f));
HeightmapInfo.HeightmapTextureMipData[0][HeightTexDataIdx].A = FMath::RoundToInt(127.5f * (Normal.Y + 1.0f));
for (int32 WeightmapIndex = 0; WeightmapIndex < WeightValues.Num(); WeightmapIndex++)
{
WeightmapTextureDataPointers[WeightmapIndex][WeightTexDataIdx * 4] = WeightValues[WeightmapIndex][WeightSrcDataIdx];
}
// Get local space verts
const FVector LocalVertex(CompX, CompY, LandscapeDataAccess::GetLocalHeight(HeightValue));
LocalBox += LocalVertex;
}
}
}
}
LandscapeComponent->CachedLocalBox = LocalBox;
// Update MaterialInstance
LandscapeComponent->UpdateMaterialInstances();
}
}
// Unlock the weightmaps' base mips
for (int32 AllocationIndex = 0; AllocationIndex < TextureAllocations.Num(); AllocationIndex++)
{
UTexture2D* const WeightmapTexture = TextureAllocations[AllocationIndex].Texture;
FColor* const BaseMipData = TextureAllocations[AllocationIndex].TextureData;
// Generate mips for weightmaps
ULandscapeComponent::GenerateWeightmapMips(NumSubsections, SubsectionSizeQuads, WeightmapTexture, BaseMipData);
WeightmapTexture->Source.UnlockMip(0);
WeightmapTexture->PostEditChange();
}
// Generate mipmaps for the components, and create the collision components
for (int32 ComponentY = 0; ComponentY < NumComponentsY; ComponentY++)
{
for (int32 ComponentX = 0; ComponentX < NumComponentsX; ComponentX++)
{
const int32 HmX = ComponentX / ComponentsPerHeightmap;
const int32 HmY = ComponentY / ComponentsPerHeightmap;
FHeightmapInfo& HeightmapInfo = HeightmapInfos[HmX + HmY * NumHeightmapsX];
ULandscapeComponent* LandscapeComponent = LandscapeComponents[ComponentX + ComponentY*NumComponentsX];
LandscapeComponent->GenerateHeightmapMips(HeightmapInfo.HeightmapTextureMipData, ComponentX == NumComponentsX - 1 ? MAX_int32 : 0, ComponentY == NumComponentsY - 1 ? MAX_int32 : 0);
LandscapeComponent->UpdateCollisionHeightData(
HeightmapInfo.HeightmapTextureMipData[LandscapeComponent->CollisionMipLevel],
LandscapeComponent->SimpleCollisionMipLevel > LandscapeComponent->CollisionMipLevel ? HeightmapInfo.HeightmapTextureMipData[LandscapeComponent->SimpleCollisionMipLevel] : nullptr);
LandscapeComponent->UpdateCollisionLayerData();
}
}
for (int32 HmIdx = 0; HmIdx < HeightmapInfos.Num(); HmIdx++)
{
FHeightmapInfo& HeightmapInfo = HeightmapInfos[HmIdx];
// Add remaining mips down to 1x1 to heightmap texture. These do not represent quads and are just a simple averages of the previous mipmaps.
// These mips are not used for sampling in the vertex shader but could be sampled in the pixel shader.
int32 Mip = HeightmapInfo.HeightmapTextureMipData.Num();
int32 MipSizeU = (HeightmapInfo.HeightmapTexture->Source.GetSizeX()) >> Mip;
int32 MipSizeV = (HeightmapInfo.HeightmapTexture->Source.GetSizeY()) >> Mip;
while (MipSizeU > 1 && MipSizeV > 1)
{
HeightmapInfo.HeightmapTextureMipData.Add((FColor*)HeightmapInfo.HeightmapTexture->Source.LockMip(Mip));
const int32 PrevMipSizeU = (HeightmapInfo.HeightmapTexture->Source.GetSizeX()) >> (Mip - 1);
const int32 PrevMipSizeV = (HeightmapInfo.HeightmapTexture->Source.GetSizeY()) >> (Mip - 1);
for (int32 Y = 0; Y < MipSizeV; Y++)
{
for (int32 X = 0; X < MipSizeU; X++)
{
FColor* const TexData = &(HeightmapInfo.HeightmapTextureMipData[Mip])[X + Y * MipSizeU];
const FColor* const PreMipTexData00 = &(HeightmapInfo.HeightmapTextureMipData[Mip - 1])[(X * 2 + 0) + (Y * 2 + 0) * PrevMipSizeU];
const FColor* const PreMipTexData01 = &(HeightmapInfo.HeightmapTextureMipData[Mip - 1])[(X * 2 + 0) + (Y * 2 + 1) * PrevMipSizeU];
const FColor* const PreMipTexData10 = &(HeightmapInfo.HeightmapTextureMipData[Mip - 1])[(X * 2 + 1) + (Y * 2 + 0) * PrevMipSizeU];
const FColor* const PreMipTexData11 = &(HeightmapInfo.HeightmapTextureMipData[Mip - 1])[(X * 2 + 1) + (Y * 2 + 1) * PrevMipSizeU];
TexData->R = (((int32)PreMipTexData00->R + (int32)PreMipTexData01->R + (int32)PreMipTexData10->R + (int32)PreMipTexData11->R) >> 2);
TexData->G = (((int32)PreMipTexData00->G + (int32)PreMipTexData01->G + (int32)PreMipTexData10->G + (int32)PreMipTexData11->G) >> 2);
TexData->B = (((int32)PreMipTexData00->B + (int32)PreMipTexData01->B + (int32)PreMipTexData10->B + (int32)PreMipTexData11->B) >> 2);
TexData->A = (((int32)PreMipTexData00->A + (int32)PreMipTexData01->A + (int32)PreMipTexData10->A + (int32)PreMipTexData11->A) >> 2);
}
}
Mip++;
MipSizeU >>= 1;
MipSizeV >>= 1;
}
for (int32 i = 0; i < HeightmapInfo.HeightmapTextureMipData.Num(); i++)
{
HeightmapInfo.HeightmapTexture->Source.UnlockMip(i);
}
HeightmapInfo.HeightmapTexture->PostEditChange();
}
if (GetLevel()->bIsVisible)
{
// Update our new components
ReregisterAllComponents();
}
ReimportHeightmapFilePath = HeightmapFileName;
ULandscapeInfo::RecreateLandscapeInfo(GetWorld(), false);
GWarn->EndSlowTask();
}
bool ALandscapeProxy::ExportToRawMesh(int32 InExportLOD, FRawMesh& OutRawMesh) const
{
TInlineComponentArray<ULandscapeComponent*> RegisteredLandscapeComponents;
GetComponents<ULandscapeComponent>(RegisteredLandscapeComponents);
const FIntRect LandscapeSectionRect = GetBoundingRect();
const FVector2D LandscapeUVScale = FVector2D(1.0f, 1.0f) / FVector2D(LandscapeSectionRect.Size());
// User specified LOD to export
int32 LandscapeLODToExport = ExportLOD;
if (InExportLOD != INDEX_NONE)
{
LandscapeLODToExport = FMath::Clamp<int32>(InExportLOD, 0, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
}
// Export data for each component
for (auto It = RegisteredLandscapeComponents.CreateConstIterator(); It; ++It)
{
ULandscapeComponent* Component = (*It);
FLandscapeComponentDataInterface CDI(Component, LandscapeLODToExport);
const int32 ComponentSizeQuadsLOD = ((Component->ComponentSizeQuads + 1) >> LandscapeLODToExport) - 1;
const int32 SubsectionSizeQuadsLOD = ((Component->SubsectionSizeQuads + 1) >> LandscapeLODToExport) - 1;
const FIntPoint ComponentOffsetQuads = Component->GetSectionBase() - LandscapeSectionOffset - LandscapeSectionRect.Min;
const FVector2D ComponentUVOffsetLOD = FVector2D(ComponentOffsetQuads)*((float)ComponentSizeQuadsLOD / ComponentSizeQuads);
const FVector2D ComponentUVScaleLOD = LandscapeUVScale*((float)ComponentSizeQuads / ComponentSizeQuadsLOD);
const int32 NumFaces = FMath::Square(ComponentSizeQuadsLOD) * 2;
const int32 NumVertices = NumFaces * 3;
const int32 VerticesOffset = OutRawMesh.VertexPositions.Num();
const int32 IndicesOffset = OutRawMesh.WedgeIndices.Num();
//
OutRawMesh.FaceMaterialIndices.AddZeroed(NumFaces);
OutRawMesh.FaceSmoothingMasks.AddZeroed(NumFaces);
OutRawMesh.VertexPositions.AddZeroed(NumVertices);
OutRawMesh.WedgeIndices.AddZeroed(NumVertices);
OutRawMesh.WedgeTangentX.AddZeroed(NumVertices);
OutRawMesh.WedgeTangentY.AddZeroed(NumVertices);
OutRawMesh.WedgeTangentZ.AddZeroed(NumVertices);
OutRawMesh.WedgeTexCoords[0].AddZeroed(NumVertices);
// Check if there are any holes
TArray<uint8> VisDataMap;
for (int32 AllocIdx = 0; AllocIdx < Component->WeightmapLayerAllocations.Num(); AllocIdx++)
{
FWeightmapLayerAllocationInfo& AllocInfo = Component->WeightmapLayerAllocations[AllocIdx];
if (AllocInfo.LayerInfo == ALandscapeProxy::VisibilityLayer)
{
CDI.GetWeightmapTextureData(AllocInfo.LayerInfo, VisDataMap);
}
}
const FIntPoint QuadPattern[6] =
{
//face 1
FIntPoint(0, 0),
FIntPoint(0, 1),
FIntPoint(1, 1),
//face 2
FIntPoint(0, 0),
FIntPoint(1, 1),
FIntPoint(1, 0),
};
const int32 VisThreshold = 170;
const int32 WeightMapSize = (SubsectionSizeQuadsLOD + 1) * Component->NumSubsections;
uint32* Faces = OutRawMesh.WedgeIndices.GetData() + IndicesOffset;
// Export verts
int32 VertexIdx = VerticesOffset;
for (int32 y = 0; y < ComponentSizeQuadsLOD; y++)
{
for (int32 x = 0; x < ComponentSizeQuadsLOD; x++)
{
// Fill indices
{
// Whether this vertex is in hole
bool bInvisible = false;
if (VisDataMap.Num())
{
int32 TexelX, TexelY;
CDI.VertexXYToTexelXY(x, y, TexelX, TexelY);
bInvisible = (VisDataMap[CDI.TexelXYToIndex(TexelX, TexelY)] >= VisThreshold);
}
// triangulation matches FLandscapeIndexBuffer constructor
Faces[0] = VertexIdx;
Faces[1] = bInvisible ? Faces[0] : VertexIdx + 1;
Faces[2] = bInvisible ? Faces[0] : VertexIdx + 2;
Faces += 3;
Faces[0] = VertexIdx + 3;
Faces[1] = bInvisible ? Faces[0] : VertexIdx + 4;
Faces[2] = bInvisible ? Faces[0] : VertexIdx + 5;
Faces += 3;
}
// Fill vertices
for (int32 i = 0; i < ARRAY_COUNT(QuadPattern); i++)
{
int32 VertexX = x + QuadPattern[i].X;
int32 VertexY = y + QuadPattern[i].Y;
FVector LocalVertexPos = CDI.GetWorldVertex(VertexX, VertexY);
FVector LocalTangentX, LocalTangentY, LocalTangentZ;
CDI.GetLocalTangentVectors(VertexX, VertexY, LocalTangentX, LocalTangentY, LocalTangentZ);
OutRawMesh.VertexPositions[VertexIdx] = LocalVertexPos;
OutRawMesh.WedgeTangentX[VertexIdx] = LocalTangentX;
OutRawMesh.WedgeTangentY[VertexIdx] = LocalTangentY;
OutRawMesh.WedgeTangentZ[VertexIdx] = LocalTangentZ;
OutRawMesh.WedgeTexCoords[0][VertexIdx] = (ComponentUVOffsetLOD + FVector2D(VertexX, VertexY))*ComponentUVScaleLOD;
VertexIdx++;
}
}
}
}
// Add lightmap UVs
OutRawMesh.WedgeTexCoords[1].Append(OutRawMesh.WedgeTexCoords[0]);
return true;
}
FIntRect ALandscapeProxy::GetBoundingRect() const
{
FIntRect Rect(MAX_int32, MAX_int32, MIN_int32, MIN_int32);
for (int32 CompIdx = 0; CompIdx < LandscapeComponents.Num(); CompIdx++)
{
Rect.Include(LandscapeComponents[CompIdx]->GetSectionBase());
}
if (LandscapeComponents.Num() > 0)
{
Rect.Max += FIntPoint(ComponentSizeQuads, ComponentSizeQuads);
Rect -= LandscapeSectionOffset;
}
else
{
Rect = FIntRect();
}
return Rect;
}
bool ALandscape::HasAllComponent()
{
ULandscapeInfo* Info = GetLandscapeInfo();
if (Info && Info->XYtoComponentMap.Num() == LandscapeComponents.Num())
{
// all components are owned by this Landscape actor (no Landscape Proxies)
return true;
}
return false;
}
bool ULandscapeInfo::GetLandscapeExtent(int32& MinX, int32& MinY, int32& MaxX, int32& MaxY) const
{
MinX = MAX_int32;
MinY = MAX_int32;
MaxX = MIN_int32;
MaxY = MIN_int32;
// Find range of entire landscape
for (auto& XYComponentPair : XYtoComponentMap)
{
const ULandscapeComponent* Comp = XYComponentPair.Value;
Comp->GetComponentExtent(MinX, MinY, MaxX, MaxY);
}
return (MinX != MAX_int32);
}
bool ULandscapeInfo::GetSelectedExtent(int32& MinX, int32& MinY, int32& MaxX, int32& MaxY) const
{
MinX = MinY = MAX_int32;
MaxX = MaxY = MIN_int32;
for (auto& SelectedPointPair : SelectedRegion)
{
int32 X, Y;
ALandscape::UnpackKey(SelectedPointPair.Key, X, Y);
if (MinX > X) MinX = X;
if (MaxX < X) MaxX = X;
if (MinY > Y) MinY = Y;
if (MaxY < Y) MaxY = Y;
}
if (MinX != MAX_int32)
{
return true;
}
// if SelectedRegion is empty, try SelectedComponents
for (const ULandscapeComponent* Comp : SelectedComponents)
{
Comp->GetComponentExtent(MinX, MinY, MaxX, MaxY);
}
return MinX != MAX_int32;
}
FVector ULandscapeInfo::GetLandscapeCenterPos(float& LengthZ, int32 MinX /*= MAX_INT*/, int32 MinY /*= MAX_INT*/, int32 MaxX /*= MIN_INT*/, int32 MaxY /*= MIN_INT*/)
{
// MinZ, MaxZ is Local coordinate
float MaxZ = -HALF_WORLD_MAX, MinZ = HALF_WORLD_MAX;
const float ScaleZ = DrawScale.Z;
if (MinX == MAX_int32)
{
// Find range of entire landscape
for (auto It = XYtoComponentMap.CreateIterator(); It; ++It)
{
ULandscapeComponent* Comp = It.Value();
Comp->GetComponentExtent(MinX, MinY, MaxX, MaxY);
}
const int32 Dist = (ComponentSizeQuads + 1) >> 1; // Should be same in ALandscapeGizmoActiveActor::SetTargetLandscape
FVector2D MidPoint(((float)(MinX + MaxX)) / 2.0f, ((float)(MinY + MaxY)) / 2.0f);
MinX = FMath::FloorToInt(MidPoint.X) - Dist;
MaxX = FMath::CeilToInt(MidPoint.X) + Dist;
MinY = FMath::FloorToInt(MidPoint.Y) - Dist;
MaxY = FMath::CeilToInt(MidPoint.Y) + Dist;
check(MidPoint.X == ((float)(MinX + MaxX)) / 2.0f && MidPoint.Y == ((float)(MinY + MaxY)) / 2.0f);
}
check(MinX != MAX_int32);
//if (MinX != MAX_int32)
{
int32 CompX1, CompX2, CompY1, CompY2;
ALandscape::CalcComponentIndicesOverlap(MinX, MinY, MaxX, MaxY, ComponentSizeQuads, CompX1, CompY1, CompX2, CompY2);
for (int32 IndexY = CompY1; IndexY <= CompY2; ++IndexY)
{
for (int32 IndexX = CompX1; IndexX <= CompX2; ++IndexX)
{
ULandscapeComponent* Comp = XYtoComponentMap.FindRef(FIntPoint(IndexX, IndexY));
if (Comp)
{
ULandscapeHeightfieldCollisionComponent* CollisionComp = Comp->CollisionComponent.Get();
if (CollisionComp)
{
uint16* Heights = (uint16*)CollisionComp->CollisionHeightData.Lock(LOCK_READ_ONLY);
int32 CollisionSizeVerts = CollisionComp->CollisionSizeQuads + 1;
int32 StartX = FMath::Max(0, MinX - CollisionComp->GetSectionBase().X);
int32 StartY = FMath::Max(0, MinY - CollisionComp->GetSectionBase().Y);
int32 EndX = FMath::Min(CollisionSizeVerts, MaxX - CollisionComp->GetSectionBase().X + 1);
int32 EndY = FMath::Min(CollisionSizeVerts, MaxY - CollisionComp->GetSectionBase().Y + 1);
for (int32 Y = StartY; Y < EndY; ++Y)
{
for (int32 X = StartX; X < EndX; ++X)
{
float Height = LandscapeDataAccess::GetLocalHeight(Heights[X + Y*CollisionSizeVerts]);
MaxZ = FMath::Max(Height, MaxZ);
MinZ = FMath::Min(Height, MinZ);
}
}
CollisionComp->CollisionHeightData.Unlock();
}
}
}
}
}
const float MarginZ = 3;
if (MaxZ < MinZ)
{
MaxZ = +MarginZ;
MinZ = -MarginZ;
}
LengthZ = (MaxZ - MinZ + 2 * MarginZ) * ScaleZ;
const FVector LocalPosition(((float)(MinX + MaxX)) / 2.0f, ((float)(MinY + MaxY)) / 2.0f, MinZ - MarginZ);
//return GetLandscapeProxy()->TransformLandscapeLocationToWorld(LocalPosition);
return GetLandscapeProxy()->LandscapeActorToWorld().TransformPosition(LocalPosition);
}
bool ULandscapeInfo::IsValidPosition(int32 X, int32 Y)
{
int32 CompX1, CompX2, CompY1, CompY2;
ALandscape::CalcComponentIndicesOverlap(X, Y, X, Y, ComponentSizeQuads, CompX1, CompY1, CompX2, CompY2);
if (XYtoComponentMap.FindRef(FIntPoint(CompX1, CompY1)))
{
return true;
}
if (XYtoComponentMap.FindRef(FIntPoint(CompX2, CompY2)))
{
return true;
}
return false;
}
void ULandscapeInfo::Export(const TArray<ULandscapeLayerInfoObject*>& LayerInfos, const TArray<FString>& Filenames)
{
check(Filenames.Num() > 0);
int32 MinX = MAX_int32;
int32 MinY = MAX_int32;
int32 MaxX = -MAX_int32;
int32 MaxY = -MAX_int32;
if (!GetLandscapeExtent(MinX, MinY, MaxX, MaxY))
{
return;
}
GWarn->BeginSlowTask(LOCTEXT("BeginExportingLandscapeTask", "Exporting Landscape"), true);
FLandscapeEditDataInterface LandscapeEdit(this);
TArray<uint8> HeightData;
HeightData.AddZeroed((1 + MaxX - MinX)*(1 + MaxY - MinY)*sizeof(uint16));
LandscapeEdit.GetHeightDataFast(MinX, MinY, MaxX, MaxY, (uint16*)HeightData.GetData(), 0);
FFileHelper::SaveArrayToFile(HeightData, *Filenames[0]);
for (int32 i = 1; i < Filenames.Num(); i++)
{
if (i <= LayerInfos.Num())
{
TArray<uint8> WeightData;
WeightData.AddZeroed((1 + MaxX - MinX)*(1 + MaxY - MinY));
ULandscapeLayerInfoObject* LayerInfo = LayerInfos[i - 1];
if (LayerInfo)
{
LandscapeEdit.GetWeightDataFast(LayerInfo, MinX, MinY, MaxX, MaxY, WeightData.GetData(), 0);
}
FFileHelper::SaveArrayToFile(WeightData, *Filenames[i]);
}
}
GWarn->EndSlowTask();
}
void ULandscapeInfo::ExportHeightmap(const FString& Filename)
{
int32 MinX = MAX_int32;
int32 MinY = MAX_int32;
int32 MaxX = -MAX_int32;
int32 MaxY = -MAX_int32;
if (!GetLandscapeExtent(MinX, MinY, MaxX, MaxY))
{
return;
}
GWarn->BeginSlowTask(LOCTEXT("BeginExportingLandscapeHeightmapTask", "Exporting Landscape Heightmap"), true);
FLandscapeEditDataInterface LandscapeEdit(this);
TArray<uint8> HeightData;
HeightData.AddZeroed((MaxX - MinX + 1) * (MaxY - MinY + 1) * sizeof(uint16));
LandscapeEdit.GetHeightDataFast(MinX, MinY, MaxX, MaxY, (uint16*)HeightData.GetData(), 0);
if (Filename.EndsWith(".png"))
{
IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>("ImageWrapper");
IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::PNG);
const TArray<uint8>* RawData = NULL;
if (ImageWrapper->SetRaw(HeightData.GetData(), HeightData.Num(), (MaxX - MinX + 1), (MaxY - MinY + 1), ERGBFormat::Gray, 16))
{
HeightData = ImageWrapper->GetCompressed();
}
}
FFileHelper::SaveArrayToFile(HeightData, *Filename);
GWarn->EndSlowTask();
}
void ULandscapeInfo::ExportLayer(ULandscapeLayerInfoObject* LayerInfo, const FString& Filename)
{
int32 MinX = MAX_int32;
int32 MinY = MAX_int32;
int32 MaxX = -MAX_int32;
int32 MaxY = -MAX_int32;
if (!GetLandscapeExtent(MinX, MinY, MaxX, MaxY))
{
return;
}
GWarn->BeginSlowTask(LOCTEXT("BeginExportingLandscapeWeightmapTask", "Exporting Landscape Layer Weightmap"), true);
TArray<uint8> WeightData;
WeightData.AddZeroed((MaxX - MinX + 1) * (MaxY - MinY + 1));
if (LayerInfo)
{
FLandscapeEditDataInterface LandscapeEdit(this);
LandscapeEdit.GetWeightDataFast(LayerInfo, MinX, MinY, MaxX, MaxY, WeightData.GetData(), 0);
}
if (Filename.EndsWith(".png"))
{
IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>("ImageWrapper");
IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::PNG);
const TArray<uint8>* RawData = NULL;
if (ImageWrapper->SetRaw(WeightData.GetData(), WeightData.Num(), (MaxX - MinX + 1), (MaxY - MinY + 1), ERGBFormat::Gray, 8))
{
WeightData = ImageWrapper->GetCompressed();
}
}
FFileHelper::SaveArrayToFile(WeightData, *Filename);
GWarn->EndSlowTask();
}
void ULandscapeInfo::DeleteLayer(ULandscapeLayerInfoObject* LayerInfo)
{
GWarn->BeginSlowTask(LOCTEXT("BeginDeletingLayerTask", "Deleting Layer"), true);
// Remove data from all components
FLandscapeEditDataInterface LandscapeEdit(this);
LandscapeEdit.DeleteLayer(LayerInfo);
// Remove from array
for (int32 j = 0; j < Layers.Num(); j++)
{
if (Layers[j].LayerInfoObj && Layers[j].LayerInfoObj == LayerInfo)
{
Layers.RemoveAt(j);
break;
}
}
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape != NULL)
{
Landscape->Modify();
Landscape->EditorLayerSettings.Remove(LayerInfo);
}
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
ALandscapeProxy* Proxy = *It;
Proxy->Modify();
Proxy->EditorLayerSettings.Remove(LayerInfo);
}
//UpdateLayerInfoMap();
GWarn->EndSlowTask();
}
void ULandscapeInfo::ReplaceLayer(ULandscapeLayerInfoObject* FromLayerInfo, ULandscapeLayerInfoObject* ToLayerInfo)
{
if (ensure(FromLayerInfo != ToLayerInfo))
{
GWarn->BeginSlowTask(LOCTEXT("BeginReplacingLayerTask", "Replacing Layer"), true);
// Remove data from all components
FLandscapeEditDataInterface LandscapeEdit(this);
LandscapeEdit.ReplaceLayer(FromLayerInfo, ToLayerInfo);
// Convert array
for (int32 j = 0; j < Layers.Num(); j++)
{
if (Layers[j].LayerInfoObj && Layers[j].LayerInfoObj == FromLayerInfo)
{
Layers[j].LayerInfoObj = ToLayerInfo;
}
}
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape != NULL)
{
Landscape->Modify();
FLandscapeEditorLayerSettings* ToEditorLayerSettings = Landscape->EditorLayerSettings.FindByKey(ToLayerInfo);
if (ToEditorLayerSettings != NULL)
{
// If the new layer already exists, simple remove the old layer
Landscape->EditorLayerSettings.Remove(FromLayerInfo);
}
else
{
FLandscapeEditorLayerSettings* FromEditorLayerSettings = Landscape->EditorLayerSettings.FindByKey(FromLayerInfo);
if (FromEditorLayerSettings != NULL)
{
// If only the old layer exists (most common case), change it to point to the new layer info
FromEditorLayerSettings->LayerInfoObj = ToLayerInfo;
}
else
{
// If neither exists in the EditorLayerSettings cache, add it
Landscape->EditorLayerSettings.Add(ToLayerInfo);
}
}
}
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
ALandscapeProxy* Proxy = *It;
Proxy->Modify();
FLandscapeEditorLayerSettings* ToEditorLayerSettings = Proxy->EditorLayerSettings.FindByKey(ToLayerInfo);
if (ToEditorLayerSettings != NULL)
{
// If the new layer already exists, simple remove the old layer
Proxy->EditorLayerSettings.Remove(FromLayerInfo);
}
else
{
FLandscapeEditorLayerSettings* FromEditorLayerSettings = Proxy->EditorLayerSettings.FindByKey(FromLayerInfo);
if (FromEditorLayerSettings != NULL)
{
// If only the old layer exists (most common case), change it to point to the new layer info
FromEditorLayerSettings->LayerInfoObj = ToLayerInfo;
}
else
{
// If neither exists in the EditorLayerSettings cache, add it
Proxy->EditorLayerSettings.Add(ToLayerInfo);
}
}
}
//UpdateLayerInfoMap();
GWarn->EndSlowTask();
}
}
void ALandscapeProxy::EditorApplyScale(const FVector& DeltaScale, const FVector* PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown)
{
FVector ModifiedScale = DeltaScale;
// Lock X and Y scaling to the same value
ModifiedScale.X = ModifiedScale.Y = (FMath::Abs(DeltaScale.X) > FMath::Abs(DeltaScale.Y)) ? DeltaScale.X : DeltaScale.Y;
// Correct for attempts to scale to 0 on any axis
FVector CurrentScale = GetRootComponent()->RelativeScale3D;
if (AActor::bUsePercentageBasedScaling)
{
if (ModifiedScale.X == -1)
{
ModifiedScale.X = ModifiedScale.Y = -(CurrentScale.X - 1) / CurrentScale.X;
}
if (ModifiedScale.Z == -1)
{
ModifiedScale.Z = -(CurrentScale.Z - 1) / CurrentScale.Z;
}
}
else
{
if (ModifiedScale.X == -CurrentScale.X)
{
CurrentScale.X += 1;
CurrentScale.Y += 1;
}
if (ModifiedScale.Z == -CurrentScale.Z)
{
CurrentScale.Z += 1;
}
}
Super::EditorApplyScale(ModifiedScale, PivotLocation, bAltDown, bShiftDown, bCtrlDown);
// We need to regenerate collision objects, they depend on scale value
for (ULandscapeHeightfieldCollisionComponent* Comp : CollisionComponents)
{
if (Comp)
{
Comp->RecreateCollision();
}
}
}
void ALandscapeProxy::EditorApplyMirror(const FVector& MirrorScale, const FVector& PivotLocation)
{
Super::EditorApplyMirror(MirrorScale, PivotLocation);
// We need to regenerate collision objects, they depend on scale value
for (ULandscapeHeightfieldCollisionComponent* Comp : CollisionComponents)
{
if (Comp)
{
Comp->RecreateCollision();
}
}
}
void ALandscapeProxy::PostEditMove(bool bFinished)
{
// This point is only reached when Copy and Pasted
Super::PostEditMove(bFinished);
if (bFinished)
{
ULandscapeInfo::RecreateLandscapeInfo(GetWorld(), true);
RecreateComponentsState();
if (SplineComponent)
{
SplineComponent->CheckSplinesValid();
}
}
}
void ALandscapeProxy::PostEditImport()
{
Super::PostEditImport();
if (!bIsProxy && GetWorld()) // For Landscape
{
for (TActorIterator<ALandscape> It(GetWorld()); It; ++It)
{
ALandscape* Landscape = *It;
if (Landscape != this && !Landscape->HasAnyFlags(RF_BeginDestroyed) && Landscape->LandscapeGuid == LandscapeGuid)
{
// Copy/Paste case, need to generate new GUID
LandscapeGuid = FGuid::NewGuid();
}
}
}
for (int32 ComponentIndex = 0; ComponentIndex < LandscapeComponents.Num(); ++ComponentIndex)
{
ULandscapeComponent* Comp = LandscapeComponents[ComponentIndex];
if (Comp)
{
// Update the MIC
Comp->UpdateMaterialInstances();
}
}
GEngine->DeferredCommands.AddUnique(TEXT("UpdateLandscapeEditorData"));
}
void ALandscape::PostEditMove(bool bFinished)
{
if (bFinished)
{
// align all proxies to landscape actor
GetLandscapeInfo()->FixupProxiesTransform();
}
Super::PostEditMove(bFinished);
}
#endif //WITH_EDITOR
ULandscapeLayerInfoObject::ULandscapeLayerInfoObject(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
Hardness = 0.5f;
#if WITH_EDITORONLY_DATA
bNoWeightBlend = false;
#endif // WITH_EDITORONLY_DATA
// Assign initial LayerUsageDebugColor
if (!IsTemplate())
{
uint8 Hash[20];
FString PathNameString = GetPathName();
FSHA1::HashBuffer(*PathNameString, PathNameString.Len() * sizeof(PathNameString[0]), Hash);
LayerUsageDebugColor = FLinearColor(float(Hash[0]) / 255.f, float(Hash[1]) / 255.f, float(Hash[2]) / 255.f, 1.f);
}
}
#if WITH_EDITOR
void ULandscapeLayerInfoObject::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
static const FName NAME_Hardness = FName(TEXT("Hardness"));
static const FName NAME_PhysMaterial = FName(TEXT("PhysMaterial"));
static const FName NAME_LayerUsageDebugColor = FName(TEXT("LayerUsageDebugColor"));
static const FName NAME_R = FName(TEXT("R"));
static const FName NAME_G = FName(TEXT("G"));
static const FName NAME_B = FName(TEXT("B"));
static const FName NAME_A = FName(TEXT("A"));
Super::PostEditChangeProperty(PropertyChangedEvent);
const FName PropertyName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if (GIsEditor)
{
if (PropertyName == NAME_Hardness)
{
Hardness = FMath::Clamp<float>(Hardness, 0.0f, 1.0f);
}
else if (PropertyName == NAME_PhysMaterial)
{
for (TObjectIterator<ALandscapeProxy> It; It; ++It)
{
ALandscapeProxy* Proxy = *It;
if (Proxy->GetWorld() && !Proxy->GetWorld()->IsPlayInEditor())
{
ULandscapeInfo* Info = Proxy->GetLandscapeInfo(false);
if (Info)
{
for (int32 i = 0; i < Info->Layers.Num(); ++i)
{
if (Info->Layers[i].LayerInfoObj == this)
{
Proxy->ChangedPhysMaterial();
break;
}
}
}
}
}
}
else if (PropertyName == NAME_LayerUsageDebugColor || PropertyName == NAME_R || PropertyName == NAME_G || PropertyName == NAME_B || PropertyName == NAME_A)
{
LayerUsageDebugColor.A = 1.0f;
for (TObjectIterator<ALandscapeProxy> It; It; ++It)
{
ALandscapeProxy* Proxy = *It;
if (Proxy->GetWorld() && !Proxy->GetWorld()->IsPlayInEditor())
{
Proxy->MarkComponentsRenderStateDirty();
}
}
}
}
}
void ULandscapeLayerInfoObject::PostLoad()
{
Super::PostLoad();
if (GIsEditor)
{
if (!HasAnyFlags(RF_Standalone))
{
SetFlags(RF_Standalone);
}
Hardness = FMath::Clamp<float>(Hardness, 0.0f, 1.0f);
}
}
void ALandscapeProxy::RemoveXYOffsets()
{
bool bFoundXYOffset = false;
for (int32 i = 0; i < LandscapeComponents.Num(); ++i)
{
ULandscapeComponent* Comp = LandscapeComponents[i];
if (Comp && Comp->XYOffsetmapTexture)
{
Comp->XYOffsetmapTexture->SetFlags(RF_Transactional);
Comp->XYOffsetmapTexture->Modify();
Comp->XYOffsetmapTexture->MarkPackageDirty();
Comp->XYOffsetmapTexture->ClearFlags(RF_Standalone);
Comp->Modify();
Comp->MarkPackageDirty();
Comp->XYOffsetmapTexture = NULL;
Comp->MarkRenderStateDirty();
bFoundXYOffset = true;
}
}
if (bFoundXYOffset)
{
RecreateCollisionComponents();
}
}
void ALandscapeProxy::RecreateCollisionComponents()
{
// We can assume these are all junk; they recreate as needed
FlushGrassComponents();
// Clear old CollisionComponent containers
CollisionComponents.Empty();
// Destroy any owned collision components
TInlineComponentArray<ULandscapeHeightfieldCollisionComponent*> CollisionComps;
GetComponents(CollisionComps);
for (ULandscapeHeightfieldCollisionComponent* Component : CollisionComps)
{
Component->DestroyComponent();
}
TArray<USceneComponent*> AttachedCollisionComponents = RootComponent->GetAttachChildren().FilterByPredicate(
[](USceneComponent* Component)
{
return Cast<ULandscapeHeightfieldCollisionComponent>(Component);
});
// Destroy any attached but un-owned collision components
for (USceneComponent* Component : AttachedCollisionComponents)
{
Component->DestroyComponent();
}
// Recreate collision
CollisionMipLevel = FMath::Clamp<int32>(CollisionMipLevel, 0, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
SimpleCollisionMipLevel = FMath::Clamp<int32>(SimpleCollisionMipLevel, 0, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
for (ULandscapeComponent* Comp : LandscapeComponents)
{
if (Comp)
{
Comp->CollisionMipLevel = CollisionMipLevel;
Comp->SimpleCollisionMipLevel = SimpleCollisionMipLevel;
Comp->UpdateCollisionData(true);
}
}
}
void ULandscapeInfo::RecreateCollisionComponents()
{
if (LandscapeActor.IsValid())
{
LandscapeActor->RecreateCollisionComponents();
}
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
ALandscapeProxy* Proxy = (*It);
Proxy->RecreateCollisionComponents();
}
}
void ULandscapeInfo::RemoveXYOffsets()
{
if (LandscapeActor.IsValid())
{
LandscapeActor->RemoveXYOffsets();
}
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
ALandscapeProxy* Proxy = (*It);
Proxy->RemoveXYOffsets();
}
}
void ULandscapeInfo::PostponeTextureBaking()
{
const int32 PostponeValue = 60; //frames
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape)
{
Landscape->UpdateBakedTexturesCountdown = PostponeValue;
}
for (ALandscapeProxy* Proxy : Proxies)
{
Proxy->UpdateBakedTexturesCountdown = PostponeValue;
}
}
namespace
{
inline float AdjustStaticLightingResolution(float StaticLightingResolution, int32 NumSubsections, int32 SubsectionSizeQuads, int32 ComponentSizeQuads)
{
// Change Lighting resolution to proper one...
if (StaticLightingResolution > 1.0f)
{
StaticLightingResolution = (int32)StaticLightingResolution;
}
else if (StaticLightingResolution < 1.0f)
{
// Restrict to 1/16
if (StaticLightingResolution < 0.0625)
{
StaticLightingResolution = 0.0625;
}
// Adjust to 1/2^n
int32 i = 2;
int32 LightmapSize = (NumSubsections * (SubsectionSizeQuads + 1)) >> 1;
while (StaticLightingResolution < (1.0f / i) && LightmapSize > 4)
{
i <<= 1;
LightmapSize >>= 1;
}
StaticLightingResolution = 1.0f / i;
int32 PixelPaddingX = GPixelFormats[PF_DXT1].BlockSizeX;
int32 DestSize = (int32)((2 * PixelPaddingX + ComponentSizeQuads + 1) * StaticLightingResolution);
StaticLightingResolution = (float)DestSize / (2 * PixelPaddingX + ComponentSizeQuads + 1);
}
return StaticLightingResolution;
}
};
void ALandscapeProxy::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
const FName PropertyName = PropertyChangedEvent.MemberProperty ? PropertyChangedEvent.MemberProperty->GetFName() : NAME_None;
if (bIsProxy)
{
if (PropertyName == FName(TEXT("LandscapeActor")))
{
if (LandscapeActor && IsValidLandscapeActor(LandscapeActor.Get()))
{
LandscapeGuid = LandscapeActor->LandscapeGuid;
// defer LandscapeInfo setup
if (GIsEditor && GetWorld() && !GetWorld()->IsPlayInEditor())
{
GEngine->DeferredCommands.AddUnique(TEXT("UpdateLandscapeEditorData"));
}
}
else
{
LandscapeActor = nullptr;
}
}
else if (PropertyName == FName(TEXT("LandscapeMaterial")) || PropertyName == FName(TEXT("LandscapeHoleMaterial")))
{
{
FMaterialUpdateContext MaterialUpdateContext;
GetLandscapeInfo()->UpdateLayerInfoMap(/*this*/);
// Clear the parents out of combination material instances
for (const auto& MICPair : MaterialInstanceConstantMap)
{
UMaterialInstanceConstant* MaterialInstance = MICPair.Value;
MaterialInstance->BasePropertyOverrides.bOverride_BlendMode = false;
MaterialInstance->SetParentEditorOnly(nullptr);
MaterialUpdateContext.AddMaterialInstance(MaterialInstance);
}
// Remove our references to any material instances
MaterialInstanceConstantMap.Empty();
}
for (int32 ComponentIndex = 0; ComponentIndex < LandscapeComponents.Num(); ComponentIndex++)
{
ULandscapeComponent* Comp = LandscapeComponents[ComponentIndex];
if (Comp)
{
// Update the MIC
Comp->UpdateMaterialInstances();
}
}
}
}
if (GIsEditor && PropertyName == FName(TEXT("StreamingDistanceMultiplier")))
{
// Recalculate in a few seconds.
GetWorld()->TriggerStreamingDataRebuild();
}
else if (GIsEditor && PropertyName == FName(TEXT("DefaultPhysMaterial")))
{
ChangedPhysMaterial();
}
else if (GIsEditor &&
(PropertyName == GET_MEMBER_NAME_CHECKED(ALandscapeProxy, CollisionMipLevel) ||
PropertyName == GET_MEMBER_NAME_CHECKED(ALandscapeProxy, SimpleCollisionMipLevel) ||
PropertyName == GET_MEMBER_NAME_CHECKED(ALandscapeProxy, CollisionThickness) ||
PropertyName == GET_MEMBER_NAME_CHECKED(ALandscapeProxy, bBakeMaterialPositionOffsetIntoCollision)))
{
if (bBakeMaterialPositionOffsetIntoCollision)
{
MarkComponentsRenderStateDirty();
}
RecreateCollisionComponents();
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(ALandscapeProxy, bUseMaterialPositionOffsetInStaticLighting))
{
InvalidateLightingCache();
}
else if(PropertyName == FName(TEXT("bCastStaticShadow")) ||
PropertyName == FName(TEXT("bCastShadowAsTwoSided")) ||
PropertyName == FName(TEXT("bCastFarShadow")))
{
// Replicate shared properties to all components.
for (int32 ComponentIndex = 0; ComponentIndex < LandscapeComponents.Num(); ComponentIndex++)
{
ULandscapeComponent* Comp = LandscapeComponents[ComponentIndex];
if (Comp)
{
Comp->bCastStaticShadow = bCastStaticShadow;
Comp->bCastShadowAsTwoSided = bCastShadowAsTwoSided;
Comp->bCastFarShadow = bCastFarShadow;
}
}
}
}
void ALandscapeProxy::PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent)
{
const FName MemberPropertyName = PropertyChangedEvent.PropertyChain.GetActiveMemberNode()->GetValue()->GetFName();
const FName PropertyName = PropertyChangedEvent.PropertyChain.GetActiveNode()->GetValue()->GetFName();
if (MemberPropertyName == FName(TEXT("RelativeScale3D")))
{
// RelativeScale3D isn't even a property of ALandscapeProxy, it's a property of the root component
if (RootComponent)
{
FVector ModifiedScale = RootComponent->RelativeScale3D;
// Lock X and Y scaling to the same value
if (PropertyName == FName("Y"))
{
ModifiedScale.X = FMath::Abs(RootComponent->RelativeScale3D.Y)*FMath::Sign(ModifiedScale.X);
}
else
{
// There's no "if name == X" here so that if we can't tell which has changed out of X and Y, we just use X
ModifiedScale.Y = FMath::Abs(RootComponent->RelativeScale3D.X)*FMath::Sign(ModifiedScale.Y);
}
ULandscapeInfo* Info = GetLandscapeInfo(false);
// Correct for attempts to scale to 0 on any axis
if (ModifiedScale.X == 0)
{
if (Info && Info->DrawScale.X < 0)
{
ModifiedScale.Y = ModifiedScale.X = -1;
}
else
{
ModifiedScale.Y = ModifiedScale.X = 1;
}
}
if (ModifiedScale.Z == 0)
{
if (Info && Info->DrawScale.Z < 0)
{
ModifiedScale.Z = -1;
}
else
{
ModifiedScale.Z = 1;
}
}
RootComponent->SetRelativeScale3D(ModifiedScale);
// Update ULandscapeInfo cached DrawScale
if (Info)
{
Info->DrawScale = ModifiedScale;
}
// We need to regenerate collision objects, they depend on scale value
for (int32 ComponentIndex = 0; ComponentIndex < CollisionComponents.Num(); ComponentIndex++)
{
ULandscapeHeightfieldCollisionComponent* Comp = CollisionComponents[ComponentIndex];
if (Comp)
{
Comp->RecreateCollision();
}
}
}
}
// Must do this *after* correcting the scale or reattaching the landscape components will crash!
Super::PostEditChangeChainProperty(PropertyChangedEvent);
}
void ALandscape::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
const FName PropertyName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None;
bool ChangedMaterial = false;
bool bNeedsRecalcBoundingBox = false;
bool bChangedLighting = false;
bool bChangedNavRelevance = false;
bool bPropagateToProxies = false;
ULandscapeInfo* Info = GetLandscapeInfo();
if (PropertyName == FName(TEXT("LandscapeMaterial")) || PropertyName == FName(TEXT("LandscapeHoleMaterial")))
{
FMaterialUpdateContext MaterialUpdateContext;
GetLandscapeInfo()->UpdateLayerInfoMap(/*this*/);
ChangedMaterial = true;
// Clear the parents out of combination material instances
for (const auto& MICPair : MaterialInstanceConstantMap)
{
UMaterialInstanceConstant* MaterialInstance = MICPair.Value;
MaterialInstance->BasePropertyOverrides.bOverride_BlendMode = false;
MaterialInstance->SetParentEditorOnly(nullptr);
MaterialUpdateContext.AddMaterialInstance(MaterialInstance);
}
// Remove our references to any material instances
MaterialInstanceConstantMap.Empty();
}
else if (PropertyName == FName(TEXT("RelativeScale3D")) ||
PropertyName == FName(TEXT("RelativeLocation")) ||
PropertyName == FName(TEXT("RelativeRotation")))
{
// update transformations for all linked proxies
Info->FixupProxiesTransform();
bNeedsRecalcBoundingBox = true;
}
else if (GIsEditor && PropertyName == FName(TEXT("MaxLODLevel")))
{
MaxLODLevel = FMath::Clamp<int32>(MaxLODLevel, -1, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
bPropagateToProxies = true;
}
else if (PropertyName == FName(TEXT("LODDistanceFactor")))
{
LODDistanceFactor = FMath::Clamp<float>(LODDistanceFactor, 0.1f, MAX_LANDSCAPE_LOD_DISTANCE_FACTOR); // limit because LOD transition became too popping...
bPropagateToProxies = true;
}
else if (PropertyName == FName(TEXT("CollisionMipLevel")))
{
CollisionMipLevel = FMath::Clamp<int32>(CollisionMipLevel, 0, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
bPropagateToProxies = true;
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(ALandscapeProxy, SimpleCollisionMipLevel))
{
SimpleCollisionMipLevel = FMath::Clamp<int32>(SimpleCollisionMipLevel, 0, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
bPropagateToProxies = true;
}
else if (PropertyName == GET_MEMBER_NAME_CHECKED(ALandscapeProxy, bBakeMaterialPositionOffsetIntoCollision))
{
bPropagateToProxies = true;
}
else if (PropertyName == FName(TEXT("LODFalloff")))
{
bPropagateToProxies = true;
}
else if (GIsEditor && PropertyName == FName(TEXT("StaticLightingResolution")))
{
StaticLightingResolution = ::AdjustStaticLightingResolution(StaticLightingResolution, NumSubsections, SubsectionSizeQuads, ComponentSizeQuads);
bChangedLighting = true;
}
else if (GIsEditor && PropertyName == GET_MEMBER_NAME_CHECKED(ALandscapeProxy, StaticLightingLOD))
{
StaticLightingLOD = FMath::Clamp<int32>(StaticLightingLOD, 0, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
bChangedLighting = true;
}
else if (GIsEditor && PropertyName == GET_MEMBER_NAME_CHECKED(ALandscapeProxy, ExportLOD))
{
ExportLOD = FMath::Clamp<int32>(ExportLOD, 0, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
}
else if (GIsEditor && PropertyName == GET_MEMBER_NAME_CHECKED(ALandscapeProxy, bUsedForNavigation))
{
bChangedNavRelevance = true;
}
bPropagateToProxies = bPropagateToProxies || bNeedsRecalcBoundingBox || bChangedLighting;
if (Info)
{
if (bPropagateToProxies)
{
// Propagate Event to Proxies...
for (TSet<ALandscapeProxy*>::TIterator It(Info->Proxies); It; ++It)
{
(*It)->GetSharedProperties(this);
(*It)->PostEditChangeProperty(PropertyChangedEvent);
}
}
// Update normals if DrawScale3D is changed
if (PropertyName == FName(TEXT("RelativeScale3D")))
{
FLandscapeEditDataInterface LandscapeEdit(Info);
LandscapeEdit.RecalculateNormals();
}
// We cannot iterate the XYtoComponentMap directly because reregistering components modifies the array.
TArray<ULandscapeComponent*> AllComponents;
Info->XYtoComponentMap.GenerateValueArray(AllComponents);
for (auto It = AllComponents.CreateIterator(); It; ++It)
{
ULandscapeComponent* Comp = *It;
if (Comp)
{
if (bNeedsRecalcBoundingBox)
{
Comp->UpdateCachedBounds();
Comp->UpdateBounds();
}
if (ChangedMaterial)
{
// Update the MIC
Comp->UpdateMaterialInstances();
}
if (bChangedLighting)
{
Comp->InvalidateLightingCache();
}
if (bChangedNavRelevance)
{
Comp->UpdateNavigationRelevance();
}
// Reattach all components
FComponentReregisterContext ReregisterContext(Comp);
}
}
// Need to update Gizmo scene proxy
if (bNeedsRecalcBoundingBox && GetWorld())
{
for (TActorIterator<ALandscapeGizmoActiveActor> It(GetWorld()); It; ++It)
{
It->ReregisterAllComponents();
}
}
if (ChangedMaterial)
{
if (GIsEditor && GetWorld() && !GetWorld()->IsPlayInEditor())
{
GEngine->DeferredCommands.AddUnique(TEXT("UpdateLandscapeMIC"));
}
// Update all the proxies...
for (TSet<ALandscapeProxy*>::TIterator It(Info->Proxies); It; ++It)
{
(*It)->MarkComponentsRenderStateDirty();
}
}
}
}
void ALandscapeProxy::ChangedPhysMaterial()
{
ULandscapeInfo* LandscapeInfo = GetLandscapeInfo();
if (!LandscapeInfo) return;
for (auto It = LandscapeInfo->XYtoComponentMap.CreateIterator(); It; ++It)
{
ULandscapeComponent* Comp = It.Value();
if (Comp)
{
ULandscapeHeightfieldCollisionComponent* CollisionComponent = Comp->CollisionComponent.Get();
if (CollisionComponent)
{
Comp->UpdateCollisionLayerData();
// Physical materials cooked into collision object, so we need to recreate it
CollisionComponent->RecreateCollision();
}
}
}
}
void ULandscapeComponent::SetLOD(bool bForcedLODChanged, int32 InLODValue)
{
if (bForcedLODChanged)
{
ForcedLOD = InLODValue;
if (ForcedLOD >= 0)
{
ForcedLOD = FMath::Clamp<int32>(ForcedLOD, 0, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
}
else
{
ForcedLOD = -1;
}
}
else
{
int32 MaxLOD = FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1;
LODBias = FMath::Clamp<int32>(InLODValue, -MaxLOD, MaxLOD);
}
InvalidateLightingCache();
// Update neighbor components
ULandscapeInfo* Info = GetLandscapeInfo(false);
if (Info)
{
FIntPoint ComponentBase = GetSectionBase() / ComponentSizeQuads;
FIntPoint LandscapeKey[8] =
{
ComponentBase + FIntPoint(-1, -1),
ComponentBase + FIntPoint(+0, -1),
ComponentBase + FIntPoint(+1, -1),
ComponentBase + FIntPoint(-1, +0),
ComponentBase + FIntPoint(+1, +0),
ComponentBase + FIntPoint(-1, +1),
ComponentBase + FIntPoint(+0, +1),
ComponentBase + FIntPoint(+1, +1)
};
for (int32 Idx = 0; Idx < 8; ++Idx)
{
ULandscapeComponent* Comp = Info->XYtoComponentMap.FindRef(LandscapeKey[Idx]);
if (Comp)
{
Comp->Modify();
Comp->InvalidateLightingCache();
FComponentReregisterContext ReregisterContext(Comp);
}
}
}
FComponentReregisterContext ReregisterContext(this);
}
void ULandscapeComponent::PreEditChange(UProperty* PropertyThatWillChange)
{
Super::PreEditChange(PropertyThatWillChange);
if (GIsEditor && PropertyThatWillChange && (PropertyThatWillChange->GetFName() == GET_MEMBER_NAME_CHECKED(ULandscapeComponent, ForcedLOD) || PropertyThatWillChange->GetFName() == GET_MEMBER_NAME_CHECKED(ULandscapeComponent, LODBias)))
{
// PreEdit unregister component and re-register after PostEdit so we will lose XYtoComponentMap for this component
ULandscapeInfo* Info = GetLandscapeInfo(false);
if (Info)
{
FIntPoint ComponentKey = GetSectionBase() / ComponentSizeQuads;
auto RegisteredComponent = Info->XYtoComponentMap.FindRef(ComponentKey);
if (RegisteredComponent == NULL)
{
Info->XYtoComponentMap.Add(ComponentKey, this);
}
}
}
}
void ULandscapeComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
const FName PropertyName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if (PropertyName == FName(TEXT("OverrideMaterial")))
{
UpdateMaterialInstances();
// Reregister all components
FComponentReregisterContext ReregisterContext(this);
}
else if (GIsEditor && (PropertyName == FName(TEXT("ForcedLOD")) || PropertyName == FName(TEXT("LODBias"))))
{
bool bForcedLODChanged = PropertyName == FName(TEXT("ForcedLOD"));
SetLOD(bForcedLODChanged, bForcedLODChanged ? ForcedLOD : LODBias);
}
else if (GIsEditor && PropertyName == FName(TEXT("StaticLightingResolution")))
{
if (StaticLightingResolution > 0.0f)
{
StaticLightingResolution = ::AdjustStaticLightingResolution(StaticLightingResolution, NumSubsections, SubsectionSizeQuads, ComponentSizeQuads);
}
else
{
StaticLightingResolution = 0;
}
InvalidateLightingCache();
}
else if (GIsEditor && PropertyName == FName(TEXT("LightingLODBias")))
{
int32 MaxLOD = FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1;
LightingLODBias = FMath::Clamp<int32>(LightingLODBias, -1, MaxLOD);
InvalidateLightingCache();
}
else if (GIsEditor &&
(PropertyName == GET_MEMBER_NAME_CHECKED(ULandscapeComponent, CollisionMipLevel) ||
PropertyName == GET_MEMBER_NAME_CHECKED(ULandscapeComponent, SimpleCollisionMipLevel)))
{
CollisionMipLevel = FMath::Clamp<int32>(CollisionMipLevel, 0, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
SimpleCollisionMipLevel = FMath::Clamp<int32>(SimpleCollisionMipLevel, 0, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
UpdateCollisionData(true); // Rebuild for new CollisionMipLevel
}
}
TSet<class ULandscapeComponent*> ULandscapeInfo::GetSelectedComponents() const
{
return SelectedComponents;
}
TSet<class ULandscapeComponent*> ULandscapeInfo::GetSelectedRegionComponents() const
{
return SelectedRegionComponents;
}
void ULandscapeInfo::UpdateSelectedComponents(TSet<ULandscapeComponent*>& NewComponents, bool bIsComponentwise /*=true*/)
{
int32 InSelectType = bIsComponentwise ? FLandscapeEditToolRenderData::ST_COMPONENT : FLandscapeEditToolRenderData::ST_REGION;
if (bIsComponentwise)
{
for (TSet<ULandscapeComponent*>::TIterator It(NewComponents); It; ++It)
{
ULandscapeComponent* Comp = *It;
if (Comp->EditToolRenderData != NULL && (Comp->EditToolRenderData->SelectedType & InSelectType) == 0)
{
Comp->Modify();
int32 SelectedType = Comp->EditToolRenderData->SelectedType;
SelectedType |= InSelectType;
Comp->EditToolRenderData->UpdateSelectionMaterial(SelectedType);
}
}
// Remove the material from any old components that are no longer in the region
TSet<ULandscapeComponent*> RemovedComponents = SelectedComponents.Difference(NewComponents);
for (TSet<ULandscapeComponent*>::TIterator It(RemovedComponents); It; ++It)
{
ULandscapeComponent* Comp = *It;
if (Comp->EditToolRenderData != NULL)
{
Comp->Modify();
int32 SelectedType = Comp->EditToolRenderData->SelectedType;
SelectedType &= ~InSelectType;
Comp->EditToolRenderData->UpdateSelectionMaterial(SelectedType);
}
}
SelectedComponents = NewComponents;
}
else
{
// Only add components...
if (NewComponents.Num())
{
for (TSet<ULandscapeComponent*>::TIterator It(NewComponents); It; ++It)
{
ULandscapeComponent* Comp = *It;
if (Comp->EditToolRenderData != NULL && (Comp->EditToolRenderData->SelectedType & InSelectType) == 0)
{
Comp->Modify();
int32 SelectedType = Comp->EditToolRenderData->SelectedType;
SelectedType |= InSelectType;
Comp->EditToolRenderData->UpdateSelectionMaterial(SelectedType);
}
SelectedRegionComponents.Add(*It);
}
}
else
{
// Remove the material from any old components that are no longer in the region
for (TSet<ULandscapeComponent*>::TIterator It(SelectedRegionComponents); It; ++It)
{
ULandscapeComponent* Comp = *It;
if (Comp->EditToolRenderData != NULL)
{
Comp->Modify();
int32 SelectedType = Comp->EditToolRenderData->SelectedType;
SelectedType &= ~InSelectType;
Comp->EditToolRenderData->UpdateSelectionMaterial(SelectedType);
}
}
SelectedRegionComponents = NewComponents;
}
}
}
void ULandscapeInfo::SortSelectedComponents()
{
struct FCompareULandscapeComponentBySectionBase
{
FORCEINLINE bool operator()(const ULandscapeComponent& A, const ULandscapeComponent& B) const
{
return (A.GetSectionBase().X == B.GetSectionBase().X) ? (A.GetSectionBase().Y < B.GetSectionBase().Y) : (A.GetSectionBase().X < B.GetSectionBase().X);
}
};
SelectedComponents.Sort(FCompareULandscapeComponentBySectionBase());
}
void ULandscapeInfo::ClearSelectedRegion(bool bIsComponentwise /*= true*/)
{
TSet<ULandscapeComponent*> NewComponents;
UpdateSelectedComponents(NewComponents, bIsComponentwise);
if (!bIsComponentwise)
{
SelectedRegion.Empty();
}
}
struct FLandscapeDataInterface* ULandscapeInfo::GetDataInterface()
{
if (DataInterface == NULL)
{
DataInterface = new FLandscapeDataInterface();
}
return DataInterface;
}
void ULandscapeComponent::ReallocateWeightmaps(FLandscapeEditDataInterface* DataInterface)
{
ALandscapeProxy* Proxy = GetLandscapeProxy();
int32 NeededNewChannels = 0;
for (int32 LayerIdx = 0; LayerIdx < WeightmapLayerAllocations.Num(); LayerIdx++)
{
if (WeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex == 255)
{
NeededNewChannels++;
}
}
// All channels allocated!
if (NeededNewChannels == 0)
{
return;
}
Modify();
//Landscape->Modify();
Proxy->Modify();
// UE_LOG(LogLandscape, Log, TEXT("----------------------"));
// UE_LOG(LogLandscape, Log, TEXT("Component %s needs %d layers (%d new)"), *GetName(), WeightmapLayerAllocations.Num(), NeededNewChannels);
// See if our existing textures have sufficient space
int32 ExistingTexAvailableChannels = 0;
for (int32 TexIdx = 0; TexIdx < WeightmapTextures.Num(); TexIdx++)
{
FLandscapeWeightmapUsage* Usage = Proxy->WeightmapUsageMap.Find(WeightmapTextures[TexIdx]);
check(Usage);
ExistingTexAvailableChannels += Usage->FreeChannelCount();
if (ExistingTexAvailableChannels >= NeededNewChannels)
{
break;
}
}
if (ExistingTexAvailableChannels >= NeededNewChannels)
{
// UE_LOG(LogLandscape, Log, TEXT("Existing texture has available channels"));
// Allocate using our existing textures' spare channels.
for (int32 TexIdx = 0; TexIdx < WeightmapTextures.Num(); TexIdx++)
{
FLandscapeWeightmapUsage* Usage = Proxy->WeightmapUsageMap.Find(WeightmapTextures[TexIdx]);
for (int32 ChanIdx = 0; ChanIdx < 4; ChanIdx++)
{
if (Usage->ChannelUsage[ChanIdx] == NULL)
{
for (int32 LayerIdx = 0; LayerIdx < WeightmapLayerAllocations.Num(); LayerIdx++)
{
FWeightmapLayerAllocationInfo& AllocInfo = WeightmapLayerAllocations[LayerIdx];
if (AllocInfo.WeightmapTextureIndex == 255)
{
// Zero out the data for this texture channel
if (DataInterface)
{
DataInterface->ZeroTextureChannel(WeightmapTextures[TexIdx], ChanIdx);
}
AllocInfo.WeightmapTextureIndex = TexIdx;
AllocInfo.WeightmapTextureChannel = ChanIdx;
Usage->ChannelUsage[ChanIdx] = this;
NeededNewChannels--;
if (NeededNewChannels == 0)
{
return;
}
}
}
}
}
}
// we should never get here.
check(false);
}
// UE_LOG(LogLandscape, Log, TEXT("Reallocating."));
// We are totally reallocating the weightmap
int32 TotalNeededChannels = WeightmapLayerAllocations.Num();
int32 CurrentLayer = 0;
TArray<UTexture2D*> NewWeightmapTextures;
while (TotalNeededChannels > 0)
{
// UE_LOG(LogLandscape, Log, TEXT("Still need %d channels"), TotalNeededChannels);
UTexture2D* CurrentWeightmapTexture = NULL;
FLandscapeWeightmapUsage* CurrentWeightmapUsage = NULL;
if (TotalNeededChannels < 4)
{
// UE_LOG(LogLandscape, Log, TEXT("Looking for nearest"));
// see if we can find a suitable existing weightmap texture with sufficient channels
int32 BestDistanceSquared = MAX_int32;
for (TMap<UTexture2D*, struct FLandscapeWeightmapUsage>::TIterator It(Proxy->WeightmapUsageMap); It; ++It)
{
FLandscapeWeightmapUsage* TryWeightmapUsage = &It.Value();
if (TryWeightmapUsage->FreeChannelCount() >= TotalNeededChannels)
{
// See if this candidate is closer than any others we've found
for (int32 ChanIdx = 0; ChanIdx < 4; ChanIdx++)
{
if (TryWeightmapUsage->ChannelUsage[ChanIdx] != NULL)
{
int32 TryDistanceSquared = (TryWeightmapUsage->ChannelUsage[ChanIdx]->GetSectionBase() - GetSectionBase()).SizeSquared();
if (TryDistanceSquared < BestDistanceSquared)
{
CurrentWeightmapTexture = It.Key();
CurrentWeightmapUsage = TryWeightmapUsage;
BestDistanceSquared = TryDistanceSquared;
}
}
}
}
}
}
bool NeedsUpdateResource = false;
// No suitable weightmap texture
if (CurrentWeightmapTexture == NULL)
{
MarkPackageDirty();
// Weightmap is sized the same as the component
int32 WeightmapSize = (SubsectionSizeQuads + 1) * NumSubsections;
// We need a new weightmap texture
CurrentWeightmapTexture = GetLandscapeProxy()->CreateLandscapeTexture(WeightmapSize, WeightmapSize, TEXTUREGROUP_Terrain_Weightmap, TSF_BGRA8);
// Alloc dummy mips
CreateEmptyTextureMips(CurrentWeightmapTexture);
CurrentWeightmapTexture->PostEditChange();
// Store it in the usage map
CurrentWeightmapUsage = &Proxy->WeightmapUsageMap.Add(CurrentWeightmapTexture, FLandscapeWeightmapUsage());
// UE_LOG(LogLandscape, Log, TEXT("Making a new texture %s"), *CurrentWeightmapTexture->GetName());
}
NewWeightmapTextures.Add(CurrentWeightmapTexture);
for (int32 ChanIdx = 0; ChanIdx < 4 && TotalNeededChannels > 0; ChanIdx++)
{
// UE_LOG(LogLandscape, Log, TEXT("Finding allocation for layer %d"), CurrentLayer);
if (CurrentWeightmapUsage->ChannelUsage[ChanIdx] == NULL)
{
// Use this allocation
FWeightmapLayerAllocationInfo& AllocInfo = WeightmapLayerAllocations[CurrentLayer];
if (AllocInfo.WeightmapTextureIndex == 255)
{
// New layer - zero out the data for this texture channel
if (DataInterface)
{
DataInterface->ZeroTextureChannel(CurrentWeightmapTexture, ChanIdx);
// UE_LOG(LogLandscape, Log, TEXT("Zeroing out channel %s.%d"), *CurrentWeightmapTexture->GetName(), ChanIdx);
}
}
else
{
UTexture2D* OldWeightmapTexture = WeightmapTextures[AllocInfo.WeightmapTextureIndex];
// Copy the data
if (ensure(DataInterface != NULL)) // it's not safe to skip the copy
{
DataInterface->CopyTextureChannel(CurrentWeightmapTexture, ChanIdx, OldWeightmapTexture, AllocInfo.WeightmapTextureChannel);
DataInterface->ZeroTextureChannel(OldWeightmapTexture, AllocInfo.WeightmapTextureChannel);
// UE_LOG(LogLandscape, Log, TEXT("Copying old channel (%s).%d to new channel (%s).%d"), *OldWeightmapTexture->GetName(), AllocInfo.WeightmapTextureChannel, *CurrentWeightmapTexture->GetName(), ChanIdx);
}
// Remove the old allocation
FLandscapeWeightmapUsage* OldWeightmapUsage = Proxy->WeightmapUsageMap.Find(OldWeightmapTexture);
OldWeightmapUsage->ChannelUsage[AllocInfo.WeightmapTextureChannel] = NULL;
}
// Assign the new allocation
CurrentWeightmapUsage->ChannelUsage[ChanIdx] = this;
AllocInfo.WeightmapTextureIndex = NewWeightmapTextures.Num() - 1;
AllocInfo.WeightmapTextureChannel = ChanIdx;
CurrentLayer++;
TotalNeededChannels--;
}
}
}
// Replace the weightmap textures
WeightmapTextures = MoveTemp(NewWeightmapTextures);
if (DataInterface)
{
// Update the mipmaps for the textures we edited
for (int32 Idx = 0; Idx < WeightmapTextures.Num(); Idx++)
{
UTexture2D* WeightmapTexture = WeightmapTextures[Idx];
FLandscapeTextureDataInfo* WeightmapDataInfo = DataInterface->GetTextureDataInfo(WeightmapTexture);
int32 NumMips = WeightmapTexture->Source.GetNumMips();
TArray<FColor*> WeightmapTextureMipData;
WeightmapTextureMipData.AddUninitialized(NumMips);
for (int32 MipIdx = 0; MipIdx < NumMips; MipIdx++)
{
WeightmapTextureMipData[MipIdx] = (FColor*)WeightmapDataInfo->GetMipData(MipIdx);
}
ULandscapeComponent::UpdateWeightmapMips(NumSubsections, SubsectionSizeQuads, WeightmapTexture, WeightmapTextureMipData, 0, 0, MAX_int32, MAX_int32, WeightmapDataInfo);
}
}
}
void ALandscapeProxy::RemoveInvalidWeightmaps()
{
if (GIsEditor)
{
for (TMap< UTexture2D*, struct FLandscapeWeightmapUsage >::TIterator It(WeightmapUsageMap); It; ++It)
{
UTexture2D* Tex = It.Key();
FLandscapeWeightmapUsage& Usage = It.Value();
if (Usage.FreeChannelCount() == 4) // Invalid Weight-map
{
if (Tex)
{
Tex->SetFlags(RF_Transactional);
Tex->Modify();
Tex->MarkPackageDirty();
Tex->ClearFlags(RF_Standalone);
}
WeightmapUsageMap.Remove(Tex);
}
}
// Remove Unused Weightmaps...
for (int32 Idx = 0; Idx < LandscapeComponents.Num(); ++Idx)
{
ULandscapeComponent* Component = LandscapeComponents[Idx];
Component->RemoveInvalidWeightmaps();
}
}
}
void ULandscapeComponent::RemoveInvalidWeightmaps()
{
// Adjust WeightmapTextureIndex index for other layers
TSet<int32> UsedTextureIndices;
TSet<int32> AllTextureIndices;
for (int32 LayerIdx = 0; LayerIdx < WeightmapLayerAllocations.Num(); LayerIdx++)
{
UsedTextureIndices.Add(WeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex);
}
for (int32 WeightIdx = 0; WeightIdx < WeightmapTextures.Num(); ++WeightIdx)
{
AllTextureIndices.Add(WeightIdx);
}
TSet<int32> UnUsedTextureIndices = AllTextureIndices.Difference(UsedTextureIndices);
int32 DeletedLayers = 0;
for (TSet<int32>::TIterator It(UnUsedTextureIndices); It; ++It)
{
int32 DeleteLayerWeightmapTextureIndex = *It - DeletedLayers;
WeightmapTextures[DeleteLayerWeightmapTextureIndex]->SetFlags(RF_Transactional);
WeightmapTextures[DeleteLayerWeightmapTextureIndex]->Modify();
WeightmapTextures[DeleteLayerWeightmapTextureIndex]->MarkPackageDirty();
WeightmapTextures[DeleteLayerWeightmapTextureIndex]->ClearFlags(RF_Standalone);
WeightmapTextures.RemoveAt(DeleteLayerWeightmapTextureIndex);
// Adjust WeightmapTextureIndex index for other layers
for (int32 LayerIdx = 0; LayerIdx < WeightmapLayerAllocations.Num(); LayerIdx++)
{
FWeightmapLayerAllocationInfo& Allocation = WeightmapLayerAllocations[LayerIdx];
if (Allocation.WeightmapTextureIndex > DeleteLayerWeightmapTextureIndex)
{
Allocation.WeightmapTextureIndex--;
}
check(Allocation.WeightmapTextureIndex < WeightmapTextures.Num());
}
DeletedLayers++;
}
}
void ULandscapeComponent::InitHeightmapData(TArray<FColor>& Heights, bool bUpdateCollision)
{
int32 ComponentSizeVerts = NumSubsections * (SubsectionSizeQuads + 1);
if (Heights.Num() != FMath::Square(ComponentSizeVerts))
{
return;
}
// Handling old Height map....
if (HeightmapTexture && HeightmapTexture->GetOutermost() != GetTransientPackage()
&& HeightmapTexture->GetOutermost() == GetOutermost()
&& HeightmapTexture->Source.GetSizeX() >= ComponentSizeVerts) // if Height map is not valid...
{
HeightmapTexture->SetFlags(RF_Transactional);
HeightmapTexture->Modify();
HeightmapTexture->MarkPackageDirty();
HeightmapTexture->ClearFlags(RF_Standalone); // Delete if no reference...
}
// New Height map
TArray<FColor*> HeightmapTextureMipData;
// make sure the heightmap UVs are powers of two.
int32 HeightmapSizeU = (1 << FMath::CeilLogTwo(ComponentSizeVerts));
int32 HeightmapSizeV = (1 << FMath::CeilLogTwo(ComponentSizeVerts));
// Height map construction
HeightmapTexture = GetLandscapeProxy()->CreateLandscapeTexture(HeightmapSizeU, HeightmapSizeV, TEXTUREGROUP_Terrain_Heightmap, TSF_BGRA8);
int32 MipSubsectionSizeQuads = SubsectionSizeQuads;
int32 MipSizeU = HeightmapSizeU;
int32 MipSizeV = HeightmapSizeV;
HeightmapScaleBias = FVector4(1.0f / (float)HeightmapSizeU, 1.0f / (float)HeightmapSizeV, 0.0f, 0.0f);
int32 Mip = 0;
while (MipSizeU > 1 && MipSizeV > 1 && MipSubsectionSizeQuads >= 1)
{
FColor* HeightmapTextureData = (FColor*)HeightmapTexture->Source.LockMip(Mip);
if (Mip == 0)
{
FMemory::Memcpy(HeightmapTextureData, Heights.GetData(), MipSizeU*MipSizeV*sizeof(FColor));
}
else
{
FMemory::Memzero(HeightmapTextureData, MipSizeU*MipSizeV*sizeof(FColor));
}
HeightmapTextureMipData.Add(HeightmapTextureData);
MipSizeU >>= 1;
MipSizeV >>= 1;
Mip++;
MipSubsectionSizeQuads = ((MipSubsectionSizeQuads + 1) >> 1) - 1;
}
ULandscapeComponent::GenerateHeightmapMips(HeightmapTextureMipData);
if (bUpdateCollision)
{
UpdateCollisionHeightData(
HeightmapTextureMipData[CollisionMipLevel],
SimpleCollisionMipLevel > CollisionMipLevel ? HeightmapTextureMipData[SimpleCollisionMipLevel] : nullptr);
}
for (int32 i = 0; i < HeightmapTextureMipData.Num(); i++)
{
HeightmapTexture->Source.UnlockMip(i);
}
HeightmapTexture->PostEditChange();
}
void ULandscapeComponent::InitWeightmapData(TArray<ULandscapeLayerInfoObject*>& LayerInfos, TArray<TArray<uint8> >& WeightmapData)
{
if (LayerInfos.Num() != WeightmapData.Num() || LayerInfos.Num() <= 0)
{
return;
}
int32 ComponentSizeVerts = NumSubsections * (SubsectionSizeQuads + 1);
// Validation..
for (int32 Idx = 0; Idx < WeightmapData.Num(); ++Idx)
{
if (WeightmapData[Idx].Num() != FMath::Square(ComponentSizeVerts))
{
return;
}
}
for (int32 Idx = 0; Idx < WeightmapTextures.Num(); ++Idx)
{
if (WeightmapTextures[Idx] && WeightmapTextures[Idx]->GetOutermost() != GetTransientPackage()
&& WeightmapTextures[Idx]->GetOutermost() == GetOutermost()
&& WeightmapTextures[Idx]->Source.GetSizeX() == ComponentSizeVerts)
{
WeightmapTextures[Idx]->SetFlags(RF_Transactional);
WeightmapTextures[Idx]->Modify();
WeightmapTextures[Idx]->MarkPackageDirty();
WeightmapTextures[Idx]->ClearFlags(RF_Standalone); // Delete if no reference...
}
}
WeightmapTextures.Empty();
WeightmapLayerAllocations.Empty(LayerInfos.Num());
for (int32 Idx = 0; Idx < LayerInfos.Num(); ++Idx)
{
new (WeightmapLayerAllocations)FWeightmapLayerAllocationInfo(LayerInfos[Idx]);
}
ReallocateWeightmaps(NULL);
check(WeightmapLayerAllocations.Num() > 0 && WeightmapTextures.Num() > 0);
int32 WeightmapSize = ComponentSizeVerts;
WeightmapScaleBias = FVector4(1.0f / (float)WeightmapSize, 1.0f / (float)WeightmapSize, 0.5f / (float)WeightmapSize, 0.5f / (float)WeightmapSize);
WeightmapSubsectionOffset = (float)(SubsectionSizeQuads + 1) / (float)WeightmapSize;
TArray<void*> WeightmapDataPtrs;
WeightmapDataPtrs.AddUninitialized(WeightmapTextures.Num());
for (int32 WeightmapIdx = 0; WeightmapIdx < WeightmapTextures.Num(); ++WeightmapIdx)
{
WeightmapDataPtrs[WeightmapIdx] = WeightmapTextures[WeightmapIdx]->Source.LockMip(0);
}
for (int32 LayerIdx = 0; LayerIdx < WeightmapLayerAllocations.Num(); ++LayerIdx)
{
void* DestDataPtr = WeightmapDataPtrs[WeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex];
uint8* DestTextureData = (uint8*)DestDataPtr + ChannelOffsets[WeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel];
uint8* SrcTextureData = (uint8*)&WeightmapData[LayerIdx][0];
for (int32 i = 0; i < WeightmapData[LayerIdx].Num(); i++)
{
DestTextureData[i * 4] = SrcTextureData[i];
}
}
for (int32 Idx = 0; Idx < WeightmapTextures.Num(); Idx++)
{
UTexture2D* WeightmapTexture = WeightmapTextures[Idx];
WeightmapTexture->Source.UnlockMip(0);
}
for (int32 Idx = 0; Idx < WeightmapTextures.Num(); Idx++)
{
UTexture2D* WeightmapTexture = WeightmapTextures[Idx];
{
FLandscapeTextureDataInfo WeightmapDataInfo(WeightmapTexture);
int32 NumMips = WeightmapTexture->Source.GetNumMips();
TArray<FColor*> WeightmapTextureMipData;
WeightmapTextureMipData.AddUninitialized(NumMips);
for (int32 MipIdx = 0; MipIdx < NumMips; MipIdx++)
{
WeightmapTextureMipData[MipIdx] = (FColor*)WeightmapDataInfo.GetMipData(MipIdx);
}
ULandscapeComponent::UpdateWeightmapMips(NumSubsections, SubsectionSizeQuads, WeightmapTexture, WeightmapTextureMipData, 0, 0, MAX_int32, MAX_int32, &WeightmapDataInfo);
}
WeightmapTexture->PostEditChange();
}
FlushRenderingCommands();
MaterialInstance = NULL;
}
#define MAX_LANDSCAPE_EXPORT_COMPONENTS_NUM 16
#define MAX_LANDSCAPE_PROP_TEXT_LENGTH 1024*1024*16
bool ALandscapeProxy::ShouldExport()
{
if (!bIsMovingToLevel && LandscapeComponents.Num() > MAX_LANDSCAPE_EXPORT_COMPONENTS_NUM)
{
// Prompt to save startup packages
if (EAppReturnType::Yes == FMessageDialog::Open(EAppMsgType::YesNo, FText::Format(
NSLOCTEXT("UnrealEd", "LandscapeExport_Warning", "Landscape has large number({0}) of components, so it will use large amount memory to copy it to the clipboard. Do you want to proceed?"), FText::AsNumber(LandscapeComponents.Num()))))
{
return true;
}
else
{
return false;
}
}
return true;
}
bool ALandscapeProxy::ShouldImport(FString* ActorPropString, bool IsMovingToLevel)
{
bIsMovingToLevel = IsMovingToLevel;
if (!bIsMovingToLevel && ActorPropString && ActorPropString->Len() > MAX_LANDSCAPE_PROP_TEXT_LENGTH)
{
// Prompt to save startup packages
if (EAppReturnType::Yes == FMessageDialog::Open(EAppMsgType::YesNo, FText::Format(
NSLOCTEXT("UnrealEd", "LandscapeImport_Warning", "Landscape is about to import large amount memory ({0}MB) from the clipboard, which will take some time. Do you want to proceed?"), FText::AsNumber(ActorPropString->Len() >> 20))))
{
return true;
}
else
{
return false;
}
}
return true;
}
void ULandscapeComponent::ExportCustomProperties(FOutputDevice& Out, uint32 Indent)
{
if (HasAnyFlags(RF_ClassDefaultObject))
{
return;
}
// Height map
int32 NumVertices = FMath::Square(NumSubsections*(SubsectionSizeQuads + 1));
FLandscapeComponentDataInterface DataInterface(this);
TArray<FColor> Heightmap;
DataInterface.GetHeightmapTextureData(Heightmap);
check(Heightmap.Num() == NumVertices);
Out.Logf(TEXT("%sCustomProperties LandscapeHeightData "), FCString::Spc(Indent));
for (int32 i = 0; i < NumVertices; i++)
{
Out.Logf(TEXT("%x "), Heightmap[i].DWColor());
}
TArray<uint8> Weightmap;
// Weight map
Out.Logf(TEXT("LayerNum=%d "), WeightmapLayerAllocations.Num());
for (int32 i = 0; i < WeightmapLayerAllocations.Num(); i++)
{
if (DataInterface.GetWeightmapTextureData(WeightmapLayerAllocations[i].LayerInfo, Weightmap))
{
Out.Logf(TEXT("LayerInfo=%s "), *WeightmapLayerAllocations[i].LayerInfo->GetPathName());
for (int32 VertexIndex = 0; VertexIndex < NumVertices; VertexIndex++)
{
Out.Logf(TEXT("%x "), Weightmap[VertexIndex]);
}
}
}
Out.Logf(TEXT("\r\n"));
}
void ULandscapeComponent::ImportCustomProperties(const TCHAR* SourceText, FFeedbackContext* Warn)
{
if (FParse::Command(&SourceText, TEXT("LandscapeHeightData")))
{
int32 NumVertices = FMath::Square(NumSubsections*(SubsectionSizeQuads + 1));
TArray<FColor> Heights;
Heights.Empty(NumVertices);
Heights.AddZeroed(NumVertices);
FParse::Next(&SourceText);
int32 i = 0;
TCHAR* StopStr;
while (FChar::IsHexDigit(*SourceText))
{
if (i < NumVertices)
{
Heights[i++].DWColor() = FCString::Strtoi(SourceText, &StopStr, 16);
while (FChar::IsHexDigit(*SourceText))
{
SourceText++;
}
}
FParse::Next(&SourceText);
}
if (i != NumVertices)
{
Warn->Logf(*NSLOCTEXT("Core", "SyntaxError", "Syntax Error").ToString());
}
int32 ComponentSizeVerts = NumSubsections * (SubsectionSizeQuads + 1);
InitHeightmapData(Heights, false);
// Weight maps
int32 LayerNum = 0;
if (FParse::Value(SourceText, TEXT("LayerNum="), LayerNum))
{
while (*SourceText && (!FChar::IsWhitespace(*SourceText)))
{
++SourceText;
}
FParse::Next(&SourceText);
}
if (LayerNum <= 0)
{
return;
}
// Init memory
TArray<ULandscapeLayerInfoObject*> LayerInfos;
LayerInfos.Empty(LayerNum);
TArray<TArray<uint8>> WeightmapData;
for (int32 LayerIndex = 0; LayerIndex < LayerNum; ++LayerIndex)
{
TArray<uint8> Weights;
Weights.Empty(NumVertices);
Weights.AddUninitialized(NumVertices);
WeightmapData.Add(Weights);
}
int32 LayerIdx = 0;
FString LayerInfoPath;
while (*SourceText)
{
if (FParse::Value(SourceText, TEXT("LayerInfo="), LayerInfoPath))
{
LayerInfos.Add(LoadObject<ULandscapeLayerInfoObject>(NULL, *LayerInfoPath));
while (*SourceText && (!FChar::IsWhitespace(*SourceText)))
{
++SourceText;
}
FParse::Next(&SourceText);
check(*SourceText);
i = 0;
while (FChar::IsHexDigit(*SourceText))
{
if (i < NumVertices)
{
(WeightmapData[LayerIdx])[i++] = (uint8)FCString::Strtoi(SourceText, &StopStr, 16);
while (FChar::IsHexDigit(*SourceText))
{
SourceText++;
}
}
FParse::Next(&SourceText);
}
if (i != NumVertices)
{
Warn->Logf(*NSLOCTEXT("Core", "SyntaxError", "Syntax Error").ToString());
}
LayerIdx++;
}
else
{
break;
}
}
InitWeightmapData(LayerInfos, WeightmapData);
}
}
bool ALandscapeProxy::IsValidLandscapeActor(ALandscape* Landscape)
{
if (bIsProxy && Landscape)
{
if (!Landscape->HasAnyFlags(RF_BeginDestroyed))
{
if (LandscapeActor.IsNull() && !LandscapeGuid.IsValid())
{
return true; // always valid for newly created Proxy
}
if (((LandscapeActor && LandscapeActor == Landscape)
|| (LandscapeActor.IsNull() && LandscapeGuid.IsValid() && LandscapeGuid == Landscape->LandscapeGuid))
&& ComponentSizeQuads == Landscape->ComponentSizeQuads
&& NumSubsections == Landscape->NumSubsections
&& SubsectionSizeQuads == Landscape->SubsectionSizeQuads)
{
return true;
}
}
}
return false;
}
struct FMobileLayerAllocation
{
FWeightmapLayerAllocationInfo Allocation;
FMobileLayerAllocation(const FWeightmapLayerAllocationInfo& InAllocation)
: Allocation(InAllocation)
{
}
friend bool operator<(const FMobileLayerAllocation& lhs, const FMobileLayerAllocation& rhs)
{
if (!lhs.Allocation.LayerInfo && !rhs.Allocation.LayerInfo) return false; // equally broken :P
if (!lhs.Allocation.LayerInfo && rhs.Allocation.LayerInfo) return false; // broken layers sort to the end
if (!rhs.Allocation.LayerInfo && lhs.Allocation.LayerInfo) return true;
if (lhs.Allocation.LayerInfo == ALandscapeProxy::VisibilityLayer && rhs.Allocation.LayerInfo != ALandscapeProxy::VisibilityLayer) return true; // visibility layer to the front
if (rhs.Allocation.LayerInfo == ALandscapeProxy::VisibilityLayer && lhs.Allocation.LayerInfo != ALandscapeProxy::VisibilityLayer) return false;
if (lhs.Allocation.LayerInfo->bNoWeightBlend && !rhs.Allocation.LayerInfo->bNoWeightBlend) return false; // non-blended layers sort to the end
if (rhs.Allocation.LayerInfo->bNoWeightBlend && !lhs.Allocation.LayerInfo->bNoWeightBlend) return true;
// TODO: If we want to support cleanly decaying a pc landscape for mobile
// we should probably add other sort criteria, e.g. coverage
// or e.g. add an "importance" to layerinfos and sort on that
return false; // equal, preserve order
}
};
void ULandscapeComponent::GeneratePlatformPixelData()
{
check(!IsTemplate())
TArray<FMobileLayerAllocation> MobileLayerAllocations;
MobileLayerAllocations.Reserve(WeightmapLayerAllocations.Num());
for (const auto& Allocation : WeightmapLayerAllocations)
{
MobileLayerAllocations.Emplace(Allocation);
}
MobileLayerAllocations.StableSort();
// in the current mobile shader only 3 layers are supported (the 3rd only as a blended layer)
// so make sure we have a blended layer for layer 3 if possible
if (MobileLayerAllocations.Num() >= 3 &&
MobileLayerAllocations[2].Allocation.LayerInfo && MobileLayerAllocations[2].Allocation.LayerInfo->bNoWeightBlend)
{
int32 BlendedLayerToMove = INDEX_NONE;
// First try to swap layer 3 with an earlier blended layer
// this will allow both to work
for (int32 i = 1; i >= 0; --i)
{
if (MobileLayerAllocations[i].Allocation.LayerInfo && !MobileLayerAllocations[i].Allocation.LayerInfo->bNoWeightBlend)
{
BlendedLayerToMove = i;
break;
}
}
// otherwise swap layer 3 with the first weight-blended layer found
// as non-blended layers aren't supported for layer 3 it wasn't going to work anyway, might as well swap it out for one that will work
if (BlendedLayerToMove == INDEX_NONE)
{
// I wish I could specify a start index here, but it doesn't affect the result
BlendedLayerToMove = MobileLayerAllocations.IndexOfByPredicate([](const FMobileLayerAllocation& MobileAllocation){ return MobileAllocation.Allocation.LayerInfo && !MobileAllocation.Allocation.LayerInfo->bNoWeightBlend; });
}
if (BlendedLayerToMove != INDEX_NONE)
{
// Preserve order of all but the blended layer we're moving into slot 3
FMobileLayerAllocation TempAllocation = MoveTemp(MobileLayerAllocations[BlendedLayerToMove]);
MobileLayerAllocations.RemoveAt(BlendedLayerToMove, 1, false);
MobileLayerAllocations.Insert(MoveTemp(TempAllocation), 2);
}
}
int32 WeightmapSize = (SubsectionSizeQuads + 1) * NumSubsections;
UTexture2D* NewWeightNormalmapTexture = GetLandscapeProxy()->CreateLandscapeTexture(WeightmapSize, WeightmapSize, TEXTUREGROUP_Terrain_Weightmap, TSF_BGRA8);
CreateEmptyTextureMips(NewWeightNormalmapTexture);
{
FLandscapeEditDataInterface LandscapeEdit(GetLandscapeInfo(false));
if (WeightmapTextures.Num() > 0)
{
int32 CurrentIdx = 0;
for (const auto& MobileAllocation : MobileLayerAllocations)
{
// Only for valid Layers
if (MobileAllocation.Allocation.LayerInfo)
{
LandscapeEdit.CopyTextureFromWeightmap(NewWeightNormalmapTexture, CurrentIdx, this, MobileAllocation.Allocation.LayerInfo);
CurrentIdx++;
if (CurrentIdx >= 2) // Only support 2 layers in texture
{
break;
}
}
}
}
// copy normals into B/A channels.
LandscapeEdit.CopyTextureFromHeightmap(NewWeightNormalmapTexture, 2, this, 2);
LandscapeEdit.CopyTextureFromHeightmap(NewWeightNormalmapTexture, 3, this, 3);
}
NewWeightNormalmapTexture->PostEditChange();
MobileWeightNormalmapTexture = NewWeightNormalmapTexture;
FLinearColor Masks[5];
Masks[0] = FLinearColor(1, 0, 0, 0);
Masks[1] = FLinearColor(0, 1, 0, 0);
Masks[2] = FLinearColor(0, 0, 1, 0);
Masks[3] = FLinearColor(0, 0, 0, 1);
Masks[4] = FLinearColor(0, 0, 0, 0); // mask out layers 4+ altogether
if (!GIsEditor)
{
// This path is used by game mode running with uncooked data, eg Mobile Preview.
// Game mode cannot create MICs, so we use a MaterialInstanceDynamic here.
UMaterialInstanceDynamic* NewMobileMaterialInstance = UMaterialInstanceDynamic::Create(MaterialInstance, GetOutermost());
MobileBlendableLayerMask = 0;
// Set the layer mask
int32 CurrentIdx = 0;
for (const auto& MobileAllocation : MobileLayerAllocations)
{
const FWeightmapLayerAllocationInfo& Allocation = MobileAllocation.Allocation;
if (Allocation.LayerInfo)
{
FName LayerName = Allocation.LayerInfo == ALandscapeProxy::VisibilityLayer ? UMaterialExpressionLandscapeVisibilityMask::ParameterName : Allocation.LayerInfo->LayerName;
NewMobileMaterialInstance->SetVectorParameterValue(FName(*FString::Printf(TEXT("LayerMask_%s"), *LayerName.ToString())), Masks[FMath::Min(4, CurrentIdx)]);
MobileBlendableLayerMask |= (!Allocation.LayerInfo->bNoWeightBlend ? (1 << CurrentIdx) : 0);
CurrentIdx++;
}
}
MobileMaterialInterface = NewMobileMaterialInstance;
}
else
{
// When cooking, we need to make a persistent MIC. In the editor we also do so in
// case we start a Cook in Editor operation, which will reuse the MIC we create now.
UMaterialInstanceConstant* CombinationMaterialInstance = GetCombinationMaterial(true);
UMaterialInstanceConstant* NewMobileMaterialInstance = NewObject<ULandscapeMaterialInstanceConstant>(GetOutermost());
NewMobileMaterialInstance->SetParentEditorOnly(CombinationMaterialInstance);
MobileBlendableLayerMask = 0;
// Set the layer mask
int32 CurrentIdx = 0;
for (const auto& MobileAllocation : MobileLayerAllocations)
{
const FWeightmapLayerAllocationInfo& Allocation = MobileAllocation.Allocation;
if (Allocation.LayerInfo)
{
FName LayerName = Allocation.LayerInfo == ALandscapeProxy::VisibilityLayer ? UMaterialExpressionLandscapeVisibilityMask::ParameterName : Allocation.LayerInfo->LayerName;
NewMobileMaterialInstance->SetVectorParameterValueEditorOnly(FName(*FString::Printf(TEXT("LayerMask_%s"), *LayerName.ToString())), Masks[FMath::Min(4, CurrentIdx)]);
MobileBlendableLayerMask |= (!Allocation.LayerInfo->bNoWeightBlend ? (1 << CurrentIdx) : 0);
CurrentIdx++;
}
}
NewMobileMaterialInstance->PostEditChange();
MobileMaterialInterface = NewMobileMaterialInstance;
}
}
//
// Generates vertex buffer data from the component's heightmap texture, for use on platforms without vertex texture fetch
//
void ULandscapeComponent::GeneratePlatformVertexData()
{
if (IsTemplate())
{
return;
}
check(HeightmapTexture);
check(HeightmapTexture->Source.GetFormat() == TSF_BGRA8);
TArray<uint8> NewPlatformData;
int32 NewPlatformDataSize = 0;
int32 SubsectionSizeVerts = SubsectionSizeQuads + 1;
int32 MaxLOD = FMath::CeilLogTwo(SubsectionSizeVerts) - 1;
float HeightmapSubsectionOffsetU = (float)(SubsectionSizeVerts) / (float)HeightmapTexture->Source.GetSizeX();
float HeightmapSubsectionOffsetV = (float)(SubsectionSizeVerts) / (float)HeightmapTexture->Source.GetSizeY();
NewPlatformDataSize += sizeof(FLandscapeMobileVertex) * FMath::Square(SubsectionSizeVerts * NumSubsections);
NewPlatformData.AddZeroed(NewPlatformDataSize);
// Get the required mip data
TArray<TArray<uint8>> HeightmapMipRawData;
TArray<FColor*> HeightmapMipData;
for (int32 MipIdx = 0; MipIdx < FMath::Min(LANDSCAPE_MAX_ES_LOD, HeightmapTexture->Source.GetNumMips()); MipIdx++)
{
int32 MipSubsectionSizeVerts = (SubsectionSizeVerts) >> MipIdx;
if (MipSubsectionSizeVerts > 1)
{
new(HeightmapMipRawData) TArray<uint8>();
HeightmapTexture->Source.GetMipData(HeightmapMipRawData.Last(), MipIdx);
HeightmapMipData.Add((FColor*)HeightmapMipRawData.Last().GetData());
}
}
TMap<uint64, int32> VertexMap;
TArray<FLandscapeVertexRef> VertexOrder;
VertexOrder.Empty(FMath::Square(SubsectionSizeVerts * NumSubsections));
// Layout index buffer to determine best vertex order
for (int32 Mip = MaxLOD; Mip >= 0; Mip--)
{
int32 LodSubsectionSizeQuads = (SubsectionSizeVerts >> Mip) - 1;
float MipRatio = (float)SubsectionSizeQuads / (float)LodSubsectionSizeQuads; // Morph current MIP to base MIP
for (int32 SubY = 0; SubY < NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < NumSubsections; SubX++)
{
for (int32 y = 0; y < LodSubsectionSizeQuads; y++)
{
for (int32 x = 0; x < LodSubsectionSizeQuads; x++)
{
int32 x0 = FMath::RoundToInt((float)x * MipRatio);
int32 y0 = FMath::RoundToInt((float)y * MipRatio);
int32 x1 = FMath::RoundToInt((float)(x + 1) * MipRatio);
int32 y1 = FMath::RoundToInt((float)(y + 1) * MipRatio);
FLandscapeVertexRef V1(x0, y0, SubX, SubY);
FLandscapeVertexRef V2(x1, y0, SubX, SubY);
FLandscapeVertexRef V3(x1, y1, SubX, SubY);
FLandscapeVertexRef V4(x0, y1, SubX, SubY);
uint64 Key1 = V1.MakeKey();
if (VertexMap.Find(Key1) == NULL)
{
VertexMap.Add(Key1, VertexOrder.Num());
VertexOrder.Add(V1);
}
uint64 Key2 = V2.MakeKey();
if (VertexMap.Find(Key2) == NULL)
{
VertexMap.Add(Key2, VertexOrder.Num());
VertexOrder.Add(V2);
}
uint64 Key3 = V3.MakeKey();
if (VertexMap.Find(Key3) == NULL)
{
VertexMap.Add(Key3, VertexOrder.Num());
VertexOrder.Add(V3);
}
uint64 Key4 = V4.MakeKey();
if (VertexMap.Find(Key4) == NULL)
{
VertexMap.Add(Key4, VertexOrder.Num());
VertexOrder.Add(V4);
}
}
}
}
}
}
check(VertexOrder.Num() == FMath::Square(SubsectionSizeVerts) * FMath::Square(NumSubsections));
// Fill in the vertices in the specified order
FLandscapeMobileVertex* DstVert = (FLandscapeMobileVertex*)NewPlatformData.GetData();
for (int32 Idx = 0; Idx < VertexOrder.Num(); Idx++)
{
int32 X = VertexOrder[Idx].X;
int32 Y = VertexOrder[Idx].Y;
int32 SubX = VertexOrder[Idx].SubX;
int32 SubY = VertexOrder[Idx].SubY;
float HeightmapScaleBiasZ = HeightmapScaleBias.Z + HeightmapSubsectionOffsetU * (float)SubX;
float HeightmapScaleBiasW = HeightmapScaleBias.W + HeightmapSubsectionOffsetV * (float)SubY;
int32 BaseMipOfsX = FMath::RoundToInt(HeightmapScaleBiasZ * (float)HeightmapTexture->Source.GetSizeX());
int32 BaseMipOfsY = FMath::RoundToInt(HeightmapScaleBiasW * (float)HeightmapTexture->Source.GetSizeY());
DstVert->Position[0] = X;
DstVert->Position[1] = Y;
DstVert->Position[2] = SubX;
DstVert->Position[3] = SubY;
TArray<int32> MipHeights;
MipHeights.AddZeroed(HeightmapMipData.Num());
int32 LastIndex = 0;
uint16 MaxHeight = 0, MinHeight = 65535;
for (int32 Mip = 0; Mip < HeightmapMipData.Num(); ++Mip)
{
int32 MipSizeX = HeightmapTexture->Source.GetSizeX() >> Mip;
int32 CurrentMipOfsX = BaseMipOfsX >> Mip;
int32 CurrentMipOfsY = BaseMipOfsY >> Mip;
int32 MipX = X >> Mip;
int32 MipY = Y >> Mip;
FColor* CurrentMipSrcRow = HeightmapMipData[Mip] + (CurrentMipOfsY + MipY) * MipSizeX + CurrentMipOfsX;
uint16 Height = CurrentMipSrcRow[MipX].R << 8 | CurrentMipSrcRow[MipX].G;
MipHeights[Mip] = Height;
MaxHeight = FMath::Max(MaxHeight, Height);
MinHeight = FMath::Min(MinHeight, Height);
}
DstVert->LODHeights[0] = MinHeight >> 8;
DstVert->LODHeights[1] = (MinHeight & 255);
DstVert->LODHeights[2] = MaxHeight >> 8;
DstVert->LODHeights[3] = (MaxHeight & 255);
for (int32 Mip = 0; Mip < HeightmapMipData.Num(); ++Mip)
{
if (Mip < 4)
{
DstVert->LODHeights[4 + Mip] = FMath::RoundToInt(float(MipHeights[Mip] - MinHeight) / (MaxHeight - MinHeight) * 255);
}
else // Mip 4 5 packed into SubX, SubY
{
DstVert->Position[Mip - 2] += (FMath::RoundToInt(float(MipHeights[Mip] - MinHeight) / (MaxHeight - MinHeight) * 255)) & (0xfffe);
}
}
DstVert++;
}
// Copy to PlatformData as Compressed
PlatformData.InitializeFromUncompressedData(NewPlatformData);
}
UTexture2D* ALandscapeProxy::CreateLandscapeTexture(int32 InSizeX, int32 InSizeY, TextureGroup InLODGroup, ETextureSourceFormat InFormat, UObject* OptionalOverrideOuter) const
{
UObject* TexOuter = OptionalOverrideOuter ? OptionalOverrideOuter : GetOutermost();
UTexture2D* NewTexture = NewObject<UTexture2D>(TexOuter);
NewTexture->Source.Init2DWithMipChain(InSizeX, InSizeY, InFormat);
NewTexture->SRGB = false;
NewTexture->CompressionNone = true;
NewTexture->MipGenSettings = TMGS_LeaveExistingMips;
NewTexture->AddressX = TA_Clamp;
NewTexture->AddressY = TA_Clamp;
NewTexture->LODGroup = InLODGroup;
return NewTexture;
}
void ALandscapeProxy::RemoveOverlappingComponent(ULandscapeComponent* Component)
{
Modify();
Component->Modify();
if (Component->CollisionComponent.IsValid() && (Component->CollisionComponent->RenderComponent.Get() == Component || Component->CollisionComponent->RenderComponent.IsNull()))
{
Component->CollisionComponent->Modify();
CollisionComponents.Remove(Component->CollisionComponent.Get());
Component->CollisionComponent.Get()->DestroyComponent();
}
LandscapeComponents.Remove(Component);
Component->DestroyComponent();
}
#endif //WITH_EDITOR
#undef LOCTEXT_NAMESPACE