Files
UnrealEngine/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionObject.cpp
2025-05-18 13:04:45 +08:00

2268 lines
78 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 "GeometryCollection/GeometryCollectionRenderData.h"
#include "Materials/Material.h"
#include "UObject/DestructionObjectVersion.h"
#include "UObject/UE5MainStreamObjectVersion.h"
#include "UObject/FortniteMainBranchObjectVersion.h"
#include "UObject/ObjectSaveContext.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/Engine.h"
#include "Engine/StaticMesh.h"
#include "PhysicsEngine/PhysicsSettings.h"
#include "EditorFramework/AssetImportData.h"
#include "Rendering/NaniteResources.h"
#include "Engine/AssetUserData.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#include "PhysicsProxy/GeometryCollectionPhysicsProxy.h"
#include "Chaos/ErrorReporter.h"
#if WITH_EDITOR
#include "GeometryCollection/DerivedDataGeometryCollectionCooker.h"
#include "GeometryCollection/GeometryCollectionConvexUtility.h"
#include "GeometryCollection/GeometryCollectionEngineSizeSpecificUtility.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 "Chaos/MassProperties.h"
#include "GeometryCollectionProxyData.h"
#include "Dataflow/DataflowObject.h"
#include "GeometryCollection/Facades/CollectionHierarchyFacade.h"
#include "GeometryCollection/Facades/CollectionInstancedMeshFacade.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GeometryCollectionObject)
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."));
bool bGeometryCollectionEnableForcedConvexGenerationInSerialize = true;
FAutoConsoleVariableRef CVarGeometryCollectionEnableForcedConvexGenerationInSerialize(
TEXT("p.GeometryCollectionEnableForcedConvexGenerationInSerialize"),
bGeometryCollectionEnableForcedConvexGenerationInSerialize,
TEXT("Enable generation of convex geometry on older destruction files.[def:true]"));
bool bGeometryCollectionAlwaysRecreateSimulationData = false;
FAutoConsoleVariableRef CVarGeometryCollectionAlwaysRecreateSimulationData(
TEXT("p.GeometryCollectionAlwaysRecreateSimulationData"),
bGeometryCollectionAlwaysRecreateSimulationData,
TEXT("always recreate the simulation data even if the simulation data is not marked as dirty - this has runtime cost in editor - only use as a last resort if default has issues [def:false]"));
namespace Chaos
{
namespace CVars
{
extern CHAOS_API bool bChaosConvexSimplifyUnion;
}
}
#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
static constexpr float DefaultMaxSizeValue = 99999.9;
static const FName GeometryCollectionDataflowTerminalNodeName("GeometryCollectionTerminal");
UGeometryCollection::UGeometryCollection(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
#if WITH_EDITOR
, bManualDataCreate(false)
#endif
, EnableClustering(true)
, ClusterGroupIndex(0)
, MaxClusterLevel(100)
, DamageModel(EDamageModelTypeEnum::Chaos_Damage_Model_UserDefined_Damage_Threshold)
, DamageThreshold({ 500000.f, 50000.f, 5000.f })
, bUseSizeSpecificDamageThreshold(false)
, bUseMaterialDamageModifiers(false)
, PerClusterOnlyDamageThreshold(false)
, ClusterConnectionType(EClusterConnectionTypeEnum::Chaos_MinimalSpanningSubsetDelaunayTriangulation)
, ConnectionGraphBoundsFilteringMargin(0)
, bUseFullPrecisionUVs(false)
, bStripOnCook(false)
, bStripRenderDataOnCook(false)
, EnableNanite(false)
, bEnableNaniteFallback(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
, bDensityFromPhysicsMaterial(false)
, CachedDensityFromPhysicsMaterialInGCm3(0) // <=0 value means not cached yet
, bMassAsDensity(true)
, Mass(2500.0f)
, MinimumMassClamp(0.1f)
, bImportCollisionFromSource(false)
, bOptimizeConvexes(Chaos::CVars::bChaosConvexSimplifyUnion)
, bScaleOnRemoval(true)
, bRemoveOnMaxSleep(false)
, bAutomaticCrumblePartialClusters(true)
, MaximumSleepTime(5.0, 10.0)
, RemovalDuration(2.5, 5.0)
, bSlowMovingAsSleeping(true)
, SlowMovingVelocityThreshold(1)
, EnableRemovePiecesOnFracture_DEPRECATED(false)
, DataflowInstance(this)
, GeometryCollection(new FGeometryCollection())
{
PersistentGuid = FGuid::NewGuid();
InvalidateCollection();
#if WITH_EDITOR
SimulationDataGuid = StateGuid;
RenderDataGuid = StateGuid;
bStripOnCook = GeometryCollectionAssetForceStripOnCook;
#endif
PhysicsMaterial = GEngine? GEngine->DefaultPhysMaterial: nullptr;
// make sure we have at least one size specific entry
SizeSpecificData.AddDefaulted();
// set the default name for the terminal node
DataflowInstance.SetDataflowTerminal(GeometryCollectionDataflowTerminalNodeName);
}
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.f)
{
}
FGeometryCollectionSizeSpecificData::FGeometryCollectionSizeSpecificData()
: MaxSize(DefaultMaxSizeValue)
, 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
const FTransform3f& FGeometryCollectionProxyMeshData::GetMeshTransform(int32 MeshIndex) const
{
if (MeshTransforms.IsValidIndex(MeshIndex))
{
return MeshTransforms[MeshIndex];
}
return FTransform3f::Identity;
}
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 = DefaultMaxSizeValue;
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 >= DefaultMaxSizeValue)
{
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());
}
// update cachedroot index using the current hierarchy setup
void UGeometryCollection::UpdateRootIndex()
{
RootIndex = INDEX_NONE;
if (GeometryCollection)
{
Chaos::Facades::FCollectionHierarchyFacade HierarchyFacade(*GeometryCollection);
RootIndex = HierarchyFacade.GetRootIndex();
}
}
void UGeometryCollection::CacheBreadthFirstTransformIndices()
{
BreadthFirstTransformIndices.Reset();
if (GeometryCollection)
{
Chaos::Facades::FCollectionHierarchyFacade HierarchyFacade(*GeometryCollection);
BreadthFirstTransformIndices = HierarchyFacade.ComputeTransformIndicesInBreadthFirstOrder();
}
}
void UGeometryCollection::CacheAutoInstanceTransformRemapIndices()
{
AutoInstanceTransformRemapIndices.Reset();
if (GeometryCollection == nullptr)
{
return;
}
const GeometryCollection::Facades::FCollectionInstancedMeshFacade InstancedMeshFacade(*GeometryCollection);
if (!InstancedMeshFacade.IsValid())
{
return;
}
const int32 NumMeshes = AutoInstanceMeshes.Num();
if(NumMeshes!=0)
{
TArray<int32> TransformGroups;
TransformGroups.AddZeroed(NumMeshes);
TArray<int32> TransformStarts;
TransformStarts.AddUninitialized(NumMeshes);
TArray<int32> InstanceCounts;
InstanceCounts.AddUninitialized(NumMeshes);
TArray<int32> WrittenTransformCounts;
WrittenTransformCounts.AddZeroed(NumMeshes);
for (int32 MeshIndex = 0; MeshIndex < NumMeshes; MeshIndex++)
{
const int32 NumInstances = AutoInstanceMeshes[MeshIndex].NumInstances;
TransformStarts[MeshIndex] = MeshIndex == 0 ? 0 : TransformStarts[MeshIndex - 1] + InstanceCounts[MeshIndex - 1];
InstanceCounts[MeshIndex] = NumInstances;
}
AutoInstanceTransformRemapIndices.AddUninitialized(TransformStarts.Last() + InstanceCounts.Last());
const int32 NumTransforms = InstancedMeshFacade.GetNumIndices();
for (int32 TransformIndex = 0; TransformIndex < NumTransforms; TransformIndex++)
{
if (GeometryCollection->Children[TransformIndex].Num() == 0)
{
const int32 AutoInstanceMeshIndex = InstancedMeshFacade.GetIndex(TransformIndex);
const int32 WriteIndex = WrittenTransformCounts[AutoInstanceMeshIndex];
if (WriteIndex < InstanceCounts[AutoInstanceMeshIndex])
{
const int32 TransformArrayIndex = TransformStarts[AutoInstanceMeshIndex] + WriteIndex;
if(AutoInstanceTransformRemapIndices.IsValidIndex(TransformArrayIndex))
{
AutoInstanceTransformRemapIndices[TransformArrayIndex] = TransformIndex;
WrittenTransformCounts[AutoInstanceMeshIndex]++;
}
}
}
}
}
}
void UGeometryCollection::UpdateGeometryDependentProperties()
{
#if WITH_EDITOR
// Note: Currently, computing convex hulls also always computes proximity (if missing) as well as volumes and size.
// If adding a condition where we do not compute convex hulls, make sure to still compute proximity, volumes and size here
UpdateConvexGeometry();
#endif
}
void UGeometryCollection::UpdateConvexGeometryIfMissing()
{
const bool bConvexAttributeMissing = !GeometryCollection->HasAttribute(FGeometryCollection::ConvexHullAttribute, FGeometryCollection::ConvexGroup);
if (GeometryCollection && bConvexAttributeMissing)
{
UpdateConvexGeometry();
}
}
void UGeometryCollection::UpdateConvexGeometry()
{
#if WITH_EDITOR
if (GeometryCollection)
{
FGeometryCollectionConvexPropertiesInterface::FConvexCreationProperties ConvexProperties = GeometryCollection->GetConvexProperties();
FGeometryCollectionConvexUtility::CreateNonOverlappingConvexHullData(GeometryCollection.Get(), ConvexProperties.FractionRemove,
ConvexProperties.SimplificationThreshold, ConvexProperties.CanExceedFraction, ConvexProperties.RemoveOverlaps, ConvexProperties.OverlapRemovalShrinkPercent);
InvalidateCollection();
}
#endif
}
void UGeometryCollection::PostInitProperties()
{
#if WITH_EDITORONLY_DATA
if (!HasAnyFlags(RF_ClassDefaultObject))
{
AssetImportData = NewObject<UAssetImportData>(this, TEXT("AssetImportData"));
}
#endif
Super::PostInitProperties();
}
void UGeometryCollection::CacheMaterialDensity()
{
CachedDensityFromPhysicsMaterialInGCm3 = 0;
UPhysicalMaterial* PhysicsMaterialForDensity = PhysicsMaterial;
if (!PhysicsMaterialForDensity)
{
PhysicsMaterialForDensity = GEngine ? GEngine->DefaultPhysMaterial : nullptr;
}
if (PhysicsMaterialForDensity)
{
CachedDensityFromPhysicsMaterialInGCm3 = PhysicsMaterialForDensity->Density;
}
}
float UGeometryCollection::GetMassOrDensity(bool& bOutIsDensity) const
{
return GetMassOrDensityInternal(bOutIsDensity, /* bCached */ true);
}
float UGeometryCollection::GetMassOrDensityInternal(bool& bOutIsDensity, bool bCached) const
{
bOutIsDensity = bMassAsDensity;
float MassOrDensity = bMassAsDensity ? Chaos::KgM3ToKgCm3(Mass) : Mass;
if (bDensityFromPhysicsMaterial)
{
if (bCached && CachedDensityFromPhysicsMaterialInGCm3 > 0)
{
bOutIsDensity = true;
MassOrDensity = Chaos::GCm3ToKgCm3(CachedDensityFromPhysicsMaterialInGCm3);
}
else
{
UPhysicalMaterial* PhysicsMaterialForDensity = PhysicsMaterial;
if (!PhysicsMaterialForDensity)
{
PhysicsMaterialForDensity = GEngine ? GEngine->DefaultPhysMaterial : nullptr;
}
if (ensureMsgf(PhysicsMaterialForDensity, TEXT("bDensityFromPhysicsMaterial is true but no physics material has been set (and engine default cannot be found )")))
{
// materials only provide density
bOutIsDensity = true;
MassOrDensity = Chaos::GCm3ToKgCm3(PhysicsMaterialForDensity->Density);
}
}
}
return MassOrDensity;
}
void UGeometryCollection::GetSharedSimulationParams(FSharedSimulationParameters& OutParams) const
{
const FGeometryCollectionSizeSpecificData& SizeSpecificDefault = GetDefaultSizeSpecificData();
// we grab the non cached version because this is going to be used to generate the mass attribute which will eventually cache the density value if necessary
bool bUseMassAsDensity = false;
OutParams.Mass = GetMassOrDensityInternal(bUseMassAsDensity, false);
OutParams.bMassAsDensity = bUseMassAsDensity;
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 = TNumericLimits<float>::Max();
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]);
}
OutParams.bUseImportedCollisionImplicits = bImportCollisionFromSource;
OutParams.SizeSpecificData.Sort(); //can we do this at editor time on post edit change?
}
bool UGeometryCollection::IsEmpty() const
{
return (NumElements(FGeometryCollection::TransformGroup) == 0);
}
void UGeometryCollection::Reset()
{
if (GeometryCollection.IsValid())
{
Modify();
GeometryCollection->Reset();
Materials.Empty();
EmbeddedGeometryExemplar.Empty();
AutoInstanceMeshes.Empty();
InvalidateCollection();
}
}
namespace UE::Dataflow::Private
{
static void SetRandomBoneColor(TSharedPtr<FGeometryCollection, ESPMode::ThreadSafe>& InGeometryCollection)
{
TManagedArray<FLinearColor>& BoneColors = InGeometryCollection->BoneColor;
const int32 NumBones = BoneColors.Num();
FRandomStream RandomStream(NumBones);
for (int32 Idx = 0; Idx < NumBones; ++Idx)
{
const uint8 R = static_cast<uint8>(RandomStream.FRandRange(5, 105));
const uint8 G = static_cast<uint8>(RandomStream.FRandRange(5, 105));
const uint8 B = static_cast<uint8>(RandomStream.FRandRange(5, 105));
BoneColors[Idx] = FLinearColor(FColor(R, G, B, 255));
}
}
}
void UGeometryCollection::ResetFrom(const FManagedArrayCollection& InCollection, const TArray<UMaterial*>& InMaterials, bool bHasInternalMaterials)
{
Reset();
if (GeometryCollection.IsValid())
{
InCollection.CopyTo(GeometryCollection.Get());
// todo(Chaos) : we could certainly run a "dependent attribute update method here instead of having to known about convex specifically
UpdateConvexGeometryIfMissing();
Materials.Append(InMaterials);
InitializeMaterials(bHasInternalMaterials);
// Randomize BoneColor
UE::Dataflow::Private::SetRandomBoneColor(GeometryCollection);
}
}
void UGeometryCollection::ResetFrom(const FManagedArrayCollection& InCollection, const TArray<UMaterialInterface*>& InMaterialInstances, bool bHasInternalMaterials)
{
Reset();
if (GeometryCollection.IsValid())
{
InCollection.CopyTo(GeometryCollection.Get());
// todo(Chaos) : we could certainly run a "dependent attribute update method here instead of having to known about convex specifically
UpdateConvexGeometryIfMissing();
Materials.Append(InMaterialInstances);
InitializeMaterials(bHasInternalMaterials);
// Randomize BoneColor
UE::Dataflow::Private::SetRandomBoneColor(GeometryCollection);
}
}
/** 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? GeometryCollection->NumElements(Group): 0;
}
/** 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();
}
UMaterialInterface* UGeometryCollection::GetBoneSelectedMaterial()
{
#if WITH_EDITORONLY_DATA
return LoadObject<UMaterialInterface>(nullptr, GetSelectedMaterialPath(), nullptr, LOAD_None, nullptr);
#else
return nullptr;
#endif
}
void UGeometryCollection::InitializeMaterials(bool bHasLegacyInternalMaterialsPairs)
{
Modify();
if (Materials.IsEmpty())
{
Materials.Add({}); // add an empty material is none exist
}
// Initialize the BoneSelectedMaterial separate from the materials on the collection
UMaterialInterface* BoneSelectedMaterial = GetBoneSelectedMaterial();
TManagedArray<int32>& MaterialIDs = 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 < MaterialIDs.Num(); ++FaceIdx)
{
int32 FaceMaterialID = MaterialIDs[FaceIdx];
if (FaceMaterialID < Materials.Num() && Materials[FaceMaterialID] == BoneSelectedMaterial)
{
bBoneSelectedMaterialIsUsed = true;
break;
}
}
TArray<UMaterialInterface*> FinalMaterials;
if (bHasLegacyInternalMaterialsPairs)
{
// 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;
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 < MaterialIDs.Num(); ++Material)
{
if (MaterialIDs[Material] < Materials.Num())
{
UMaterialInterface* OldMaterialPtr = Materials[MaterialIDs[Material]];
if (MaterialIDs[Material] % 2 == 0)
{
MaterialIDs[Material] = *ExteriorMaterialPtrToArrayIndex.Find(OldMaterialPtr);
}
else
{
MaterialIDs[Material] = *InteriorMaterialPtrToArrayIndex.Find(OldMaterialPtr);
}
}
}
}
else
{
// simple deduping process
for (int32 MaterialIndex = 0; MaterialIndex < Materials.Num(); ++MaterialIndex)
{
UMaterialInterface* Material = Materials[MaterialIndex];
if (Material == BoneSelectedMaterial && !bBoneSelectedMaterialIsUsed) // skip unused bone selected material
{
continue;
}
FinalMaterials.AddUnique(Material);
}
// Reassign material ID for each face given the new consolidated array of materials
for (int32 MaterialIDIndex = 0; MaterialIDIndex < MaterialIDs.Num(); MaterialIDIndex++)
{
const int32 OldMaterialID = MaterialIDs[MaterialIDIndex];
if (Materials.IsValidIndex(OldMaterialID))
{
UMaterialInterface* Material = Materials[OldMaterialID];
MaterialIDs[MaterialIDIndex] = FinalMaterials.Find(Material);
}
}
}
// Set new material array on the collection
Materials = FinalMaterials;
// BoneSelectedMaterial is no longer stored in the general Materials array
BoneSelectedMaterialIndex = INDEX_NONE;
GeometryCollection->ReindexMaterials();
InvalidateCollection();
}
int32 UGeometryCollection::AddNewMaterialSlot(bool bCopyLastMaterial)
{
Modify();
int32 NewIdx = Materials.Emplace();
if (NewIdx > 0 && bCopyLastMaterial)
{
Materials[NewIdx] = Materials[NewIdx - 1];
}
InvalidateCollection();
return NewIdx;
}
bool UGeometryCollection::RemoveLastMaterialSlot()
{
if (Materials.Num() > 1)
{
Modify();
Materials.Pop();
InvalidateCollection();
return true;
}
return false;
}
/** Returns true if there is anything to render */
bool UGeometryCollection::HasVisibleGeometry() const
{
if(ensureMsgf(GeometryCollection.IsValid(), TEXT("Geometry Collection has an invalid internal collection")))
{
return ( (EnableNanite && RenderData && RenderData->bHasNaniteData) || 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.IsAudioVisualDataStripped())
{
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);
Ar.UsingCustomVersion(FUE5ReleaseStreamObjectVersion::GUID);
Ar.UsingCustomVersion(FPhysicsObjectVersion::GUID);
Ar.UsingCustomVersion(FFortniteMainBranchObjectVersion::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;
TObjectPtr<UDataflow> StrippedDataflowAsset = nullptr;
FDataflowInstance StrippedDataflowInstance;
bool bStrippedDataflowData = false;
bool bIsCookedOrCooking = Ar.IsCooking();
if ((bIsCookedOrCooking && Ar.IsSaving()) || (Ar.IsCountingMemory() && Ar.IsFilterEditorOnly()))
{
#if WITH_EDITOR
if (bStripOnCook)
{
// TODO: Since non-nanite path now stores mesh data in cooked build we may be able to unify
// the simplification of the Geometry Collection for both nanite and non-nanite cases.
if (EnableNanite && HasNaniteData())
{
// 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();
}
else
{
// non-nanite path where it may be necessary to remove geometry if the geometry collection is rendered using ISMPool or an external rendering system
ArchiveGeometryCollection = CopyCollectionAndRemoveGeometry(GeometryCollection);
}
}
else
{
// do we need to remove the simplicial attribute ?
if (false == FGeometryCollection::AreCollisionParticlesEnabled())
{
ArchiveGeometryCollection = TSharedPtr<FGeometryCollection, ESPMode::ThreadSafe>(new FGeometryCollection);
const TArray<FName> NoGroupsToSkip;
const TArray<TTuple<FName, FName>> AttributesToSkip{ { FGeometryDynamicCollection::SimplicialsAttribute, FTransformCollection::TransformGroup } };
GeometryCollection->CopyTo(ArchiveGeometryCollection.Get(), NoGroupsToSkip, AttributesToSkip);
}
}
// The dataflow asset is only needed for the editor, so we just remove it when cooking
StrippedDataflowAsset = DataflowAsset;
DataflowAsset = nullptr;
StrippedDataflowInstance = DataflowInstance;
DataflowInstance = FDataflowInstance();
bStrippedDataflowData = true;
#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);
}
// Important : this needs to remain after the call to Super::Serialize
if (bStrippedDataflowData)
{
#if WITH_EDITORONLY_DATA
DataflowAsset = StrippedDataflowAsset;
#endif
DataflowInstance = StrippedDataflowInstance;
}
if ((Ar.IsLoading() || Ar.IsSaving()) && !SizeSpecificData.Num())
{
// Validation is necessary when loading old version and when saving newly created version
// that might not have created the defaults yet; the defaults are used during EnsureDataIsCooked.
ValidateSizeSpecificDataDefaults();
}
if (Ar.CustomVer(FDestructionObjectVersion::GUID) < FDestructionObjectVersion::DensityUnitsChanged)
{
if (bMassAsDensity)
{
Mass = Chaos::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())
{
constexpr bool bAllowCopyFromDDC = false;
constexpr bool bIsTransacting = false; // the surrounding if statement garantees that
EnsureSimulationDataIsCooked(bIsTransacting, bAllowCopyFromDDC);
}
#endif
if (Ar.IsLoading() || (Ar.IsCountingMemory() && !Ar.IsFilterEditorOnly()))
{
GeometryCollection->Serialize(ChaosAr);
}
else
{
ArchiveGeometryCollection->Serialize(ChaosAr);
}
TManagedArray<Chaos::FImplicitObjectPtr>* NewAttr = ArchiveGeometryCollection->FindAttributeTyped<Chaos::FImplicitObjectPtr>(
FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
if(!NewAttr && Ar.IsLoading())
{
const int32 NumElems = GeometryCollection->NumElements(FTransformCollection::TransformGroup);
TArray<Chaos::FImplicitObjectPtr> ImplicitObjects;
ImplicitObjects.SetNum(NumElems);
const TManagedArray<TUniquePtr<Chaos::FImplicitObject>>* OldAttrA = ArchiveGeometryCollection->FindAttributeTyped<TUniquePtr<Chaos::FImplicitObject>>(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
const TManagedArray<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>* OldAttrB = ArchiveGeometryCollection->FindAttributeTyped<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>(FGeometryDynamicCollection::SharedImplicitsAttribute, FTransformCollection::TransformGroup);
const TManagedArray<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>* OldAttrC = ArchiveGeometryCollection->FindAttributeTyped<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
// Some geometry collection can still store several of those arrays
// We need to make sure to remove all of them and keep the last good one
if (OldAttrA)
{
for (int32 Index = 0; Index < NumElems; ++Index)
{
if( (*OldAttrA)[Index] != nullptr)
{
ImplicitObjects[Index] = Chaos::FImplicitObjectPtr((*OldAttrA)[Index]->DeepCopyGeometry());
};
}
ArchiveGeometryCollection->RemoveAttribute(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
}
if (OldAttrB)
{
for (int32 Index = 0; Index < NumElems; ++Index)
{
if( (*OldAttrB)[Index] != nullptr)
{
ImplicitObjects[Index] = Chaos::FImplicitObjectPtr((*OldAttrB)[Index]->DeepCopyGeometry());
}
}
ArchiveGeometryCollection->RemoveAttribute(FGeometryDynamicCollection::SharedImplicitsAttribute, FTransformCollection::TransformGroup);
}
if (OldAttrC)
{
for (int32 Index = 0; Index < NumElems; ++Index)
{
if( (*OldAttrC)[Index] != nullptr)
{
ImplicitObjects[Index] = Chaos::FImplicitObjectPtr((*OldAttrC)[Index]->DeepCopyGeometry());
}
}
ArchiveGeometryCollection->RemoveAttribute(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
}
NewAttr = &ArchiveGeometryCollection->AddAttribute<Chaos::FImplicitObjectPtr>(FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
for (int32 Index = 0; Index < NumElems; ++Index)
{
(*NewAttr)[Index] = ImplicitObjects[Index];
}
}
}
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 (RenderData == nullptr)
{
RenderData = MakeUnique<FGeometryCollectionRenderData>();
}
RenderData->Serialize(ChaosAr, *this);
}
}
{
TManagedArray<Chaos::FConvexPtr>* NewAttr = ArchiveGeometryCollection->FindAttributeTyped<Chaos::FConvexPtr>(
FTransformCollection::ConvexHullAttribute, FTransformCollection::ConvexGroup);
if(!NewAttr && Ar.IsLoading())
{
const int32 NumElems = GeometryCollection->NumElements(FTransformCollection::ConvexGroup);
TArray<Chaos::FConvexPtr> ImplicitObjects;
ImplicitObjects.SetNum(NumElems);
if( TManagedArray<TUniquePtr<Chaos::FConvex>>* OldAttr = ArchiveGeometryCollection->FindAttributeTyped<TUniquePtr<Chaos::FConvex>>(
FTransformCollection::ConvexHullAttribute, FTransformCollection::ConvexGroup))
{
for (int32 Index = 0; Index < NumElems; ++Index)
{
if((*OldAttr)[Index] != nullptr)
{
ImplicitObjects[Index] = Chaos::FConvexPtr((*OldAttr)[Index].Release());
}
}
ArchiveGeometryCollection->RemoveAttribute(FTransformCollection::ConvexHullAttribute, FTransformCollection::ConvexGroup);
}
NewAttr = &ArchiveGeometryCollection->AddAttribute<Chaos::FConvexPtr>(FTransformCollection::ConvexHullAttribute, FTransformCollection::ConvexGroup);
for (int32 Index = 0; Index < NumElems; ++Index)
{
(*NewAttr)[Index] = ImplicitObjects[Index];
}
}
}
{
TManagedArray<Chaos::FImplicitObjectPtr>* NewAttr = ArchiveGeometryCollection->FindAttributeTyped<Chaos::FImplicitObjectPtr>(
FGeometryCollection::ExternalCollisionsAttribute, FGeometryCollection::TransformGroup);
if(!NewAttr && Ar.IsLoading())
{
const int32 NumElems = GeometryCollection->NumElements(FGeometryCollection::TransformGroup);
TArray<Chaos::FImplicitObjectPtr> ImplicitObjects;
ImplicitObjects.SetNum(NumElems);
if( TManagedArray<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>* OldAttr = ArchiveGeometryCollection->FindAttributeTyped<TSharedPtr<Chaos::FImplicitObject, ESPMode::ThreadSafe>>(
FGeometryCollection::ExternalCollisionsAttribute, FGeometryCollection::TransformGroup))
{
for (int32 Index = 0; Index < NumElems; ++Index)
{
if((*OldAttr)[Index] != nullptr)
{
ImplicitObjects[Index] = Chaos::FImplicitObjectPtr((*OldAttr)[Index]->DeepCopyGeometry());
}
}
ArchiveGeometryCollection->RemoveAttribute(FGeometryCollection::ExternalCollisionsAttribute, FGeometryCollection::TransformGroup);
}
NewAttr = &ArchiveGeometryCollection->AddAttribute<Chaos::FImplicitObjectPtr>(FGeometryCollection::ExternalCollisionsAttribute, FGeometryCollection::TransformGroup);
for (int32 Index = 0; Index < NumElems; ++Index)
{
(*NewAttr)[Index] = ImplicitObjects[Index];
}
}
}
// will generate convex bodies when they dont exist.
if (Ar.CustomVer(FUE5ReleaseStreamObjectVersion::GUID) < FUE5ReleaseStreamObjectVersion::GeometryCollectionConvexDefaults
&& Ar.CustomVer(FPhysicsObjectVersion::GUID) < FPhysicsObjectVersion::GeometryCollectionConvexDefaults)
{
#if WITH_EDITOR
if (bGeometryCollectionEnableForcedConvexGenerationInSerialize)
{
if (!FGeometryCollectionConvexUtility::HasConvexHullData(GeometryCollection.Get()) &&
GeometryCollection::SizeSpecific::UsesImplicitCollisionType(SizeSpecificData, EImplicitTypeEnum::Chaos_Implicit_Convex))
{
GeometryCollection::SizeSpecific::SetImplicitCollisionType(SizeSpecificData, EImplicitTypeEnum::Chaos_Implicit_Box, EImplicitTypeEnum::Chaos_Implicit_Convex);
bCreateSimulationData = true;
InvalidateCollection();
}
}
#endif
}
if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::GeometryCollectionPerChildDamageThreshold)
{
// prior this version, damage threshold were computed per cluster and propagated to children
PerClusterOnlyDamageThreshold = true;
}
if (Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::GeometryCollectionDamagePropagationData)
{
// prior this version, damage propagation was not enabled by default
DamagePropagationData.bEnabled = false;
}
if (Ar.IsLoading() && !bIsCookedOrCooking && BoneSelectedMaterialIndex != INDEX_NONE)
{
if (Materials.IsValidIndex(BoneSelectedMaterialIndex))
{
// Remove the material assuming it's the last in the list (otherwise, leave it, as it's not clear why it would be in that state)
if (BoneSelectedMaterialIndex == Materials.Num() - 1)
{
Materials.RemoveAt(BoneSelectedMaterialIndex);
}
}
BoneSelectedMaterialIndex = INDEX_NONE;
}
// Make sure the root index is properly set
if (RootIndex == INDEX_NONE)
{
UpdateRootIndex();
}
// Generate root to leave order lookup
CacheBreadthFirstTransformIndices();
// Generate transform remap for AutoInstanceMeshes instances
CacheAutoInstanceTransformRemapIndices();
if (Ar.IsLoading())
{
FillAutoInstanceMeshesInstancesIfNeeded();
}
#if WITH_EDITORONLY_DATA
if (bCreateSimulationData)
{
CreateSimulationData();
}
//for all versions loaded, make sure loaded content is built
if (Ar.IsLoading())
{
// note: don't allow copy from DDC here, since we've already loaded the data above, and the DDC data does not include any data migrations performed by the load
constexpr bool bAllowCopyFromDDC = false;
EnsureSimulationDataIsCooked(Ar.IsTransacting(), bAllowCopyFromDDC);
}
#endif
if (Ar.IsLoading() && Ar.CustomVer(FFortniteMainBranchObjectVersion::GUID) < FFortniteMainBranchObjectVersion::GeometryCollectionConvertVertexColorToSRGB)
{
// disable sRGB conversion for old assets to keep the default behavior from before this setting existed
// (new assets will default-enable the conversion, because that matches static meshes and is the more-expected behavior)
bConvertVertexColorsToSRGB = false;
}
}
const TCHAR* UGeometryCollection::GetSelectedMaterialPath()
{
return TEXT("/Engine/EditorMaterials/GeometryCollection/SelectedGeometryMaterial.SelectedGeometryMaterial");
}
void UGeometryCollection::SetEnableNanite(bool bValue)
{
if (EnableNanite != bValue)
{
EnableNanite = bValue;
#if WITH_EDITOR
RebuildRenderData();
#endif
}
}
void UGeometryCollection::SetConvertVertexColorsToSRGB(bool bValue)
{
if (bConvertVertexColorsToSRGB != bValue)
{
bConvertVertexColorsToSRGB = bValue;
#if WITH_EDITOR
RebuildRenderData();
#endif
}
}
void UGeometryCollection::FillAutoInstanceMeshesInstancesIfNeeded()
{
// make sure the instanced meshes have their instance count properly set
if (GeometryCollection && AutoInstanceMeshes.Num() > 0 && AutoInstanceMeshes[0].NumInstances == 0)
{
// make sure to rest all of it first
for (FGeometryCollectionAutoInstanceMesh& AutoInstanceMesh : AutoInstanceMeshes)
{
AutoInstanceMesh.NumInstances = 0;
}
const GeometryCollection::Facades::FCollectionInstancedMeshFacade InstancedMeshFacade(*GeometryCollection);
if (InstancedMeshFacade.IsValid())
{
const int32 NumTransforms = GeometryCollection->Children.Num();
for (int32 TransformIndex = 0; TransformIndex < NumTransforms; TransformIndex++)
{
// only applies to leaves nodes
if (GeometryCollection->Children[TransformIndex].Num() == 0)
{
const int32 AutoInstanceMeshIndex = InstancedMeshFacade.GetIndex(TransformIndex);
if (AutoInstanceMeshes.IsValidIndex(AutoInstanceMeshIndex))
{
AutoInstanceMeshes[AutoInstanceMeshIndex].NumInstances++;
}
}
}
}
else
{
UE_LOG(LogGeometryCollectionInternal, Warning, TEXT("[%s] Could not find AutoInstanceMeshIndex attribute but the asset as instanced meshes assigned, you may need to regenerate this asset"), *GetPathName());
}
}
}
#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);
}
}
}
void UGeometryCollection::CreateSimulationData()
{
CreateSimulationDataImp(/*bCopyFromDDC=*/false);
SimulationDataGuid = StateGuid;
}
void UGeometryCollection::CreateSimulationDataIfNeeded()
{
if (IsSimulationDataDirty() || bGeometryCollectionAlwaysRecreateSimulationData)
{
CreateSimulationData();
}
}
void UGeometryCollection::CreateRenderDataImp(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;
FDerivedDataGeometryCollectionRenderDataCooker* GeometryCollectionCooker = new FDerivedDataGeometryCollectionRenderDataCooker(*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);
RenderData = MakeUnique<FGeometryCollectionRenderData>();
RenderData->Serialize(ChaosAr, *this);
}
}
}
void UGeometryCollection::RebuildRenderData()
{
if (RenderDataGuid != StateGuid)
{
// Release RenderData render resources (happens on render thread) and defer deletion to the render thread for after ReleaseResources.
if (FGeometryCollectionRenderData* RenderDataToDelete = RenderData.Release())
{
RenderDataToDelete->ReleaseResources();
ENQUEUE_RENDER_COMMAND(SetResourceRenderThread)([RenderDataToDelete](FRHICommandListImmediate& RHICmdList)
{
delete RenderDataToDelete;
});
}
// Create new RenderData and initialize render resources (happens on render thread).
RenderData = FGeometryCollectionRenderData::Create(*GetGeometryCollection(), EnableNanite, bEnableNaniteFallback, bUseFullPrecisionUVs, bConvertVertexColorsToSRGB);
InitResources();
PropagateMarkDirtyToComponents();
RenderDataGuid = StateGuid;
}
}
void UGeometryCollection::PropagateMarkDirtyToComponents() const
{
for (TObjectIterator<UGeometryCollectionComponent> It(RF_ClassDefaultObject, false, EInternalObjectFlags::Garbage); It; ++It)
{
if (It->RestCollection == this)
{
It->MarkRenderStateDirty();
It->MarkRenderDynamicDataDirty();
}
}
}
void UGeometryCollection::PropagateTransformUpdateToComponents() const
{
for (TObjectIterator<UGeometryCollectionComponent> It(RF_ClassDefaultObject, false, EInternalObjectFlags::Garbage); It; ++It)
{
if (It->RestCollection == this)
{
// make sure to reset the rest collection to make sure the internal state of the components is up to date
// but we do not apply asset default to avoid overriding the existing overrides
It->SetRestCollection(this, false /* bApplyAssetDefaults */);
}
}
}
void UGeometryCollection::SetRootProxiesFromGeometrySources()
{
RootProxyData.ProxyMeshes.Reset();
RootProxyData.MeshTransforms.Reset();
// make sure the root index is properly cached
if (RootIndex == INDEX_NONE)
{
UpdateRootIndex();
}
FTransform3f RootTransform = FTransform3f::Identity;
if (GeometryCollection && GeometryCollection->Transform.IsValidIndex(RootIndex))
{
RootTransform = GeometryCollection->Transform[RootIndex];
}
for (const FGeometryCollectionSource& Source : GeometrySource)
{
UObject* SourceMesh = Source.SourceGeometryObject.TryLoad();
if (UStaticMesh* SourceStaticMesh = Cast<UStaticMesh>(SourceMesh))
{
RootProxyData.ProxyMeshes.Add(SourceStaticMesh);
const FTransform3f MeshTransform = FTransform3f(Source.LocalTransform).GetRelativeTransform(RootTransform);
RootProxyData.MeshTransforms.Add(MeshTransform);
}
}
}
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<Chaos::FImplicitObjectPtr>(
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)
{
const 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");
}
const int32 NumTransforms = GeometryCollection->NumElements(FGeometryCollection::TransformGroup);
TManagedArray<FBox>& TransformBounds = DuplicateGeometryCollection->ModifyAttribute<FBox>("BoundingBox", "Transform");
const TManagedArray<FBox>& GeometryBounds = GeometryCollection->GetAttribute<FBox>("BoundingBox", "Geometry");
for (int TransformIndex = 0; TransformIndex < NumTransforms; TransformIndex++)
{
const 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;
}
TSharedPtr<FGeometryCollection, ESPMode::ThreadSafe> UGeometryCollection::CopyCollectionAndRemoveGeometry(const TSharedPtr<const FGeometryCollection, ESPMode::ThreadSafe>& CollectionToCopy)
{
TSharedPtr<FGeometryCollection, ESPMode::ThreadSafe> GeometryCollectionToReturn(new FGeometryCollection());
const TArray<FName> GroupsToSkip{ FGeometryCollection::GeometryGroup, FGeometryCollection::VerticesGroup, FGeometryCollection::FacesGroup };
const TArray<TTuple<FName, FName>> AttributesToSkip{ { FGeometryDynamicCollection::SimplicialsAttribute, FTransformCollection::TransformGroup } };
CollectionToCopy->CopyTo(GeometryCollectionToReturn.Get(), GroupsToSkip, AttributesToSkip);
if (FGeometryCollection::AreCollisionParticlesEnabled())
{
// recreate the simplicial attribute since we cannot copy it and we skipped it
using FSimplicialUniquePtr = TUniquePtr<FCollisionStructureManager::FSimplicial>;
if (const TManagedArray<FSimplicialUniquePtr>* SourceSimplicials = CollectionToCopy->FindAttribute<FSimplicialUniquePtr>(FGeometryDynamicCollection::SimplicialsAttribute, FTransformCollection::TransformGroup))
{
TManagedArray<FSimplicialUniquePtr>& SimplicialsToWrite = GeometryCollectionToReturn->AddAttribute<FSimplicialUniquePtr>(FGeometryDynamicCollection::SimplicialsAttribute, FTransformCollection::TransformGroup);
for (int32 Index = SourceSimplicials->Num() - 1; 0 <= Index; Index--)
{
SimplicialsToWrite[Index].Reset((*SourceSimplicials)[Index] ? (*SourceSimplicials)[Index]->NewCopy() : nullptr);
}
}
}
// since we are removing the bounding box attribute from the geometry group we need to move it to the transform group
const TManagedArray<FBox>& GeometryBounds = CollectionToCopy->GetAttribute<FBox>("BoundingBox", "Geometry");
const TManagedArray<int32>& TransformToGeometryIndexArray = CollectionToCopy->TransformToGeometryIndex;
TManagedArray<FBox>& TransformBounds = GeometryCollectionToReturn->AddAttribute<FBox>("BoundingBox", "Transform");
for (int TransformIndex = 0; TransformIndex < TransformBounds.Num(); TransformIndex++)
{
const int32 GeometryIndex = TransformToGeometryIndexArray[TransformIndex];
if (GeometryIndex != INDEX_NONE)
{
TransformBounds[TransformIndex] = GeometryBounds[GeometryIndex];
}
else
{
TransformBounds[TransformIndex].Init();
}
}
return GeometryCollectionToReturn;
}
#endif
FGeometryCollectionRenderResourceSizeInfo UGeometryCollection::GetRenderResourceSizeInfo() const
{
FGeometryCollectionRenderResourceSizeInfo InfoOut;
const FGeometryCollectionMeshResources& MeshResources = RenderData->MeshResource;
InfoOut.MeshResourcesSize += MeshResources.IndexBuffer.GetIndexDataSize();
InfoOut.MeshResourcesSize += MeshResources.PositionVertexBuffer.GetAllocatedSize();
InfoOut.MeshResourcesSize += MeshResources.StaticMeshVertexBuffer.GetResourceSize();
InfoOut.MeshResourcesSize += MeshResources.ColorVertexBuffer.GetAllocatedSize();
InfoOut.MeshResourcesSize += MeshResources.BoneMapVertexBuffer.GetAllocatedSize();
InfoOut.NaniteResourcesSize += GetNaniteResourcesSize(*RenderData->NaniteResourcesPtr);
return InfoOut;
}
void UGeometryCollection::InitResources()
{
if (RenderData)
{
RenderData->InitResources(*this);
}
}
void UGeometryCollection::ReleaseResources()
{
if (RenderData)
{
RenderData->ReleaseResources();
}
}
void UGeometryCollection::InvalidateCollection()
{
StateGuid = FGuid::NewGuid();
UpdateRootIndex();
CacheBreadthFirstTransformIndices();
}
#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);
}
}
}
int32 FGeometryCollectionAutoInstanceMesh::GetNumDataPerInstance() const
{
return NumInstances? (CustomData.Num() / NumInstances): 0;
}
bool FGeometryCollectionAutoInstanceMesh::operator ==(const FGeometryCollectionAutoInstanceMesh& Other) const
{
return (Mesh == Other.Mesh) && (Materials == Other.Materials);
}
/** find or add a auto instance mesh and return its index */
const FGeometryCollectionAutoInstanceMesh& UGeometryCollection::GetAutoInstanceMesh(int32 AutoInstanceMeshIndex) const
{
return AutoInstanceMeshes[AutoInstanceMeshIndex];
}
/** find or add a auto instance mesh from another one and return its index */
int32 UGeometryCollection::FindOrAddAutoInstanceMesh(const FGeometryCollectionAutoInstanceMesh& AutoInstanceMesh)
{
int32 AutoInstanceMeshIndex = AutoInstanceMeshes.AddUnique(AutoInstanceMesh);
FGeometryCollectionAutoInstanceMesh& Instance = AutoInstanceMeshes[AutoInstanceMeshIndex];
Instance.NumInstances++;
return AutoInstanceMeshIndex;
}
int32 UGeometryCollection::FindOrAddAutoInstanceMesh(const UStaticMesh* StaticMesh, const TArray<UMaterialInterface*>& MeshMaterials)
{
FGeometryCollectionAutoInstanceMesh NewMesh;
NewMesh.Mesh = StaticMesh;
NewMesh.Materials = MeshMaterials;
return FindOrAddAutoInstanceMesh(NewMesh);
}
void UGeometryCollection::SetAutoInstanceMeshes(const TArray<FGeometryCollectionAutoInstanceMesh>& InAutoInstanceMeshes)
{
AutoInstanceMeshes = InAutoInstanceMeshes;
// dedup array and reassign indices
if (AutoInstanceMeshes.Num() > 0)
{
TArray<FGeometryCollectionAutoInstanceMesh> UniqueAutoInstanceMeshes;
TArray<int32> InstanceMeshIndexRemap;
UniqueAutoInstanceMeshes.Reserve(AutoInstanceMeshes.Num());
InstanceMeshIndexRemap.Reserve(AutoInstanceMeshes.Num());
// now we may have two similar entries we need to consolidate them
for (int32 InstanceMeshIndex = 0; InstanceMeshIndex < AutoInstanceMeshes.Num(); InstanceMeshIndex++)
{
const FGeometryCollectionAutoInstanceMesh& InstanceMesh = AutoInstanceMeshes[InstanceMeshIndex];
int32 UniqueInstanceMeshIndex = UniqueAutoInstanceMeshes.Find(InstanceMesh);
if (UniqueInstanceMeshIndex == INDEX_NONE)
{
FGeometryCollectionAutoInstanceMesh UniqueInstanceMesh = InstanceMesh;
UniqueInstanceMesh.NumInstances = 0;
UniqueInstanceMesh.CustomData.Reset();
UniqueInstanceMeshIndex = UniqueAutoInstanceMeshes.Add(UniqueInstanceMesh);
}
// make sure num instances are aggregated
UniqueAutoInstanceMeshes[UniqueInstanceMeshIndex].NumInstances += InstanceMesh.NumInstances;
InstanceMeshIndexRemap.Add(UniqueInstanceMeshIndex);
}
GeometryCollection::Facades::FCollectionInstancedMeshFacade InstancedMeshFacade(*GetGeometryCollection());
const TManagedArray<TSet<int32>>& Children = GetGeometryCollection()->Children;
// relocate custom data : we cannot just aggregate them because we may have interleaved transform indices with alternating colors
// also adjust the transform index to instance mesh index via the facade
TArray<int32> DataReadOffsets;
DataReadOffsets.SetNumZeroed(AutoInstanceMeshes.Num());
for (int32 TransformIndex = 0; TransformIndex < InstancedMeshFacade.GetNumIndices(); TransformIndex++)
{
// only for leaves
if (Children[TransformIndex].Num() == 0)
{
const int32 OldIndex = InstancedMeshFacade.GetIndex(TransformIndex);
if (InstanceMeshIndexRemap.IsValidIndex(OldIndex))
{
const FGeometryCollectionAutoInstanceMesh& OldInstanceMesh = AutoInstanceMeshes[OldIndex];
const int32 NewIndex = InstanceMeshIndexRemap[OldIndex];
FGeometryCollectionAutoInstanceMesh& NewInstanceMesh = UniqueAutoInstanceMeshes[NewIndex];
InstancedMeshFacade.SetIndex(TransformIndex, NewIndex);
const int32 NumDataPerInstance = OldInstanceMesh.GetNumDataPerInstance();
if (NumDataPerInstance > 0)
{
const int32 DataReadOffset = DataReadOffsets[OldIndex];
for (int32 DataIndex = 0; DataIndex < NumDataPerInstance; DataIndex++)
{
const float OldData = OldInstanceMesh.CustomData[DataReadOffset + DataIndex];
NewInstanceMesh.CustomData.Add(OldData);
}
DataReadOffsets[OldIndex] += NumDataPerInstance;
}
}
}
}
AutoInstanceMeshes = MoveTemp(UniqueAutoInstanceMeshes);
}
}
FGuid UGeometryCollection::GetIdGuid() const
{
return PersistentGuid;
}
FGuid UGeometryCollection::GetStateGuid() const
{
return StateGuid;
}
#if WITH_EDITOR
void UGeometryCollection::PostEditUndo()
{
PropagateTransformUpdateToComponents();
Super::PostEditUndo();
}
void UGeometryCollection::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
bool bDoInvalidateCollection = false;
bool bValidateSizeSpecificDataDefaults = false;
bool bDoUpdateConvexGeometry = false;
bool bRebuildSimulationData = false;
bool bRebuildRenderData = false;
if (PropertyChangedEvent.Property)
{
FName PropertyName = PropertyChangedEvent.Property->GetFName();
if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, EnableNanite))
{
bDoInvalidateCollection = true;
bRebuildRenderData = true;
}
else if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, bEnableNaniteFallback))
{
bDoInvalidateCollection = true;
bRebuildRenderData = true;
}
else if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, bUseFullPrecisionUVs))
{
bDoInvalidateCollection = true;
bRebuildRenderData = true;
}
else if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UGeometryCollection, bConvertVertexColorsToSRGB))
{
bRebuildRenderData = 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;
}
}
else if (PropertyChangedEvent.ChangeType == EPropertyChangeType::Unspecified)
{
// We get here on undo/redo operations.
// Make sure that render data rebuilds.
bRebuildRenderData = true;
}
if (bDoInvalidateCollection)
{
InvalidateCollection();
}
if (bValidateSizeSpecificDataDefaults)
{
ValidateSizeSpecificDataDefaults();
}
if (bDoUpdateConvexGeometry)
{
UpdateConvexGeometry();
}
if (bRebuildSimulationData)
{
if (!bManualDataCreate)
{
CreateSimulationData();
}
}
if (bRebuildRenderData)
{
RebuildRenderData();
}
InvalidateDataflowContents();
Super::PostEditChangeProperty(PropertyChangedEvent);
}
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, bool bIsTransacting, bool bIsPersistant, bool bAllowCopyFromDDC)
{
EnsureSimulationDataIsCooked(bIsTransacting, bAllowCopyFromDDC);
EnsureRenderDataIsCooked(bInitResources);
}
void UGeometryCollection::EnsureSimulationDataIsCooked(bool bIsTransacting, bool bAllowCopyFromDDC = true)
{
if (StateGuid != LastBuiltSimulationDataGuid)
{
CreateSimulationDataImp(/*bCopyFromDDC=*/ bAllowCopyFromDDC && !bIsTransacting);
LastBuiltSimulationDataGuid = StateGuid;
}
// todo(chaos) - this is temporary solution to make sure the data is computed accordingly if the attribute are missing
// in the future we should probably get rid of this all cooker logic and have a proper dependent attribute system
if (GeometryCollection)
{
if (FGeometryCollectionPhysicsProxy::NeedToInitializeSharedCollisionStructures(*GeometryCollection))
{
FSharedSimulationParameters SharedParams;
GetSharedSimulationParams(SharedParams);
Chaos::FErrorReporter ErrorReporter(GetName());
BuildSimulationData(ErrorReporter, *GeometryCollection, SharedParams);
// important : this is necessary to make sure we compute mass scale on the instances properly
// sadly we cannot call this in BuildSimulationData because we have no access to the asset
CacheMaterialDensity();
}
}
}
void UGeometryCollection::EnsureRenderDataIsCooked(bool bInitResources)
{
// Render data only goes through DDC when loading and saving ( called from OnPostLoad / OnSave )
// Using DDC during edits isn't worth it especially as we use a continually mutating guid instead of a state hash.
// That ensures that all edits are cache misses (slow) and unnecessarily fill up DDC disk space.
if (StateGuid != LastBuiltRenderDataGuid)
{
CreateRenderDataImp(/*bCopyFromDDC=*/ bInitResources);
if (FApp::CanEverRender() && bInitResources)
{
if (RenderData)
{
RenderData->InitResources(*this);
}
}
LastBuiltRenderDataGuid = StateGuid;
}
}
#endif
void UGeometryCollection::PreSave(FObjectPreSaveContext SaveContext)
{
#if WITH_EDITOR
constexpr bool bInitResources = false;
constexpr bool bIsTransacting = false;
constexpr bool bIsPersistant = false; // note that this has no effect on the call below
constexpr bool bAllowCopyFromDDC = false;
EnsureDataIsCooked(bInitResources, bIsTransacting, bIsPersistant, bAllowCopyFromDDC);
#endif
Super::PreSave(SaveContext);
}
void UGeometryCollection::PostLoad()
{
Super::PostLoad();
#if WITH_EDITOR
constexpr bool bInitResources = true;
EnsureRenderDataIsCooked(bInitResources);
#else
if (FApp::CanEverRender())
{
InitResources();
}
#endif
// migrate deprecated data if necessary
MigrateDeprecatedRootProxyData();
MigrateDeprecatedDataflowData();
}
void UGeometryCollection::MigrateDeprecatedRootProxyData()
{
#if WITH_EDITORONLY_DATA
if (!RootProxy_DEPRECATED.IsNull())
{
if (UStaticMesh* ProxyMesh = Cast<UStaticMesh>(RootProxy_DEPRECATED.TryLoad()))
{
RootProxyData.ProxyMeshes.Add(TObjectPtr<UStaticMesh>(ProxyMesh));
}
RootProxy_DEPRECATED = nullptr;
}
for (int32 MeshIndex = 0; MeshIndex < AutoInstanceMeshes.Num(); MeshIndex++)
{
FGeometryCollectionAutoInstanceMesh& AutoInstanceMesh = AutoInstanceMeshes[MeshIndex];
if (!AutoInstanceMesh.StaticMesh_DEPRECATED.IsNull())
{
if (UStaticMesh* StaticMesh = Cast<UStaticMesh>(AutoInstanceMesh.StaticMesh_DEPRECATED.TryLoad()))
{
AutoInstanceMesh.Mesh = TObjectPtr<UStaticMesh>(StaticMesh);
}
AutoInstanceMesh.StaticMesh_DEPRECATED = nullptr;
}
}
#endif
}
void UGeometryCollection::MigrateDeprecatedDataflowData()
{
#if WITH_EDITORONLY_DATA
if (DataflowAsset != nullptr)
{
DataflowInstance.SetDataflowAsset(DataflowAsset);
DataflowInstance.SetDataflowTerminal(FName(DataflowTerminal_DEPRECATED));
DataflowAsset = nullptr;
DataflowTerminal_DEPRECATED.Empty();
// todo(ccaillaud) do not migrate the overrides until we have a solid plan to make sure they won't sync and risk of loosing them
//FInstancedPropertyBag& Variables = DataflowInstance.GetMutableVariables();
//// convert all override to be string variables
//for (const TPair<FString, FString>& Pair : Overrides)
//{
// const FName VariableName = FName(Pair.Key);
// const FString& VariableValue = Pair.Value;
// Variables.AddProperty(VariableName, EPropertyBagPropertyType::String);
// Variables.SetValueString(VariableName, VariableValue);
//}
// clear all the deprecated values
// Overrides.Empty();
}
#endif
}
void UGeometryCollection::BeginDestroy()
{
Super::BeginDestroy();
ReleaseResources();
// Render fence to ensure that we complete resource release before destroy.
RenderResourceReleaseFence.BeginFence();
}
bool UGeometryCollection::IsReadyForFinishDestroy()
{
return Super::IsReadyForFinishDestroy() && RenderResourceReleaseFence.IsFenceComplete();
}
bool UGeometryCollection::HasMeshData() const
{
return RenderData != nullptr && RenderData->bHasMeshData;
}
bool UGeometryCollection::HasNaniteData() const
{
return RenderData != nullptr && RenderData->bHasNaniteData;
}
uint32 UGeometryCollection::GetNaniteResourceID() const
{
return RenderData->NaniteResourcesPtr->RuntimeResourceID;
}
uint32 UGeometryCollection::GetNaniteHierarchyOffset() const
{
return RenderData->NaniteResourcesPtr->HierarchyOffset;
}
uint32 UGeometryCollection::GetNaniteHierarchyOffset(int32 GeometryIndex, bool bFlattened) const
{
const Nanite::FResources& NaniteResources = *RenderData->NaniteResourcesPtr;
check(GeometryIndex >= 0 && GeometryIndex < NaniteResources.HierarchyRootOffsets.Num());
uint32 HierarchyOffset = NaniteResources.HierarchyRootOffsets[GeometryIndex];
// Translate the root offset into dwords here
HierarchyOffset *= NANITE_HIERARCHY_NODE_SLICE_SIZE_DWORDS;
if (bFlattened)
{
HierarchyOffset += NaniteResources.HierarchyOffset;
}
return HierarchyOffset;
}
void UGeometryCollection::AddAssetUserData(UAssetUserData* InUserData)
{
if (InUserData != nullptr)
{
UAssetUserData* ExistingData = GetAssetUserDataOfClass(InUserData->GetClass());
if (ExistingData != nullptr)
{
AssetUserData.Remove(ExistingData);
}
AssetUserData.Add(InUserData);
}
}
UAssetUserData* UGeometryCollection::GetAssetUserDataOfClass(TSubclassOf<UAssetUserData> InUserDataClass)
{
for (int32 DataIdx = 0; DataIdx < AssetUserData.Num(); DataIdx++)
{
UAssetUserData* Datum = AssetUserData[DataIdx];
if (Datum != nullptr && Datum->IsA(InUserDataClass))
{
return Datum;
}
}
return nullptr;
}
void UGeometryCollection::RemoveUserDataOfClass(TSubclassOf<UAssetUserData> InUserDataClass)
{
for (int32 DataIdx = 0; DataIdx < AssetUserData.Num(); DataIdx++)
{
UAssetUserData* Datum = AssetUserData[DataIdx];
if (Datum != nullptr && Datum->IsA(InUserDataClass))
{
AssetUserData.RemoveAt(DataIdx);
return;
}
}
}
const TArray<UAssetUserData*>* UGeometryCollection::GetAssetUserDataArray() const
{
return &ToRawPtrTArrayUnsafe(AssetUserData);
}
void UGeometryCollection::SetDataflowAsset(UDataflow* InDataflowAsset)
{
DataflowInstance.SetDataflowAsset(InDataflowAsset);
}
UDataflow* UGeometryCollection::GetDataflowAsset() const
{
return DataflowInstance.GetDataflowAsset();
}
TObjectPtr<UDataflowBaseContent> UGeometryCollection::CreateDataflowContent()
{
TObjectPtr<UDataflowBaseContent> BaseContent = NewObject<UDataflowBaseContent>();
BaseContent->SetDataflowOwner(this);
BaseContent->SetTerminalAsset(this);
WriteDataflowContent(BaseContent);
return BaseContent;
}
void UGeometryCollection::WriteDataflowContent(const TObjectPtr<UDataflowBaseContent>& DataflowContent) const
{
if(const TObjectPtr<UDataflowBaseContent> BaseContent = Cast<UDataflowBaseContent>(DataflowContent))
{
BaseContent->SetDataflowAsset(DataflowInstance.GetDataflowAsset());
BaseContent->SetDataflowTerminal(DataflowInstance.GetDataflowTerminal().ToString());
}
}
void UGeometryCollection::ReadDataflowContent(const TObjectPtr<UDataflowBaseContent>& DataflowContent)
{}
#if WITH_EDITOR
bool UGeometryCollection::CanEditChange(const FProperty* InProperty) const
{
if (!Super::CanEditChange(InProperty))
{
return false;
}
const FName& Name = InProperty->GetFName();
if (Name == GET_MEMBER_NAME_CHECKED(ThisClass, bOptimizeConvexes))
{
return Chaos::CVars::bChaosConvexSimplifyUnion == true;
}
return true;
}
#endif