Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionObject.cpp
brian karis de6db094d8 Added KeepTrianglePercent and TrimRelativeError properties to Nanite static mesh settings.
These both trim detail from the Nanite data that is stored to disk and can be used to optimize disk size after import. Should be a super useful tool late in production.

#rb rune.stubbe
#lockdown michal.valient
#preflight 61fb25e6033a864b77e11ed6

#ROBOMERGE-AUTHOR: brian.karis
#ROBOMERGE-SOURCE: CL 18838594 in //UE5/Release-5.0/... via CL 18838602 via CL 18838937
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18838962 by brian karis in ue5-main branch]
2022-02-02 21:14:51 -05:00

1311 lines
44 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
GeometryCollection.cpp: UGeometryCollection methods.
=============================================================================*/
#include "GeometryCollection/GeometryCollectionObject.h"
#include "GeometryCollection/GeometryCollection.h"
#include "GeometryCollection/GeometryCollectionCache.h"
#include "UObject/DestructionObjectVersion.h"
#include "UObject/UE5MainStreamObjectVersion.h"
#include "Serialization/ArchiveCountMem.h"
#include "HAL/IConsoleManager.h"
#include "Interfaces/ITargetPlatform.h"
#include "UObject/Package.h"
#include "Materials/MaterialInstance.h"
#include "ProfilingDebugging/CookStats.h"
#include "EngineUtils.h"
#include "Engine/StaticMesh.h"
#include "PhysicsEngine/PhysicsSettings.h"
#if WITH_EDITOR
#include "GeometryCollection/DerivedDataGeometryCollectionCooker.h"
#include "GeometryCollection/GeometryCollectionConvexUtility.h"
#include "GeometryCollection/GeometryCollectionComponent.h"
#include "DerivedDataCacheInterface.h"
#include "Serialization/MemoryReader.h"
#include "NaniteBuilder.h"
#include "Rendering/NaniteResources.h"
// TODO: Temp until new asset-agnostic builder API
#include "StaticMeshResources.h"
#endif
#include "GeometryCollection/GeometryCollectionSimulationCoreTypes.h"
#include "Chaos/ChaosArchive.h"
#include "GeometryCollectionProxyData.h"
DEFINE_LOG_CATEGORY_STATIC(LogGeometryCollectionInternal, Log, All);
bool GeometryCollectionAssetForceStripOnCook = false;
FAutoConsoleVariableRef CVarGeometryCollectionBypassPhysicsAttributes(
TEXT("p.GeometryCollectionAssetForceStripOnCook"),
GeometryCollectionAssetForceStripOnCook,
TEXT("Bypass the construction of simulation properties when all bodies are simply cached. for playback."));
#if ENABLE_COOK_STATS
namespace GeometryCollectionCookStats
{
static FCookStats::FDDCResourceUsageStats UsageStats;
static FCookStatsManager::FAutoRegisterCallback RegisterCookStats([](FCookStatsManager::AddStatFuncRef AddStat)
{
UsageStats.LogStats(AddStat, TEXT("GeometryCollection.Usage"), TEXT(""));
});
}
#endif
UGeometryCollection::UGeometryCollection(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
#if WITH_EDITOR
, bManualDataCreate(false)
#endif
, EnableClustering(true)
, ClusterGroupIndex(0)
, MaxClusterLevel(100)
, DamageThreshold_DEPRECATED({ 500000.f, 50000.f, 5000.f })
, ClusterConnectionType(EClusterConnectionTypeEnum::Chaos_MinimalSpanningSubsetDelaunayTriangulation)
, bUseFullPrecisionUVs(false)
, bStripOnCook(false)
, EnableNanite(false)
#if WITH_EDITORONLY_DATA
, CollisionType_DEPRECATED(ECollisionTypeEnum::Chaos_Volumetric)
, ImplicitType_DEPRECATED(EImplicitTypeEnum::Chaos_Implicit_Convex)
, MinLevelSetResolution_DEPRECATED(10)
, MaxLevelSetResolution_DEPRECATED(10)
, MinClusterLevelSetResolution_DEPRECATED(50)
, MaxClusterLevelSetResolution_DEPRECATED(50)
, CollisionObjectReductionPercentage_DEPRECATED(0.0f)
#endif
, bMassAsDensity(true)
, Mass(2500.0f)
, MinimumMassClamp(0.1f)
, bRemoveOnMaxSleep(false)
, MaximumSleepTime(5.0, 10.0)
, RemovalDuration(2.5, 5.0)
, EnableRemovePiecesOnFracture(false)
, GeometryCollection(new FGeometryCollection())
{
PersistentGuid = FGuid::NewGuid();
InvalidateCollection();
#if WITH_EDITOR
SimulationDataGuid = StateGuid;
bStripOnCook = GeometryCollectionAssetForceStripOnCook;
#endif
}
FGeometryCollectionLevelSetData::FGeometryCollectionLevelSetData()
: MinLevelSetResolution(5)
, MaxLevelSetResolution(10)
, MinClusterLevelSetResolution(25)
, MaxClusterLevelSetResolution(50)
{
}
FGeometryCollectionCollisionParticleData::FGeometryCollectionCollisionParticleData()
: CollisionParticlesFraction(1.0f)
, MaximumCollisionParticles(60)
{
}
FGeometryCollectionCollisionTypeData::FGeometryCollectionCollisionTypeData()
: CollisionType(ECollisionTypeEnum::Chaos_Volumetric)
, ImplicitType(EImplicitTypeEnum::Chaos_Implicit_Convex)
, LevelSet()
, CollisionParticles()
, CollisionObjectReductionPercentage(0.0f)
, CollisionMarginFraction(0.1)
{
}
FGeometryCollectionSizeSpecificData::FGeometryCollectionSizeSpecificData()
: MaxSize(99999.9)
, CollisionShapes({ FGeometryCollectionCollisionTypeData()})
#if WITH_EDITORONLY_DATA
, CollisionType_DEPRECATED(ECollisionTypeEnum::Chaos_Volumetric)
, ImplicitType_DEPRECATED(EImplicitTypeEnum::Chaos_Implicit_Convex)
, MinLevelSetResolution_DEPRECATED(5)
, MaxLevelSetResolution_DEPRECATED(10)
, MinClusterLevelSetResolution_DEPRECATED(25)
, MaxClusterLevelSetResolution_DEPRECATED(50)
, CollisionObjectReductionPercentage_DEPRECATED(0)
, CollisionParticlesFraction_DEPRECATED(1.f)
, MaximumCollisionParticles_DEPRECATED(60)
#endif
, DamageThreshold(5000.0)
{
}
bool FGeometryCollectionSizeSpecificData::Serialize(FArchive& Ar)
{
Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::GUID);
Ar.UsingCustomVersion(FPhysicsObjectVersion::GUID);
return false; //We only have this function to mark custom GUID. Still want serialize tagged properties
}
#if WITH_EDITORONLY_DATA
void FGeometryCollectionSizeSpecificData::PostSerialize(const FArchive& Ar)
{
const int32 PhysicsObjectVersion = Ar.CustomVer(FPhysicsObjectVersion::GUID);
const int32 StreamObjectVersion = Ar.CustomVer(FUE5MainStreamObjectVersion::GUID);
// make sure to load back the deprecated values in the new structure if necessary
// IMPORTANT : this was merge backed in UE4 and PhysicsObjectVersion had to be used,
// that's why we need to test both version to make sure backward asset compatibility is maintained
if (Ar.IsLoading() && (
StreamObjectVersion < FUE5MainStreamObjectVersion::GeometryCollectionUserDefinedCollisionShapes &&
PhysicsObjectVersion < FPhysicsObjectVersion::GeometryCollectionUserDefinedCollisionShapes
))
{
if (CollisionShapes.Num())
{
// @todo(chaos destruction collisions) : Add support for many
CollisionShapes[0].CollisionType = CollisionType_DEPRECATED;
CollisionShapes[0].ImplicitType = ImplicitType_DEPRECATED;
CollisionShapes[0].CollisionObjectReductionPercentage = CollisionObjectReductionPercentage_DEPRECATED;
CollisionShapes[0].CollisionMarginFraction = UPhysicsSettings::Get()->SolverOptions.CollisionMarginFraction;
CollisionShapes[0].CollisionParticles.CollisionParticlesFraction = CollisionParticlesFraction_DEPRECATED;
CollisionShapes[0].CollisionParticles.MaximumCollisionParticles = MaximumCollisionParticles_DEPRECATED;
CollisionShapes[0].LevelSet.MinLevelSetResolution = MinLevelSetResolution_DEPRECATED;
CollisionShapes[0].LevelSet.MaxLevelSetResolution = MaxLevelSetResolution_DEPRECATED;
CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = MinClusterLevelSetResolution_DEPRECATED;
CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = MaxClusterLevelSetResolution_DEPRECATED;
}
}
}
#endif
void FillSharedSimulationSizeSpecificData(FSharedSimulationSizeSpecificData& ToData, const FGeometryCollectionSizeSpecificData& FromData)
{
ToData.MaxSize = FromData.MaxSize;
ToData.CollisionShapesData.SetNumUninitialized(FromData.CollisionShapes.Num());
if (FromData.CollisionShapes.Num())
{
for (int i = 0; i < FromData.CollisionShapes.Num(); i++)
{
ToData.CollisionShapesData[i].CollisionType = FromData.CollisionShapes[i].CollisionType;
ToData.CollisionShapesData[i].ImplicitType = FromData.CollisionShapes[i].ImplicitType;
ToData.CollisionShapesData[i].LevelSetData.MinLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MinLevelSetResolution;
ToData.CollisionShapesData[i].LevelSetData.MaxLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MaxLevelSetResolution;
ToData.CollisionShapesData[i].LevelSetData.MinClusterLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MinClusterLevelSetResolution;
ToData.CollisionShapesData[i].LevelSetData.MaxClusterLevelSetResolution = FromData.CollisionShapes[i].LevelSet.MaxClusterLevelSetResolution;
ToData.CollisionShapesData[i].CollisionObjectReductionPercentage = FromData.CollisionShapes[i].CollisionObjectReductionPercentage;
ToData.CollisionShapesData[i].CollisionMarginFraction = FromData.CollisionShapes[i].CollisionMarginFraction;
ToData.CollisionShapesData[i].CollisionParticleData.CollisionParticlesFraction = FromData.CollisionShapes[i].CollisionParticles.CollisionParticlesFraction;
ToData.CollisionShapesData[i].CollisionParticleData.MaximumCollisionParticles = FromData.CollisionShapes[i].CollisionParticles.MaximumCollisionParticles;
}
}
ToData.DamageThreshold = FromData.DamageThreshold;
}
FGeometryCollectionSizeSpecificData UGeometryCollection::GeometryCollectionSizeSpecificDataDefaults()
{
FGeometryCollectionSizeSpecificData Data;
Data.MaxSize = 99999.9;
if (Data.CollisionShapes.Num())
{
Data.CollisionShapes[0].CollisionType = ECollisionTypeEnum::Chaos_Volumetric;
Data.CollisionShapes[0].ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Capsule;
Data.CollisionShapes[0].LevelSet.MinLevelSetResolution = 5;
Data.CollisionShapes[0].LevelSet.MaxLevelSetResolution = 10;
Data.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = 25;
Data.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = 50;
Data.CollisionShapes[0].CollisionObjectReductionPercentage = 1.0;
Data.CollisionShapes[0].CollisionMarginFraction = UPhysicsSettings::Get()->SolverOptions.CollisionMarginFraction;
Data.CollisionShapes[0].CollisionParticles.CollisionParticlesFraction = 1.0;
Data.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles = 60;
}
Data.DamageThreshold = 5000.0f;
return Data;
}
void UGeometryCollection::ValidateSizeSpecificDataDefaults()
{
auto HasDefault = [](const TArray<FGeometryCollectionSizeSpecificData>& DatasIn)
{
for (const FGeometryCollectionSizeSpecificData& Data : DatasIn)
{
if (Data.MaxSize >= 99999.9)
{
return true;
}
}
return false;
};
if (!SizeSpecificData.Num() || !HasDefault(SizeSpecificData))
{
FGeometryCollectionSizeSpecificData Data = GeometryCollectionSizeSpecificDataDefaults();
if (Data.CollisionShapes.Num())
{
#if WITH_EDITORONLY_DATA
Data.CollisionShapes[0].CollisionType = CollisionType_DEPRECATED;
Data.CollisionShapes[0].ImplicitType = ImplicitType_DEPRECATED;
Data.CollisionShapes[0].LevelSet.MinLevelSetResolution = MinLevelSetResolution_DEPRECATED;
Data.CollisionShapes[0].LevelSet.MaxLevelSetResolution = MaxLevelSetResolution_DEPRECATED;
Data.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = MinClusterLevelSetResolution_DEPRECATED;
Data.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = MaxClusterLevelSetResolution_DEPRECATED;
Data.CollisionShapes[0].CollisionObjectReductionPercentage = CollisionObjectReductionPercentage_DEPRECATED;
Data.CollisionShapes[0].CollisionMarginFraction = UPhysicsSettings::Get()->SolverOptions.CollisionMarginFraction;
#endif
if (Data.CollisionShapes[0].ImplicitType == EImplicitTypeEnum::Chaos_Implicit_LevelSet)
{
Data.CollisionShapes[0].CollisionType = ECollisionTypeEnum::Chaos_Surface_Volumetric;
}
}
SizeSpecificData.Add(Data);
}
check(SizeSpecificData.Num());
}
void UGeometryCollection::UpdateConvexGeometry()
{
#if WITH_EDITOR
if (GeometryCollection)
{
FGeometryCollectionConvexPropertiesInterface::FConvexCreationProperties ConvexProperties = GeometryCollection->GetConvexProperties();
FGeometryCollectionConvexUtility::CreateNonOverlappingConvexHullData(GeometryCollection.Get(), ConvexProperties.FractionRemove, ConvexProperties.SimplificationThreshold, ConvexProperties.CanExceedFraction);
InvalidateCollection();
}
#endif
}
float KgCm3ToKgM3(float Density)
{
return Density * 1000000;
}
float KgM3ToKgCm3(float Density)
{
return Density / 1000000;
}
void UGeometryCollection::GetSharedSimulationParams(FSharedSimulationParameters& OutParams) const
{
const FGeometryCollectionSizeSpecificData& SizeSpecificDefault = GetDefaultSizeSpecificData();
OutParams.bMassAsDensity = bMassAsDensity;
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
OutParams.MinimumMassClamp = MinimumMassClamp;
FGeometryCollectionSizeSpecificData InfSize;
if (SizeSpecificDefault.CollisionShapes.Num())
{
InfSize.CollisionShapes.SetNum(1); // @todo(chaos destruction collisions) : Add support for multiple shapes.
OutParams.MaximumCollisionParticleCount = SizeSpecificDefault.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles;
ECollisionTypeEnum SelectedCollisionType = SizeSpecificDefault.CollisionShapes[0].CollisionType;
if (SelectedCollisionType == ECollisionTypeEnum::Chaos_Volumetric && SizeSpecificDefault.CollisionShapes[0].ImplicitType == EImplicitTypeEnum::Chaos_Implicit_LevelSet)
{
UE_LOG(LogGeometryCollectionInternal, Verbose, TEXT("LevelSet geometry selected but non-particle collisions selected. Forcing particle-implicit collisions for %s"), *GetPathName());
SelectedCollisionType = ECollisionTypeEnum::Chaos_Surface_Volumetric;
}
InfSize.CollisionShapes[0].CollisionType = SelectedCollisionType;
InfSize.CollisionShapes[0].ImplicitType = SizeSpecificDefault.CollisionShapes[0].ImplicitType;
InfSize.CollisionShapes[0].LevelSet.MinLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MinLevelSetResolution;
InfSize.CollisionShapes[0].LevelSet.MaxLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MaxLevelSetResolution;
InfSize.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MinClusterLevelSetResolution;
InfSize.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution = SizeSpecificDefault.CollisionShapes[0].LevelSet.MaxClusterLevelSetResolution;
InfSize.CollisionShapes[0].CollisionObjectReductionPercentage = SizeSpecificDefault.CollisionShapes[0].CollisionObjectReductionPercentage;
InfSize.CollisionShapes[0].CollisionMarginFraction = SizeSpecificDefault.CollisionShapes[0].CollisionMarginFraction;
InfSize.CollisionShapes[0].CollisionParticles.CollisionParticlesFraction = SizeSpecificDefault.CollisionShapes[0].CollisionParticles.CollisionParticlesFraction;
InfSize.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles = SizeSpecificDefault.CollisionShapes[0].CollisionParticles.MaximumCollisionParticles;
}
InfSize.MaxSize = 99999.9;
OutParams.SizeSpecificData.SetNum(SizeSpecificData.Num() + 1);
FillSharedSimulationSizeSpecificData(OutParams.SizeSpecificData[0], InfSize);
for (int32 Idx = 0; Idx < SizeSpecificData.Num(); ++Idx)
{
FillSharedSimulationSizeSpecificData(OutParams.SizeSpecificData[Idx+1], SizeSpecificData[Idx]);
}
if (EnableRemovePiecesOnFracture)
{
FixupRemoveOnFractureMaterials(OutParams);
}
OutParams.SizeSpecificData.Sort(); //can we do this at editor time on post edit change?
}
void UGeometryCollection::FixupRemoveOnFractureMaterials(FSharedSimulationParameters& SharedParms) const
{
// Match RemoveOnFracture materials with materials in model and record the material indices
int32 NumMaterials = Materials.Num();
for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; MaterialIndex++)
{
UMaterialInterface* MaterialInfo = Materials[MaterialIndex];
for (int32 ROFMaterialIndex = 0; ROFMaterialIndex < RemoveOnFractureMaterials.Num(); ROFMaterialIndex++)
{
if (MaterialInfo == RemoveOnFractureMaterials[ROFMaterialIndex])
{
SharedParms.RemoveOnFractureIndices.Add(MaterialIndex);
break;
}
}
}
}
void UGeometryCollection::Reset()
{
if (GeometryCollection.IsValid())
{
Modify();
GeometryCollection->Empty();
Materials.Empty();
EmbeddedGeometryExemplar.Empty();
InvalidateCollection();
}
}
/** AppendGeometry */
int32 UGeometryCollection::AppendGeometry(const UGeometryCollection & Element, bool ReindexAllMaterials, const FTransform& TransformRoot)
{
Modify();
InvalidateCollection();
// add all materials
// if there are none, we assume all material assignments in Element are shared by this GeometryCollection
// otherwise, we assume all assignments come from the contained materials
int32 MaterialIDOffset = 0;
if (Element.Materials.Num() > 0)
{
MaterialIDOffset = Materials.Num();
Materials.Append(Element.Materials);
}
return GeometryCollection->AppendGeometry(*Element.GetGeometryCollection(), MaterialIDOffset, ReindexAllMaterials, TransformRoot);
}
/** NumElements */
int32 UGeometryCollection::NumElements(const FName & Group) const
{
return GeometryCollection->NumElements(Group);
}
/** RemoveElements */
void UGeometryCollection::RemoveElements(const FName & Group, const TArray<int32>& SortedDeletionList)
{
Modify();
GeometryCollection->RemoveElements(Group, SortedDeletionList);
InvalidateCollection();
}
int UGeometryCollection::GetDefaultSizeSpecificDataIndex() const
{
int LargestIndex = INDEX_NONE;
float MaxSize = TNumericLimits<float>::Lowest();
for (int i = 0; i < SizeSpecificData.Num(); i++)
{
const float SizeSpecificDataMaxSize = SizeSpecificData[i].MaxSize;
if (MaxSize < SizeSpecificDataMaxSize)
{
MaxSize = SizeSpecificDataMaxSize;
LargestIndex = i;
}
}
check(LargestIndex != INDEX_NONE && LargestIndex < SizeSpecificData.Num());
return LargestIndex;
}
/** Size Specific Data Access */
FGeometryCollectionSizeSpecificData& UGeometryCollection::GetDefaultSizeSpecificData()
{
if (!SizeSpecificData.Num())
{
SizeSpecificData.Add(GeometryCollectionSizeSpecificDataDefaults());
}
const int DefaultSizeIndex = GetDefaultSizeSpecificDataIndex();
return SizeSpecificData[DefaultSizeIndex];
}
const FGeometryCollectionSizeSpecificData& UGeometryCollection::GetDefaultSizeSpecificData() const
{
ensure(SizeSpecificData.Num());
const int DefaultSizeIndex = GetDefaultSizeSpecificDataIndex();
return SizeSpecificData[DefaultSizeIndex];
}
/** ReindexMaterialSections */
void UGeometryCollection::ReindexMaterialSections()
{
Modify();
GeometryCollection->ReindexMaterials();
InvalidateCollection();
}
void UGeometryCollection::InitializeMaterials()
{
Modify();
// Last Material is the selection one
UMaterialInterface* BoneSelectedMaterial = LoadObject<UMaterialInterface>(nullptr, GetSelectedMaterialPath(), nullptr, LOAD_None, nullptr);
TManagedArray<int32>& MaterialID = GeometryCollection->MaterialID;
// normally we filter out instances of the selection material ID, but if it's actually used on any face we have to keep it
bool bBoneSelectedMaterialIsUsed = false;
for (int32 FaceIdx = 0; FaceIdx < MaterialID.Num(); ++FaceIdx)
{
int32 FaceMaterialID = MaterialID[FaceIdx];
if (FaceMaterialID < Materials.Num() && Materials[FaceMaterialID] == BoneSelectedMaterial)
{
bBoneSelectedMaterialIsUsed = true;
break;
}
}
// We're assuming that all materials are arranged in pairs, so first we collect these.
using FMaterialPair = TPair<UMaterialInterface*, UMaterialInterface*>;
TSet<FMaterialPair> MaterialSet;
for (int32 MaterialIndex = 0; MaterialIndex < Materials.Num(); ++MaterialIndex)
{
UMaterialInterface* ExteriorMaterial = Materials[MaterialIndex];
if (ExteriorMaterial == BoneSelectedMaterial && !bBoneSelectedMaterialIsUsed) // skip unused bone selected material
{
continue;
}
// If we have an odd number of materials, the last material duplicates itself.
UMaterialInterface* InteriorMaterial = Materials[MaterialIndex];
while (++MaterialIndex < Materials.Num())
{
if (Materials[MaterialIndex] == BoneSelectedMaterial && !bBoneSelectedMaterialIsUsed) // skip bone selected material
{
continue;
}
InteriorMaterial = Materials[MaterialIndex];
break;
}
MaterialSet.Add(FMaterialPair(ExteriorMaterial, InteriorMaterial));
}
// create the final material array only containing unique materials
// alternating exterior and interior materials
TMap<UMaterialInterface*, int32> ExteriorMaterialPtrToArrayIndex;
TMap<UMaterialInterface*, int32> InteriorMaterialPtrToArrayIndex;
TArray<UMaterialInterface*> FinalMaterials;
for (const FMaterialPair& Curr : MaterialSet)
{
// Add base material
TTuple< UMaterialInterface*, int32> BaseTuple(Curr.Key, FinalMaterials.Add(Curr.Key));
ExteriorMaterialPtrToArrayIndex.Add(BaseTuple);
// Add interior material
TTuple< UMaterialInterface*, int32> InteriorTuple(Curr.Value, FinalMaterials.Add(Curr.Value));
InteriorMaterialPtrToArrayIndex.Add(InteriorTuple);
}
// Reassign material ID for each face given the new consolidated array of materials
for (int32 Material = 0; Material < MaterialID.Num(); ++Material)
{
if (MaterialID[Material] < Materials.Num())
{
UMaterialInterface* OldMaterialPtr = Materials[MaterialID[Material]];
if (MaterialID[Material] % 2 == 0)
{
MaterialID[Material] = *ExteriorMaterialPtrToArrayIndex.Find(OldMaterialPtr);
}
else
{
MaterialID[Material] = *InteriorMaterialPtrToArrayIndex.Find(OldMaterialPtr);
}
}
}
// Set new material array on the collection
Materials = FinalMaterials;
// Last Material is the selection one
BoneSelectedMaterialIndex = Materials.Add(BoneSelectedMaterial);
GeometryCollection->ReindexMaterials();
InvalidateCollection();
}
/** Returns true if there is anything to render */
bool UGeometryCollection::HasVisibleGeometry() const
{
if(ensureMsgf(GeometryCollection.IsValid(), TEXT("Geometry Collection %s has an invalid internal collection")))
{
return ( (EnableNanite && NaniteData) || GeometryCollection->HasVisibleGeometry());
}
return false;
}
struct FPackedHierarchyNode_Old
{
FSphere LODBounds[64];
FSphere Bounds[64];
struct
{
uint32 MinLODError_MaxParentLODError;
uint32 ChildStartReference;
uint32 ResourcePageIndex_NumPages_GroupPartSize;
} Misc[64];
};
FArchive& operator<<(FArchive& Ar, FPackedHierarchyNode_Old& Node)
{
for (uint32 i = 0; i < 64; i++)
{
Ar << Node.LODBounds[i];
Ar << Node.Bounds[i];
Ar << Node.Misc[i].MinLODError_MaxParentLODError;
Ar << Node.Misc[i].ChildStartReference;
Ar << Node.Misc[i].ResourcePageIndex_NumPages_GroupPartSize;
}
return Ar;
}
struct FPageStreamingState_Old
{
uint32 BulkOffset;
uint32 BulkSize;
uint32 PageUncompressedSize;
uint32 DependenciesStart;
uint32 DependenciesNum;
};
FArchive& operator<<(FArchive& Ar, FPageStreamingState_Old& PageStreamingState)
{
Ar << PageStreamingState.BulkOffset;
Ar << PageStreamingState.BulkSize;
Ar << PageStreamingState.PageUncompressedSize;
Ar << PageStreamingState.DependenciesStart;
Ar << PageStreamingState.DependenciesNum;
return Ar;
}
// Parse old Nanite data and throw it away. We need this to not crash when parsing old files.
static void SerializeOldNaniteData(FArchive& Ar, UGeometryCollection* Owner)
{
check(Ar.IsLoading());
int32 NumNaniteResources = 0;
Ar << NumNaniteResources;
for (int32 i = 0; i < NumNaniteResources; ++i)
{
FStripDataFlags StripFlags(Ar, 0);
if (!StripFlags.IsDataStrippedForServer())
{
bool bLZCompressed;
TArray< uint8 > RootClusterPage;
FByteBulkData StreamableClusterPages;
TArray< uint16 > ImposterAtlas;
TArray< FPackedHierarchyNode_Old > HierarchyNodes;
TArray< FPageStreamingState_Old > PageStreamingStates;
TArray< uint32 > PageDependencies;
Ar << bLZCompressed;
Ar << RootClusterPage;
StreamableClusterPages.Serialize(Ar, Owner, 0);
Ar << PageStreamingStates;
Ar << HierarchyNodes;
Ar << PageDependencies;
Ar << ImposterAtlas;
}
}
}
/** Serialize */
void UGeometryCollection::Serialize(FArchive& Ar)
{
bool bCreateSimulationData = false;
Ar.UsingCustomVersion(FDestructionObjectVersion::GUID);
Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::GUID);
Chaos::FChaosArchive ChaosAr(Ar);
// The Geometry Collection we will be archiving. This may be replaced with a transient, stripped back Geometry Collection if we are cooking.
TSharedPtr<FGeometryCollection, ESPMode::ThreadSafe> ArchiveGeometryCollection = GeometryCollection;
bool bIsCookedOrCooking = Ar.IsCooking();
if (bIsCookedOrCooking && Ar.IsSaving())
{
#if WITH_EDITOR
if (bStripOnCook && EnableNanite && NaniteData)
{
// If this is a cooked archive, we strip unnecessary data from the Geometry Collection to keep the memory footprint as small as possible.
ArchiveGeometryCollection = GenerateMinimalGeometryCollection();
}
#endif
}
#if WITH_EDITOR
//Early versions did not have tagged properties serialize first
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::GeometryCollectionInDDC)
{
if (Ar.IsLoading())
{
GeometryCollection->Serialize(ChaosAr);
}
else
{
ArchiveGeometryCollection->Serialize(ChaosAr);
}
}
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::AddedTimestampedGeometryComponentCache)
{
if (Ar.IsLoading())
{
// Strip old recorded cache data
int32 DummyNumFrames;
TArray<TArray<FTransform>> DummyTransforms;
Ar << DummyNumFrames;
DummyTransforms.SetNum(DummyNumFrames);
for (int32 Index = 0; Index < DummyNumFrames; ++Index)
{
Ar << DummyTransforms[Index];
}
}
}
else
#endif
{
// Push up the chain to hit tagged properties too
// This should have always been in here but because we have saved assets
// from before this line was here it has to be gated
Super::Serialize(Ar);
}
if (!SizeSpecificData.Num())
{
ValidateSizeSpecificDataDefaults();
}
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::DensityUnitsChanged)
{
if (bMassAsDensity)
{
Mass = KgCm3ToKgM3(Mass);
}
}
if (Ar.CustomVer(FDestructionObjectVersion::GUID) >= FDestructionObjectVersion::GeometryCollectionInDDC)
{
Ar << bIsCookedOrCooking;
}
//new versions serialize geometry collection after tagged properties
if (Ar.CustomVer(FDestructionObjectVersion::GUID) >= FDestructionObjectVersion::GeometryCollectionInDDCAndAsset)
{
#if WITH_EDITOR
if (Ar.IsSaving() && !Ar.IsTransacting())
{
CreateSimulationDataImp(/*bCopyFromDDC=*/false); //make sure content is built before saving
}
#endif
if (Ar.IsLoading())
{
GeometryCollection->Serialize(ChaosAr);
}
else
{
ArchiveGeometryCollection->Serialize(ChaosAr);
}
// Fix up the type change for implicits here, previously they were unique ptrs, now they're shared
TManagedArray<TUniquePtr<Chaos::FImplicitObject>>* OldAttr = ArchiveGeometryCollection->FindAttributeTyped<TUniquePtr<Chaos::FImplicitObject>>(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
TManagedArray<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>* NewAttr = ArchiveGeometryCollection->FindAttributeTyped<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>(FGeometryDynamicCollection::SharedImplicitsAttribute, FTransformCollection::TransformGroup);
if (OldAttr)
{
if (!NewAttr)
{
NewAttr = &ArchiveGeometryCollection->AddAttribute<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>(FGeometryDynamicCollection::SharedImplicitsAttribute, FTransformCollection::TransformGroup);
const int32 NumElems = GeometryCollection->NumElements(FTransformCollection::TransformGroup);
for (int32 Index = 0; Index < NumElems; ++Index)
{
(*NewAttr)[Index] = TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>((*OldAttr)[Index].Release());
}
}
ArchiveGeometryCollection->RemoveAttribute(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
}
}
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::GroupAndAttributeNameRemapping)
{
ArchiveGeometryCollection->UpdateOldAttributeNames();
InvalidateCollection();
bCreateSimulationData = true;
}
if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) == FUE5MainStreamObjectVersion::GeometryCollectionNaniteData ||
(Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) >= FUE5MainStreamObjectVersion::GeometryCollectionNaniteCooked &&
Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::GeometryCollectionNaniteTransient))
{
// This legacy version serialized structure information into archive, but the data is transient.
// Just load it and throw away here, it will be rebuilt later and resaved past this point.
SerializeOldNaniteData(ChaosAr, this);
}
if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) >= FUE5MainStreamObjectVersion::GeometryCollectionNaniteTransient)
{
bool bCooked = Ar.IsCooking();
Ar << bCooked;
if (bCooked)
{
if (NaniteData == nullptr)
{
NaniteData = MakeUnique<FGeometryCollectionNaniteData>();
}
NaniteData->Serialize(ChaosAr, this);
}
}
#if WITH_EDITORONLY_DATA
if (bCreateSimulationData)
{
CreateSimulationData();
}
//for all versions loaded, make sure sim data is up to date
if (Ar.IsLoading())
{
EnsureDataIsCooked(); //make sure loaded content is built
}
#endif
}
const TCHAR* UGeometryCollection::GetSelectedMaterialPath()
{
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);
}
}
}
void UGeometryCollection::CreateSimulationData()
{
CreateSimulationDataImp(/*bCopyFromDDC=*/false);
SimulationDataGuid = StateGuid;
}
TUniquePtr<FGeometryCollectionNaniteData> UGeometryCollection::CreateNaniteData(FGeometryCollection* Collection)
{
TUniquePtr<FGeometryCollectionNaniteData> NaniteData;
TRACE_CPUPROFILER_EVENT_SCOPE(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<FVector3f>& VertexArray = Collection->Vertex;
const TManagedArray<TArray<FVector2f>>& UVsArray = Collection->UVs;
const TManagedArray<FLinearColor>& ColorArray = Collection->Color;
const TManagedArray<FVector3f>& TangentUArray = Collection->TangentU;
const TManagedArray<FVector3f>& TangentVArray = Collection->TangentV;
const TManagedArray<FVector3f>& 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 = Collection->NumUVLayers();
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 = FVector3f::ZeroVector;
Vertex.TangentY = FVector3f::ZeroVector;
Vertex.TangentZ = NormalArray[VertexStart + VertexIndex];
for (int32 UVIdx = 0; UVIdx < UVsArray[VertexStart + VertexIndex].Num(); ++UVIdx)
{
Vertex.UVs[UVIdx] = UVsArray[VertexStart + VertexIndex][UVIdx];
if (Vertex.UVs[UVIdx].ContainsNaN())
{
Vertex.UVs[UVIdx] = FVector2f::ZeroVector;
}
}
}
const int32 FaceStart = FaceStartArray[GeometryGroupIndex];
const int32 FaceCount = FaceCountArray[GeometryGroupIndex];
// TODO: Respect multiple materials like in FGeometryCollectionConversion::AppendStaticMesh
int32 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;
}
FIntVector FaceIndices = IndicesArray[FaceStart + FaceIndex];
FaceIndices = FaceIndices + FIntVector( DestVertexStart - VertexStart );
// Remove degenerates
if( BuildVertices[ FaceIndices[0] ].Position == BuildVertices[ FaceIndices[1] ].Position ||
BuildVertices[ FaceIndices[1] ].Position == BuildVertices[ FaceIndices[2] ].Position ||
BuildVertices[ FaceIndices[2] ].Position == BuildVertices[ FaceIndices[0] ].Position )
{
continue;
}
BuildIndices.Add(FaceIndices.X);
BuildIndices.Add(FaceIndices.Y);
BuildIndices.Add(FaceIndices.Z);
const int32 MaterialIndex = MaterialIDArray[FaceStart + FaceIndex];
MaterialIndices.Add(MaterialIndex);
}
MeshTriangleCounts[GeometryGroupIndex] = MaterialIndices.Num() - DestFaceStart;
}
FMeshNaniteSettings NaniteSettings = {};
NaniteSettings.bEnabled = true;
NaniteSettings.TargetMinimumResidencyInKB = 0; // Default to smallest possible, which is a single page
NaniteSettings.KeepPercentTriangles = 1.0f;
NaniteSettings.TrimRelativeError = 0.0f;
NaniteSettings.FallbackPercentTriangles = 1.0f; // 100% - no reduction
NaniteSettings.FallbackRelativeError = 0.0f;
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;
}
TSharedPtr<FGeometryCollection, ESPMode::ThreadSafe> UGeometryCollection::GenerateMinimalGeometryCollection() const
{
TMap<FName, TSet<FName>> SkipList;
static TSet<FName> GeometryGroups{ FGeometryCollection::GeometryGroup, FGeometryCollection::VerticesGroup, FGeometryCollection::FacesGroup };
if (bStripOnCook)
{
// Remove all geometry
//static TSet<FName> GeometryGroups{ FGeometryCollection::GeometryGroup, FGeometryCollection::VerticesGroup, FGeometryCollection::FacesGroup, FGeometryCollection::MaterialGroup };
for (const FName& GeometryGroup : GeometryGroups)
{
TSet<FName>& SkipAttributes = SkipList.Add(GeometryGroup);
SkipAttributes.Append(GeometryCollection->AttributeNames(GeometryGroup));
}
}
TSharedPtr<FGeometryCollection, ESPMode::ThreadSafe> DuplicateGeometryCollection(new FGeometryCollection());
DuplicateGeometryCollection->AddAttribute<bool>(FGeometryCollection::SimulatableParticlesAttribute, FTransformCollection::TransformGroup);
DuplicateGeometryCollection->AddAttribute<FVector3f>("InertiaTensor", FGeometryCollection::TransformGroup);
DuplicateGeometryCollection->AddAttribute<float>("Mass", FGeometryCollection::TransformGroup);
DuplicateGeometryCollection->AddAttribute<FTransform>("MassToLocal", FGeometryCollection::TransformGroup);
DuplicateGeometryCollection->AddAttribute<FGeometryDynamicCollection::FSharedImplicit>(
FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
DuplicateGeometryCollection->CopyMatchingAttributesFrom(*GeometryCollection, &SkipList);
// If we've removed all geometry, we need to make sure any references to that geometry are removed.
// We also need to resize geometry groups to ensure that they are empty.
if (bStripOnCook)
{
TManagedArray<int32>& TransformToGeometryIndex = DuplicateGeometryCollection->GetAttribute<int32>("TransformToGeometryIndex", FTransformCollection::TransformGroup);
//
// Copy the bounds to the TransformGroup.
// @todo(nanite.bounds) : Rely on Nanite bounds in the component instead and dont copy here
//
if (!DuplicateGeometryCollection->HasAttribute("BoundingBox", "Transform"))
{
DuplicateGeometryCollection->AddAttribute<FBox>("BoundingBox", "Transform");
}
if (!DuplicateGeometryCollection->HasAttribute("NaniteIndex", "Transform"))
{
DuplicateGeometryCollection->AddAttribute<FBox>("NaniteIndex", "Transform");
}
int32 NumTransforms = GeometryCollection->NumElements(FGeometryCollection::TransformGroup);
TManagedArray<int32>& NaniteIndex = DuplicateGeometryCollection->GetAttribute<int32>("NaniteIndex", "Transform");
TManagedArray<FBox>& TransformBounds = DuplicateGeometryCollection->GetAttribute<FBox>("BoundingBox", "Transform");
TManagedArray<FBox>& GeometryBounds = GeometryCollection->GetAttribute<FBox>("BoundingBox", "Geometry");
NaniteIndex.Fill(INDEX_NONE);
for (int TransformIndex = 0; TransformIndex < NumTransforms; TransformIndex++)
{
NaniteIndex[TransformIndex] = TransformToGeometryIndex[TransformIndex];
int32 GeometryIndex = TransformToGeometryIndex[TransformIndex];
if (GeometryIndex != INDEX_NONE)
{
TransformBounds[TransformIndex] = GeometryBounds[GeometryIndex];
}
else
{
TransformBounds[TransformIndex].Init();
}
}
//
// Clear the geometry and the transforms connection to it.
//
//TransformToGeometryIndex.Fill(INDEX_NONE);
for (const FName& GeometryGroup : GeometryGroups)
{
DuplicateGeometryCollection->EmptyGroup(GeometryGroup);
}
}
return DuplicateGeometryCollection;
}
#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
int32 UGeometryCollection::AttachEmbeddedGeometryExemplar(const UStaticMesh* Exemplar)
{
FSoftObjectPath NewExemplarPath(Exemplar);
// Check first if the exemplar is already attached
for (int32 ExemplarIndex = 0; ExemplarIndex < EmbeddedGeometryExemplar.Num(); ++ExemplarIndex)
{
if (NewExemplarPath == EmbeddedGeometryExemplar[ExemplarIndex].StaticMeshExemplar)
{
return ExemplarIndex;
}
}
return EmbeddedGeometryExemplar.Emplace( NewExemplarPath );
}
void UGeometryCollection::RemoveExemplars(const TArray<int32>& SortedRemovalIndices)
{
if (SortedRemovalIndices.Num() > 0)
{
for (int32 Index = SortedRemovalIndices.Num() - 1; Index >= 0; --Index)
{
EmbeddedGeometryExemplar.RemoveAt(Index);
}
}
}
FGuid UGeometryCollection::GetIdGuid() const
{
return PersistentGuid;
}
FGuid UGeometryCollection::GetStateGuid() const
{
return StateGuid;
}
#if WITH_EDITOR
void UGeometryCollection::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
if (PropertyChangedEvent.Property)
{
FName PropertyName = PropertyChangedEvent.Property->GetFName();
bool bDoInvalidateCollection = false;
bool bDoEnsureDataIsCooked = false;
bool bValidateSizeSpecificDataDefaults = false;
bool bDoUpdateConvexGeometry = false;
bool bRebuildSimulationData = false;
if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, EnableNanite))
{
bDoInvalidateCollection = true;
bDoEnsureDataIsCooked = true;
}
else if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, bUseFullPrecisionUVs))
{
bDoInvalidateCollection = true;
}
else if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, SizeSpecificData))
{
bDoInvalidateCollection = true;
bDoUpdateConvexGeometry = true;
bValidateSizeSpecificDataDefaults = true;
bRebuildSimulationData = true;
}
else if (PropertyName.ToString().Contains(FString("ImplicitType")))
//SizeSpecificData.Num() && SizeSpecificData[0].CollisionShapes.Num() &&
// PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, SizeSpecificData[0].CollisionShapes[0].ImplicitType))
{
bDoInvalidateCollection = true;
bDoUpdateConvexGeometry = true;
bRebuildSimulationData = true;
}
else if (PropertyChangedEvent.Property->GetFName() != GET_MEMBER_NAME_CHECKED(UGeometryCollection, Materials))
{
bDoInvalidateCollection = true;
bRebuildSimulationData = true;
}
if (bDoInvalidateCollection)
{
InvalidateCollection();
}
if (bValidateSizeSpecificDataDefaults)
{
ValidateSizeSpecificDataDefaults();
}
if (bDoUpdateConvexGeometry)
{
UpdateConvexGeometry();
}
if (bDoEnsureDataIsCooked)
{
EnsureDataIsCooked();
}
if (bRebuildSimulationData)
{
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(bool bInitResources)
{
if (StateGuid != LastBuiltGuid)
{
CreateSimulationDataImp(/*bCopyFromDDC=*/ true);
if (FApp::CanEverRender() && bInitResources)
{
// If there is no geometry in the collection, we leave Nanite data alone.
if (GeometryCollection->NumElements(FGeometryCollection::GeometryGroup) > 0)
{
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()
{
ReleaseResources();
}
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, true);
}
else if (Ar.IsLoading())
{
NaniteResource.Serialize(Ar, Owner, true);
if (!Owner->EnableNanite)
{
NaniteResource = {};
}
}
}
void FGeometryCollectionNaniteData::InitResources(UGeometryCollection* Owner)
{
if (bIsInitialized)
{
ReleaseResources();
}
NaniteResource.InitResources(Owner);
bIsInitialized = true;
}
void FGeometryCollectionNaniteData::ReleaseResources()
{
if (!bIsInitialized)
{
return;
}
if (NaniteResource.ReleaseResources())
{
// HACK: Make sure the renderer is done processing the command, and done using NaniteResource, before we continue.
// This code could really use a refactor.
FRenderCommandFence Fence;
Fence.BeginFence();
Fence.Wait();
}
bIsInitialized = false;
}