Files
UnrealEngine/Engine/Source/Developer/MeshUtilities/Private/MeshRepresentationCommon.cpp
2025-05-18 13:04:45 +08:00

592 lines
20 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MeshRepresentationCommon.h"
#include "HAL/PlatformMemory.h"
#include "MaterialShared.h"
#include "MeshUtilities.h"
#include "MeshUtilitiesPrivate.h"
#include "DerivedMeshDataTaskUtils.h"
#if USE_EMBREE
static TAutoConsoleVariable<int32> CVarMemoryEstimateFactor(
TEXT("r.Embree.MemoryEstimateFactor"), 60,
TEXT("Configurable ratio for the memory used by embree"),
ECVF_ReadOnly
);
#endif
static FVector3f UniformSampleHemisphere(FVector2D Uniforms)
{
Uniforms = Uniforms * 2.0f - 1.0f;
if (Uniforms == FVector2D::ZeroVector)
{
return FVector3f::ZeroVector;
}
float R;
float Theta;
if (FMath::Abs(Uniforms.X) > FMath::Abs(Uniforms.Y))
{
R = Uniforms.X;
Theta = (float)PI / 4 * (Uniforms.Y / Uniforms.X);
}
else
{
R = Uniforms.Y;
Theta = (float)PI / 2 - (float)PI / 4 * (Uniforms.X / Uniforms.Y);
}
// concentric disk sample
const float U = R * FMath::Cos(Theta);
const float V = R * FMath::Sin(Theta);
const float R2 = R * R;
// map to hemisphere [P. Shirley, Kenneth Chiu; 1997; A Low Distortion Map Between Disk and Square]
return FVector3f(U * FMath::Sqrt(2 - R2), V * FMath::Sqrt(2 - R2), 1.0f - R2);
}
void MeshUtilities::GenerateStratifiedUniformHemisphereSamples(int32 NumSamples, FRandomStream& RandomStream, TArray<FVector3f>& Samples)
{
const int32 NumSamplesDim = FMath::TruncToInt(FMath::Sqrt((float)NumSamples));
Samples.Empty(NumSamplesDim * NumSamplesDim);
for (int32 IndexX = 0; IndexX < NumSamplesDim; IndexX++)
{
for (int32 IndexY = 0; IndexY < NumSamplesDim; IndexY++)
{
const float U1 = RandomStream.GetFraction();
const float U2 = RandomStream.GetFraction();
const float Fraction1 = (IndexX + U1) / (float)NumSamplesDim;
const float Fraction2 = (IndexY + U2) / (float)NumSamplesDim;
FVector3f Tmp = UniformSampleHemisphere(FVector2D(Fraction1, Fraction2));
// Workaround issue with compiler optimization by using copy constructor here.
Samples.Add(FVector3f(Tmp));
}
}
}
// [Frisvad 2012, "Building an Orthonormal Basis from a 3D Unit Vector Without Normalization"]
FMatrix44f MeshRepresentation::GetTangentBasisFrisvad(FVector3f TangentZ)
{
FVector3f TangentX;
FVector3f TangentY;
if (TangentZ.Z < -0.9999999f)
{
TangentX = FVector3f(0, -1, 0);
TangentY = FVector3f(-1, 0, 0);
}
else
{
float A = 1.0f / (1.0f + TangentZ.Z);
float B = -TangentZ.X * TangentZ.Y * A;
TangentX = FVector3f(1.0f - TangentZ.X * TangentZ.X * A, B, -TangentZ.X);
TangentY = FVector3f(B, 1.0f - TangentZ.Y * TangentZ.Y * A, -TangentZ.Y);
}
FMatrix44f LocalBasis;
LocalBasis.SetIdentity();
LocalBasis.SetAxis(0, TangentX);
LocalBasis.SetAxis(1, TangentY);
LocalBasis.SetAxis(2, TangentZ);
return LocalBasis;
}
#if USE_EMBREE
void EmbreeFilterFunc(const struct RTCFilterFunctionNArguments* args)
{
const FEmbreeGeometryAsset* GeometryAsset = (const FEmbreeGeometryAsset*)args->geometryUserPtr;
FEmbreeTriangleDesc Desc = GeometryAsset->TriangleDescs[RTCHitN_primID(args->hit, 1, 0)];
#if USE_EMBREE_MAJOR_VERSION >= 4
FEmbreeRayQueryContext& EmbreeContext = *static_cast<FEmbreeRayQueryContext*>(args->context);
#else
FEmbreeIntersectionContext& EmbreeContext = *static_cast<FEmbreeIntersectionContext*>(args->context);
#endif
EmbreeContext.ElementIndex = Desc.ElementIndex;
const RTCHit& EmbreeHit = *(RTCHit*)args->hit;
if (EmbreeContext.SkipPrimId != RTC_INVALID_GEOMETRY_ID && EmbreeContext.SkipPrimId == EmbreeHit.primID)
{
// Ignore hit in order to continue tracing
args->valid[0] = 0;
}
}
void EmbreeErrorFunc(void* userPtr, RTCError code, const char* str)
{
FString ErrorString;
TArray<TCHAR, FString::AllocatorType>& ErrorStringArray = ErrorString.GetCharArray();
ErrorStringArray.Empty();
int32 StrLen = FCStringAnsi::Strlen(str);
int32 Length = FUTF8ToTCHAR_Convert::ConvertedLength(str, StrLen);
ErrorStringArray.AddUninitialized(Length + 1); // +1 for the null terminator
FUTF8ToTCHAR_Convert::Convert(ErrorStringArray.GetData(), ErrorStringArray.Num(), reinterpret_cast<const ANSICHAR*>(str), StrLen);
ErrorStringArray[Length] = TEXT('\0');
UE_LOG(LogMeshUtilities, Error, TEXT("Embree error: %s Code=%u"), *ErrorString, (uint32)code);
}
LLM_DEFINE_TAG(Embree);
// userPtr is provided during callback registration, it points to the associated FEmbreeScene
static bool EmbreeMemoryMonitor(void* userPtr, ssize_t bytes, bool post)
{
LLM_SCOPE_BYTAG(Embree);
LLM_IF_ENABLED(FLowLevelMemTracker::Get().OnLowLevelChangeInMemoryUse(ELLMTracker::Default, static_cast<int64>(bytes)));
return true;
}
#endif
int64_t MeshRepresentation::MemoryEstimateForEmbreeScene(uint64_t IndexCount)
{
#if USE_EMBREE
// This value was observed by breakpointing VmAlloc and viewing the allocations made
const int64_t EmbreeDeviceUsage = 1024 * 1024 * 16;
// Estimate based of measuring and correlating actual memory usage with various mesh properties.
// Strong correlation between number of indices and memory usage. 1mb bias added to catch edge cases with very low index counts.
return (CVarMemoryEstimateFactor.GetValueOnAnyThread() * IndexCount) + (1024 * 1024) + EmbreeDeviceUsage;
#else
return 0;
#endif
}
void MeshRepresentation::SetupEmbreeScene(FString MeshName, bool bGenerateAsIfTwoSided, FEmbreeScene& OutEmbreeScene)
{
OutEmbreeScene.MeshName = MeshName;
OutEmbreeScene.bGenerateAsIfTwoSided = bGenerateAsIfTwoSided;
#if USE_EMBREE
OutEmbreeScene.Device = rtcNewDevice(nullptr);
rtcSetDeviceErrorFunction(OutEmbreeScene.Device, EmbreeErrorFunc, nullptr);
LLM_IF_ENABLED(rtcSetDeviceMemoryMonitorFunction(OutEmbreeScene.Device, EmbreeMemoryMonitor, &OutEmbreeScene));
RTCError ReturnErrorNewDevice = rtcGetDeviceError(OutEmbreeScene.Device);
if (ReturnErrorNewDevice == RTC_ERROR_OUT_OF_MEMORY)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to created Embree device for %s (OUT_OF_MEMORY)."), *MeshName);
FPlatformMemory::OnOutOfMemory(0, 16);
return;
}
if (ReturnErrorNewDevice != RTC_ERROR_NONE)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to created Embree device for %s. Code: %d"), *MeshName, (int32)ReturnErrorNewDevice);
return;
}
OutEmbreeScene.Scene = rtcNewScene(OutEmbreeScene.Device);
rtcSetSceneFlags(OutEmbreeScene.Scene, RTC_SCENE_FLAG_NONE);
RTCError ReturnErrorNewScene = rtcGetDeviceError(OutEmbreeScene.Device);
if (ReturnErrorNewScene == RTC_ERROR_OUT_OF_MEMORY)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to created Embree scene for %s (OUT_OF_MEMORY)."), *MeshName);
FPlatformMemory::OnOutOfMemory(0, 16);
return;
}
if (ReturnErrorNewScene != RTC_ERROR_NONE)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to created Embree scene for %s. Code: %d"), *MeshName, (int32)ReturnErrorNewScene);
rtcReleaseDevice(OutEmbreeScene.Device);
return;
}
#endif
}
void MeshRepresentation::DeleteEmbreeScene(FEmbreeScene& EmbreeScene)
{
#if USE_EMBREE
for (FEmbreeGeometryAsset& Asset : EmbreeScene.GeometryAssets)
{
if (Asset.Scene != nullptr)
{
rtcReleaseScene(Asset.Scene);
}
}
rtcReleaseScene(EmbreeScene.Scene);
rtcReleaseDevice(EmbreeScene.Device);
#endif
EmbreeScene = FEmbreeScene();
}
bool MeshRepresentation::AddMeshDataToEmbreeScene(FEmbreeScene& EmbreeScene, const FMeshDataForDerivedDataTask& MeshData, bool bIncludeTranslucentTriangles)
{
if ((MeshData.SourceMeshData == nullptr || !MeshData.SourceMeshData->IsValid()) && MeshData.LODModel == nullptr)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Provided MeshData for %s doesn't contain any data."), *EmbreeScene.MeshName);
return false;
}
const FEmbreeGeometryAsset* GeometryAsset = EmbreeScene.AddGeometryAsset(MeshData.SourceMeshData, MeshData.LODModel, MeshData.SectionData, bIncludeTranslucentTriangles, false);
const FEmbreeGeometry* Geometry = EmbreeScene.AddGeometry(GeometryAsset);
return true;
}
const FEmbreeGeometryAsset* FEmbreeScene::AddGeometryAsset(
const FSourceMeshDataForDerivedDataTask* SourceMeshData,
const FStaticMeshLODResources* LODModel,
TConstArrayView<FSignedDistanceFieldBuildSectionData> SectionData,
bool bIncludeTranslucentTriangles,
bool bInstantiable)
{
check((SourceMeshData != nullptr && SourceMeshData->IsValid()) || (LODModel != nullptr));
#if USE_EMBREE
const uint32 NumVertices = (SourceMeshData && SourceMeshData->IsValid()) ? SourceMeshData->GetNumVertices() : LODModel->VertexBuffers.PositionVertexBuffer.GetNumVertices();
const uint32 NumIndices = (SourceMeshData && SourceMeshData->IsValid()) ? SourceMeshData->GetNumIndices() : LODModel->IndexBuffer.GetNumIndices();
const int32 NumTriangles = NumIndices / 3;
const FStaticMeshSectionArray& Sections = (SourceMeshData && SourceMeshData->IsValid()) ? SourceMeshData->Sections : LODModel->Sections;
TArray<int32> FilteredTriangles;
FilteredTriangles.Empty(NumTriangles);
// TODO: investigate/fix what causes this warning and then enable it
bool bWarnOnceSectionData = false;
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; ++TriangleIndex)
{
FVector3f V0, V1, V2;
if (SourceMeshData && SourceMeshData->IsValid())
{
const uint32 I0 = SourceMeshData->TriangleIndices[TriangleIndex * 3 + 0];
const uint32 I1 = SourceMeshData->TriangleIndices[TriangleIndex * 3 + 1];
const uint32 I2 = SourceMeshData->TriangleIndices[TriangleIndex * 3 + 2];
V0 = SourceMeshData->VertexPositions[I0];
V1 = SourceMeshData->VertexPositions[I1];
V2 = SourceMeshData->VertexPositions[I2];
}
else
{
const FIndexArrayView Indices = LODModel->IndexBuffer.GetArrayView();
const uint32 I0 = Indices[TriangleIndex * 3 + 0];
const uint32 I1 = Indices[TriangleIndex * 3 + 1];
const uint32 I2 = Indices[TriangleIndex * 3 + 2];
V0 = LODModel->VertexBuffers.PositionVertexBuffer.VertexPosition(I0);
V1 = LODModel->VertexBuffers.PositionVertexBuffer.VertexPosition(I1);
V2 = LODModel->VertexBuffers.PositionVertexBuffer.VertexPosition(I2);
}
const FVector3f TriangleNormal = ((V1 - V2) ^ (V0 - V2));
const bool bDegenerateTriangle = TriangleNormal.SizeSquared() < SMALL_NUMBER;
if (!bDegenerateTriangle)
{
bool bIncludeTriangle = false;
for (int32 SectionIndex = 0; SectionIndex < Sections.Num(); SectionIndex++)
{
const FStaticMeshSection& Section = Sections[SectionIndex];
if ((uint32)(TriangleIndex * 3) >= Section.FirstIndex && (uint32)(TriangleIndex * 3) < Section.FirstIndex + Section.NumTriangles * 3)
{
if (SectionData.IsValidIndex(SectionIndex))
{
const bool bIsOpaqueOrMasked = !IsTranslucentBlendMode(SectionData[SectionIndex].BlendMode);
bIncludeTriangle = (bIsOpaqueOrMasked || bIncludeTranslucentTriangles) && SectionData[SectionIndex].bAffectDistanceFieldLighting;
}
else if (bWarnOnceSectionData)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Missing section data for %s, section = %d."), *MeshName, SectionIndex);
bWarnOnceSectionData = false;
}
break;
}
}
if (bIncludeTriangle)
{
FilteredTriangles.Add(TriangleIndex);
}
}
}
FEmbreeGeometryAsset& GeometryAsset = *new FEmbreeGeometryAsset;
const int32 NumBufferVerts = 1; // Reserve extra space at the end of the array, as embree has an internal bug where they read and discard 4 bytes off the end of the array
GeometryAsset.VertexArray.Empty(NumVertices + NumBufferVerts);
GeometryAsset.VertexArray.AddUninitialized(NumVertices + NumBufferVerts);
const int32 NumFilteredIndices = FilteredTriangles.Num() * 3;
GeometryAsset.IndexArray.Empty(NumFilteredIndices);
GeometryAsset.IndexArray.AddUninitialized(NumFilteredIndices);
GeometryAsset.TriangleDescs.Empty(FilteredTriangles.Num());
FVector3f* EmbreeVertices = GeometryAsset.VertexArray.GetData();
uint32* EmbreeIndices = GeometryAsset.IndexArray.GetData();
for (int32 FilteredTriangleIndex = 0; FilteredTriangleIndex < FilteredTriangles.Num(); FilteredTriangleIndex++)
{
uint32 I0, I1, I2;
FVector3f V0, V1, V2;
const int32 TriangleIndex = FilteredTriangles[FilteredTriangleIndex];
if (SourceMeshData && SourceMeshData->IsValid())
{
I0 = SourceMeshData->TriangleIndices[TriangleIndex * 3 + 0];
I1 = SourceMeshData->TriangleIndices[TriangleIndex * 3 + 1];
I2 = SourceMeshData->TriangleIndices[TriangleIndex * 3 + 2];
V0 = SourceMeshData->VertexPositions[I0];
V1 = SourceMeshData->VertexPositions[I1];
V2 = SourceMeshData->VertexPositions[I2];
}
else
{
const FIndexArrayView Indices = LODModel->IndexBuffer.GetArrayView();
I0 = Indices[TriangleIndex * 3 + 0];
I1 = Indices[TriangleIndex * 3 + 1];
I2 = Indices[TriangleIndex * 3 + 2];
V0 = LODModel->VertexBuffers.PositionVertexBuffer.VertexPosition(I0);
V1 = LODModel->VertexBuffers.PositionVertexBuffer.VertexPosition(I1);
V2 = LODModel->VertexBuffers.PositionVertexBuffer.VertexPosition(I2);
}
bool bTriangleIsTwoSided = false;
for (int32 SectionIndex = 0; SectionIndex < Sections.Num(); SectionIndex++)
{
const FStaticMeshSection& Section = Sections[SectionIndex];
if ((uint32)(TriangleIndex * 3) >= Section.FirstIndex && (uint32)(TriangleIndex * 3) < Section.FirstIndex + Section.NumTriangles * 3)
{
if (SectionData.IsValidIndex(SectionIndex))
{
bTriangleIsTwoSided = SectionData[SectionIndex].bTwoSided;
}
else if (bWarnOnceSectionData)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Missing section data for %s, section = %d."), *MeshName, SectionIndex);
bWarnOnceSectionData = false;
}
break;
}
}
{
EmbreeIndices[FilteredTriangleIndex * 3 + 0] = I0;
EmbreeIndices[FilteredTriangleIndex * 3 + 1] = I1;
EmbreeIndices[FilteredTriangleIndex * 3 + 2] = I2;
EmbreeVertices[I0] = V0;
EmbreeVertices[I1] = V1;
EmbreeVertices[I2] = V2;
FEmbreeTriangleDesc Desc;
// Store bGenerateAsIfTwoSided in material index
Desc.ElementIndex = bGenerateAsIfTwoSided || bTriangleIsTwoSided ? 1 : 0;
GeometryAsset.TriangleDescs.Add(Desc);
}
}
{
GeometryAsset.NumVertices = NumVertices;
GeometryAsset.NumTriangles = FilteredTriangles.Num();
GeometryAsset.SectionNumTriangles = 0;
GeometryAsset.SectionNumTwoSidedTriangles = 0;
for (int32 SectionIndex = 0; SectionIndex < Sections.Num(); SectionIndex++)
{
const FStaticMeshSection& Section = Sections[SectionIndex];
if (SectionData.IsValidIndex(SectionIndex))
{
GeometryAsset.SectionNumTriangles += Section.NumTriangles;
if (SectionData[SectionIndex].bTwoSided)
{
GeometryAsset.SectionNumTwoSidedTriangles += Section.NumTriangles;
}
}
else if (bWarnOnceSectionData)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Missing section data for %s, section = %d."), *MeshName, SectionIndex);
bWarnOnceSectionData = false;
}
}
}
if (bInstantiable)
{
RTCGeometry ImplGeometry = rtcNewGeometry(Device, RTC_GEOMETRY_TYPE_TRIANGLE);
rtcSetSharedGeometryBuffer(ImplGeometry, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, EmbreeVertices, 0, sizeof(FVector3f), GeometryAsset.NumVertices);
rtcSetSharedGeometryBuffer(ImplGeometry, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT3, EmbreeIndices, 0, sizeof(uint32) * 3, GeometryAsset.NumTriangles);
rtcSetGeometryUserData(ImplGeometry, &GeometryAsset);
rtcSetGeometryIntersectFilterFunction(ImplGeometry, EmbreeFilterFunc);
rtcCommitGeometry(ImplGeometry);
GeometryAsset.Scene = rtcNewScene(Device);
rtcAttachGeometry(GeometryAsset.Scene, ImplGeometry);
rtcReleaseGeometry(ImplGeometry);
rtcCommitScene(GeometryAsset.Scene);
RTCError ReturnError = rtcGetDeviceError(Device);
if (ReturnError == RTC_ERROR_OUT_OF_MEMORY)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to create instantiable Embree geometry for %s (OUT_OF_MEMORY)."), *MeshName);
FPlatformMemory::OnOutOfMemory(0, 16);
//return nullptr; // unreachable code
}
if (ReturnError != RTC_ERROR_NONE)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to create instantiable Embree geometry for %s. Code: %d"), *MeshName, (int32)ReturnError);
return nullptr;
}
}
GeometryAssets.Add(&GeometryAsset);
return &GeometryAsset;
#else
return nullptr;
#endif
}
const FEmbreeGeometry* FEmbreeScene::AddGeometry(const FEmbreeGeometryAsset* GeometryAsset)
{
#if USE_EMBREE
const FVector3f* VerticesData = GeometryAsset->VertexArray.GetData();
const uint32* IndicesData = GeometryAsset->IndexArray.GetData();
RTCGeometry ImplGeometry = rtcNewGeometry(Device, RTC_GEOMETRY_TYPE_TRIANGLE);
rtcSetSharedGeometryBuffer(ImplGeometry, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, VerticesData, 0, sizeof(FVector3f), GeometryAsset->NumVertices);
rtcSetSharedGeometryBuffer(ImplGeometry, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT3, IndicesData, 0, sizeof(uint32) * 3, GeometryAsset->NumTriangles);
rtcSetGeometryUserData(ImplGeometry, (void*)GeometryAsset);
rtcSetGeometryIntersectFilterFunction(ImplGeometry, EmbreeFilterFunc);
rtcCommitGeometry(ImplGeometry);
uint32 GeometryId = rtcAttachGeometry(Scene, ImplGeometry);
rtcReleaseGeometry(ImplGeometry);
RTCError ReturnError = rtcGetDeviceError(Device);
if (ReturnError == RTC_ERROR_OUT_OF_MEMORY)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to add geometry to Embree scene for %s (OUT_OF_MEMORY)."), *MeshName);
FPlatformMemory::OnOutOfMemory(0, 16);
//return nullptr; // unreachable code
}
if (ReturnError != RTC_ERROR_NONE)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to add geometry to Embree scene for %s. Code: %d"), *MeshName, (int32)ReturnError);
return nullptr;
}
FEmbreeGeometry& Geometry = *new FEmbreeGeometry;
Geometry.Asset = GeometryAsset;
Geometry.GeometryId = GeometryId;
Geometries.Add(&Geometry);
return &Geometry;
#else
return nullptr;
#endif
}
const FEmbreeGeometry* FEmbreeScene::AddGeometryInstance(const FEmbreeGeometryAsset* GeometryAsset, const FMatrix44f& Transform)
{
#if USE_EMBREE
RTCGeometry ImplGeometry = rtcNewGeometry(Device, RTC_GEOMETRY_TYPE_INSTANCE);
rtcSetGeometryInstancedScene(ImplGeometry, GeometryAsset->Scene);
rtcSetGeometryTransform(ImplGeometry, 0, RTC_FORMAT_FLOAT4X4_COLUMN_MAJOR, (const float*)Transform.M);
rtcCommitGeometry(ImplGeometry);
uint32 GeometryId = rtcAttachGeometry(Scene, ImplGeometry);
rtcReleaseGeometry(ImplGeometry);
RTCError ReturnError = rtcGetDeviceError(Device);
if (ReturnError == RTC_ERROR_OUT_OF_MEMORY)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to add geometry instance to Embree scene for %s (OUT_OF_MEMORY)."), *MeshName);
FPlatformMemory::OnOutOfMemory(0, 16);
//return nullptr; // unreachable code
}
if (ReturnError != RTC_ERROR_NONE)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to add geometry instance to Embree scene for %s. Code: %d"), *MeshName, (int32)ReturnError);
return nullptr;
}
FEmbreeGeometry& Geometry = *new FEmbreeGeometry;
Geometry.Asset = GeometryAsset;
Geometry.GeometryId = GeometryId;
Geometries.Add(&Geometry);
return &Geometry;
#else
return nullptr;
#endif
}
void FEmbreeScene::Commit()
{
#if USE_EMBREE
NumTrianglesTotal = 0;
uint32 SectionNumTwoSidedTriangles = 0;
uint32 SectionNumTriangles = 0;
for (FEmbreeGeometry& Geometry : Geometries)
{
NumTrianglesTotal += Geometry.Asset->NumTriangles;
SectionNumTwoSidedTriangles += Geometry.Asset->SectionNumTwoSidedTriangles;
SectionNumTriangles += Geometry.Asset->SectionNumTriangles;
}
bMostlyTwoSided = SectionNumTwoSidedTriangles * 4 >= SectionNumTriangles || bGenerateAsIfTwoSided;
rtcCommitScene(Scene);
RTCError ReturnError = rtcGetDeviceError(Device);
if (ReturnError == RTC_ERROR_OUT_OF_MEMORY)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to commit Embree scene for %s (OUT_OF_MEMORY)."), *MeshName);
FPlatformMemory::OnOutOfMemory(0, 16);
return;
}
if (ReturnError != RTC_ERROR_NONE)
{
UE_LOG(LogMeshUtilities, Warning, TEXT("Failed to commit Embree scene for %s. Code: %d"), *MeshName, (int32)ReturnError);
return;
}
#endif
}