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#rb none #rnx #jira none #preflight 613f742092b32b00016dc219 #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 17495023 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17495045 by ryan schmidt in ue5-release-engine-test branch]
1147 lines
30 KiB
C++
1147 lines
30 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Components/DynamicMeshComponent.h"
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#include "PrimitiveSceneProxy.h"
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#include "MaterialShared.h"
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#include "Engine/CollisionProfile.h"
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#include "Materials/Material.h"
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#include "Async/Async.h"
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#include "Engine/CollisionProfile.h"
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#include "DynamicMesh/DynamicMeshAttributeSet.h"
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#include "DynamicMesh/MeshNormals.h"
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#include "MeshDescriptionToDynamicMesh.h"
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#include "Changes/MeshVertexChange.h"
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#include "Changes/MeshChange.h"
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#include "DynamicMesh/MeshTransforms.h"
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// default proxy for this component
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#include "Components/DynamicMeshSceneProxy.h"
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#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
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using namespace UE::Geometry;
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namespace
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{
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// probably should be something defined for the whole tool framework...
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#if WITH_EDITOR
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static EAsyncExecution DynamicMeshComponentAsyncExecTarget = EAsyncExecution::LargeThreadPool;
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#else
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static EAsyncExecution DynamicMeshComponentAsyncExecTarget = EAsyncExecution::ThreadPool;
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#endif
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}
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UDynamicMeshComponent::UDynamicMeshComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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PrimaryComponentTick.bCanEverTick = false;
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SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
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MeshObject = CreateDefaultSubobject<UDynamicMesh>(TEXT("DynamicMesh"));
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//MeshObject->SetFlags(RF_Transactional);
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MeshObjectChangedHandle = MeshObject->OnMeshChanged().AddUObject(this, &UDynamicMeshComponent::OnMeshObjectChanged);
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ResetProxy();
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}
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void UDynamicMeshComponent::PostLoad()
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{
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Super::PostLoad();
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check(MeshObject != nullptr);
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MeshObjectChangedHandle = MeshObject->OnMeshChanged().AddUObject(this, &UDynamicMeshComponent::OnMeshObjectChanged);
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ResetProxy();
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// This is a fixup for existing UDynamicMeshComponents that did not have the correct flags
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// on the Instanced UBodySetup, these flags are now set in GetBodySetup() on new instances
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if (MeshBodySetup && IsTemplate())
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{
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MeshBodySetup->SetFlags(RF_Public | RF_ArchetypeObject);
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}
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// make sure BodySetup is created
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GetBodySetup();
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}
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#if WITH_EDITOR
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void UDynamicMeshComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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const FName PropName = PropertyChangedEvent.GetPropertyName();
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if ( (PropName == GET_MEMBER_NAME_CHECKED(UDynamicMeshComponent, bEnableComplexCollision)) ||
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(PropName == GET_MEMBER_NAME_CHECKED(UDynamicMeshComponent, CollisionType)) ||
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(PropName == GET_MEMBER_NAME_CHECKED(UDynamicMeshComponent, bDeferCollisionUpdates)) )
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{
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if (bDeferCollisionUpdates)
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{
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InvalidatePhysicsData();
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}
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else
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{
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RebuildPhysicsData();
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}
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}
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}
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#endif
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void UDynamicMeshComponent::SetMesh(UE::Geometry::FDynamicMesh3&& MoveMesh)
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{
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MeshObject->SetMesh(MoveTemp(MoveMesh));
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}
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void UDynamicMeshComponent::ProcessMesh(
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TFunctionRef<void(const UE::Geometry::FDynamicMesh3&)> ProcessFunc ) const
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{
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MeshObject->ProcessMesh(ProcessFunc);
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}
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void UDynamicMeshComponent::EditMesh(TFunctionRef<void(UE::Geometry::FDynamicMesh3&)> EditFunc,
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EDynamicMeshComponentRenderUpdateMode UpdateMode )
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{
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MeshObject->EditMesh(EditFunc);
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if (UpdateMode != EDynamicMeshComponentRenderUpdateMode::NoUpdate)
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{
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NotifyMeshUpdated();
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}
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}
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void UDynamicMeshComponent::SetRenderMeshPostProcessor(TUniquePtr<IRenderMeshPostProcessor> Processor)
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{
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RenderMeshPostProcessor = MoveTemp(Processor);
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if (RenderMeshPostProcessor)
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{
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if (!RenderMesh)
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{
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RenderMesh = MakeUnique<FDynamicMesh3>(*GetMesh());
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}
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}
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else
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{
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// No post processor, no render mesh
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RenderMesh = nullptr;
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}
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}
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FDynamicMesh3* UDynamicMeshComponent::GetRenderMesh()
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{
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if (RenderMeshPostProcessor && RenderMesh)
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{
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return RenderMesh.Get();
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}
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else
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{
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return GetMesh();
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}
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}
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const FDynamicMesh3* UDynamicMeshComponent::GetRenderMesh() const
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{
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if (RenderMeshPostProcessor && RenderMesh)
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{
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return RenderMesh.Get();
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}
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else
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{
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return GetMesh();
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}
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}
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void UDynamicMeshComponent::ApplyTransform(const UE::Geometry::FTransform3d& Transform, bool bInvert)
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{
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MeshObject->EditMesh([&](FDynamicMesh3& EditMesh)
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{
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if (bInvert)
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{
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MeshTransforms::ApplyTransformInverse(EditMesh, Transform);
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}
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else
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{
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MeshTransforms::ApplyTransform(EditMesh, Transform);
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}
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}, EDynamicMeshChangeType::DeformationEdit);
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}
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void UDynamicMeshComponent::SetTangentsType(EDynamicMeshComponentTangentsMode NewTangentsType)
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{
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if (NewTangentsType != TangentsType)
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{
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TangentsType = NewTangentsType;
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InvalidateAutoCalculatedTangents();
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}
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}
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void UDynamicMeshComponent::InvalidateAutoCalculatedTangents()
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{
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bAutoCalculatedTangentsValid = false;
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}
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const UE::Geometry::FMeshTangentsf* UDynamicMeshComponent::GetAutoCalculatedTangents()
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{
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if (TangentsType == EDynamicMeshComponentTangentsMode::AutoCalculated)
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{
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UpdateAutoCalculatedTangents();
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return (bAutoCalculatedTangentsValid) ? &AutoCalculatedTangents : nullptr;
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}
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return nullptr;
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}
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void UDynamicMeshComponent::UpdateAutoCalculatedTangents()
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{
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if (TangentsType == EDynamicMeshComponentTangentsMode::AutoCalculated && bAutoCalculatedTangentsValid == false)
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{
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GetDynamicMesh()->ProcessMesh([&](const FDynamicMesh3& Mesh)
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{
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if (Mesh.HasAttributes())
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{
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const FDynamicMeshUVOverlay* UVOverlay = Mesh.Attributes()->PrimaryUV();
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const FDynamicMeshNormalOverlay* NormalOverlay = Mesh.Attributes()->PrimaryNormals();
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if (UVOverlay && NormalOverlay)
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{
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AutoCalculatedTangents.SetMesh(&Mesh);
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AutoCalculatedTangents.ComputeTriVertexTangents(NormalOverlay, UVOverlay, FComputeTangentsOptions());
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AutoCalculatedTangents.SetMesh(nullptr);
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}
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}
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});
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bAutoCalculatedTangentsValid = true;
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}
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}
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void UDynamicMeshComponent::UpdateLocalBounds()
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{
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LocalBounds = GetMesh()->GetBounds(true);
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if (LocalBounds.MaxDim() <= 0)
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{
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LocalBounds = FAxisAlignedBox3d(FVector3d::Zero(), FMathf::ZeroTolerance);
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}
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}
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FDynamicMeshSceneProxy* UDynamicMeshComponent::GetCurrentSceneProxy()
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{
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if (bProxyValid)
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{
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return (FDynamicMeshSceneProxy*)SceneProxy;
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}
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return nullptr;
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}
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void UDynamicMeshComponent::ResetProxy()
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{
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bProxyValid = false;
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InvalidateAutoCalculatedTangents();
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// Need to recreate scene proxy to send it over
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MarkRenderStateDirty();
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UpdateLocalBounds();
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UpdateBounds();
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// this seems speculative, ie we may not actually have a mesh update, but we currently ResetProxy() in lots
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// of places where that is what it means
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GetDynamicMesh()->PostRealtimeUpdate();
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}
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void UDynamicMeshComponent::NotifyMeshUpdated()
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{
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if (RenderMeshPostProcessor)
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{
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RenderMeshPostProcessor->ProcessMesh(*GetMesh(), *RenderMesh);
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}
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ResetProxy();
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}
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void UDynamicMeshComponent::FastNotifyColorsUpdated()
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{
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// should not be using fast paths if we have to run mesh postprocessor
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if (ensure(!RenderMeshPostProcessor) == false)
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{
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RenderMeshPostProcessor->ProcessMesh(*GetMesh(), *RenderMesh);
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ResetProxy();
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return;
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}
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FDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
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if (Proxy)
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{
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if (HasTriangleColorFunction() && Proxy->bUsePerTriangleColor == false )
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{
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Proxy->bUsePerTriangleColor = true;
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Proxy->PerTriangleColorFunc = [this](const FDynamicMesh3* MeshIn, int TriangleID) { return GetTriangleColor(MeshIn, TriangleID); };
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}
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else if ( !HasTriangleColorFunction() && Proxy->bUsePerTriangleColor == true)
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{
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Proxy->bUsePerTriangleColor = false;
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Proxy->PerTriangleColorFunc = nullptr;
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}
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Proxy->FastUpdateVertices(false, false, true, false);
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//MarkRenderDynamicDataDirty();
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}
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else
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{
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ResetProxy();
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}
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}
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void UDynamicMeshComponent::FastNotifyPositionsUpdated(bool bNormals, bool bColors, bool bUVs)
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{
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// should not be using fast paths if we have to run mesh postprocessor
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if (ensure(!RenderMeshPostProcessor) == false)
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{
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RenderMeshPostProcessor->ProcessMesh(*GetMesh(), *RenderMesh);
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ResetProxy();
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return;
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}
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FDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
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if (Proxy)
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{
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// calculate bounds while we are updating vertices
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TFuture<void> UpdateBoundsCalc;
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UpdateBoundsCalc = Async(DynamicMeshComponentAsyncExecTarget, [this]()
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastPositionsUpdate_AsyncBoundsUpdate);
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UpdateLocalBounds();
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});
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GetCurrentSceneProxy()->FastUpdateVertices(true, bNormals, bColors, bUVs);
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//MarkRenderDynamicDataDirty();
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MarkRenderTransformDirty();
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UpdateBoundsCalc.Wait();
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UpdateBounds();
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GetDynamicMesh()->PostRealtimeUpdate();
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}
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else
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{
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ResetProxy();
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}
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}
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void UDynamicMeshComponent::FastNotifyVertexAttributesUpdated(bool bNormals, bool bColors, bool bUVs)
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{
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// should not be using fast paths if we have to run mesh postprocessor
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if (ensure(!RenderMeshPostProcessor) == false)
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{
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RenderMeshPostProcessor->ProcessMesh(*GetMesh(), *RenderMesh);
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ResetProxy();
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return;
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}
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FDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
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if (Proxy && ensure(bNormals || bColors || bUVs) )
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{
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GetCurrentSceneProxy()->FastUpdateVertices(false, bNormals, bColors, bUVs);
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//MarkRenderDynamicDataDirty();
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//MarkRenderTransformDirty();
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GetDynamicMesh()->PostRealtimeUpdate();
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}
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else
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{
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ResetProxy();
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}
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}
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void UDynamicMeshComponent::FastNotifyVertexAttributesUpdated(EMeshRenderAttributeFlags UpdatedAttributes)
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{
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// should not be using fast paths if we have to run mesh postprocessor
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if (ensure(!RenderMeshPostProcessor) == false)
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{
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RenderMeshPostProcessor->ProcessMesh(*GetMesh(), *RenderMesh);
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ResetProxy();
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return;
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}
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FDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
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if (Proxy && ensure(UpdatedAttributes != EMeshRenderAttributeFlags::None))
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{
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bool bPositions = (UpdatedAttributes & EMeshRenderAttributeFlags::Positions) != EMeshRenderAttributeFlags::None;
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// calculate bounds while we are updating vertices
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TFuture<void> UpdateBoundsCalc;
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if (bPositions)
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{
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UpdateBoundsCalc = Async(DynamicMeshComponentAsyncExecTarget, [this]()
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexAttribUpdate_AsyncBoundsUpdate);
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UpdateLocalBounds();
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});
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}
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GetCurrentSceneProxy()->FastUpdateVertices(bPositions,
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(UpdatedAttributes & EMeshRenderAttributeFlags::VertexNormals) != EMeshRenderAttributeFlags::None,
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(UpdatedAttributes & EMeshRenderAttributeFlags::VertexColors) != EMeshRenderAttributeFlags::None,
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(UpdatedAttributes & EMeshRenderAttributeFlags::VertexUVs) != EMeshRenderAttributeFlags::None);
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if (bPositions)
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{
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MarkRenderTransformDirty();
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UpdateBoundsCalc.Wait();
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UpdateBounds();
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}
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GetDynamicMesh()->PostRealtimeUpdate();
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}
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else
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{
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ResetProxy();
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}
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}
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void UDynamicMeshComponent::FastNotifyUVsUpdated()
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{
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FastNotifyVertexAttributesUpdated(EMeshRenderAttributeFlags::VertexUVs);
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}
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void UDynamicMeshComponent::FastNotifySecondaryTrianglesChanged()
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{
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// should not be using fast paths if we have to run mesh postprocessor
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if (ensure(!RenderMeshPostProcessor) == false)
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{
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RenderMeshPostProcessor->ProcessMesh(*GetMesh(), *RenderMesh);
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ResetProxy();
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return;
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}
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FDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
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if (Proxy)
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{
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GetCurrentSceneProxy()->FastUpdateAllIndexBuffers();
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GetDynamicMesh()->PostRealtimeUpdate();
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}
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else
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{
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ResetProxy();
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}
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}
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void UDynamicMeshComponent::FastNotifyTriangleVerticesUpdated(const TArray<int32>& Triangles, EMeshRenderAttributeFlags UpdatedAttributes)
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{
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// should not be using fast paths if we have to run mesh postprocessor
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if (ensure(!RenderMeshPostProcessor) == false)
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{
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RenderMeshPostProcessor->ProcessMesh(*GetMesh(), *RenderMesh);
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ResetProxy();
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return;
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}
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bool bUpdateSecondarySort = (SecondaryTriFilterFunc) &&
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((UpdatedAttributes & EMeshRenderAttributeFlags::SecondaryIndexBuffers) != EMeshRenderAttributeFlags::None);
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FDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
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if (!Proxy)
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{
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ResetProxy();
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}
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else if ( ! Decomposition )
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{
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FastNotifyVertexAttributesUpdated(UpdatedAttributes);
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if (bUpdateSecondarySort)
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{
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Proxy->FastUpdateAllIndexBuffers();
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}
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GetDynamicMesh()->PostRealtimeUpdate();
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}
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else
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{
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// compute list of sets to update
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TArray<int32> UpdatedSets;
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_FindSets);
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for (int32 tid : Triangles)
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{
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int32 SetID = Decomposition->GetGroupForTriangle(tid);
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UpdatedSets.AddUnique(SetID);
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}
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}
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bool bPositions = (UpdatedAttributes & EMeshRenderAttributeFlags::Positions) != EMeshRenderAttributeFlags::None;
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// calculate bounds while we are updating vertices
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TFuture<void> UpdateBoundsCalc;
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if (bPositions)
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{
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UpdateBoundsCalc = Async(DynamicMeshComponentAsyncExecTarget, [this]()
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_AsyncBoundsUpdate);
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UpdateLocalBounds();
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});
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}
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// update the render buffers
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_ApplyUpdate);
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Proxy->FastUpdateVertices(UpdatedSets, bPositions,
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(UpdatedAttributes & EMeshRenderAttributeFlags::VertexNormals) != EMeshRenderAttributeFlags::None,
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(UpdatedAttributes & EMeshRenderAttributeFlags::VertexColors) != EMeshRenderAttributeFlags::None,
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(UpdatedAttributes & EMeshRenderAttributeFlags::VertexUVs) != EMeshRenderAttributeFlags::None);
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}
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if (bUpdateSecondarySort)
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{
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Proxy->FastUpdateIndexBuffers(UpdatedSets);
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}
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if (bPositions)
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_FinalPositionsUpdate);
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MarkRenderTransformDirty();
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UpdateBoundsCalc.Wait();
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UpdateBounds();
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}
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GetDynamicMesh()->PostRealtimeUpdate();
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}
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}
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void UDynamicMeshComponent::FastNotifyTriangleVerticesUpdated(const TSet<int32>& Triangles, EMeshRenderAttributeFlags UpdatedAttributes)
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{
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// should not be using fast paths if we have to run mesh postprocessor
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if (ensure(!RenderMeshPostProcessor) == false)
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{
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RenderMeshPostProcessor->ProcessMesh(*GetMesh(), *RenderMesh);
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ResetProxy();
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return;
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}
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bool bUpdateSecondarySort = (SecondaryTriFilterFunc) &&
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((UpdatedAttributes & EMeshRenderAttributeFlags::SecondaryIndexBuffers) != EMeshRenderAttributeFlags::None);
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FDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
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if (!Proxy)
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{
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ResetProxy();
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}
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else if (!Decomposition)
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{
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FastNotifyVertexAttributesUpdated(UpdatedAttributes);
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if (bUpdateSecondarySort)
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{
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Proxy->FastUpdateAllIndexBuffers();
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}
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GetDynamicMesh()->PostRealtimeUpdate();
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}
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else
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{
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// compute list of sets to update
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TArray<int32> UpdatedSets;
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_FindSets);
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for (int32 tid : Triangles)
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{
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int32 SetID = Decomposition->GetGroupForTriangle(tid);
|
|
UpdatedSets.AddUnique(SetID);
|
|
}
|
|
}
|
|
|
|
bool bPositions = (UpdatedAttributes & EMeshRenderAttributeFlags::Positions) != EMeshRenderAttributeFlags::None;
|
|
|
|
// calculate bounds while we are updating vertices
|
|
TFuture<void> UpdateBoundsCalc;
|
|
if (bPositions)
|
|
{
|
|
UpdateBoundsCalc = Async(DynamicMeshComponentAsyncExecTarget, [this]()
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_AsyncBoundsUpdate);
|
|
UpdateLocalBounds();
|
|
});
|
|
}
|
|
|
|
// update the render buffers
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_ApplyUpdate);
|
|
Proxy->FastUpdateVertices(UpdatedSets, bPositions,
|
|
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexNormals) != EMeshRenderAttributeFlags::None,
|
|
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexColors) != EMeshRenderAttributeFlags::None,
|
|
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexUVs) != EMeshRenderAttributeFlags::None);
|
|
}
|
|
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_UpdateIndexBuffers);
|
|
if (bUpdateSecondarySort)
|
|
{
|
|
Proxy->FastUpdateIndexBuffers(UpdatedSets);
|
|
}
|
|
}
|
|
|
|
// finish up, have to wait for background bounds recalculation here
|
|
if (bPositions)
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_FinalPositionsUpdate);
|
|
MarkRenderTransformDirty();
|
|
UpdateBoundsCalc.Wait();
|
|
UpdateBounds();
|
|
}
|
|
|
|
GetDynamicMesh()->PostRealtimeUpdate();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Compute the combined bounding-box of the Triangles array in parallel, by computing
|
|
* partial boxes for subsets of this array, and then combining those boxes.
|
|
* TODO: this should move to a pulbic utility function, and possibly the block-based ParallelFor
|
|
* should be refactored out into something more general, as this pattern is useful in many places...
|
|
*/
|
|
static FAxisAlignedBox3d ParallelComputeROIBounds(const FDynamicMesh3& Mesh, const TArray<int32>& Triangles)
|
|
{
|
|
FAxisAlignedBox3d FinalBounds = FAxisAlignedBox3d::Empty();
|
|
FCriticalSection FinalBoundsLock;
|
|
int32 N = Triangles.Num();
|
|
constexpr int32 BlockSize = 4096;
|
|
int32 Blocks = (N / BlockSize) + 1;
|
|
ParallelFor(Blocks, [&](int bi)
|
|
{
|
|
FAxisAlignedBox3d BlockBounds = FAxisAlignedBox3d::Empty();
|
|
for (int32 k = 0; k < BlockSize; ++k)
|
|
{
|
|
int32 i = bi * BlockSize + k;
|
|
if (i < N)
|
|
{
|
|
int32 tid = Triangles[i];
|
|
const FIndex3i& TriV = Mesh.GetTriangleRef(tid);
|
|
BlockBounds.Contain(Mesh.GetVertexRef(TriV.A));
|
|
BlockBounds.Contain(Mesh.GetVertexRef(TriV.B));
|
|
BlockBounds.Contain(Mesh.GetVertexRef(TriV.C));
|
|
}
|
|
}
|
|
FinalBoundsLock.Lock();
|
|
FinalBounds.Contain(BlockBounds);
|
|
FinalBoundsLock.Unlock();
|
|
});
|
|
return FinalBounds;
|
|
}
|
|
|
|
|
|
|
|
TFuture<bool> UDynamicMeshComponent::FastNotifyTriangleVerticesUpdated_TryPrecompute(
|
|
const TArray<int32>& Triangles,
|
|
TArray<int32>& UpdateSetsOut,
|
|
FAxisAlignedBox3d& BoundsOut)
|
|
{
|
|
if ((!!RenderMeshPostProcessor) || (GetCurrentSceneProxy() == nullptr) || (!Decomposition))
|
|
{
|
|
// is there a simpler way to do this? cannot seem to just make a TFuture<bool>...
|
|
return Async(DynamicMeshComponentAsyncExecTarget, []() { return false; });
|
|
}
|
|
|
|
return Async(DynamicMeshComponentAsyncExecTarget, [this, &Triangles, &UpdateSetsOut, &BoundsOut]()
|
|
{
|
|
TFuture<void> ComputeBounds = Async(DynamicMeshComponentAsyncExecTarget, [this, &BoundsOut, &Triangles]()
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdatePrecomp_CalcBounds);
|
|
BoundsOut = ParallelComputeROIBounds(*GetMesh(), Triangles);
|
|
});
|
|
|
|
TFuture<void> ComputeSets = Async(DynamicMeshComponentAsyncExecTarget, [this, &UpdateSetsOut, &Triangles]()
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdatePrecomp_FindSets);
|
|
int32 NumBuffers = Decomposition->Num();
|
|
TArray<std::atomic<bool>> BufferFlags;
|
|
BufferFlags.SetNum(NumBuffers);
|
|
for (int32 k = 0; k < NumBuffers; ++k)
|
|
{
|
|
BufferFlags[k] = false;
|
|
}
|
|
ParallelFor(Triangles.Num(), [&](int32 k)
|
|
{
|
|
int32 SetID = Decomposition->GetGroupForTriangle(Triangles[k]);
|
|
BufferFlags[SetID] = true;
|
|
});
|
|
UpdateSetsOut.Reset();
|
|
for (int32 k = 0; k < NumBuffers; ++k)
|
|
{
|
|
if (BufferFlags[k])
|
|
{
|
|
UpdateSetsOut.Add(k);
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
ComputeSets.Wait();
|
|
ComputeBounds.Wait();
|
|
|
|
return true;
|
|
});
|
|
}
|
|
|
|
|
|
void UDynamicMeshComponent::FastNotifyTriangleVerticesUpdated_ApplyPrecompute(
|
|
const TArray<int32>& Triangles,
|
|
EMeshRenderAttributeFlags UpdatedAttributes,
|
|
TFuture<bool>& Precompute,
|
|
const TArray<int32>& UpdateSets,
|
|
const FAxisAlignedBox3d& UpdateSetBounds)
|
|
{
|
|
Precompute.Wait();
|
|
|
|
bool bPrecomputeOK = Precompute.Get();
|
|
if (bPrecomputeOK == false || GetCurrentSceneProxy() == nullptr )
|
|
{
|
|
FastNotifyTriangleVerticesUpdated(Triangles, UpdatedAttributes);
|
|
return;
|
|
}
|
|
|
|
FDynamicMeshSceneProxy* Proxy = GetCurrentSceneProxy();
|
|
bool bPositions = (UpdatedAttributes & EMeshRenderAttributeFlags::Positions) != EMeshRenderAttributeFlags::None;
|
|
bool bUpdateSecondarySort = (SecondaryTriFilterFunc) &&
|
|
((UpdatedAttributes & EMeshRenderAttributeFlags::SecondaryIndexBuffers) != EMeshRenderAttributeFlags::None);
|
|
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_ApplyUpdate);
|
|
Proxy->FastUpdateVertices(UpdateSets, bPositions,
|
|
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexNormals) != EMeshRenderAttributeFlags::None,
|
|
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexColors) != EMeshRenderAttributeFlags::None,
|
|
(UpdatedAttributes & EMeshRenderAttributeFlags::VertexUVs) != EMeshRenderAttributeFlags::None);
|
|
}
|
|
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_UpdateIndexBuffers);
|
|
if (bUpdateSecondarySort)
|
|
{
|
|
Proxy->FastUpdateIndexBuffers(UpdateSets);
|
|
}
|
|
}
|
|
|
|
if (bPositions)
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(SimpleDynamicMeshComponent_FastVertexUpdate_FinalPositionsUpdate);
|
|
MarkRenderTransformDirty();
|
|
LocalBounds.Contain(UpdateSetBounds);
|
|
UpdateBounds();
|
|
}
|
|
|
|
GetDynamicMesh()->PostRealtimeUpdate();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
FPrimitiveSceneProxy* UDynamicMeshComponent::CreateSceneProxy()
|
|
{
|
|
// if this is not always the case, we have made incorrect assumptions
|
|
ensure(GetCurrentSceneProxy() == nullptr);
|
|
|
|
FDynamicMeshSceneProxy* NewProxy = nullptr;
|
|
if (GetMesh()->TriangleCount() > 0)
|
|
{
|
|
NewProxy = new FDynamicMeshSceneProxy(this);
|
|
|
|
if (TriangleColorFunc)
|
|
{
|
|
NewProxy->bUsePerTriangleColor = true;
|
|
NewProxy->PerTriangleColorFunc = [this](const FDynamicMesh3* MeshIn, int TriangleID) { return GetTriangleColor(MeshIn, TriangleID); };
|
|
}
|
|
|
|
if (SecondaryTriFilterFunc)
|
|
{
|
|
NewProxy->bUseSecondaryTriBuffers = true;
|
|
NewProxy->SecondaryTriFilterFunc = [this](const FDynamicMesh3* MeshIn, int32 TriangleID)
|
|
{
|
|
return (SecondaryTriFilterFunc) ? SecondaryTriFilterFunc(MeshIn, TriangleID) : false;
|
|
};
|
|
}
|
|
|
|
if (Decomposition)
|
|
{
|
|
NewProxy->InitializeFromDecomposition(Decomposition);
|
|
}
|
|
else
|
|
{
|
|
NewProxy->Initialize();
|
|
}
|
|
}
|
|
|
|
bProxyValid = true;
|
|
return NewProxy;
|
|
}
|
|
|
|
|
|
|
|
void UDynamicMeshComponent::NotifyMaterialSetUpdated()
|
|
{
|
|
if (GetCurrentSceneProxy() != nullptr)
|
|
{
|
|
GetCurrentSceneProxy()->UpdatedReferencedMaterials();
|
|
}
|
|
}
|
|
|
|
|
|
void UDynamicMeshComponent::SetTriangleColorFunction(
|
|
TUniqueFunction<FColor(const FDynamicMesh3*, int)> TriangleColorFuncIn,
|
|
EDynamicMeshComponentRenderUpdateMode UpdateMode)
|
|
{
|
|
TriangleColorFunc = MoveTemp(TriangleColorFuncIn);
|
|
|
|
if (UpdateMode == EDynamicMeshComponentRenderUpdateMode::FastUpdate)
|
|
{
|
|
FastNotifyColorsUpdated();
|
|
}
|
|
else if (UpdateMode == EDynamicMeshComponentRenderUpdateMode::FullUpdate)
|
|
{
|
|
NotifyMeshUpdated();
|
|
}
|
|
}
|
|
|
|
void UDynamicMeshComponent::ClearTriangleColorFunction(EDynamicMeshComponentRenderUpdateMode UpdateMode)
|
|
{
|
|
if (TriangleColorFunc)
|
|
{
|
|
TriangleColorFunc = nullptr;
|
|
|
|
if (UpdateMode == EDynamicMeshComponentRenderUpdateMode::FastUpdate)
|
|
{
|
|
FastNotifyColorsUpdated();
|
|
}
|
|
else if (UpdateMode == EDynamicMeshComponentRenderUpdateMode::FullUpdate)
|
|
{
|
|
NotifyMeshUpdated();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool UDynamicMeshComponent::HasTriangleColorFunction()
|
|
{
|
|
return !!TriangleColorFunc;
|
|
}
|
|
|
|
|
|
|
|
|
|
void UDynamicMeshComponent::EnableSecondaryTriangleBuffers(TUniqueFunction<bool(const FDynamicMesh3*, int32)> SecondaryTriFilterFuncIn)
|
|
{
|
|
SecondaryTriFilterFunc = MoveTemp(SecondaryTriFilterFuncIn);
|
|
NotifyMeshUpdated();
|
|
}
|
|
|
|
void UDynamicMeshComponent::DisableSecondaryTriangleBuffers()
|
|
{
|
|
SecondaryTriFilterFunc = nullptr;
|
|
NotifyMeshUpdated();
|
|
}
|
|
|
|
|
|
void UDynamicMeshComponent::SetExternalDecomposition(TUniquePtr<FMeshRenderDecomposition> DecompositionIn)
|
|
{
|
|
check(DecompositionIn->Num() > 0);
|
|
Decomposition = MoveTemp(DecompositionIn);
|
|
NotifyMeshUpdated();
|
|
}
|
|
|
|
|
|
|
|
FColor UDynamicMeshComponent::GetTriangleColor(const FDynamicMesh3* MeshIn, int TriangleID)
|
|
{
|
|
if (TriangleColorFunc)
|
|
{
|
|
return TriangleColorFunc(MeshIn, TriangleID);
|
|
}
|
|
else
|
|
{
|
|
return (TriangleID % 2 == 0) ? FColor::Red : FColor::White;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
FBoxSphereBounds UDynamicMeshComponent::CalcBounds(const FTransform& LocalToWorld) const
|
|
{
|
|
// can get a tighter box by calculating in world space, but we care more about performance
|
|
FBox LocalBoundingBox = (FBox)LocalBounds;
|
|
FBoxSphereBounds Ret(LocalBoundingBox.TransformBy(LocalToWorld));
|
|
Ret.BoxExtent *= BoundsScale;
|
|
Ret.SphereRadius *= BoundsScale;
|
|
return Ret;
|
|
}
|
|
|
|
|
|
|
|
|
|
void UDynamicMeshComponent::SetInvalidateProxyOnChangeEnabled(bool bEnabled)
|
|
{
|
|
bInvalidateProxyOnChange = bEnabled;
|
|
}
|
|
|
|
|
|
void UDynamicMeshComponent::ApplyChange(const FMeshVertexChange* Change, bool bRevert)
|
|
{
|
|
// will fire UDynamicMesh::MeshChangedEvent, which will call OnMeshObjectChanged() below to invalidate proxy, fire change events, etc
|
|
MeshObject->ApplyChange(Change, bRevert);
|
|
}
|
|
|
|
void UDynamicMeshComponent::ApplyChange(const FMeshChange* Change, bool bRevert)
|
|
{
|
|
// will fire UDynamicMesh::MeshChangedEvent, which will call OnMeshObjectChanged() below to invalidate proxy, fire change events, etc
|
|
MeshObject->ApplyChange(Change, bRevert);
|
|
}
|
|
|
|
void UDynamicMeshComponent::ApplyChange(const FMeshReplacementChange* Change, bool bRevert)
|
|
{
|
|
// will fire UDynamicMesh::MeshChangedEvent, which will call OnMeshObjectChanged() below to invalidate proxy, fire change events, etc
|
|
MeshObject->ApplyChange(Change, bRevert);
|
|
}
|
|
|
|
void UDynamicMeshComponent::OnMeshObjectChanged(UDynamicMesh* ChangedMeshObject, FDynamicMeshChangeInfo ChangeInfo)
|
|
{
|
|
bool bIsFChange = (
|
|
ChangeInfo.Type == EDynamicMeshChangeType::MeshChange
|
|
|| ChangeInfo.Type == EDynamicMeshChangeType::MeshVertexChange
|
|
|| ChangeInfo.Type == EDynamicMeshChangeType::MeshReplacementChange);
|
|
|
|
if (bIsFChange)
|
|
{
|
|
if (bInvalidateProxyOnChange)
|
|
{
|
|
NotifyMeshUpdated();
|
|
}
|
|
|
|
OnMeshChanged.Broadcast();
|
|
|
|
if (ChangeInfo.Type == EDynamicMeshChangeType::MeshVertexChange)
|
|
{
|
|
OnMeshVerticesChanged.Broadcast(this, ChangeInfo.VertexChange, ChangeInfo.bIsRevertChange);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NotifyMeshUpdated();
|
|
OnMeshChanged.Broadcast();
|
|
}
|
|
|
|
// Rebuild body setup. Should this be deferred until proxy creation? Sometimes multiple changes are emitted...
|
|
// todo: can possibly skip this in some change situations, eg if only changing attributes
|
|
if (bDeferCollisionUpdates)
|
|
{
|
|
InvalidatePhysicsData();
|
|
}
|
|
else
|
|
{
|
|
RebuildPhysicsData();
|
|
}
|
|
}
|
|
|
|
|
|
void UDynamicMeshComponent::SetDynamicMesh(UDynamicMesh* NewMesh)
|
|
{
|
|
if (ensure(NewMesh) == false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (ensure(MeshObject))
|
|
{
|
|
MeshObject->OnMeshChanged().Remove(MeshObjectChangedHandle);
|
|
}
|
|
|
|
MeshObject = NewMesh;
|
|
MeshObjectChangedHandle = MeshObject->OnMeshChanged().AddUObject(this, &UDynamicMeshComponent::OnMeshObjectChanged);
|
|
|
|
NotifyMeshUpdated();
|
|
OnMeshChanged.Broadcast();
|
|
|
|
// Rebuild physics data
|
|
if (bDeferCollisionUpdates)
|
|
{
|
|
InvalidatePhysicsData();
|
|
}
|
|
else
|
|
{
|
|
RebuildPhysicsData();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void UDynamicMeshComponent::OnChildAttached(USceneComponent* ChildComponent)
|
|
{
|
|
Super::OnChildAttached(ChildComponent);
|
|
OnChildAttachmentModified.Broadcast(ChildComponent, true);
|
|
}
|
|
void UDynamicMeshComponent::OnChildDetached(USceneComponent* ChildComponent)
|
|
{
|
|
Super::OnChildDetached(ChildComponent);
|
|
OnChildAttachmentModified.Broadcast(ChildComponent, false);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool UDynamicMeshComponent::GetPhysicsTriMeshData(struct FTriMeshCollisionData* CollisionData, bool InUseAllTriData)
|
|
{
|
|
// todo: support physical materials
|
|
// todo: support UPhysicsSettings::Get()->bSupportUVFromHitResults
|
|
|
|
// this is something we currently assume, if you hit this ensure, we made a mistake
|
|
ensure(bEnableComplexCollision);
|
|
|
|
ProcessMesh([&](const FDynamicMesh3& Mesh)
|
|
{
|
|
TArray<int32> VertexMap;
|
|
bool bIsSparseV = !Mesh.IsCompactV();
|
|
if (bIsSparseV)
|
|
{
|
|
VertexMap.SetNum(Mesh.MaxVertexID());
|
|
}
|
|
|
|
// copy vertices
|
|
CollisionData->Vertices.Reserve(Mesh.VertexCount());
|
|
for (int32 vid : Mesh.VertexIndicesItr())
|
|
{
|
|
int32 Index = CollisionData->Vertices.Add((FVector)Mesh.GetVertex(vid));
|
|
if (bIsSparseV)
|
|
{
|
|
VertexMap[vid] = Index;
|
|
}
|
|
else
|
|
{
|
|
check(vid == Index);
|
|
}
|
|
}
|
|
|
|
// copy triangles
|
|
CollisionData->Indices.Reserve(Mesh.TriangleCount());
|
|
CollisionData->MaterialIndices.Reserve(Mesh.TriangleCount());
|
|
for (int32 tid : Mesh.TriangleIndicesItr())
|
|
{
|
|
FIndex3i Tri = Mesh.GetTriangle(tid);
|
|
FTriIndices Triangle;
|
|
Triangle.v0 = (bIsSparseV) ? VertexMap[Tri.A] : Tri.A;
|
|
Triangle.v1 = (bIsSparseV) ? VertexMap[Tri.B] : Tri.B;
|
|
Triangle.v2 = (bIsSparseV) ? VertexMap[Tri.C] : Tri.C;
|
|
CollisionData->Indices.Add(Triangle);
|
|
|
|
CollisionData->MaterialIndices.Add(0); // not supporting physical materials yet
|
|
}
|
|
|
|
CollisionData->bFlipNormals = true;
|
|
CollisionData->bDeformableMesh = true;
|
|
CollisionData->bFastCook = true;
|
|
});
|
|
|
|
return true;
|
|
}
|
|
|
|
bool UDynamicMeshComponent::ContainsPhysicsTriMeshData(bool InUseAllTriData) const
|
|
{
|
|
return bEnableComplexCollision && ((MeshObject != nullptr) ? (MeshObject->GetTriangleCount() > 0) : false);
|
|
}
|
|
|
|
bool UDynamicMeshComponent::WantsNegXTriMesh()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
UBodySetup* UDynamicMeshComponent::GetBodySetup()
|
|
{
|
|
if (MeshBodySetup == nullptr)
|
|
{
|
|
UBodySetup* NewBodySetup = nullptr;
|
|
{
|
|
FGCScopeGuard Scope;
|
|
|
|
// Below flags are copied from UProceduralMeshComponent::CreateBodySetupHelper(). Without these flags, DynamicMeshComponents inside
|
|
// a DynamicMeshActor BP will result on a GLEO error after loading and modifying a saved Level (but *not* on the initial save)
|
|
// The UBodySetup in a template needs to be public since the property is Instanced and thus is the archetype of the instance meaning there is a direct reference
|
|
NewBodySetup = NewObject<UBodySetup>(this, NAME_None, (IsTemplate() ? RF_Public | RF_ArchetypeObject : RF_NoFlags));
|
|
}
|
|
NewBodySetup->BodySetupGuid = FGuid::NewGuid();
|
|
|
|
NewBodySetup->bGenerateMirroredCollision = false;
|
|
NewBodySetup->CollisionTraceFlag = this->CollisionType;
|
|
|
|
NewBodySetup->DefaultInstance.SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName);
|
|
NewBodySetup->bSupportUVsAndFaceRemap = false; /* bSupportPhysicalMaterialMasks; */
|
|
|
|
SetBodySetup(NewBodySetup);
|
|
}
|
|
|
|
return MeshBodySetup;
|
|
}
|
|
|
|
void UDynamicMeshComponent::SetBodySetup(UBodySetup* NewSetup)
|
|
{
|
|
if (ensure(NewSetup))
|
|
{
|
|
MeshBodySetup = NewSetup;
|
|
}
|
|
}
|
|
|
|
void UDynamicMeshComponent::InvalidatePhysicsData()
|
|
{
|
|
if (GetBodySetup())
|
|
{
|
|
GetBodySetup()->InvalidatePhysicsData();
|
|
bCollisionUpdatePending = true;
|
|
}
|
|
}
|
|
|
|
void UDynamicMeshComponent::RebuildPhysicsData()
|
|
{
|
|
UBodySetup* BodySetup = GetBodySetup();
|
|
if (BodySetup)
|
|
{
|
|
// New GUID as collision has changed
|
|
BodySetup->BodySetupGuid = FGuid::NewGuid();
|
|
// Also we want cooked data for this
|
|
BodySetup->bHasCookedCollisionData = true;
|
|
|
|
BodySetup->CollisionTraceFlag = this->CollisionType;
|
|
|
|
BodySetup->InvalidatePhysicsData();
|
|
BodySetup->CreatePhysicsMeshes();
|
|
RecreatePhysicsState();
|
|
|
|
bCollisionUpdatePending = false;
|
|
}
|
|
}
|
|
|
|
void UDynamicMeshComponent::UpdateCollision(bool bOnlyIfPending)
|
|
{
|
|
if (bOnlyIfPending == false || bCollisionUpdatePending)
|
|
{
|
|
RebuildPhysicsData();
|
|
}
|
|
} |