vault backup: 2025-06-27 18:34:16
This commit is contained in:
parent
5def299315
commit
3908e2854f
@ -16,9 +16,6 @@ rating: ⭐
|
||||
- ShaderWorldActor.h:[[#AShaderWorldActor]]
|
||||
- SWorld.h:[[#ASWorld]]
|
||||
|
||||
## FRenderCommandFence
|
||||
|
||||
|
||||
# USWorldSubsystem
|
||||
主要管理:
|
||||
- TArray<USWContextBase*> SW_Contexts
|
||||
@ -168,8 +165,10 @@ void AShaderWorldActor::ReadbacksManagement()
|
||||
- bool
|
||||
- RedbuildCollisionContext
|
||||
- Array
|
||||
- CollisionWorkQueue:类型为FCollisionProcessingWork。
|
||||
- CollisionReadToProcess
|
||||
- CollisionReadToProcess:
|
||||
- CollisionWorkQueue:类型为FCollisionProcessingWork,碰撞处理任务队列,将回读的
|
||||
- FCollisionMeshElement
|
||||
- ReadBackCompletion:碰撞数据GPU回读是否完成。
|
||||
|
||||
|
||||
```c++
|
||||
@ -230,6 +229,7 @@ void AShaderWorldActor::CollisionManagement(float& DeltaT)
|
||||
```
|
||||
|
||||
#### SetupCollisions()
|
||||
设置相关变量。
|
||||
```c++
|
||||
bool AShaderWorldActor::SetupCollisions()
|
||||
{
|
||||
@ -356,7 +356,7 @@ bool AShaderWorldActor::CollisionFinalizeWork()
|
||||
|
||||
void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareableVerticePositionBuffer, ESPMode::ThreadSafe>& Positions)
|
||||
{
|
||||
//UBodySetup
|
||||
//当UBodySetup更新队列还有任务时,执行改函数会将FSWShareableVerticePositionBuffer加入到UpdatesReceivedDuringCompute数组中并且退出。
|
||||
if (AsyncBodySetupQueue.Num() > 0)
|
||||
{
|
||||
#if SWDEBUG
|
||||
@ -370,7 +370,7 @@ void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareabl
|
||||
|
||||
UpdatesReceivedDuringCompute.Empty();
|
||||
|
||||
|
||||
//使用FSWShareableVerticePositionBuffer数据来更新当前UShaderWorldCollisionComponent
|
||||
bool EnsureSameBuffers = ProcMeshSections.Num() > 0 && ProcMeshSections[0].PositionBuffer.IsValid() && (ProcMeshSections[0].PositionBuffer->Positions3f.Num() == 0 || ProcMeshSections[0].PositionBuffer->Positions3f.Num() == Positions->Positions.Num());
|
||||
if(!EnsureSameBuffers)
|
||||
{
|
||||
@ -398,6 +398,7 @@ void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareabl
|
||||
{
|
||||
if (UShaderWorldCollisionComponent* Comp = Cast<UShaderWorldCollisionComponent>(WeakThis.Get()))
|
||||
{
|
||||
//塞入Normal
|
||||
if(IsValid(Comp))
|
||||
Comp->ReceiveComputedNormals(PBuffer, Normals);
|
||||
}
|
||||
@ -408,8 +409,8 @@ void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareabl
|
||||
|
||||
//Materials
|
||||
// Pass new positions to trimesh
|
||||
UpdateCollision();
|
||||
UpdateLocalBounds(); // Update overall bounds
|
||||
UpdateCollision();//1. 异步Cook UBodySetup 2. 删除原本的碰撞 3. UseBodySetup->CreatePhysicsMeshesAsync(),使用UBodySetup异步创建新的碰撞网格。
|
||||
UpdateLocalBounds();//更新UShaderWorldCollisionComponent的LocalBoundingBox
|
||||
UpdateNavigation();
|
||||
|
||||
if (ProcMeshSections.Num() > 0 && (ProcMeshSections[0].bSectionVisible || (GetWorld() && !GetWorld()->IsGameWorld())))
|
||||
@ -423,6 +424,7 @@ void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareabl
|
||||
SectionData->TargetSection = 0;
|
||||
SectionData->NewPositionBuffer = ProcMeshSections[0].PositionBuffer;
|
||||
|
||||
//更新SceneProxy FShaderWProceduralMeshSceneProxy的NewPositionBuffer,也就是UpdateSection
|
||||
if(AShaderWorldActor* owner = Cast<AShaderWorldActor>(GetOwner()))
|
||||
{
|
||||
{
|
||||
@ -450,6 +452,192 @@ void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareabl
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### CollisionPreprocessGPU()
|
||||
GPU生成碰撞 的预处理阶段。
|
||||
```c++
|
||||
bool AShaderWorldActor::CollisionPreprocessGPU()
|
||||
{
|
||||
SCOPED_NAMED_EVENT_TEXT("AShaderWorldActor::CollisionPreprocessGPU()", FColor::Magenta);
|
||||
SW_FCT_CYCLE()
|
||||
|
||||
for (int32 CollID = CollisionReadToProcess.Num() - 1; CollID >= 0; CollID--)
|
||||
{
|
||||
const FName& ElID = CollisionReadToProcess[CollID];
|
||||
|
||||
|
||||
if (!CollisionMesh.Find(ElID))
|
||||
{
|
||||
CollisionWorkQueue.Empty();
|
||||
CollisionReadToProcess.RemoveAt(CollID);
|
||||
continue;
|
||||
}
|
||||
|
||||
//判断FCollisionMeshElement是否有效,以及是否将碰撞数据回读完成,如果完成,则将数据添加到碰撞处理队列CollisionWorkQueue,并且从碰撞回读队列CollisionReadToProcess
|
||||
FCollisionMeshElement& Mesh = *CollisionMesh.Find(ElID);
|
||||
if ((*Mesh.ReadBackCompletion.Get()))
|
||||
{
|
||||
ensure(Mesh.Mesh);
|
||||
|
||||
if(FGeoCProcMeshSection* Section = Mesh.Mesh->GetProcMeshSection(0))
|
||||
{
|
||||
if(CollisionMesh.Contains(CollisionBufferHolder))
|
||||
{
|
||||
CollisionWorkQueue.Emplace(
|
||||
ElID
|
||||
, Mesh.HeightData
|
||||
, (*CollisionMesh.Find(CollisionBufferHolder)).Mesh->VerticesTemplate
|
||||
, (*CollisionMesh.Find(CollisionBufferHolder)).Mesh->TrianglesTemplate);
|
||||
}
|
||||
else
|
||||
{
|
||||
SW_LOG("!CollisionMesh.Contains(CollisionBufferHolder)")
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
SW_LOG("CollisionPreprocessGPU :: Mesh.Mesh->GetProcMeshSection(0) = nullptr")
|
||||
}
|
||||
|
||||
|
||||
CollisionReadToProcess.RemoveAt(CollID);
|
||||
}
|
||||
}
|
||||
|
||||
if (!CollisionReadToProcess.IsEmpty())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
CollisionReadToProcess.Empty();
|
||||
|
||||
if (CollisionWorkQueue.Num() > 0)
|
||||
{
|
||||
(*bProcessingGroundCollision.Get()) = true;
|
||||
|
||||
AShaderWorldActor* SWContext = this;
|
||||
|
||||
Async(EAsyncExecution::TaskGraph, [Completion = bProcessingGroundCollision, RenderAPI = RendererAPI, VerticesPerPatch = CollisionVerticesPerPatch, Work = CollisionWorkQueue]
|
||||
{
|
||||
|
||||
ParallelFor(Work.Num(), [&](int32 WorkIndex)
|
||||
{
|
||||
|
||||
const FCollisionProcessingWork& WorkEl = Work[WorkIndex];
|
||||
|
||||
|
||||
if (!WorkEl.Read.IsValid() || !WorkEl.SourceB.IsValid() || !WorkEl.DestB.IsValid())
|
||||
return;
|
||||
|
||||
const int NumOfVertex = WorkEl.SourceB->Positions.Num();
|
||||
|
||||
WorkEl.DestB->Positions.SetNum(NumOfVertex);
|
||||
WorkEl.DestB->Positions3f.SetNum(NumOfVertex);
|
||||
WorkEl.DestB->MaterialIndices.SetNum(NumOfVertex);
|
||||
WorkEl.DestB->Bound = FBox(EForceInit::ForceInit);
|
||||
|
||||
FVector LocationfVertice_WS(0);
|
||||
uint16 MaterialIndice = 0;
|
||||
|
||||
uint8* ReadData8 = (uint8*)WorkEl.Read->ReadData.GetData();
|
||||
|
||||
TSet<int32>& TrianglesAffectedByHoles = WorkEl.DestB->TrianglesAffectedByHoles;
|
||||
TrianglesAffectedByHoles.Empty();
|
||||
|
||||
//#TODO ISPC slower ?
|
||||
#if 0 // INTEL_ISPC
|
||||
if (RenderAPI == EGeoRenderingAPI::OpenGL)
|
||||
{
|
||||
ispc::ShaderWorld_HeightFromGPUReadOpenGL(NumOfVertex, VerticesPerPatch, ReadData8,(ispc::FVector*)WorkEl.SourceB->Positions.GetData(), (ispc::FVector*)WorkEl.DestB->Positions.GetData(), (ispc::FVector3f*)WorkEl.DestB->Positions3f.GetData(), WorkEl.DestB->MaterialIndices.GetData());
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
ispc::ShaderWorld_HeightFromGPURead(NumOfVertex, VerticesPerPatch, ReadData8, (ispc::FVector3f*)WorkEl.SourceB->Positions3f.GetData(), (ispc::FVector*)WorkEl.DestB->Positions.GetData(), (ispc::FVector3f*)WorkEl.DestB->Positions3f.GetData(), WorkEl.DestB->MaterialIndices.GetData());
|
||||
}
|
||||
#else
|
||||
|
||||
|
||||
for (int32 k = 0; k < NumOfVertex; k++)
|
||||
{
|
||||
|
||||
if (RenderAPI == EGeoRenderingAPI::OpenGL)
|
||||
{
|
||||
const int index = k % VerticesPerPatch + (VerticesPerPatch - 1 - (k / VerticesPerPatch)) * VerticesPerPatch;
|
||||
|
||||
LocationfVertice_WS = FVector(WorkEl.SourceB->Positions[k].X, WorkEl.SourceB->Positions[k].Y, GetHeightFromGPURead(&ReadData8[4 * index], MaterialIndice));
|
||||
}
|
||||
else
|
||||
LocationfVertice_WS = FVector(WorkEl.SourceB->Positions[k].X, WorkEl.SourceB->Positions[k].Y, GetHeightFromGPURead(&ReadData8[4 * k], MaterialIndice));
|
||||
|
||||
WorkEl.DestB->Positions[k] = LocationfVertice_WS;
|
||||
WorkEl.DestB->Positions3f[k] = FVector3f(LocationfVertice_WS);
|
||||
WorkEl.DestB->MaterialIndices[k] = MaterialIndice;
|
||||
|
||||
|
||||
/*
|
||||
* Height below -7km means terrain hole
|
||||
*/
|
||||
if(WorkEl.DestB->Positions[k].Z < -700000.0)
|
||||
{
|
||||
/*
|
||||
* Find triangles including this vertex and add them to removed triangles
|
||||
*/
|
||||
|
||||
if(WorkEl.SourceB->PositionToTriangle.Contains(k))
|
||||
{
|
||||
TrianglesAffectedByHoles.Append(*WorkEl.SourceB->PositionToTriangle.Find(k));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
WorkEl.DestB->Bound += WorkEl.DestB->Positions[k];
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
/*
|
||||
* If the terrain has holes, create a custom index buffer with the related triangles removed
|
||||
*/
|
||||
if(TrianglesAffectedByHoles.Num() > 0)
|
||||
{
|
||||
WorkEl.DestB->FilteredTriangles = MakeShared<FSWShareableIndexBuffer, ESPMode::ThreadSafe>();
|
||||
|
||||
for(int32 Triangle = 0; Triangle < WorkEl.TriangleTemplate->Indices.Num()/3; Triangle++)
|
||||
{
|
||||
if(!TrianglesAffectedByHoles.Contains(Triangle))
|
||||
{
|
||||
WorkEl.DestB->FilteredTriangles->Indices.Add(WorkEl.TriangleTemplate->Indices[Triangle * 3]);
|
||||
WorkEl.DestB->FilteredTriangles->Indices.Add(WorkEl.TriangleTemplate->Indices[Triangle * 3 + 1]);
|
||||
WorkEl.DestB->FilteredTriangles->Indices.Add(WorkEl.TriangleTemplate->Indices[Triangle * 3 + 2]);
|
||||
|
||||
WorkEl.DestB->FilteredTriangles->Triangles_CollisionOnly.Add(WorkEl.TriangleTemplate->Triangles_CollisionOnly[Triangle]);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
WorkEl.DestB->FilteredTriangles.Reset();
|
||||
}
|
||||
|
||||
|
||||
//WorkEl.DestB->Bound = FBox(WorkEl.DestB->Positions);
|
||||
}
|
||||
);
|
||||
|
||||
if (Completion.IsValid())
|
||||
Completion->AtomicSet(false);
|
||||
|
||||
});
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
### SpawnablesManagement()
|
||||
|
||||
### TerrainAndSpawnablesManagement()
|
||||
|
Loading…
x
Reference in New Issue
Block a user