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UnrealEngineUWP/Engine/Source/Developer/MeshUtilities/Private/MeshCardRepresentationUtilities.cpp
daniel wright 64d93669a5 Fixed crash cooking when project does not have r.GenerateMeshDistanceFields enabled
#ROBOMERGE-SOURCE: CL 15788010 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15790801 by daniel wright in ue5-main branch]
2021-03-23 22:43:50 -04:00

537 lines
17 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MeshUtilities.h"
#include "MeshUtilitiesPrivate.h"
#include "Components/StaticMeshComponent.h"
#include "Engine/StaticMesh.h"
#include "Materials/Material.h"
#include "RawMesh.h"
#include "StaticMeshResources.h"
#include "MeshCardRepresentation.h"
#include "DistanceFieldAtlas.h"
#include "MeshRepresentationCommon.h"
class FGenerateCardMeshContext
{
public:
const FString& MeshName;
RTCScene FullMeshEmbreeScene;
RTCDevice EmbreeDevice;
FCardRepresentationData& OutData;
FGenerateCardMeshContext(const FString& InMeshName, RTCScene InEmbreeScene, RTCDevice InEmbreeDevice, FCardRepresentationData& InOutData) :
MeshName(InMeshName),
FullMeshEmbreeScene(InEmbreeScene),
EmbreeDevice(InEmbreeDevice),
OutData(InOutData)
{}
};
class FPlacedCard
{
public:
int32 SliceMin;
int32 SliceMax;
float NearPlane;
float FarPlane;
FBox Bounds;
int32 NumHits;
};
#if USE_EMBREE
bool IsSurfacePointInsideMesh(const RTCScene& FullMeshEmbreeScene, FVector SurfacePoint, FVector SurfaceNormal, const TArray<FVector4>& RayDirectionsOverHemisphere)
{
uint32 NumHits = 0;
uint32 NumBackFaceHits = 0;
const FMatrix SurfaceBasis = MeshRepresentation::GetTangentBasisFrisvad(SurfaceNormal);
for (int32 SampleIndex = 0; SampleIndex < RayDirectionsOverHemisphere.Num(); ++SampleIndex)
{
FVector RayDirection = SurfaceBasis.TransformVector(RayDirectionsOverHemisphere[SampleIndex]);
FEmbreeRay EmbreeRay;
EmbreeRay.ray.org_x = SurfacePoint.X;
EmbreeRay.ray.org_y = SurfacePoint.Y;
EmbreeRay.ray.org_z = SurfacePoint.Z;
EmbreeRay.ray.dir_x = RayDirection.X;
EmbreeRay.ray.dir_y = RayDirection.Y;
EmbreeRay.ray.dir_z = RayDirection.Z;
EmbreeRay.ray.tnear = 0.1f;
EmbreeRay.ray.tfar = FLT_MAX;
FEmbreeIntersectionContext EmbreeContext;
rtcInitIntersectContext(&EmbreeContext);
rtcIntersect1(FullMeshEmbreeScene, &EmbreeContext, &EmbreeRay);
if (EmbreeRay.hit.geomID != RTC_INVALID_GEOMETRY_ID && EmbreeRay.hit.primID != RTC_INVALID_GEOMETRY_ID)
{
++NumHits;
if (FVector::DotProduct(RayDirection, EmbreeRay.GetHitNormal()) > 0.0f && !EmbreeContext.IsHitTwoSided())
{
++NumBackFaceHits;
}
}
}
if (NumHits > 0 && NumBackFaceHits > RayDirectionsOverHemisphere.Num() * 0.4f)
{
return true;
}
return false;
}
struct FSurfacePoint
{
float MinT;
float HitT;
};
int32 UpdatePlacedCards(TArray<FPlacedCard, TInlineAllocator<16>>& PlacedCards,
FVector RayOriginFrame,
FVector RayDirection,
FVector HeighfieldStepX,
FVector HeighfieldStepY,
FIntPoint HeighfieldSize,
int32 MeshSliceNum,
float MaxRayT,
int32 MinCardHits,
FVector VoxelExtent,
const TArray<TArray<FSurfacePoint, TInlineAllocator<16>>>& HeightfieldLayers)
{
for (int32 PlacedCardIndex = 0; PlacedCardIndex < PlacedCards.Num(); ++PlacedCardIndex)
{
FPlacedCard& PlacedCard = PlacedCards[PlacedCardIndex];
PlacedCard.NearPlane = PlacedCard.SliceMin / float(MeshSliceNum) * MaxRayT;
PlacedCard.FarPlane = (PlacedCard.SliceMax / float(MeshSliceNum)) * MaxRayT;
PlacedCard.Bounds.Init();
PlacedCard.NumHits = 0;
}
for (int32 HeighfieldY = 0; HeighfieldY < HeighfieldSize.Y; ++HeighfieldY)
{
for (int32 HeighfieldX = 0; HeighfieldX < HeighfieldSize.X; ++HeighfieldX)
{
const int32 HeightfieldLinearIndex = HeighfieldX + HeighfieldY * HeighfieldSize.X;
FVector RayOrigin = RayOriginFrame;
RayOrigin += (HeighfieldX + 0.5f) * HeighfieldStepX;
RayOrigin += (HeighfieldY + 0.5f) * HeighfieldStepY;
int32 LayerIndex = 0;
int32 PlacedCardIndex = 0;
while (LayerIndex < HeightfieldLayers[HeightfieldLinearIndex].Num() && PlacedCardIndex < PlacedCards.Num())
{
const FSurfacePoint& SurfacePoint = HeightfieldLayers[HeightfieldLinearIndex][LayerIndex];
FPlacedCard& PlacedCard = PlacedCards[PlacedCardIndex];
if (SurfacePoint.HitT >= PlacedCard.NearPlane && SurfacePoint.HitT <= PlacedCard.FarPlane
&& SurfacePoint.MinT <= PlacedCard.NearPlane)
{
PlacedCard.NumHits += 1;
PlacedCard.Bounds += RayOrigin + SurfacePoint.HitT * RayDirection - VoxelExtent;
PlacedCard.Bounds += RayOrigin + SurfacePoint.HitT * RayDirection + VoxelExtent;
++PlacedCardIndex;
++LayerIndex;
}
else
{
if (SurfacePoint.HitT >= PlacedCard.FarPlane)
{
++PlacedCardIndex;
}
else
{
++LayerIndex;
}
}
}
}
}
int32 NumMeshHits = 0;
for (int32 PlacedCardIndex = 0; PlacedCardIndex < PlacedCards.Num(); ++PlacedCardIndex)
{
const FPlacedCard& PlacedCard = PlacedCards[PlacedCardIndex];
if (PlacedCard.NumHits >= MinCardHits)
{
NumMeshHits += PlacedCard.NumHits;
}
}
return NumMeshHits;
}
void SerializePlacedCards(TArrayView<const FPlacedCard> PlacedCards,
int32 LODLevel,
int32 Orientation,
int32 MinCardHits,
const FBox& MeshCardsBounds,
FCardRepresentationData& OutData)
{
for (int32 PlacedCardIndex = 0; PlacedCardIndex < PlacedCards.Num(); ++PlacedCardIndex)
{
const FPlacedCard& PlacedCard = PlacedCards[PlacedCardIndex];
if (PlacedCard.NumHits >= MinCardHits)
{
const FBox ClampedBox = PlacedCard.Bounds.Overlap(MeshCardsBounds);
FLumenCardBuildData CardBuildData;
CardBuildData.Center = ClampedBox.GetCenter();
CardBuildData.Extent = ClampedBox.GetExtent();
CardBuildData.Extent = FLumenCardBuildData::TransformFaceExtent(CardBuildData.Extent, Orientation);
CardBuildData.Orientation = Orientation;
CardBuildData.LODLevel = LODLevel;
OutData.MeshCardsBuildData.CardBuildData.Add(CardBuildData);
}
}
}
void BuildMeshCards(const FBox& MeshBounds, const FGenerateCardMeshContext& Context, FCardRepresentationData& OutData)
{
static const auto CVarMeshCardRepresentationMinSurface = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.MeshCardRepresentation.MinSurface"));
const float MinSurfaceThreshold = CVarMeshCardRepresentationMinSurface->GetValueOnAnyThread();
// Make sure BBox isn't empty and we can generate card representation for it. This handles e.g. infinitely thin planes.
const FVector MeshCardsBoundsCenter = MeshBounds.GetCenter();
const FVector MeshCardsBoundsExtent = FVector::Max(MeshBounds.GetExtent() + 1.0f, FVector(5.0f));
const FBox MeshCardsBounds(MeshCardsBoundsCenter - MeshCardsBoundsExtent, MeshCardsBoundsCenter + MeshCardsBoundsExtent);
OutData.MeshCardsBuildData.Bounds = MeshCardsBounds;
OutData.MeshCardsBuildData.MaxLODLevel = 1;
OutData.MeshCardsBuildData.CardBuildData.Reset();
const float SamplesPerWorldUnit = 1.0f / 10.0f;
const int32 MinSamplesPerAxis = 4;
const int32 MaxSamplesPerAxis = 64;
FIntVector VolumeSizeInVoxels;
VolumeSizeInVoxels.X = FMath::Clamp<int32>(MeshCardsBounds.GetSize().X * SamplesPerWorldUnit, MinSamplesPerAxis, MaxSamplesPerAxis);
VolumeSizeInVoxels.Y = FMath::Clamp<int32>(MeshCardsBounds.GetSize().Y * SamplesPerWorldUnit, MinSamplesPerAxis, MaxSamplesPerAxis);
VolumeSizeInVoxels.Z = FMath::Clamp<int32>(MeshCardsBounds.GetSize().Z * SamplesPerWorldUnit, MinSamplesPerAxis, MaxSamplesPerAxis);
const FVector VoxelExtent = MeshCardsBounds.GetSize() / FVector(VolumeSizeInVoxels);
// Generate random ray directions over a hemisphere
TArray<FVector4> RayDirectionsOverHemisphere;
{
FRandomStream RandomStream(0);
MeshUtilities::GenerateStratifiedUniformHemisphereSamples(64, RandomStream, RayDirectionsOverHemisphere);
}
using FPlacedCardArray = TArray<FPlacedCard, TInlineAllocator<16>>;
struct FTaskOutputs
{
FPlacedCardArray PlacedCardsPerLod[2];
float MinCardHitsPerLod[2] = {};
};
FTaskOutputs TaskOutputsPerOrientation[6];
ParallelFor(6, [VolumeSizeInVoxels, MinSurfaceThreshold, VoxelExtent,
&Context = AsConst(Context),
&RayDirectionsOverHemisphere = AsConst(RayDirectionsOverHemisphere),
&MeshCardsBounds = AsConst(MeshCardsBounds),
&TaskOutputsPerOrientation
] (int32 Orientation)
{
FIntPoint HeighfieldSize(0, 0);
FVector RayDirection(0.0f, 0.0f, 0.0f);
FVector RayOriginFrame = MeshCardsBounds.Min;
FVector HeighfieldStepX(0.0f, 0.0f, 0.0f);
FVector HeighfieldStepY(0.0f, 0.0f, 0.0f);
float MaxRayT = 0.0f;
int32 MeshSliceNum = 0;
switch (Orientation / 2)
{
case 0:
MaxRayT = MeshCardsBounds.GetSize().X + 0.1f;
MeshSliceNum = VolumeSizeInVoxels.X;
HeighfieldSize.X = VolumeSizeInVoxels.Y;
HeighfieldSize.Y = VolumeSizeInVoxels.Z;
HeighfieldStepX = FVector(0.0f, MeshCardsBounds.GetSize().Y / HeighfieldSize.X, 0.0f);
HeighfieldStepY = FVector(0.0f, 0.0f, MeshCardsBounds.GetSize().Z / HeighfieldSize.Y);
break;
case 1:
MaxRayT = MeshCardsBounds.GetSize().Y + 0.1f;
MeshSliceNum = VolumeSizeInVoxels.Y;
HeighfieldSize.X = VolumeSizeInVoxels.X;
HeighfieldSize.Y = VolumeSizeInVoxels.Z;
HeighfieldStepX = FVector(MeshCardsBounds.GetSize().X / HeighfieldSize.X, 0.0f, 0.0f);
HeighfieldStepY = FVector(0.0f, 0.0f, MeshCardsBounds.GetSize().Z / HeighfieldSize.Y);
break;
case 2:
MaxRayT = MeshCardsBounds.GetSize().Z + 0.1f;
MeshSliceNum = VolumeSizeInVoxels.Z;
HeighfieldSize.X = VolumeSizeInVoxels.X;
HeighfieldSize.Y = VolumeSizeInVoxels.Y;
HeighfieldStepX = FVector(MeshCardsBounds.GetSize().X / HeighfieldSize.X, 0.0f, 0.0f);
HeighfieldStepY = FVector(0.0f, MeshCardsBounds.GetSize().Y / HeighfieldSize.Y, 0.0f);
break;
}
switch (Orientation)
{
case 0:
RayDirection.X = +1.0f;
break;
case 1:
RayDirection.X = -1.0f;
RayOriginFrame.X = MeshCardsBounds.Max.X;
break;
case 2:
RayDirection.Y = +1.0f;
break;
case 3:
RayDirection.Y = -1.0f;
RayOriginFrame.Y = MeshCardsBounds.Max.Y;
break;
case 4:
RayDirection.Z = +1.0f;
break;
case 5:
RayDirection.Z = -1.0f;
RayOriginFrame.Z = MeshCardsBounds.Max.Z;
break;
default:
check(false);
};
TArray<TArray<FSurfacePoint, TInlineAllocator<16>>> HeightfieldLayers;
HeightfieldLayers.SetNum(HeighfieldSize.X * HeighfieldSize.Y);
// Fill surface points
{
TRACE_CPUPROFILER_EVENT_SCOPE(FillSurfacePoints);
TArray<float> Heightfield;
Heightfield.SetNum(HeighfieldSize.X * HeighfieldSize.Y);
for (int32 HeighfieldY = 0; HeighfieldY < HeighfieldSize.Y; ++HeighfieldY)
{
for (int32 HeighfieldX = 0; HeighfieldX < HeighfieldSize.X; ++HeighfieldX)
{
Heightfield[HeighfieldX + HeighfieldY * HeighfieldSize.X] = -1.0f;
}
}
for (int32 HeighfieldY = 0; HeighfieldY < HeighfieldSize.Y; ++HeighfieldY)
{
for (int32 HeighfieldX = 0; HeighfieldX < HeighfieldSize.X; ++HeighfieldX)
{
FVector RayOrigin = RayOriginFrame;
RayOrigin += (HeighfieldX + 0.5f) * HeighfieldStepX;
RayOrigin += (HeighfieldY + 0.5f) * HeighfieldStepY;
float StepTMin = 0.0f;
for (int32 StepIndex = 0; StepIndex < 64; ++StepIndex)
{
FEmbreeRay EmbreeRay;
EmbreeRay.ray.org_x = RayOrigin.X;
EmbreeRay.ray.org_y = RayOrigin.Y;
EmbreeRay.ray.org_z = RayOrigin.Z;
EmbreeRay.ray.dir_x = RayDirection.X;
EmbreeRay.ray.dir_y = RayDirection.Y;
EmbreeRay.ray.dir_z = RayDirection.Z;
EmbreeRay.ray.tnear = StepTMin;
EmbreeRay.ray.tfar = FLT_MAX;
FEmbreeIntersectionContext EmbreeContext;
rtcInitIntersectContext(&EmbreeContext);
rtcIntersect1(Context.FullMeshEmbreeScene, &EmbreeContext, &EmbreeRay);
if (EmbreeRay.hit.geomID != RTC_INVALID_GEOMETRY_ID && EmbreeRay.hit.primID != RTC_INVALID_GEOMETRY_ID)
{
const FVector SurfacePoint = RayOrigin + RayDirection * EmbreeRay.ray.tfar;
const FVector SurfaceNormal = EmbreeRay.GetHitNormal();
const float NdotD = FVector::DotProduct(RayDirection, SurfaceNormal);
const bool bPassCullTest = EmbreeContext.IsHitTwoSided() || NdotD <= 0.0f;
const bool bPassProjectionAngleTest = FMath::Abs(NdotD) >= FMath::Cos(75.0f * (PI / 180.0f));
const float MinDistanceBetweenPoints = (MaxRayT / MeshSliceNum);
const bool bPassDistanceToAnotherSurfaceTest = EmbreeRay.ray.tnear <= 0.0f || (EmbreeRay.ray.tfar - EmbreeRay.ray.tnear > MinDistanceBetweenPoints);
if (bPassCullTest && bPassProjectionAngleTest && bPassDistanceToAnotherSurfaceTest)
{
const bool bIsInsideMesh = IsSurfacePointInsideMesh(Context.FullMeshEmbreeScene, SurfacePoint, SurfaceNormal, RayDirectionsOverHemisphere);
if (!bIsInsideMesh)
{
HeightfieldLayers[HeighfieldX + HeighfieldY * HeighfieldSize.X].Add(
{ EmbreeRay.ray.tnear, EmbreeRay.ray.tfar }
);
}
}
StepTMin = EmbreeRay.ray.tfar + 0.01f;
}
else
{
break;
}
}
}
}
}
const int32 MinCardHits = FMath::Floor(HeighfieldSize.X * HeighfieldSize.Y * MinSurfaceThreshold);
FPlacedCardArray& PlacedCardsLod0 = TaskOutputsPerOrientation[Orientation].PlacedCardsPerLod[0];
int32 PlacedCardsHits = 0;
// Place a default card
{
FPlacedCard PlacedCard;
PlacedCard.SliceMin = 0;
PlacedCard.SliceMax = MeshSliceNum;
PlacedCardsLod0.Add(PlacedCard);
PlacedCardsHits = UpdatePlacedCards(PlacedCardsLod0,
RayOriginFrame,
RayDirection,
HeighfieldStepX,
HeighfieldStepY,
HeighfieldSize,
MeshSliceNum,
MaxRayT,
MinCardHits,
VoxelExtent,
HeightfieldLayers);
if (PlacedCardsHits < MinCardHits)
{
PlacedCardsLod0.Reset();
}
}
TaskOutputsPerOrientation[Orientation].MinCardHitsPerLod[0] = MinCardHits;
FPlacedCardArray& PlacedCardsLod1 = TaskOutputsPerOrientation[Orientation].PlacedCardsPerLod[1];
PlacedCardsLod1 = PlacedCardsLod0;
// Try to place more cards by splitting existing ones
for (uint32 CardPlacementIteration = 0; CardPlacementIteration < 4; ++CardPlacementIteration)
{
TArray<FPlacedCard, TInlineAllocator<16>> BestPlacedCards;
int32 BestPlacedCardHits = PlacedCardsHits;
for (int32 PlacedCardIndex = 0; PlacedCardIndex < PlacedCardsLod1.Num(); ++PlacedCardIndex)
{
const FPlacedCard& PlacedCard = PlacedCardsLod1[PlacedCardIndex];
for (int32 SliceIndex = PlacedCard.SliceMin + 2; SliceIndex < PlacedCard.SliceMax; ++SliceIndex)
{
TArray<FPlacedCard, TInlineAllocator<16>> TempPlacedCards(PlacedCardsLod1);
FPlacedCard NewPlacedCard;
NewPlacedCard.SliceMin = SliceIndex;
NewPlacedCard.SliceMax = PlacedCard.SliceMax;
TempPlacedCards[PlacedCardIndex].SliceMax = SliceIndex - 1;
TempPlacedCards.Insert(NewPlacedCard, PlacedCardIndex + 1);
const int32 NumHits = UpdatePlacedCards(
TempPlacedCards,
RayOriginFrame,
RayDirection,
HeighfieldStepX,
HeighfieldStepY,
HeighfieldSize,
MeshSliceNum,
MaxRayT,
MinCardHits,
VoxelExtent,
HeightfieldLayers);
if (NumHits > BestPlacedCardHits)
{
BestPlacedCards = TempPlacedCards;
BestPlacedCardHits = NumHits;
}
}
}
if (BestPlacedCardHits >= PlacedCardsHits + MinCardHits)
{
PlacedCardsLod1 = BestPlacedCards;
PlacedCardsHits = BestPlacedCardHits;
}
}
TaskOutputsPerOrientation[Orientation].MinCardHitsPerLod[1] = MinCardHits;
});
for (int32 Orientation = 0; Orientation < 6; ++Orientation)
{
const FTaskOutputs& TaskOutputs = TaskOutputsPerOrientation[Orientation];
SerializePlacedCards(TaskOutputs.PlacedCardsPerLod[0], /*LOD level*/ 0, Orientation, TaskOutputs.MinCardHitsPerLod[0], MeshCardsBounds, OutData);
SerializePlacedCards(TaskOutputs.PlacedCardsPerLod[1], /*LOD level*/ 1, Orientation, TaskOutputs.MinCardHitsPerLod[1], MeshCardsBounds, OutData);
}
}
#endif // #if USE_EMBREE
bool FMeshUtilities::GenerateCardRepresentationData(
FString MeshName,
const FSourceMeshDataForDerivedDataTask& SourceMeshData,
const FStaticMeshLODResources& LODModel,
class FQueuedThreadPool& ThreadPool,
const TArray<FSignedDistanceFieldBuildMaterialData>& MaterialBlendModes,
const FBoxSphereBounds& Bounds,
const FDistanceFieldVolumeData* DistanceFieldVolumeData,
bool bGenerateAsIfTwoSided,
FCardRepresentationData& OutData)
{
#if USE_EMBREE
TRACE_CPUPROFILER_EVENT_SCOPE(FMeshUtilities::GenerateCardRepresentationData);
const double StartTime = FPlatformTime::Seconds();
FEmbreeScene EmbreeScene;
MeshRepresentation::SetupEmbreeScene(MeshName,
SourceMeshData,
LODModel,
MaterialBlendModes,
bGenerateAsIfTwoSided,
EmbreeScene);
if (!EmbreeScene.EmbreeScene)
{
return false;
}
FGenerateCardMeshContext Context(MeshName, EmbreeScene.EmbreeScene, EmbreeScene.EmbreeDevice, OutData);
// Note: must operate on the SDF bounds because SDF generation can expand the mesh's bounds
BuildMeshCards(DistanceFieldVolumeData ? DistanceFieldVolumeData->LocalSpaceMeshBounds : Bounds.GetBox(), Context, OutData);
MeshRepresentation::DeleteEmbreeScene(EmbreeScene);
const float TimeElapsed = (float)(FPlatformTime::Seconds() - StartTime);
if (TimeElapsed > 1.0f)
{
UE_LOG(LogMeshUtilities, Log, TEXT("Finished mesh card build in %.1fs %s"),
TimeElapsed,
*MeshName);
}
return true;
#else
UE_LOG(LogMeshUtilities, Warning, TEXT("Platform did not set USE_EMBREE, GenerateCardRepresentationData failed."));
return false;
#endif
}