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The Nanite builder now accepts a set of meshes that will be built into a single resource with a hierarchy root for each input mesh. Updated runtime code to use this feature for Geometry collection. Each GC now takes up just a single root page. Changed geometry collection serialization so Nanite data is now transient similar to how it is transient in RenderData for StaticMesh. Added bogus serialization functions for parsing and throwing away the old Nanite data, so we don't crash when parsing old files. #rb brian.karis, graham.wihlidal [CL 14828108 by Rune Stubbe in ue5-main branch]
830 lines
25 KiB
C++
830 lines
25 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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GeometryCollection.cpp: UGeometryCollection methods.
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=============================================================================*/
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#include "GeometryCollection/GeometryCollectionObject.h"
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#include "GeometryCollection/GeometryCollection.h"
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#include "GeometryCollection/GeometryCollectionCache.h"
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#include "UObject/DestructionObjectVersion.h"
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#include "UObject/UE5MainStreamObjectVersion.h"
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#include "Serialization/ArchiveCountMem.h"
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#include "HAL/IConsoleManager.h"
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#include "Interfaces/ITargetPlatform.h"
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#include "UObject/Package.h"
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#include "Materials/MaterialInstance.h"
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#include "ProfilingDebugging/CookStats.h"
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#include "EngineUtils.h"
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#if WITH_EDITOR
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#include "GeometryCollection/DerivedDataGeometryCollectionCooker.h"
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#include "GeometryCollection/GeometryCollectionComponent.h"
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#include "DerivedDataCacheInterface.h"
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#include "Serialization/MemoryReader.h"
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#include "NaniteBuilder.h"
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#include "Rendering/NaniteResources.h"
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// TODO: Temp until new asset-agnostic builder API
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#include "StaticMeshResources.h"
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#endif
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#include "GeometryCollection/GeometryCollectionSimulationCoreTypes.h"
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#include "Chaos/ChaosArchive.h"
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#include "GeometryCollectionProxyData.h"
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DEFINE_LOG_CATEGORY_STATIC(LogGeometryCollectionInternal, Log, All);
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#if ENABLE_COOK_STATS
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namespace GeometryCollectionCookStats
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{
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static FCookStats::FDDCResourceUsageStats UsageStats;
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static FCookStatsManager::FAutoRegisterCallback RegisterCookStats([](FCookStatsManager::AddStatFuncRef AddStat)
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{
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UsageStats.LogStats(AddStat, TEXT("GeometryCollection.Usage"), TEXT(""));
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});
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}
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#endif
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UGeometryCollection::UGeometryCollection(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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#if WITH_EDITOR
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, bManualDataCreate(false)
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#endif
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, EnableNanite(false)
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, CollisionType(ECollisionTypeEnum::Chaos_Volumetric)
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, ImplicitType(EImplicitTypeEnum::Chaos_Implicit_Box)
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, MinLevelSetResolution(10)
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, MaxLevelSetResolution(10)
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, MinClusterLevelSetResolution(50)
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, MaxClusterLevelSetResolution(50)
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, CollisionObjectReductionPercentage(0.0f)
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, bMassAsDensity(false)
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, Mass(1.0f)
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, MinimumMassClamp(0.1f)
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, CollisionParticlesFraction(1.0f)
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, MaximumCollisionParticles(60)
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, EnableRemovePiecesOnFracture(false)
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, GeometryCollection(new FGeometryCollection())
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{
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PersistentGuid = FGuid::NewGuid();
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InvalidateCollection();
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#if WITH_EDITOR
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SimulationDataGuid = StateGuid;
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#endif
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}
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FGeometryCollectionSizeSpecificData::FGeometryCollectionSizeSpecificData()
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: MaxSize(0.0f)
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, CollisionType(ECollisionTypeEnum::Chaos_Volumetric)
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, ImplicitType(EImplicitTypeEnum::Chaos_Implicit_Box)
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, MinLevelSetResolution(5)
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, MaxLevelSetResolution(10)
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, MinClusterLevelSetResolution(25)
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, MaxClusterLevelSetResolution(50)
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, CollisionObjectReductionPercentage(0.0f)
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, CollisionParticlesFraction(1.0f)
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, MaximumCollisionParticles(60)
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{
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}
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void FillSharedSimulationSizeSpecificData(FSharedSimulationSizeSpecificData& ToData, const FGeometryCollectionSizeSpecificData& FromData)
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{
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ToData.CollisionType = FromData.CollisionType;
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ToData.ImplicitType = FromData.ImplicitType;
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ToData.MaxSize = FromData.MaxSize;
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ToData.MinLevelSetResolution = FromData.MinLevelSetResolution;
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ToData.MaxLevelSetResolution = FromData.MaxLevelSetResolution;
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ToData.MinClusterLevelSetResolution = FromData.MinClusterLevelSetResolution;
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ToData.MaxClusterLevelSetResolution = FromData.MaxClusterLevelSetResolution;
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ToData.CollisionObjectReductionPercentage = FromData.CollisionObjectReductionPercentage;
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ToData.CollisionParticlesFraction = FromData.CollisionParticlesFraction;
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ToData.MaximumCollisionParticles = FromData.MaximumCollisionParticles;
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}
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float KgCm3ToKgM3(float Density)
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{
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return Density * 1000000;
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}
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float KgM3ToKgCm3(float Density)
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{
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return Density / 1000000;
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}
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void UGeometryCollection::GetSharedSimulationParams(FSharedSimulationParameters& OutParams) const
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{
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OutParams.bMassAsDensity = bMassAsDensity;
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OutParams.Mass = bMassAsDensity ? KgM3ToKgCm3(Mass) : Mass; //todo(ocohen): we still have the solver working in old units. This is mainly to fix ui issues. Long term need to normalize units for best precision
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OutParams.MinimumMassClamp = MinimumMassClamp;
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OutParams.MaximumCollisionParticleCount = MaximumCollisionParticles;
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ECollisionTypeEnum SelectedCollisionType = CollisionType;
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if(SelectedCollisionType == ECollisionTypeEnum::Chaos_Volumetric && ImplicitType == EImplicitTypeEnum::Chaos_Implicit_LevelSet)
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{
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UE_LOG(LogGeometryCollectionInternal, Verbose, TEXT("LevelSet geometry selected but non-particle collisions selected. Forcing particle-implicit collisions for %s"), *GetPathName());
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SelectedCollisionType = ECollisionTypeEnum::Chaos_Surface_Volumetric;
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}
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FGeometryCollectionSizeSpecificData InfSize;
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InfSize.MaxSize = FLT_MAX;
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InfSize.CollisionType = SelectedCollisionType;
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InfSize.ImplicitType = ImplicitType;
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InfSize.MinLevelSetResolution = MinLevelSetResolution;
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InfSize.MaxLevelSetResolution = MaxLevelSetResolution;
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InfSize.MinClusterLevelSetResolution = MinClusterLevelSetResolution;
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InfSize.MaxClusterLevelSetResolution = MaxClusterLevelSetResolution;
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InfSize.CollisionObjectReductionPercentage = CollisionObjectReductionPercentage;
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InfSize.CollisionParticlesFraction = CollisionParticlesFraction;
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InfSize.MaximumCollisionParticles = MaximumCollisionParticles;
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OutParams.SizeSpecificData.SetNum(SizeSpecificData.Num() + 1);
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FillSharedSimulationSizeSpecificData(OutParams.SizeSpecificData[0], InfSize);
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for (int32 Idx = 0; Idx < SizeSpecificData.Num(); ++Idx)
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{
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FillSharedSimulationSizeSpecificData(OutParams.SizeSpecificData[Idx+1], SizeSpecificData[Idx]);
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}
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if (EnableRemovePiecesOnFracture)
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{
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FixupRemoveOnFractureMaterials(OutParams);
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}
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OutParams.SizeSpecificData.Sort(); //can we do this at editor time on post edit change?
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}
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void UGeometryCollection::FixupRemoveOnFractureMaterials(FSharedSimulationParameters& SharedParms) const
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{
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// Match RemoveOnFracture materials with materials in model and record the material indices
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int32 NumMaterials = Materials.Num();
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for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; MaterialIndex++)
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{
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UMaterialInterface* MaterialInfo = Materials[MaterialIndex];
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for (int32 ROFMaterialIndex = 0; ROFMaterialIndex < RemoveOnFractureMaterials.Num(); ROFMaterialIndex++)
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{
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if (MaterialInfo == RemoveOnFractureMaterials[ROFMaterialIndex])
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{
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SharedParms.RemoveOnFractureIndices.Add(MaterialIndex);
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break;
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}
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}
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}
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}
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void UGeometryCollection::Reset()
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{
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if (GeometryCollection.IsValid())
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{
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Modify();
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GeometryCollection->Empty();
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Materials.Empty();
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InvalidateCollection();
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}
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}
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/** AppendGeometry */
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int32 UGeometryCollection::AppendGeometry(const UGeometryCollection & Element, bool ReindexAllMaterials, const FTransform& TransformRoot)
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{
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Modify();
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InvalidateCollection();
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// add all materials
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// if there are none, we assume all material assignments in Element are shared by this GeometryCollection
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// otherwise, we assume all assignments come from the contained materials
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int32 MaterialIDOffset = 0;
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if (Element.Materials.Num() > 0)
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{
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MaterialIDOffset = Materials.Num();
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Materials.Append(Element.Materials);
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}
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return GeometryCollection->AppendGeometry(*Element.GetGeometryCollection(), MaterialIDOffset, ReindexAllMaterials, TransformRoot);
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}
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/** NumElements */
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int32 UGeometryCollection::NumElements(const FName & Group) const
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{
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return GeometryCollection->NumElements(Group);
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}
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/** RemoveElements */
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void UGeometryCollection::RemoveElements(const FName & Group, const TArray<int32>& SortedDeletionList)
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{
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Modify();
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GeometryCollection->RemoveElements(Group, SortedDeletionList);
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InvalidateCollection();
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}
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/** ReindexMaterialSections */
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void UGeometryCollection::ReindexMaterialSections()
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{
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Modify();
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GeometryCollection->ReindexMaterials();
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InvalidateCollection();
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}
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void UGeometryCollection::InitializeMaterials()
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{
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Modify();
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// Consolidate materials
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// add all materials to a set
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TSet<UMaterialInterface*> MaterialSet;
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for (UMaterialInterface* Curr : Materials)
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{
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MaterialSet.Add(Curr);
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}
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// create the final material array only containing unique materials
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// and one slot for each internal material
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TMap< UMaterialInterface *, int32> MaterialPtrToArrayIndex;
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TArray<UMaterialInterface*> FinalMaterials;
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for (UMaterialInterface *Curr : MaterialSet)
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{
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// Add base material
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TTuple< UMaterialInterface *, int32> CurrTuple(Curr, FinalMaterials.Add(Curr));
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MaterialPtrToArrayIndex.Add(CurrTuple);
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// Add interior material
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FinalMaterials.Add(Curr);
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}
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TManagedArray<int32>& MaterialID = GeometryCollection->MaterialID;
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// Reassign material ID for each face given the new consolidated array of materials
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for (int32 Material = 0; Material < MaterialID.Num(); ++Material)
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{
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if (MaterialID[Material] < Materials.Num())
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{
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UMaterialInterface* OldMaterialPtr = Materials[MaterialID[Material]];
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MaterialID[Material] = *MaterialPtrToArrayIndex.Find(OldMaterialPtr);
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}
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}
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// Set new material array on the collection
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Materials = FinalMaterials;
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// Last Material is the selection one
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UMaterialInterface* BoneSelectedMaterial = LoadObject<UMaterialInterface>(nullptr, GetSelectedMaterialPath(), nullptr, LOAD_None, nullptr);
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BoneSelectedMaterialIndex = Materials.Add(BoneSelectedMaterial);
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GeometryCollection->ReindexMaterials();
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InvalidateCollection();
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}
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/** Returns true if there is anything to render */
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bool UGeometryCollection::HasVisibleGeometry() const
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{
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if(ensureMsgf(GeometryCollection.IsValid(), TEXT("Geometry Collection %s has an invalid internal collection")))
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{
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return GeometryCollection->HasVisibleGeometry();
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}
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return false;
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}
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struct FPackedHierarchyNode_Old
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{
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FSphere LODBounds[64];
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FSphere Bounds[64];
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struct
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{
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uint32 MinLODError_MaxParentLODError;
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uint32 ChildStartReference;
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uint32 ResourcePageIndex_NumPages_GroupPartSize;
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} Misc[64];
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};
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FArchive& operator<<(FArchive& Ar, FPackedHierarchyNode_Old& Node)
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{
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for (uint32 i = 0; i < 64; i++)
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{
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Ar << Node.LODBounds[i];
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Ar << Node.Bounds[i];
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Ar << Node.Misc[i].MinLODError_MaxParentLODError;
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Ar << Node.Misc[i].ChildStartReference;
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Ar << Node.Misc[i].ResourcePageIndex_NumPages_GroupPartSize;
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}
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return Ar;
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}
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struct FPageStreamingState_Old
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{
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uint32 BulkOffset;
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uint32 BulkSize;
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uint32 PageUncompressedSize;
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uint32 DependenciesStart;
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uint32 DependenciesNum;
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};
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FArchive& operator<<(FArchive& Ar, FPageStreamingState_Old& PageStreamingState)
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{
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Ar << PageStreamingState.BulkOffset;
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Ar << PageStreamingState.BulkSize;
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Ar << PageStreamingState.PageUncompressedSize;
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Ar << PageStreamingState.DependenciesStart;
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Ar << PageStreamingState.DependenciesNum;
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return Ar;
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}
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// Parse old Nanite data and throw it away. We need this to not crash when parsing old files.
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static void SerializeOldNaniteData(FArchive& Ar, UGeometryCollection* Owner)
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{
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check(Ar.IsLoading());
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int32 NumNaniteResources = 0;
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Ar << NumNaniteResources;
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for (int32 i = 0; i < NumNaniteResources; ++i)
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{
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FStripDataFlags StripFlags(Ar, 0);
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if (!StripFlags.IsDataStrippedForServer())
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{
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bool bLZCompressed;
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TArray< uint8 > RootClusterPage;
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FByteBulkData StreamableClusterPages;
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TArray< uint16 > ImposterAtlas;
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TArray< FPackedHierarchyNode_Old > HierarchyNodes;
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TArray< FPageStreamingState_Old > PageStreamingStates;
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TArray< uint32 > PageDependencies;
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Ar << bLZCompressed;
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Ar << RootClusterPage;
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StreamableClusterPages.Serialize(Ar, Owner, 0);
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Ar << PageStreamingStates;
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Ar << HierarchyNodes;
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Ar << PageDependencies;
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Ar << ImposterAtlas;
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}
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}
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}
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/** Serialize */
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void UGeometryCollection::Serialize(FArchive& Ar)
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{
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Ar.UsingCustomVersion(FDestructionObjectVersion::GUID);
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Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::GUID);
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Chaos::FChaosArchive ChaosAr(Ar);
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#if WITH_EDITOR
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//Early versions did not have tagged properties serialize first
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if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::GeometryCollectionInDDC)
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{
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GeometryCollection->Serialize(ChaosAr);
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}
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if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::AddedTimestampedGeometryComponentCache)
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{
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if (Ar.IsLoading())
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{
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// Strip old recorded cache data
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int32 DummyNumFrames;
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TArray<TArray<FTransform>> DummyTransforms;
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Ar << DummyNumFrames;
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DummyTransforms.SetNum(DummyNumFrames);
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for (int32 Index = 0; Index < DummyNumFrames; ++Index)
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{
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Ar << DummyTransforms[Index];
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}
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}
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}
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else
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#endif
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{
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// Push up the chain to hit tagged properties too
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// This should have always been in here but because we have saved assets
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// from before this line was here it has to be gated
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Super::Serialize(Ar);
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}
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if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::DensityUnitsChanged)
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{
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if (bMassAsDensity)
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{
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Mass = KgCm3ToKgM3(Mass);
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}
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}
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bool bIsCookedOrCooking = Ar.IsCooking();
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if (Ar.CustomVer(FDestructionObjectVersion::GUID) >= FDestructionObjectVersion::GeometryCollectionInDDC)
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{
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Ar << bIsCookedOrCooking;
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}
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//new versions serialize geometry collection after tagged properties
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if (Ar.CustomVer(FDestructionObjectVersion::GUID) >= FDestructionObjectVersion::GeometryCollectionInDDCAndAsset)
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{
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#if WITH_EDITOR
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if (Ar.IsSaving() && !Ar.IsTransacting())
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{
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CreateSimulationDataImp(/*bCopyFromDDC=*/false); //make sure content is built before saving
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}
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#endif
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GeometryCollection->Serialize(ChaosAr);
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// Fix up the type change for implicits here, previously they were unique ptrs, now they're shared
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TManagedArray<TUniquePtr<Chaos::FImplicitObject>>* OldAttr = GeometryCollection->FindAttributeTyped<TUniquePtr<Chaos::FImplicitObject>>(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
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TManagedArray<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>* NewAttr = GeometryCollection->FindAttributeTyped<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>(FGeometryDynamicCollection::SharedImplicitsAttribute, FTransformCollection::TransformGroup);
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if(OldAttr)
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{
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if(!NewAttr)
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{
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NewAttr = &GeometryCollection->AddAttribute<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>(FGeometryDynamicCollection::SharedImplicitsAttribute, FTransformCollection::TransformGroup);
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const int32 NumElems = GeometryCollection->NumElements(FTransformCollection::TransformGroup);
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for(int32 Index = 0; Index < NumElems; ++Index)
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{
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(*NewAttr)[Index] = TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>((*OldAttr)[Index].Release());
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}
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}
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GeometryCollection->RemoveAttribute(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
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}
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}
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if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::GroupAndAttributeNameRemapping)
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{
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GeometryCollection->UpdateOldAttributeNames();
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InvalidateCollection();
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#if WITH_EDITOR
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CreateSimulationData();
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#endif
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}
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if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) == FUE5MainStreamObjectVersion::GeometryCollectionNaniteData ||
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(Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) >= FUE5MainStreamObjectVersion::GeometryCollectionNaniteCooked &&
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Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::GeometryCollectionNaniteTransient))
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{
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// This legacy version serialized structure information into archive, but the data is transient.
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// Just load it and throw away here, it will be rebuilt later and resaved past this point.
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SerializeOldNaniteData(ChaosAr, this);
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}
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if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) >= FUE5MainStreamObjectVersion::GeometryCollectionNaniteTransient)
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{
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bool bCooked = Ar.IsCooking();
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Ar << bCooked;
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if (bCooked)
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{
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if (NaniteData == nullptr)
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{
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NaniteData = MakeUnique<FGeometryCollectionNaniteData>();
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}
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NaniteData->Serialize(ChaosAr, this);
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}
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}
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#if WITH_EDITOR
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//for all versions loaded, make sure sim data is up to date
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if (Ar.IsLoading())
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{
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EnsureDataIsCooked(); //make sure loaded content is built
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}
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#endif
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}
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|
const TCHAR* UGeometryCollection::GetSelectedMaterialPath() const
|
|
{
|
|
return TEXT("/Engine/EditorMaterials/GeometryCollection/SelectedGeometryMaterial.SelectedGeometryMaterial");
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
|
|
void UGeometryCollection::CreateSimulationDataImp(bool bCopyFromDDC)
|
|
{
|
|
COOK_STAT(auto Timer = GeometryCollectionCookStats::UsageStats.TimeSyncWork());
|
|
|
|
// Skips the DDC fetch entirely for testing the builder without adding to the DDC
|
|
const static bool bSkipDDC = false;
|
|
|
|
//Use the DDC to build simulation data. If we are loading in the editor we then serialize this data into the geometry collection
|
|
TArray<uint8> DDCData;
|
|
FDerivedDataGeometryCollectionCooker* GeometryCollectionCooker = new FDerivedDataGeometryCollectionCooker(*this);
|
|
|
|
if (GeometryCollectionCooker->CanBuild())
|
|
{
|
|
if (bSkipDDC)
|
|
{
|
|
GeometryCollectionCooker->Build(DDCData);
|
|
COOK_STAT(Timer.AddMiss(DDCData.Num()));
|
|
}
|
|
else
|
|
{
|
|
bool bBuilt = false;
|
|
const bool bSuccess = GetDerivedDataCacheRef().GetSynchronous(GeometryCollectionCooker, DDCData, &bBuilt);
|
|
COOK_STAT(Timer.AddHitOrMiss(!bSuccess || bBuilt ? FCookStats::CallStats::EHitOrMiss::Miss : FCookStats::CallStats::EHitOrMiss::Hit, DDCData.Num()));
|
|
}
|
|
|
|
if (bCopyFromDDC)
|
|
{
|
|
FMemoryReader Ar(DDCData, true); // Must be persistent for BulkData to serialize
|
|
Chaos::FChaosArchive ChaosAr(Ar);
|
|
GeometryCollection->Serialize(ChaosAr);
|
|
|
|
NaniteData = MakeUnique<FGeometryCollectionNaniteData>();
|
|
NaniteData->Serialize(ChaosAr, this);
|
|
check(NaniteData->NaniteResource.RootClusterPage.Num() == 0 || NaniteData->NaniteResource.bLZCompressed);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UGeometryCollection::CreateSimulationData()
|
|
{
|
|
CreateSimulationDataImp(/*bCopyFromDDC=*/false);
|
|
SimulationDataGuid = StateGuid;
|
|
}
|
|
|
|
TUniquePtr<FGeometryCollectionNaniteData> UGeometryCollection::CreateNaniteData(FGeometryCollection* Collection)
|
|
{
|
|
TUniquePtr<FGeometryCollectionNaniteData> NaniteData;
|
|
|
|
TRACE_CPUPROFILER_EVENT_SCOPE_TEXT(TEXT("UGeometryCollection::CreateNaniteData"));
|
|
|
|
Nanite::IBuilderModule& NaniteBuilderModule = Nanite::IBuilderModule::Get();
|
|
|
|
NaniteData = MakeUnique<FGeometryCollectionNaniteData>();
|
|
|
|
// Transform Group
|
|
const TManagedArray<int32>& TransformToGeometryIndexArray = Collection->TransformToGeometryIndex;
|
|
const TManagedArray<int32>& SimulationTypeArray = Collection->SimulationType;
|
|
const TManagedArray<int32>& StatusFlagsArray = Collection->StatusFlags;
|
|
|
|
// Vertices Group
|
|
const TManagedArray<FVector>& VertexArray = Collection->Vertex;
|
|
const TManagedArray<FVector2D>& UVArray = Collection->UV;
|
|
const TManagedArray<FLinearColor>& ColorArray = Collection->Color;
|
|
const TManagedArray<FVector>& TangentUArray = Collection->TangentU;
|
|
const TManagedArray<FVector>& TangentVArray = Collection->TangentV;
|
|
const TManagedArray<FVector>& NormalArray = Collection->Normal;
|
|
const TManagedArray<int32>& BoneMapArray = Collection->BoneMap;
|
|
|
|
// Faces Group
|
|
const TManagedArray<FIntVector>& IndicesArray = Collection->Indices;
|
|
const TManagedArray<bool>& VisibleArray = Collection->Visible;
|
|
const TManagedArray<int32>& MaterialIndexArray = Collection->MaterialIndex;
|
|
const TManagedArray<int32>& MaterialIDArray = Collection->MaterialID;
|
|
|
|
// Geometry Group
|
|
const TManagedArray<int32>& TransformIndexArray = Collection->TransformIndex;
|
|
const TManagedArray<FBox>& BoundingBoxArray = Collection->BoundingBox;
|
|
const TManagedArray<float>& InnerRadiusArray = Collection->InnerRadius;
|
|
const TManagedArray<float>& OuterRadiusArray = Collection->OuterRadius;
|
|
const TManagedArray<int32>& VertexStartArray = Collection->VertexStart;
|
|
const TManagedArray<int32>& VertexCountArray = Collection->VertexCount;
|
|
const TManagedArray<int32>& FaceStartArray = Collection->FaceStart;
|
|
const TManagedArray<int32>& FaceCountArray = Collection->FaceCount;
|
|
|
|
// Material Group
|
|
const int32 NumGeometry = Collection->NumElements(FGeometryCollection::GeometryGroup);
|
|
|
|
const uint32 NumTexCoords = 1;// NumTextureCoord;
|
|
const bool bHasColors = ColorArray.Num() > 0;
|
|
|
|
TArray<FStaticMeshBuildVertex> BuildVertices;
|
|
TArray<uint32> BuildIndices;
|
|
TArray<int32> MaterialIndices;
|
|
|
|
TArray<uint32> MeshTriangleCounts;
|
|
MeshTriangleCounts.SetNum(NumGeometry);
|
|
|
|
for (int32 GeometryGroupIndex = 0; GeometryGroupIndex < NumGeometry; GeometryGroupIndex++)
|
|
{
|
|
const int32 VertexStart = VertexStartArray[GeometryGroupIndex];
|
|
const int32 VertexCount = VertexCountArray[GeometryGroupIndex];
|
|
|
|
uint32 DestVertexStart = BuildVertices.Num();
|
|
BuildVertices.Reserve(DestVertexStart + VertexCount);
|
|
for (int32 VertexIndex = 0; VertexIndex < VertexCount; ++VertexIndex)
|
|
{
|
|
FStaticMeshBuildVertex& Vertex = BuildVertices.Emplace_GetRef();
|
|
Vertex.Position = VertexArray[VertexStart + VertexIndex];
|
|
Vertex.Color = bHasColors ? ColorArray[VertexStart + VertexIndex].ToFColor(false /* sRGB */) : FColor::White;
|
|
Vertex.TangentX = FVector::ZeroVector;
|
|
Vertex.TangentY = FVector::ZeroVector;
|
|
Vertex.TangentZ = NormalArray[VertexStart + VertexIndex];
|
|
Vertex.UVs[0] = UVArray[VertexStart + VertexIndex];
|
|
if (Vertex.UVs[0].ContainsNaN())
|
|
{
|
|
Vertex.UVs[0] = FVector2D::ZeroVector;
|
|
}
|
|
}
|
|
|
|
const int32 FaceStart = FaceStartArray[GeometryGroupIndex];
|
|
const int32 FaceCount = FaceCountArray[GeometryGroupIndex];
|
|
|
|
// TODO: Respect multiple materials like in FGeometryCollectionConversion::AppendStaticMesh
|
|
|
|
uint32 DestFaceStart = MaterialIndices.Num();
|
|
MaterialIndices.Reserve(DestFaceStart + FaceCount);
|
|
BuildIndices.Reserve((DestFaceStart + FaceCount) * 3);
|
|
for (int32 FaceIndex = 0; FaceIndex < FaceCount; ++FaceIndex)
|
|
{
|
|
if (!VisibleArray[FaceStart + FaceIndex]) // TODO: Always in range?
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const FIntVector FaceIndices = IndicesArray[FaceStart + FaceIndex];
|
|
BuildIndices.Add(FaceIndices.X - VertexStart + DestVertexStart);
|
|
BuildIndices.Add(FaceIndices.Y - VertexStart + DestVertexStart);
|
|
BuildIndices.Add(FaceIndices.Z - VertexStart + DestVertexStart);
|
|
|
|
const int32 MaterialIndex = MaterialIDArray[FaceStart + FaceIndex];
|
|
MaterialIndices.Add(MaterialIndex);
|
|
}
|
|
|
|
MeshTriangleCounts[GeometryGroupIndex] = MaterialIndices.Num() - DestFaceStart;
|
|
}
|
|
|
|
FMeshNaniteSettings NaniteSettings = {};
|
|
NaniteSettings.bEnabled = true;
|
|
NaniteSettings.PercentTriangles = 1.0f; // 100% - no reduction
|
|
|
|
NaniteData->NaniteResource = {};
|
|
if (!NaniteBuilderModule.Build(NaniteData->NaniteResource, BuildVertices, BuildIndices, MaterialIndices, MeshTriangleCounts, NumTexCoords, NaniteSettings))
|
|
{
|
|
UE_LOG(LogStaticMesh, Error, TEXT("Failed to build Nanite for geometry collection. See previous line(s) for details."));
|
|
}
|
|
|
|
return NaniteData;
|
|
}
|
|
|
|
#endif
|
|
|
|
void UGeometryCollection::InitResources()
|
|
{
|
|
if (NaniteData)
|
|
{
|
|
NaniteData->InitResources(this);
|
|
}
|
|
}
|
|
|
|
void UGeometryCollection::ReleaseResources()
|
|
{
|
|
if (NaniteData)
|
|
{
|
|
NaniteData->ReleaseResources();
|
|
}
|
|
}
|
|
|
|
void UGeometryCollection::InvalidateCollection()
|
|
{
|
|
StateGuid = FGuid::NewGuid();
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
bool UGeometryCollection::IsSimulationDataDirty() const
|
|
{
|
|
return StateGuid != SimulationDataGuid;
|
|
}
|
|
#endif
|
|
|
|
FGuid UGeometryCollection::GetIdGuid() const
|
|
{
|
|
return PersistentGuid;
|
|
}
|
|
|
|
FGuid UGeometryCollection::GetStateGuid() const
|
|
{
|
|
return StateGuid;
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
|
|
void UGeometryCollection::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
|
|
{
|
|
if (PropertyChangedEvent.Property)
|
|
{
|
|
if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, EnableNanite))
|
|
{
|
|
InvalidateCollection();
|
|
EnsureDataIsCooked();
|
|
}
|
|
else if (PropertyChangedEvent.Property->GetFName() != GET_MEMBER_NAME_CHECKED(UGeometryCollection, Materials))
|
|
{
|
|
InvalidateCollection();
|
|
|
|
if (!bManualDataCreate)
|
|
{
|
|
CreateSimulationData();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool UGeometryCollection::Modify(bool bAlwaysMarkDirty /*= true*/)
|
|
{
|
|
bool bSuperResult = Super::Modify(bAlwaysMarkDirty);
|
|
|
|
UPackage* Package = GetOutermost();
|
|
if (Package->IsDirty())
|
|
{
|
|
InvalidateCollection();
|
|
}
|
|
|
|
return bSuperResult;
|
|
}
|
|
|
|
void UGeometryCollection::EnsureDataIsCooked()
|
|
{
|
|
if (StateGuid != LastBuiltGuid)
|
|
{
|
|
CreateSimulationDataImp(/*bCopyFromDDC=*/ true);
|
|
|
|
if (FApp::CanEverRender())
|
|
{
|
|
NaniteData->InitResources(this);
|
|
}
|
|
|
|
LastBuiltGuid = StateGuid;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void UGeometryCollection::PostLoad()
|
|
{
|
|
Super::PostLoad();
|
|
|
|
// Initialize rendering resources.
|
|
if (FApp::CanEverRender())
|
|
{
|
|
InitResources();
|
|
}
|
|
}
|
|
|
|
void UGeometryCollection::BeginDestroy()
|
|
{
|
|
Super::BeginDestroy();
|
|
ReleaseResources();
|
|
}
|
|
|
|
FGeometryCollectionNaniteData::FGeometryCollectionNaniteData()
|
|
{
|
|
}
|
|
|
|
FGeometryCollectionNaniteData::~FGeometryCollectionNaniteData()
|
|
{
|
|
}
|
|
|
|
void FGeometryCollectionNaniteData::Serialize(FArchive& Ar, UGeometryCollection* Owner)
|
|
{
|
|
if (Ar.IsSaving())
|
|
{
|
|
if (Owner->EnableNanite)
|
|
{
|
|
// Nanite data is currently 1:1 with each geometry group in the collection.
|
|
const int32 NumGeometryGroups = Owner->NumElements(FGeometryCollection::GeometryGroup);
|
|
if (NumGeometryGroups != NaniteResource.HierarchyRootOffsets.Num())
|
|
{
|
|
Ar.SetError();
|
|
}
|
|
}
|
|
|
|
NaniteResource.Serialize(Ar, Owner);
|
|
}
|
|
else if (Ar.IsLoading())
|
|
{
|
|
NaniteResource.Serialize(Ar, Owner);
|
|
|
|
if (!Owner->EnableNanite)
|
|
{
|
|
NaniteResource = {};
|
|
}
|
|
}
|
|
}
|
|
|
|
void FGeometryCollectionNaniteData::InitResources(UGeometryCollection* Owner)
|
|
{
|
|
if (bIsInitialized)
|
|
{
|
|
ReleaseResources();
|
|
}
|
|
|
|
NaniteResource.InitResources();
|
|
|
|
bIsInitialized = true;
|
|
}
|
|
|
|
void FGeometryCollectionNaniteData::ReleaseResources()
|
|
{
|
|
if (!bIsInitialized)
|
|
{
|
|
return;
|
|
}
|
|
|
|
NaniteResource.ReleaseResources();
|
|
|
|
bIsInitialized = false;
|
|
}
|