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UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionISMPoolComponent.cpp
jeremy moore ce4da3cc1c Set ISMPool static mesh after seeting material overrides.
The static mesh code does PSO precaching which calls Nanite::AuditMaterialsImp() which expects to find the correct override materials.

[CL 29198348 by jeremy moore in ue5-main branch]
2023-10-27 17:11:06 -04:00

579 lines
23 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GeometryCollection/GeometryCollectionISMPoolComponent.h"
#include "ChaosLog.h"
#include "Components/InstancedStaticMeshComponent.h"
#include "Engine/CollisionProfile.h"
#include "Engine/StaticMesh.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GeometryCollectionISMPoolComponent)
// Don't release ISM components when they empty, but keep them (and their scene proxy) alive.
// This can remove the high cost associated with repeated registration, scene proxy creation and mesh draw command creation.
static bool GComponentKeepAlive = true;
FAutoConsoleVariableRef CVarISMPoolComponentKeepAlive(
TEXT("r.ISMPool.ComponentKeepAlive"),
GComponentKeepAlive,
TEXT("Keep ISM components alive when all their instances are removed."));
// Use a FreeList to enable recycling of ISM components.
// ISM components aren't unregistered, but their scene proxy is destroyed.
// When recycling a component, a new mesh description can be used.
// This removes the high CPU cost of unregister/register.
// But there is more CPU cost to recycling a component then to simply keeping it alive because scene proxy creation and mesh draw command caching isn't cheap.
// The component memory cost is kept bounded when compared to keeping components alive.
static bool GComponentRecycle = true;
FAutoConsoleVariableRef CVarISMPoolComponentRecycle(
TEXT("r.ISMPool.ComponentRecycle"),
GComponentRecycle,
TEXT("Recycle ISM components to a free list for reuse when all their instances are removed."));
// Target free list size when recycling ISM components.
// We try to maintain a pool of free components for fast allocation, but want to clean up when numbers get too high.
static int32 GComponentFreeListTargetSize = 50;
FAutoConsoleVariableRef CVarISMPoolComponentFreeListTargetSize(
TEXT("r.ISMPool.ComponentFreeListTargetSize"),
GComponentFreeListTargetSize,
TEXT("Target size for number of ISM components in the recycling free list."));
FGeometryCollectionMeshGroup::FMeshId FGeometryCollectionMeshGroup::AddMesh(const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, const FGeometryCollectionMeshInfo& ISMInstanceInfo)
{
const FMeshId MeshInfoIndex = MeshInfos.Emplace(ISMInstanceInfo);
return MeshInfoIndex;
}
bool FGeometryCollectionMeshGroup::BatchUpdateInstancesTransforms(FGeometryCollectionISMPool& ISMPool, FMeshId MeshId, int32 StartInstanceIndex, TArrayView<const FTransform> NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
if (MeshInfos.IsValidIndex(MeshId))
{
return ISMPool.BatchUpdateInstancesTransforms(MeshInfos[MeshId], StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport, bAllowPerInstanceRemoval);
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid mesh Id (%d) for this mesh group"), MeshId);
return false;
}
void FGeometryCollectionMeshGroup::BatchUpdateInstanceCustomData(FGeometryCollectionISMPool& ISMPool, int32 CustomFloatIndex, float CustomFloatValue)
{
for (const FGeometryCollectionMeshInfo& MeshInfo : MeshInfos)
{
ISMPool.BatchUpdateInstanceCustomData(MeshInfo, CustomFloatIndex, CustomFloatValue);
}
}
void FGeometryCollectionMeshGroup::RemoveAllMeshes(FGeometryCollectionISMPool& ISMPool)
{
for (const FGeometryCollectionMeshInfo& MeshInfo: MeshInfos)
{
ISMPool.RemoveInstancesFromISM(MeshInfo);
}
MeshInfos.Empty();
}
void FGeometryCollectionISM::CreateISM(AActor* InOwningActor)
{
check(InOwningActor);
ISMComponent = NewObject<UInstancedStaticMeshComponent>(InOwningActor, NAME_None, RF_Transient | RF_DuplicateTransient);
ISMComponent->SetRemoveSwap();
ISMComponent->SetCanEverAffectNavigation(false);
ISMComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
ISMComponent->SetupAttachment(InOwningActor->GetRootComponent());
InOwningActor->AddInstanceComponent(ISMComponent);
ISMComponent->RegisterComponent();
}
void FGeometryCollectionISM::InitISM(const FGeometryCollectionStaticMeshInstance& InMeshInstance, bool bKeepAlive)
{
MeshInstance = InMeshInstance;
check(MeshInstance.StaticMesh);
check(ISMComponent != nullptr);
#if WITH_EDITOR
const FName ISMName = MakeUniqueObjectName(ISMComponent->GetOwner(), UInstancedStaticMeshComponent::StaticClass(), InMeshInstance.StaticMesh->GetFName());
const FString ISMNameString = ISMName.ToString();
ISMComponent->Rename(*ISMNameString);
#endif
ISMComponent->EmptyOverrideMaterials();
for (int32 MaterialIndex = 0; MaterialIndex < MeshInstance.MaterialsOverrides.Num(); MaterialIndex++)
{
ISMComponent->SetMaterial(MaterialIndex, MeshInstance.MaterialsOverrides[MaterialIndex]);
}
ISMComponent->SetStaticMesh(MeshInstance.StaticMesh);
ISMComponent->SetMobility((MeshInstance.Desc.Flags & FISMComponentDescription::StaticMobility) != 0 ? EComponentMobility::Static : EComponentMobility::Movable);
ISMComponent->NumCustomDataFloats = MeshInstance.Desc.NumCustomDataFloats;
for (int32 DataIndex = 0; DataIndex < MeshInstance.CustomPrimitiveData.Num(); DataIndex++)
{
ISMComponent->SetDefaultCustomPrimitiveDataFloat(DataIndex, MeshInstance.CustomPrimitiveData[DataIndex]);
}
const bool bReverseCulling = (MeshInstance.Desc.Flags & FISMComponentDescription::ReverseCulling) != 0;
// Instead of reverse culling we put the mirror in the component transform so that PRIMITIVE_SCENE_DATA_FLAG_DETERMINANT_SIGN will be set for use by materials.
//ISMComponent->SetReverseCulling(bReverseCulling);
const FVector Scale = bReverseCulling ? FVector(-1, 1, 1) : FVector(1, 1, 1);
const FTransform NewRelativeTransform(FQuat::Identity, MeshInstance.Desc.Position, Scale);
if (!ISMComponent->GetRelativeTransform().Equals(NewRelativeTransform))
{
ISMComponent->SetRelativeTransform(FTransform(FQuat::Identity, MeshInstance.Desc.Position, Scale));
}
if ((MeshInstance.Desc.Flags & FISMComponentDescription::DistanceCullPrimitive) != 0)
{
ISMComponent->SetCachedMaxDrawDistance(MeshInstance.Desc.EndCullDistance);
}
ISMComponent->SetCullDistances(MeshInstance.Desc.StartCullDistance, MeshInstance.Desc.EndCullDistance);
ISMComponent->SetCastShadow((MeshInstance.Desc.Flags & FISMComponentDescription::AffectShadow) != 0);
ISMComponent->bAffectDynamicIndirectLighting = (MeshInstance.Desc.Flags & FISMComponentDescription::AffectDynamicIndirectLighting) != 0;
ISMComponent->bAffectDistanceFieldLighting = (MeshInstance.Desc.Flags & FISMComponentDescription::AffectDistanceFieldLighting) != 0;
ISMComponent->bCastFarShadow = (MeshInstance.Desc.Flags & FISMComponentDescription::AffectFarShadow) != 0;
ISMComponent->bWorldPositionOffsetWritesVelocity = (MeshInstance.Desc.Flags & FISMComponentDescription::WorldPositionOffsetWritesVelocity) != 0;
ISMComponent->bEvaluateWorldPositionOffset = (MeshInstance.Desc.Flags & FISMComponentDescription::EvaluateWorldPositionOffset) != 0;
ISMComponent->bUseGpuLodSelection = (MeshInstance.Desc.Flags & FISMComponentDescription::GpuLodSelection) != 0;
ISMComponent->bOverrideMinLOD = MeshInstance.Desc.MinLod > 0;
ISMComponent->MinLOD = MeshInstance.Desc.MinLod;
ISMComponent->SetLODDistanceScale(MeshInstance.Desc.LodScale);
ISMComponent->SetUseConservativeBounds(true);
ISMComponent->bComputeFastLocalBounds = true;
ISMComponent->SetMeshDrawCommandStatsCategory(MeshInstance.Desc.StatsCategory);
ISMComponent->ComponentTags = MeshInstance.Desc.Tags;
}
FInstanceGroups::FInstanceGroupId FGeometryCollectionISM::AddInstanceGroup(int32 InstanceCount, TArrayView<const float> CustomDataFloats)
{
// When adding new group it will always have a single range
const FInstanceGroups::FInstanceGroupId InstanceGroupIndex = InstanceGroups.AddGroup(InstanceCount);
const FInstanceGroups::FInstanceGroupRange& NewInstanceGroup = InstanceGroups.GroupRanges[InstanceGroupIndex];
// Ensure that remapping arrays are big enough to hold any new items.
InstanceIds.SetNum(InstanceGroups.GetMaxInstanceIndex(), false);
FTransform ZeroScaleTransform;
ZeroScaleTransform.SetIdentityZeroScale();
TArray<FTransform> ZeroScaleTransforms;
ZeroScaleTransforms.Init(ZeroScaleTransform, InstanceCount);
ISMComponent->PreAllocateInstancesMemory(InstanceCount);
TArray<FPrimitiveInstanceId> AddedInstanceIds = ISMComponent->AddInstancesById(ZeroScaleTransforms, true, true);
for (int32 InstanceIndex = 0; InstanceIndex < InstanceCount; ++InstanceIndex)
{
InstanceIds[NewInstanceGroup.Start + InstanceIndex] = AddedInstanceIds[InstanceIndex];
}
// Set any custom data.
if (CustomDataFloats.Num())
{
const int32 NumCustomDataFloats = ISMComponent->NumCustomDataFloats;
if (ensure(NumCustomDataFloats * InstanceCount == CustomDataFloats.Num()))
{
for (int32 InstanceIndex = 0; InstanceIndex < InstanceCount; ++InstanceIndex)
{
ISMComponent->SetCustomDataById(AddedInstanceIds[InstanceIndex], CustomDataFloats.Slice(InstanceIndex * NumCustomDataFloats, NumCustomDataFloats));
}
}
}
return InstanceGroupIndex;
}
FGeometryCollectionISMPool::FGeometryCollectionISMPool()
: bCachedKeepAlive(GComponentKeepAlive)
, bCachedRecycle(GComponentRecycle)
{
}
FGeometryCollectionISMPool::FISMIndex FGeometryCollectionISMPool::GetOrAddISM(UGeometryCollectionISMPoolComponent* OwningComponent, const FGeometryCollectionStaticMeshInstance& MeshInstance, bool& bOutISMCreated)
{
FISMIndex* ISMIndexPtr = MeshToISMIndex.Find(MeshInstance);
if (ISMIndexPtr != nullptr)
{
bOutISMCreated = false;
return *ISMIndexPtr;
}
// Take an ISM from the current FreeLists if available instead of allocating a new slot.
FISMIndex ISMIndex = INDEX_NONE;
if (FreeListISM.Num())
{
ISMIndex = FreeListISM.Last();
FreeListISM.RemoveAt(FreeListISM.Num() - 1);
}
else if (FreeList.Num())
{
ISMIndex = FreeList.Last();
FreeList.RemoveAt(FreeList.Num() - 1);
ISMs[ISMIndex].CreateISM(OwningComponent->GetOwner());
}
else
{
ISMIndex = ISMs.AddDefaulted();
ISMs[ISMIndex].CreateISM(OwningComponent->GetOwner());
}
ISMs[ISMIndex].InitISM(MeshInstance, bCachedKeepAlive);
bOutISMCreated = true;
MeshToISMIndex.Add(MeshInstance, ISMIndex);
return ISMIndex;
}
FGeometryCollectionMeshInfo FGeometryCollectionISMPool::AddInstancesToISM(UGeometryCollectionISMPoolComponent* OwningComponent, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, TArrayView<const float> CustomDataFloats)
{
bool bISMCreated = false;
FGeometryCollectionMeshInfo Info;
Info.ISMIndex = GetOrAddISM(OwningComponent, MeshInstance, bISMCreated);
Info.InstanceGroupIndex = ISMs[Info.ISMIndex].AddInstanceGroup(InstanceCount, CustomDataFloats);
return Info;
}
bool FGeometryCollectionISMPool::BatchUpdateInstancesTransforms(FGeometryCollectionMeshInfo& MeshInfo, int32 StartInstanceIndex, TArrayView<const FTransform> NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport, bool bAllowPerInstanceRemoval)
{
if (!ISMs.IsValidIndex(MeshInfo.ISMIndex))
{
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid ISM Id (%d) when updating the transform "), MeshInfo.ISMIndex);
return false;
}
FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex];
const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GroupRanges[MeshInfo.InstanceGroupIndex];
// If ISM component has identity transform (the common case) then we can skip world space to component space maths inside BatchUpdateInstancesTransforms()
bWorldSpace &= !ISM.ISMComponent->GetComponentTransform().Equals(FTransform::Identity, 0.f);
// The transform count should fit within the instance group.
// Clamp it if it doesn't, but if we hit this ensure we need to investigate why.
ensure(StartInstanceIndex + NewInstancesTransforms.Num() <= InstanceGroup.Count);
const int32 NumTransforms = FMath::Min(NewInstancesTransforms.Num(), InstanceGroup.Count - StartInstanceIndex);
// Loop over transforms.
// todo: There may be some value in batching InstanceIds and caling one function for each of Add/Remove/Update.
// However the ISM batched calls themselves seem to be just simple loops over the single instance calls, so probably no benefit.
for (int InstanceIndex = StartInstanceIndex; InstanceIndex < StartInstanceIndex + NumTransforms; ++InstanceIndex)
{
FPrimitiveInstanceId InstanceId = ISM.InstanceIds[InstanceGroup.Start + InstanceIndex];
FTransform const& Transform = NewInstancesTransforms[InstanceIndex];
if (bAllowPerInstanceRemoval)
{
if (Transform.GetScale3D().IsZero() && InstanceId.IsValid())
{
// Zero scale is used to indicate that we should remove the instance from the ISM.
ISM.ISMComponent->RemoveInstanceById(InstanceId);
ISM.InstanceIds[InstanceGroup.Start + InstanceIndex] = FPrimitiveInstanceId();
continue;
}
else if (!Transform.GetScale3D().IsZero() && !InstanceId.IsValid())
{
// Re-add the instance to the ISM if the scale becomes non-zero.
ISM.InstanceIds[InstanceGroup.Start + InstanceIndex] = ISM.ISMComponent->AddInstanceById(Transform, bWorldSpace);
continue;
}
}
if (InstanceId.IsValid())
{
ISM.ISMComponent->UpdateInstanceTransformById(InstanceId, Transform, bWorldSpace, bTeleport);
}
}
return true;
}
void FGeometryCollectionISMPool::BatchUpdateInstanceCustomData(FGeometryCollectionMeshInfo const& MeshInfo, int32 CustomFloatIndex, float CustomFloatValue)
{
if (!ISMs.IsValidIndex(MeshInfo.ISMIndex))
{
return;
}
FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex];
if (!ensure(CustomFloatIndex < ISM.MeshInstance.Desc.NumCustomDataFloats))
{
return;
}
const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GroupRanges[MeshInfo.InstanceGroupIndex];
for (int32 InstanceIndex = 0; InstanceIndex < InstanceGroup.Count; ++InstanceIndex)
{
const FPrimitiveInstanceId InstanceId = ISM.InstanceIds[InstanceGroup.Start + InstanceIndex];
if (InstanceId.IsValid())
{
ISM.ISMComponent->SetCustomDataValueById(InstanceId, CustomFloatIndex, CustomFloatValue);
}
}
}
void FGeometryCollectionISMPool::RemoveInstancesFromISM(const FGeometryCollectionMeshInfo& MeshInfo)
{
if (ISMs.IsValidIndex(MeshInfo.ISMIndex))
{
FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex];
const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GroupRanges[MeshInfo.InstanceGroupIndex];
for (int32 Index = 0; Index < InstanceGroup.Count; ++Index)
{
FPrimitiveInstanceId InstanceId = ISM.InstanceIds[InstanceGroup.Start + Index];
if (InstanceId.IsValid())
{
// todo: Could RemoveInstanceByIds() instead as long as that function can handle skipping invalid InstanceIds.
ISM.ISMComponent->RemoveInstanceById(InstanceId);
}
}
#if DO_CHECK
// clear the IDs
for (int32 Index = 0; Index < InstanceGroup.Count; ++Index)
{
ISM.InstanceIds[InstanceGroup.Start + Index] = FPrimitiveInstanceId();
}
#endif
ISM.InstanceGroups.RemoveGroup(MeshInfo.InstanceGroupIndex);
if (ISM.InstanceGroups.IsEmpty())
{
ensure(ISM.ISMComponent->PerInstanceSMData.Num() == 0);
// No live instances, so take opportunity to reset indexing.
ISM.InstanceGroups.Reset();
ISM.InstanceIds.Reset();
RemoveISM(MeshInfo.ISMIndex, bCachedKeepAlive, bCachedRecycle);
if (!bCachedKeepAlive)
{
MeshToISMIndex.Remove(ISM.MeshInstance);
}
}
}
}
void FGeometryCollectionISMPool::RemoveISM(FISMIndex ISMIndex, bool bKeepAlive, bool bRecycle)
{
FGeometryCollectionISM& ISM = ISMs[ISMIndex];
ensure(ISM.InstanceGroups.IsEmpty());
ensure(ISM.InstanceIds.IsEmpty());
if (bKeepAlive)
{
// Nothing to do.
}
else if (bRecycle)
{
// Recycle to the free list.
#if WITH_EDITOR
ISM.ISMComponent->Rename(nullptr);
#endif
FreeListISM.Add(ISMIndex);
}
else
{
// Completely unregister and destroy the component and mark the ISM slot as free.
ISM.ISMComponent->UnregisterComponent();
ISM.ISMComponent->DestroyComponent();
ISM.ISMComponent->GetOwner()->RemoveInstanceComponent(ISM.ISMComponent);
ISM.ISMComponent = nullptr;
FreeList.Add(ISMIndex);
}
}
void FGeometryCollectionISMPool::Clear()
{
MeshToISMIndex.Reset();
PrellocationQueue.Reset();
FreeList.Reset();
FreeListISM.Reset();
if (ISMs.Num() > 0)
{
if (AActor* OwningActor = ISMs[0].ISMComponent->GetOwner())
{
for(FGeometryCollectionISM& ISM : ISMs)
{
ISM.ISMComponent->UnregisterComponent();
ISM.ISMComponent->DestroyComponent();
OwningActor->RemoveInstanceComponent(ISM.ISMComponent);
}
}
ISMs.Reset();
}
}
void FGeometryCollectionISMPool::RequestPreallocateMeshInstance(const FGeometryCollectionStaticMeshInstance& MeshInstance)
{
// Preallocation only makes sense when we are keeping empty components alive.
if (bCachedKeepAlive)
{
uint32 KeyHash = GetTypeHash(MeshInstance);
if (MeshToISMIndex.FindByHash(KeyHash, MeshInstance) == nullptr)
{
PrellocationQueue.AddByHash(KeyHash, MeshInstance);
}
}
}
void FGeometryCollectionISMPool::ProcessPreallocationRequests(UGeometryCollectionISMPoolComponent* OwningComponent, int32 MaxPreallocations)
{
int32 NumAdded = 0;
for (TSet<FGeometryCollectionStaticMeshInstance>::TIterator It(PrellocationQueue); It; ++It)
{
bool bISMCreated = false;
GetOrAddISM(OwningComponent, *It, bISMCreated);
It.RemoveCurrent();
if (bISMCreated)
{
if (++NumAdded >= MaxPreallocations)
{
break;
}
}
}
}
void FGeometryCollectionISMPool::Tick(UGeometryCollectionISMPoolComponent* OwningComponent)
{
// Recache component lifecycle state from cvar.
const bool bRemovedKeepAlive = bCachedKeepAlive && !GComponentKeepAlive;
const bool bRemovedReycle = bCachedRecycle && !GComponentRecycle;
bCachedKeepAlive = GComponentKeepAlive;
bCachedRecycle = GComponentRecycle;
// If we disabled keep alive behavior since last update then deal with the zombie components.
if (bRemovedKeepAlive)
{
for (int32 ISMIndex = 0; ISMIndex < ISMs.Num(); ++ISMIndex)
{
FGeometryCollectionISM& ISM = ISMs[ISMIndex];
if (ISM.ISMComponent && ISM.InstanceGroups.IsEmpty())
{
// Actually release the ISM.
RemoveISM(ISMIndex, false, bCachedRecycle);
MeshToISMIndex.Remove(ISM.MeshInstance);
}
}
}
// Process preallocation queue.
if (!bCachedKeepAlive)
{
PrellocationQueue.Reset();
}
else if (!PrellocationQueue.IsEmpty())
{
// Preallocate components per tick until the queue is empty.
const int32 PreallocateCountPerTick = 2;
ProcessPreallocationRequests(OwningComponent, PreallocateCountPerTick);
}
if (FreeListISM.Num() > 0)
{
// Release components per tick until we reach minimum pool size.
const int32 RemoveCountPerTick = 1;
const int32 FreeListTargetSize = bRemovedReycle ? 0 : FMath::Max(FMath::Max(FreeListISM.Num() - RemoveCountPerTick, GComponentFreeListTargetSize), 0);
while (FreeListISM.Num() > FreeListTargetSize)
{
const int32 ISMIndex = FreeListISM.Pop(false);
RemoveISM(ISMIndex, false, false);
}
}
}
UGeometryCollectionISMPoolComponent::UGeometryCollectionISMPoolComponent(const FObjectInitializer& ObjectInitializer)
: NextMeshGroupId(0)
{
PrimaryComponentTick.bCanEverTick = true;
PrimaryComponentTick.bStartWithTickEnabled = true;
PrimaryComponentTick.bAllowTickOnDedicatedServer = false;
PrimaryComponentTick.TickInterval = 0.25f;
}
void UGeometryCollectionISMPoolComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
Pool.Tick(this);
}
UGeometryCollectionISMPoolComponent::FMeshGroupId UGeometryCollectionISMPoolComponent::CreateMeshGroup(bool bAllowPerInstanceRemoval)
{
FGeometryCollectionMeshGroup Group;
Group.bAllowPerInstanceRemoval = bAllowPerInstanceRemoval;
MeshGroups.Add(NextMeshGroupId, Group);
return NextMeshGroupId++;
}
void UGeometryCollectionISMPoolComponent::DestroyMeshGroup(FMeshGroupId MeshGroupId)
{
if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
{
MeshGroup->RemoveAllMeshes(Pool);
MeshGroups.Remove(MeshGroupId);
}
}
UGeometryCollectionISMPoolComponent::FMeshId UGeometryCollectionISMPoolComponent::AddMeshToGroup(FMeshGroupId MeshGroupId, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, TArrayView<const float> CustomDataFloats)
{
if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
{
const FGeometryCollectionMeshInfo ISMInstanceInfo = Pool.AddInstancesToISM(this, MeshInstance, InstanceCount, CustomDataFloats);
return MeshGroup->AddMesh(MeshInstance, InstanceCount, ISMInstanceInfo);
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to add a mesh to a mesh group (%d) that does not exists"), MeshGroupId);
return INDEX_NONE;
}
bool UGeometryCollectionISMPoolComponent::BatchUpdateInstancesTransforms(FMeshGroupId MeshGroupId, FMeshId MeshId, int32 StartInstanceIndex, const TArray<FTransform>& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
return BatchUpdateInstancesTransforms(MeshGroupId, MeshId, StartInstanceIndex, MakeArrayView(NewInstancesTransforms), bWorldSpace, bMarkRenderStateDirty, bTeleport);
}
bool UGeometryCollectionISMPoolComponent::BatchUpdateInstancesTransforms(FMeshGroupId MeshGroupId, FMeshId MeshId, int32 StartInstanceIndex, TArrayView<const FTransform> NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
{
return MeshGroup->BatchUpdateInstancesTransforms(Pool, MeshId, StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport);
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to update instance with mesh group (%d) that not exists"), MeshGroupId);
return false;
}
bool UGeometryCollectionISMPoolComponent::BatchUpdateInstanceCustomData(FMeshGroupId MeshGroupId, int32 CustomFloatIndex, float CustomFloatValue)
{
if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
{
MeshGroup->BatchUpdateInstanceCustomData(Pool, CustomFloatIndex, CustomFloatValue);
return true;
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to update instance with mesh group (%d) that not exists"), MeshGroupId);
return false;
}
void UGeometryCollectionISMPoolComponent::PreallocateMeshInstance(const FGeometryCollectionStaticMeshInstance& MeshInstance)
{
Pool.RequestPreallocateMeshInstance(MeshInstance);
}
void UGeometryCollectionISMPoolComponent::GetResourceSizeEx(FResourceSizeEx& CumulativeResourceSize)
{
Super::GetResourceSizeEx(CumulativeResourceSize);
int32 SizeBytes =
MeshGroups.GetAllocatedSize()
+ Pool.MeshToISMIndex.GetAllocatedSize()
+ Pool.ISMs.GetAllocatedSize()
+ Pool.FreeList.GetAllocatedSize()
+ Pool.FreeListISM.GetAllocatedSize();
for (FGeometryCollectionISM ISM : Pool.ISMs)
{
SizeBytes += ISM.InstanceIds.GetAllocatedSize()
+ ISM.InstanceGroups.GroupRanges.GetAllocatedSize()
+ ISM.InstanceGroups.FreeList.GetAllocatedSize();
}
CumulativeResourceSize.AddDedicatedSystemMemoryBytes(SizeBytes);
}