Files
UnrealEngine/Engine/Plugins/Mutable/Source/MutableRuntime/Private/MuR/Instance.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

551 lines
17 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MuR/Instance.h"
#include "HAL/LowLevelMemTracker.h"
#include "Misc/AssertionMacros.h"
#include "MuR/MutableMath.h"
namespace UE::Mutable::Private
{
TSharedPtr<FInstance> FInstance::Clone() const
{
LLM_SCOPE_BYNAME(TEXT("MutableRuntime"));
TSharedPtr<FInstance> Result = MakeShared<FInstance>();
*Result = *this;
return Result;
}
int32 FInstance::GetDataSize() const
{
return 16 + sizeof(*this) + Components.GetAllocatedSize() + ExtensionData.GetAllocatedSize();
}
int32 FInstance::GetComponentCount() const
{
return Components.Num();
}
int32 FInstance::GetLODCount( int32 ComponentIndex ) const
{
if (Components.IsValidIndex(ComponentIndex))
{
return Components[ComponentIndex].LODs.Num();
}
check(false);
return 0;
}
uint16 FInstance::GetComponentId( int32 ComponentIndex ) const
{
if (Components.IsValidIndex(ComponentIndex))
{
return Components[ComponentIndex].Id;
}
else
{
check(false);
}
return 0;
}
int32 FInstance::GetSurfaceCount( int32 ComponentIndex, int32 LODIndex ) const
{
if (Components.IsValidIndex(ComponentIndex) &&
Components[ComponentIndex].LODs.IsValidIndex(LODIndex))
{
return Components[ComponentIndex].LODs[LODIndex].Surfaces.Num();
}
else
{
check(false);
}
return 0;
}
uint32 FInstance::GetSurfaceId(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex ) const
{
if (Components.IsValidIndex(ComponentIndex) &&
Components[ComponentIndex].LODs.IsValidIndex(LODIndex) &&
Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex) )
{
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].InternalId;
}
else
{
check(false);
}
return 0;
}
int32 FInstance::FindSurfaceById(int32 ComponentIndex, int32 LODIndex, uint32 id ) const
{
if (Components.IsValidIndex(ComponentIndex) &&
Components[ComponentIndex].LODs.IsValidIndex(LODIndex))
{
for (int32 i = 0; i < Components[ComponentIndex].LODs[LODIndex].Surfaces.Num(); ++i)
{
if (Components[ComponentIndex].LODs[LODIndex].Surfaces[i].InternalId == id)
{
return i;
}
}
}
else
{
check(false);
}
return -1;
}
void FInstance::FindBaseSurfaceBySharedId(int32 CompIndex, uint32 SharedId, int32& OutSurfaceIndex, int32& OutLODIndex) const
{
if (Components.IsValidIndex(CompIndex))
{
for (int32 LodIndex = 0; LodIndex < Components[CompIndex].LODs.Num(); LodIndex++)
{
const FInstanceLOD& LOD = Components[CompIndex].LODs[LodIndex];
for (int32 SurfaceIndex = 0; SurfaceIndex < LOD.Surfaces.Num(); ++SurfaceIndex)
{
if (LOD.Surfaces[SurfaceIndex].SharedId == SharedId)
{
OutSurfaceIndex = SurfaceIndex;
OutLODIndex = LodIndex;
return;
}
}
}
}
OutSurfaceIndex = INDEX_NONE;
OutLODIndex = INDEX_NONE;
}
uint32 FInstance::GetSharedSurfaceId(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex) const
{
if (Components.IsValidIndex(ComponentIndex) &&
Components[ComponentIndex].LODs.IsValidIndex(LODIndex) &&
Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex))
{
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].SharedId;
}
else
{
check(false);
}
return 0;
}
uint32 FInstance::GetSurfaceCustomId(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex ) const
{
if (Components.IsValidIndex(ComponentIndex) &&
Components[ComponentIndex].LODs.IsValidIndex(LODIndex) &&
Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex))
{
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].ExternalId;
}
else
{
check(false);
}
return 0;
}
int32 FInstance::GetImageCount(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex ) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Images.Num();
}
int32 FInstance::GetVectorCount(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex ) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Vectors.Num();
}
int32 FInstance::GetScalarCount(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex ) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Scalars.Num();
}
int32 FInstance::GetStringCount(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex ) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Strings.Num();
}
FMeshId FInstance::GetMeshId(int32 ComponentIndex, int32 LODIndex) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
return Components[ComponentIndex].LODs[LODIndex].MeshId;
}
FImageId FInstance::GetImageId(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, int32 ImageIndex) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Images.IsValidIndex(ImageIndex));
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Images[ImageIndex].Id;
}
FName FInstance::GetImageName(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, int32 ImageIndex ) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Images.IsValidIndex(ImageIndex));
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Images[ImageIndex].Name;
}
FVector4f FInstance::GetVector(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, int32 VectorIndex) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Vectors.IsValidIndex(VectorIndex));
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Vectors[VectorIndex].Value;
}
FName FInstance::GetVectorName(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, int32 VectorIndex) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Vectors.IsValidIndex(VectorIndex));
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Vectors[VectorIndex].Name;
}
float FInstance::GetScalar(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, int32 ScalarIndex ) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Scalars.IsValidIndex(ScalarIndex));
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Scalars[ScalarIndex].Value;
}
FName FInstance::GetScalarName(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, int32 ScalarIndex) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Scalars.IsValidIndex(ScalarIndex));
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Scalars[ScalarIndex].Name;
}
FString FInstance::GetString(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, int32 StringIndex ) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Strings.IsValidIndex(StringIndex));
bool bValid = Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Strings.IsValidIndex(StringIndex);
if (bValid)
{
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Strings[StringIndex].Value;
}
return "";
}
FName FInstance::GetStringName(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, int32 StringIndex) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
bool bValid = Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Strings.IsValidIndex(StringIndex);
if (bValid)
{
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].Strings[StringIndex].Name;
}
return NAME_None;
}
FMaterialId FInstance::GetOverlayMaterialId(int32 ComponentIndex) const
{
check(Components.IsValidIndex(ComponentIndex));
return Components[ComponentIndex].OverlayMaterialId;
}
FMaterialId FInstance::GetMaterialId(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex) const
{
check(Components.IsValidIndex(ComponentIndex));
check(Components[ComponentIndex].LODs.IsValidIndex(LODIndex));
check(Components[ComponentIndex].LODs[LODIndex].Surfaces.IsValidIndex(SurfaceIndex));
return Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].MaterialId;
}
int32 FInstance::GetExtensionDataCount() const
{
return ExtensionData.Num();
}
void FInstance::GetExtensionData(int32 Index, TSharedPtr<const FExtensionData>& OutExtensionData, FName& OutName) const
{
check(ExtensionData.IsValidIndex(Index));
OutExtensionData = ExtensionData[Index].Data;
OutName = ExtensionData[Index].Name;
}
int32 FInstance::AddComponent()
{
int32 result = Components.Emplace();
return result;
}
int32 FInstance::AddLOD( int32 ComponentIndex )
{
// Automatically create the necessary lods and components
while (ComponentIndex >= Components.Num())
{
AddComponent();
}
return Components[ComponentIndex].LODs.Emplace();
}
int32 FInstance::AddSurface( int32 ComponentIndex, int32 LODIndex )
{
// Automatically create the necessary lods and components
while (ComponentIndex >= Components.Num())
{
AddComponent();
}
while (LODIndex >= Components[ComponentIndex].LODs.Num())
{
AddLOD(ComponentIndex);
}
return Components[ComponentIndex].LODs[LODIndex].Surfaces.Emplace();
}
void FInstance::SetSurfaceName( int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, FName Name)
{
// Automatically create the necessary lods and components
while (ComponentIndex >= Components.Num())
{
AddComponent();
}
while (LODIndex >= Components[ComponentIndex].LODs.Num())
{
AddLOD(ComponentIndex);
}
while ( SurfaceIndex>=Components[ComponentIndex].LODs[LODIndex].Surfaces.Num() )
{
AddSurface( LODIndex, ComponentIndex );
}
FInstanceSurface& surface = Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex];
surface.Name = Name;
}
//---------------------------------------------------------------------------------------------
void FInstance::SetMesh(int32 ComponentIndex, int32 LODIndex, const FMeshId& MeshId, FName Name)
{
// Automatically create the necessary lods and components
while (ComponentIndex >= Components.Num())
{
AddComponent();
}
while (LODIndex >= Components[ComponentIndex].LODs.Num())
{
AddLOD(ComponentIndex);
}
FInstanceLOD& LOD = Components[ComponentIndex].LODs[LODIndex];
LOD.MeshId = MeshId;
LOD.MeshName = Name;
}
int32 FInstance::AddImage( int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, const FImageId& ImageId, FName Name)
{
// Automatically create the necessary lods and components
while (ComponentIndex >= Components.Num())
{
AddComponent();
}
while (LODIndex >= Components[ComponentIndex].LODs.Num())
{
AddLOD(ComponentIndex);
}
while (SurfaceIndex >= Components[ComponentIndex].LODs[LODIndex].Surfaces.Num())
{
AddSurface(LODIndex, ComponentIndex);
}
FInstanceSurface& Surface = Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex];
return Surface.Images.Add({ ImageId, Name });
}
int32 FInstance::AddVector( int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, const FVector4f& vec, FName Name)
{
// Automatically create the necessary lods and components
while (ComponentIndex >= Components.Num())
{
AddComponent();
}
while (LODIndex >= Components[ComponentIndex].LODs.Num())
{
AddLOD(ComponentIndex);
}
while (SurfaceIndex >= Components[ComponentIndex].LODs[LODIndex].Surfaces.Num())
{
AddSurface(LODIndex, ComponentIndex);
}
FInstanceSurface& Surface = Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex];
return Surface.Vectors.Add({ vec, Name } );
}
int32 FInstance::AddScalar( int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, float sca, FName Name)
{
// Automatically create the necessary lods and components
while (ComponentIndex >= Components.Num())
{
AddComponent();
}
while (LODIndex >= Components[ComponentIndex].LODs.Num())
{
AddLOD(ComponentIndex);
}
while (SurfaceIndex >= Components[ComponentIndex].LODs[LODIndex].Surfaces.Num())
{
AddSurface(LODIndex, ComponentIndex);
}
FInstanceSurface& Surface = Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex];
return Surface.Scalars.Add({ sca, Name });
}
int32 FInstance::AddString( int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, const FString& Value, FName Name)
{
// Automatically create the necessary lods and components
while (ComponentIndex >= Components.Num())
{
AddComponent();
}
while (LODIndex >= Components[ComponentIndex].LODs.Num())
{
AddLOD(ComponentIndex);
}
while (SurfaceIndex >= Components[ComponentIndex].LODs[LODIndex].Surfaces.Num())
{
AddSurface(LODIndex, ComponentIndex);
}
FInstanceSurface& Surface = Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex];
return Surface.Strings.Add({ Value, Name });
}
void FInstance::SetMaterialId(int32 ComponentIndex, int32 LODIndex, int32 SurfaceIndex, const FMaterialId& MaterialId)
{
// Automatically create the necessary lods and components
while (ComponentIndex >= Components.Num())
{
AddComponent();
}
while (LODIndex >= Components[ComponentIndex].LODs.Num())
{
AddLOD(ComponentIndex);
}
while (SurfaceIndex >= Components[ComponentIndex].LODs[LODIndex].Surfaces.Num())
{
AddSurface(LODIndex, ComponentIndex);
}
Components[ComponentIndex].LODs[LODIndex].Surfaces[SurfaceIndex].MaterialId = MaterialId;
}
void FInstance::SetOverlayMaterialId(int32 ComponentIndex, const FMaterialId& MaterialId)
{
while (ComponentIndex >= Components.Num())
{
AddComponent();
}
Components[ComponentIndex].OverlayMaterialId = MaterialId;
}
void FInstance::SetExtensionData(const TSharedRef<const FExtensionData>& Data, FName Name)
{
NamedExtensionData& Entry = ExtensionData.AddDefaulted_GetRef();
Entry.Data = Data;
Entry.Name = Name;
}
}