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196 lines
7.7 KiB
C++
196 lines
7.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "GeometryCollection/GeometryCollectionISMPoolComponent.h"
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#include "Components/HierarchicalInstancedStaticMeshComponent.h"
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#include "Engine/CollisionProfile.h"
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#include "Engine/StaticMesh.h"
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#include "GeometryCollection/GeometryCollectionComponent.h"
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FGeometryCollectionMeshGroup::FMeshId FGeometryCollectionMeshGroup::AddMesh(const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, const FGeometryCollectionMeshInfo& ISMInstanceInfo)
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{
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FMeshId* MeshIndex = Meshes.Find(MeshInstance);
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if (MeshIndex)
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{
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return *MeshIndex;
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}
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const FMeshId MeshInfoIndex = MeshInfos.Emplace(ISMInstanceInfo);
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Meshes.Add(MeshInstance, MeshInfoIndex);
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return MeshInfoIndex;
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}
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bool FGeometryCollectionMeshGroup::BatchUpdateInstancesTransforms(FGeometryCollectionISMPool& ISMPool, FMeshId MeshId, int32 StartInstanceIndex, const TArray<FTransform>& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
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{
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if (MeshInfos.IsValidIndex(MeshId))
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{
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return ISMPool.BatchUpdateInstancesTransforms(MeshInfos[MeshId], StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport);
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}
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UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid mesh Id (%d) for this mesh group"), MeshId);
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return false;
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}
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void FGeometryCollectionMeshGroup::RemoveAllMeshes(FGeometryCollectionISMPool& ISMPool)
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{
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for (const FGeometryCollectionMeshInfo& MeshInfo: MeshInfos)
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{
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ISMPool.RemoveISM(MeshInfo);
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}
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MeshInfos.Empty();
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Meshes.Empty();
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}
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FGeometryCollectionISM::FGeometryCollectionISM(AActor* OwmingActor, const FGeometryCollectionStaticMeshInstance& MeshInstance)
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{
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check(MeshInstance.StaticMesh);
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check(OwmingActor);
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const FName ISMName = MakeUniqueObjectName(OwmingActor, UHierarchicalInstancedStaticMeshComponent::StaticClass(), MeshInstance.StaticMesh->GetFName());
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if (UInstancedStaticMeshComponent* ISMC = NewObject<UHierarchicalInstancedStaticMeshComponent>(OwmingActor, ISMName, RF_Transient | RF_DuplicateTransient))
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{
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ISMC->SetStaticMesh(MeshInstance.StaticMesh);
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// material overrides
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for (int32 MaterialIndex = 0; MaterialIndex < MeshInstance.MaterialsOverrides.Num(); MaterialIndex++)
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{
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ISMC->SetMaterial(MaterialIndex, MeshInstance.MaterialsOverrides[MaterialIndex]);
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}
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ISMC->SetCullDistances(0, 0);
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ISMC->SetCanEverAffectNavigation(false);
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ISMC->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
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ISMC->SetCastShadow(true);
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ISMC->SetMobility(EComponentMobility::Stationary);
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OwmingActor->AddInstanceComponent(ISMC);
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ISMC->RegisterComponent();
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ISMComponent = ISMC;
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}
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}
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int32 FGeometryCollectionISM::AddInstanceGroup(int32 InstanceCount)
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{
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const int32 InstanceGroupIndex = InstanceGroups.AddGroup(InstanceCount);
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const FInstanceGroups::FInstanceGroupRange& NewInstanceGroup = InstanceGroups.GetGroup(InstanceGroupIndex);
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const int32 TotalInstanceCount = NewInstanceGroup.Start + NewInstanceGroup.Count;
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ISMComponent->PreAllocateInstancesMemory(TotalInstanceCount);
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for (int32 InstanceIndex = NewInstanceGroup.Start; InstanceIndex < TotalInstanceCount; InstanceIndex++)
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{
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ISMComponent->AddInstance(FTransform::Identity, true);
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}
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return InstanceGroupIndex;
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}
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FGeometryCollectionMeshInfo FGeometryCollectionISMPool::AddISM(UGeometryCollectionISMPoolComponent* OwningComponent, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount)
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{
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FGeometryCollectionMeshInfo Info;
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FISMIndex* ISMIndex = MeshToISMIndex.Find(MeshInstance);
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if (!ISMIndex)
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{
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Info.ISMIndex = ISMs.Emplace(OwningComponent->GetOwner(), MeshInstance);
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MeshToISMIndex.Add(MeshInstance, Info.ISMIndex);
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}
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else
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{
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Info.ISMIndex = *ISMIndex;
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}
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// add to the ISM
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Info.InstanceGroupIndex = ISMs[Info.ISMIndex].AddInstanceGroup(InstanceCount);
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return Info;
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}
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bool FGeometryCollectionISMPool::BatchUpdateInstancesTransforms(FGeometryCollectionMeshInfo& MeshInfo, int32 StartInstanceIndex, const TArray<FTransform>& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
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{
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if (ISMs.IsValidIndex(MeshInfo.ISMIndex))
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{
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FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex];
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const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GetGroup(MeshInfo.InstanceGroupIndex);
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ensure((StartInstanceIndex + NewInstancesTransforms.Num()) <= InstanceGroup.Count);
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const int32 StartIndex = InstanceGroup.Start + StartInstanceIndex;
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return ISM.ISMComponent->BatchUpdateInstancesTransforms(StartIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport);
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}
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UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid ISM Id (%d) when updating the transform "), MeshInfo.ISMIndex);
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return false;
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}
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void FGeometryCollectionISMPool::RemoveISM(const FGeometryCollectionMeshInfo& MeshInfo)
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{
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if (ISMs.IsValidIndex(MeshInfo.ISMIndex))
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{
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FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex];
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const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GetGroup(MeshInfo.InstanceGroupIndex);
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// todo: be able to remove a range of instance may be useful
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TArray<int32> InstancesToRemove;
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InstancesToRemove.Reserve(InstanceGroup.Count);
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const int32 StartIndex = InstanceGroup.Start;
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const int32 LastIndex = InstanceGroup.Start + InstanceGroup.Count;
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for (int32 InstanceIndex = StartIndex; InstanceIndex < LastIndex; InstanceIndex++)
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{
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InstancesToRemove.Add(InstanceIndex);
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}
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ISM.ISMComponent->RemoveInstances(InstancesToRemove);
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ISM.InstanceGroups.RemoveGroup(MeshInfo.InstanceGroupIndex);
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}
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}
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void FGeometryCollectionISMPool::Clear()
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{
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MeshToISMIndex.Reset();
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if (ISMs.Num() > 0)
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{
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if (AActor* OwningActor = ISMs[0].ISMComponent->GetOwner())
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{
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for(FGeometryCollectionISM& ISM : ISMs)
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{
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ISM.ISMComponent->UnregisterComponent();
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ISM.ISMComponent->DestroyComponent();
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OwningActor->RemoveInstanceComponent(ISM.ISMComponent);
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}
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}
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ISMs.Reset();
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}
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}
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UGeometryCollectionISMPoolComponent::UGeometryCollectionISMPoolComponent(const FObjectInitializer& ObjectInitializer)
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: NextMeshGroupId(0)
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{
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}
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UGeometryCollectionISMPoolComponent::FMeshGroupId UGeometryCollectionISMPoolComponent::CreateMeshGroup()
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{
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MeshGroups.Add(NextMeshGroupId);
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return NextMeshGroupId++;
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}
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void UGeometryCollectionISMPoolComponent::DestroyMeshGroup(FMeshGroupId MeshGroupId)
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{
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if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
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{
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MeshGroup->RemoveAllMeshes(Pool);
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MeshGroups.Remove(MeshGroupId);
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}
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}
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UGeometryCollectionISMPoolComponent::FMeshId UGeometryCollectionISMPoolComponent::AddMeshToGroup(FMeshGroupId MeshGroupId, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount)
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{
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if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
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{
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const FGeometryCollectionMeshInfo ISMInstanceInfo = Pool.AddISM(this, MeshInstance, InstanceCount);
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return MeshGroup->AddMesh(MeshInstance, InstanceCount, ISMInstanceInfo);
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}
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UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to add a mesh to a mesh group (%d) that does not exists"), MeshGroupId);
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return INDEX_NONE;
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}
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bool UGeometryCollectionISMPoolComponent::BatchUpdateInstancesTransforms(FMeshGroupId MeshGroupId, FMeshId MeshId, int32 StartInstanceIndex, const TArray<FTransform>& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
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{
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if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
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{
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return MeshGroup->BatchUpdateInstancesTransforms(Pool, MeshId, StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport);
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}
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UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to update instance with mesh group (%d) that not exists"), MeshGroupId);
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return false;
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}
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