vault backup: 2025-07-16 15:22:16
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@@ -1534,6 +1534,7 @@ void AShaderWorldActor::CollisionCPU()
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BPRecomputeScope = BPCollisionRebuildRequest, ColRingCount = CollisionGridMaxRingNumber, LocalActorLocation, LocalOriginLocation,
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Height0 = HeightOnStart, Bounded = WorldHasBounds_OnRebuild, GBounds = WorldBoundsOnRebuild, Lock = CollisionMeshAccessLock]
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{
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//CollisionShareable无效则返回
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if (!CollData.IsValid())
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{
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if (Completion.IsValid())
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@@ -1542,9 +1543,8 @@ void AShaderWorldActor::CollisionCPU()
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}
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FScopeLock CollisionMeshArrayAccess(Lock.Get());
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//Brush相关
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double CollisionWidth = CollData->CollisionResolution * (CollData->VerticePerPatch - 1);
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TMap<FIntVector, FVector> BrushRedraws;
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for (const FBox2d& B : BrushScope)
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{
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@@ -1571,7 +1571,6 @@ void AShaderWorldActor::CollisionCPU()
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SWorldBounds.Max *= 100.0;
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TSet<FIntVector> ExternalCollisionsBounds;
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for (const ShaderWorld::FVisitor& SingleCamLoc : VisitorLocations)
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{
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if (SingleCamLoc.Bounds.IsValid)
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@@ -1583,6 +1582,7 @@ void AShaderWorldActor::CollisionCPU()
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CollData->MultipleCamera.Empty();
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CollData->LocRefs.Empty();
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//遍历所有Visitor,之后往CollisionShareable中的LocRefs、MultipleCamera添加计算结果。
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for (const ShaderWorld::FVisitor& SingleCamLoc : VisitorLocations)
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{
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if (SingleCamLoc.Bounds.IsValid)
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@@ -1689,6 +1689,7 @@ void AShaderWorldActor::CollisionCPU()
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WorldBounds.Min *= 100.0;
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WorldBounds.Max *= 100.0;
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//根据ShaderWorld边界,来维护UsedCollisionMesh、CollisionMeshData、CollisionMeshToCreate、CollisionMeshToRenameMoveUpdate、GroundCollisionLayout
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for (auto& ExternalBounds : ExternalCollisionsBounds)
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{
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FIntVector LocMeshInt = ExternalBounds;
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@@ -1735,6 +1736,7 @@ void AShaderWorldActor::CollisionCPU()
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}
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}
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//根据ShaderWorld MultipleCamera,来维护UsedCollisionMesh、CollisionMeshData、CollisionMeshToCreate、CollisionMeshToRenameMoveUpdate、GroundCollisionLayout
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for (auto& Elem : CollData->MultipleCamera)
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{
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FIntVector& SingleCam = Elem.Key;
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@@ -1796,6 +1798,7 @@ void AShaderWorldActor::CollisionCPU()
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}
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}
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//开始下一轮循环,bPreprocessingCollisionUpdate 设置为false
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if (Completion.IsValid())
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(*Completion.Get()) = false;
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}
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