Files
UnrealEngine/Engine/Plugins/Runtime/GeometryCache/Source/GeometryCacheStreamer/Public/GeometryCacheStreamBase.h
2025-05-18 13:04:45 +08:00

82 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Map.h"
#include "IGeometryCacheStream.h"
#include "HAL/CriticalSection.h"
struct FGeometryCacheStreamReadRequest;
/* Details about the animation to be streamed */
struct FGeometryCacheStreamDetails
{
int32 NumFrames = 0;
float Duration = 0.f;
float SecondsPerFrame = 1.f / 24.f;
int32 StartFrameIndex = 0;
int32 EndFrameIndex = 0;
};
/**
* Base class for GeometryCache stream for use with the GeometryCacheStreamer
* Besides implementing the basic functionalities expected of the stream,
* it implements basic memory statistics and management for use by the streamer.
* Derived classes need to implement a way to retrieve the mesh data for a frame
* through GetMeshData.
*/
class GEOMETRYCACHESTREAMER_API FGeometryCacheStreamBase : public IGeometryCacheStream
{
public:
FGeometryCacheStreamBase(int32 ReadConcurrency, FGeometryCacheStreamDetails&& Details);
virtual ~FGeometryCacheStreamBase();
//~ Begin IGeometryCacheStream Interface
virtual void Prefetch(int32 StartFrameIndex, int32 NumFrames = 0) override;
virtual uint32 GetNumFramesNeeded() override;
virtual bool RequestFrameData() override;
virtual void UpdateRequestStatus(TArray<int32>& OutFramesCompleted) override;
virtual bool GetFrameData(int32 FrameIndex, FGeometryCacheMeshData& OutMeshData) override;
virtual int32 CancelRequests() override;
virtual const FGeometryCacheStreamStats& GetStreamStats() const override;
virtual void SetLimits(float MaxMemoryAllowed, float MaxCachedDuration) override;
//~ End IGeometryCacheStream Interface
/* Updates the current position in the stream */
void UpdateCurrentFrameIndex(int32 FrameIndex);
protected:
/* Function called from main thread to prepare for GetMeshData */
virtual void PrepareRead() {}
/* Derived class must provide a way to get the mesh data for the given FrameIndex, called from worker threads */
virtual void GetMeshData(int32 FrameIndex, int32 ReadConcurrencyIndex, FGeometryCacheMeshData& OutMeshData) = 0;
void LoadFrameData(int32 FrameIndex);
void UpdateFramesNeeded(int32 StartIndex, int32 NumFrames);
void IncrementMemoryStat(const FGeometryCacheMeshData& MeshData);
void DecrementMemoryStat(const FGeometryCacheMeshData& MeshData);
TArray<int32> ReadIndices;
TArray<FGeometryCacheStreamReadRequest*> ReadRequestsPool;
TArray<int32> FramesNeeded;
TArray<int32> FramesToBeCached;
TArray<FGeometryCacheStreamReadRequest*> FramesRequested;
using FFrameIndexToMeshData = TMap<int32, FGeometryCacheMeshData*>;
FFrameIndexToMeshData FramesAvailable;
FRWLock FramesAvailableLock;
FGeometryCacheStreamDetails Details;
mutable FGeometryCacheStreamStats Stats;
int32 CurrentFrameIndex;
int32 MaxCachedFrames;
float MaxCachedDuration;
float MaxMemAllowed;
float MemoryUsed;
std::atomic<bool> bCancellationRequested;
bool bCacheNeedsUpdate;
};