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UnrealEngine/Engine/Source/Runtime/HeadMountedDisplay/Public/LateUpdateManager.h
2025-05-18 13:04:45 +08:00

54 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
class USceneComponent;
class FSceneInterface;
class FPrimitiveSceneInfo;
/**
* Utility class for applying an offset to a hierarchy of components in the renderer thread.
*/
class FLateUpdateManager
{
public:
FLateUpdateManager() {}
virtual ~FLateUpdateManager() {}
/** Setup state for applying the render thread late update */
HEADMOUNTEDDISPLAY_API void Setup(const FTransform& ParentToWorld, USceneComponent* Component, bool bSkipLateUpdate);
/** Returns true if the LateUpdateSetup data is stale. */
bool GetSkipLateUpdate_RenderThread() const { return PipelinedUpdateStatesRendering.bSkip; }
/** Apply the late update delta to the cached components */
HEADMOUNTEDDISPLAY_API void Apply_RenderThread(FSceneInterface* Scene, const FTransform& OldRelativeTransform, const FTransform& NewRelativeTransform);
private:
/** A utility method that calls CacheSceneInfo on ParentComponent and all of its descendants */
HEADMOUNTEDDISPLAY_API void GatherLateUpdatePrimitives(USceneComponent* ParentComponent);
/** Generates a LateUpdatePrimitiveInfo for the given component if it has a SceneProxy and appends it to the current LateUpdatePrimitives array */
HEADMOUNTEDDISPLAY_API void CacheSceneInfo(USceneComponent* Component);
struct FLateUpdateState
{
FLateUpdateState()
: ParentToWorld(FTransform::Identity)
, bSkip(false)
{}
/** Parent world transform used to reconstruct new world transforms for late update scene proxies */
FTransform ParentToWorld;
/** Primitives that need late update before rendering */
TMap<FPrimitiveSceneInfo*, int32> Primitives;
/** Late Update Info Stale, if this is found true do not late update */
bool bSkip;
};
FLateUpdateState PipelinedUpdateStatesGame;
FLateUpdateState PipelinedUpdateStatesRendering;
};