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--git a/Config/DefaultDeviceProfiles.ini b/Config/DefaultDeviceProfiles.ini index 0f8b6f3f..77bb56da 100644 --- a/Config/DefaultDeviceProfiles.ini +++ b/Config/DefaultDeviceProfiles.ini @@ -10,6 +10,7 @@ bIsVisibleForAssets=True +CVars=r.RayTracing.Culling=1 +CVars=r.Shadow.DistanceScale=2 +CVars=r.Tonemapper.Sharpen=1 ++CVars=r.HairStrands.Voxelization=0 ;+TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default,CookPlatformTilingDisabled=False,MaxAniso=0) ;+TextureLODGroups=(Group=TEXTUREGROUP_Character,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default,CookPlatformTilingDisabled=False,MaxAniso=0) ;+TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default,CookPlatformTilingDisabled=False,MaxAniso=0) diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index 5391dd28..89b7dc56 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -39,7 +39,7 @@ r.Lumen.HardwareRayTracing=True r.ReflectionMethod=1 r.ReflectionCaptureResolution=256 r.Lumen.HardwareRayTracing.LightingMode=2 -r.SkinCache.SceneMemoryLimitInMB=256 +r.SkinCache.SceneMemoryLimitInMB=512.000000 r.AntiAliasingMethod=2 r.GPUSkin.Support16BitBoneIndex=True r.GPUSkin.UnlimitedBoneInfluences=True diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini index f63af627..c63786b6 100644 --- a/Config/DefaultGame.ini +++ b/Config/DefaultGame.ini @@ -2,7 +2,7 @@ [/Script/EngineSettings.GeneralProjectSettings] ProjectID=B89CCC284A7D213231762AB505314AAD -ProjectVersion=2.02 +ProjectVersion=2.07 ProjectName=Ivazowsky CompanyName=GraffInteractive Homepage=Graff.tech @@ -22,7 +22,7 @@ UsePakFile=True bUseIoStore=True bUseZenStore=False bMakeBinaryConfig=False -bGenerateChunks=True +bGenerateChunks=False bGenerateNoChunks=False bChunkHardReferencesOnly=False bForceOneChunkPerFile=False diff --git a/Content/Blueprints/Player/CM.uasset b/Content/Blueprints/Player/CM.uasset index ce4356ff..b5dccc1b 100644 Binary files a/Content/Blueprints/Player/CM.uasset and b/Content/Blueprints/Player/CM.uasset differ diff --git a/Content/Blueprints/Player/GI.uasset b/Content/Blueprints/Player/GI.uasset 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b/Content/SkatePark/Naberez_Model/fix/SM_Table_Outside_SM_Table_Outside_1.uasset differ diff --git a/IvazowskyDev.uproject b/IvazowskyDev.uproject index 32f7d542..ddf2e4d9 100644 --- a/IvazowskyDev.uproject +++ b/IvazowskyDev.uproject @@ -387,6 +387,15 @@ "Linux", "Android" ] + }, + { + "Name": "Streamline", + "Enabled": true, + "MarketplaceURL": "https://www.unrealengine.com/marketplace/en-US/product/nvidia-dlss" + }, + { + "Name": "approximatedSpline", + "Enabled": true } ], "TargetPlatforms": [ diff --git a/plugins/approximatedSpline/Binaries/Win64/UnrealEditor-approximatedSpline.dll b/plugins/approximatedSpline/Binaries/Win64/UnrealEditor-approximatedSpline.dll new file mode 100644 index 00000000..f72785cd Binary files /dev/null and b/plugins/approximatedSpline/Binaries/Win64/UnrealEditor-approximatedSpline.dll differ diff --git a/plugins/approximatedSpline/Binaries/Win64/UnrealEditor-approximatedSpline.pdb b/plugins/approximatedSpline/Binaries/Win64/UnrealEditor-approximatedSpline.pdb new file mode 100644 index 00000000..0ec901ca Binary files /dev/null and b/plugins/approximatedSpline/Binaries/Win64/UnrealEditor-approximatedSpline.pdb differ diff --git a/plugins/approximatedSpline/Binaries/Win64/UnrealEditor.modules b/plugins/approximatedSpline/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 00000000..c6ed7156 --- /dev/null +++ b/plugins/approximatedSpline/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "27405482", + "Modules": + { + "approximatedSpline": "UnrealEditor-approximatedSpline.dll" + } +} \ No newline at end of file diff --git a/plugins/approximatedSpline/Resources/Icon128.png b/plugins/approximatedSpline/Resources/Icon128.png new file mode 100644 index 00000000..1231d4aa Binary files /dev/null and b/plugins/approximatedSpline/Resources/Icon128.png differ diff --git a/plugins/approximatedSpline/Source/approximatedSpline/Private/MySplineComponent.cpp b/plugins/approximatedSpline/Source/approximatedSpline/Private/MySplineComponent.cpp new file mode 100644 index 00000000..f6b08231 --- /dev/null +++ b/plugins/approximatedSpline/Source/approximatedSpline/Private/MySplineComponent.cpp @@ -0,0 +1,173 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "MySplineComponent.h" +#include "kismet/kismetmathlibrary.h" +#include "drawdebughelpers.h" + + + + + +void UApproximatedSplineComponent::approximate(int precision, double optimizeTolerance) +{ + if (precision < 1) { + UE_LOG(LogActor, Warning, TEXT("%s: precision parameter is less 1, override to 1"), *GetOwner()->GetActorNameOrLabel()); + precision = 1; + }; + if (optimizeTolerance < 0.001) { + UE_LOG(LogActor, Warning, TEXT("%s: optimizeTolerance parameter is less 0.001, override to 0.001"), *GetOwner()->GetActorNameOrLabel()); + optimizeTolerance = 0.001; + }; + + double temp = 0; + map.Empty(); + TArray dist; + TArray loc; + TArray tra; + auto lastI = UKismetMathLibrary::FTrunc(GetSplineLength() / float(precision)) ; + int delta = 0; + for (int i = 0; i <= lastI; i++) + { + auto v1 = GetTransformAtDistanceAlongSpline(i * precision, ESplineCoordinateSpace::Local); + auto v2 = GetTransformAtDistanceAlongSpline((i + 1) * precision, ESplineCoordinateSpace::Local); + temp += FVector::Distance(v1.GetLocation(), v2.GetLocation()); + if (i == 0) { + dist.Add(0); + loc.Add(v1.GetLocation()); + tra.Add(v1); + + } + + dist.Add(temp); + loc.Add(v2.GetLocation()); + tra.Add(v2); + + /*if (i == lastI) { + dist.Add(GetSplineLength()); + loc.Add(GetLocationAtSplinePoint(GetNumberOfSplinePoints() - 1, ESplineCoordinateSpace::Local)); + }*/ //add last point + + if ((i > 1) && (optimizeTolerance > 0) && loc.IsValidIndex(i + delta)) { + if (UKismetMathLibrary::NearlyEqual_FloatFloat((loc[i + delta] - loc[i - 2 + delta]).Length(), (loc[i - 1 + delta] - loc[i - 2 + delta]).Length() + (loc[i + delta] - loc[i - 1 + delta]).Length(), optimizeTolerance * pow(float(precision) / 100, 2) / ((loc[i - 1 + delta] - loc[i - 2 + delta]).Length() / 100))) { + + dist.RemoveAt(i - 1 + delta); + loc.RemoveAt(i - 1 + delta); + tra.RemoveAt(i - 1 + delta); + delta--; + } + } + } + int ii = 0; + auto offsetMultiplier = GetSplineLength() / dist.Last(); //approximated len is a little shorter then native spline len, so make every dis longer to fit + for (auto dis : dist) { + map.Add(dis* offsetMultiplier, tra[ii]); + ii++; + } + + numOfApproximatedPoints = map.Num(); + //UE_LOG(LogActorComponent, Warning, TEXT("%s: distance: %f, approDistance:%f"), *GetOwner()->GetActorNameOrLabel(),GetSplineLength(), dist.Last()*offsetMultiplier); + +} + +void UApproximatedSplineComponent::drawApproximatedSplineDebug(float pointSize, FLinearColor lineColor, float debugDuration, float thickness) +{ + TArray arr; + map.GenerateValueArray(arr); + + for (int i = 1; i < arr.Num(); i++) { + + DrawDebugDirectionalArrow(GetWorld(), UKismetMathLibrary::TransformLocation(GetComponentTransform(), (arr[i - 1].GetLocation())), UKismetMathLibrary::TransformLocation(GetComponentTransform(), arr[i].GetLocation()), pointSize, lineColor.ToFColor(false), false, debugDuration, 0U, thickness); + } + +} + + + +FVector UApproximatedSplineComponent::getRealLocationByDistance(double distance, ESplineCoordinateSpace::Type space) +{ + return getRealTransformByDistance(distance, space).GetLocation(); +} + +FRotator UApproximatedSplineComponent::getRealRotationByDistance(double distance, ESplineCoordinateSpace::Type space) +{ + return getRealTransformByDistance(distance, space).Rotator(); +} + +FTransform UApproximatedSplineComponent::getRealTransformByDistance(double distance, ESplineCoordinateSpace::Type space) +{ + TArray keys; + map.GetKeys(keys); + distance = UKismetMathLibrary::FClamp(distance, 0, keys.Last()); + int32 ii = 0; + for (auto& key : keys) { + + auto prevkey = keys[ii > 0 ? ii - 1 : ii]; + if (key >= distance) { + return UKismetMathLibrary::TLerp( + space == ESplineCoordinateSpace::Local ? *map.Find(key) : + FTransform(UKismetMathLibrary::TransformRotation( + GetComponentTransform(), + map.Find(key)->Rotator() + ), + UKismetMathLibrary::TransformLocation(GetComponentTransform(), map.Find(key)->GetLocation()), + FVector(1) + ), + space == ESplineCoordinateSpace::Local ? *map.Find(prevkey) : + FTransform( + UKismetMathLibrary::TransformRotation( + GetComponentTransform(), + map.Find(prevkey)->Rotator() + ) + ,UKismetMathLibrary::TransformLocation( + GetComponentTransform(), + map.Find(prevkey)->GetLocation() + ), + FVector(1) + ), + UKismetMathLibrary::MapRangeClamped(distance, key, prevkey, 0, 1) + + ); + } + ii++; + } + return FTransform(); +} + + +/* old and more expensive approximation optimization + +void UMySplineComponent::approximate(int precision = 100, double optimizeTolerance = 0.1, ESplineCoordinateSpace::Type space = ESplineCoordinateSpace::Local) +{ + if (precision < 1) { + UE_LOG(LogTemp, Warning, TEXT("precision parameter is less 1, override to 1")); + precision = 1; + }; + double temp = 0; + map.Empty(); + auto lastI = UKismetMathLibrary::FTrunc(GetSplineLength() / float(precision)) - 1; + for (int i = 0; i <= lastI; i++) + { + auto v1 = GetLocationAtDistanceAlongSpline(i * precision, space); + auto v2 = GetLocationAtDistanceAlongSpline((i + 1) * precision, space); + temp += FVector::Distance(v1, v2); + if (i == 0) map.Add(0, v1); //add first point + map.Add(temp, v2); + if (i == lastI) map.Add(GetSplineLength(), GetLocationAtSplinePoint(GetNumberOfSplinePoints() - 1, space)); //add last point + } + UE_LOG(LogTemp, Display, TEXT("len is %d"), map.Num()); + auto farr = map.Array(); + + if (optimizeTolerance > 0) { + for (int32 i = 0; i < farr.Num() - 2; i++) { + if (UKismetMathLibrary::NearlyEqual_FloatFloat((farr[i + 2].Value - farr[i].Value).Length(), (farr[i + 1].Value - farr[i].Value).Length() + (farr[i + 2].Value - farr[i + 1].Value).Length(), optimizeTolerance * pow( float(precision) / 100,2)/ ((farr[i + 1].Value - farr[i].Value).Length()/100))) { + + map.Remove(farr[i + 1].Key); + farr.RemoveAt(i + 1); + i--; //i+1 becomes i so its annigilate for's i++ + } + } + UE_LOG(LogTemp, Display, TEXT("newlen is %d"), map.Num()); + } + +}*/ \ No newline at end of file diff --git a/plugins/approximatedSpline/Source/approximatedSpline/Private/approximatedSpline.cpp b/plugins/approximatedSpline/Source/approximatedSpline/Private/approximatedSpline.cpp new file mode 100644 index 00000000..7df360e6 --- /dev/null +++ b/plugins/approximatedSpline/Source/approximatedSpline/Private/approximatedSpline.cpp @@ -0,0 +1,20 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "approximatedSpline.h" + +#define LOCTEXT_NAMESPACE "FapproximatedSplineModule" + +void FapproximatedSplineModule::StartupModule() +{ + // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module +} + +void FapproximatedSplineModule::ShutdownModule() +{ + // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, + // we call this function before unloading the module. +} + +#undef LOCTEXT_NAMESPACE + +IMPLEMENT_MODULE(FapproximatedSplineModule, approximatedSpline) \ No newline at end of file diff --git a/plugins/approximatedSpline/Source/approximatedSpline/Public/MySplineComponent.h b/plugins/approximatedSpline/Source/approximatedSpline/Public/MySplineComponent.h new file mode 100644 index 00000000..a83b2c0a --- /dev/null +++ b/plugins/approximatedSpline/Source/approximatedSpline/Public/MySplineComponent.h @@ -0,0 +1,40 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/SplineComponent.h" +#include "MySplineComponent.generated.h" + +/** + * + */ +UCLASS(ClassGroup = Utility, ShowCategories = (Mobility), HideCategories = (Physics, Collision, Lighting, Rendering, Mobile), meta = (BlueprintSpawnableComponent, ShortTooltip="add approximate function to construction script, optionally drawApproximatedSplineDebug. Then use getRealLocationByDistance instead of getLocationByDistance")) +class UApproximatedSplineComponent : public USplineComponent +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintCallable, Category = Approximation) + FVector getRealLocationByDistance(double distance, ESplineCoordinateSpace::Type space); + UFUNCTION(BlueprintCallable, Category = Approximation) + FRotator getRealRotationByDistance(double distance, ESplineCoordinateSpace::Type space); + UFUNCTION(BlueprintCallable, Category = Approximation) + /*transform scale always 1 as I never used it*/ + FTransform getRealTransformByDistance(double distance, ESplineCoordinateSpace::Type space); + UPROPERTY(VisibleInstanceOnly,BlueprintReadOnly, Category = Approximation) + int numOfApproximatedPoints; + +private: + /**optimizetolerance in % is threshold for removing unnesesary approximated points on stright parts of spline*/ + UFUNCTION(BlueprintCallable, Category = Spline) + void approximate(int precision = 10, double optimizeTolerance = 0.1); + UFUNCTION(BlueprintCallable, Category = Spline) + void drawApproximatedSplineDebug(float pointSize = 50, FLinearColor lineColor = FLinearColor(0, 0, 1), float debugDuration = 0, float thickness = 0); + UPROPERTY() + TMap map; + + + + +}; diff --git a/plugins/approximatedSpline/Source/approximatedSpline/Public/approximatedSpline.h b/plugins/approximatedSpline/Source/approximatedSpline/Public/approximatedSpline.h new file mode 100644 index 00000000..a49c3bfc --- /dev/null +++ b/plugins/approximatedSpline/Source/approximatedSpline/Public/approximatedSpline.h @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Modules/ModuleManager.h" + +class FapproximatedSplineModule : public IModuleInterface +{ +public: + + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; +}; diff --git a/plugins/approximatedSpline/Source/approximatedSpline/approximatedSpline.Build.cs b/plugins/approximatedSpline/Source/approximatedSpline/approximatedSpline.Build.cs new file mode 100644 index 00000000..afcc2da5 --- /dev/null +++ b/plugins/approximatedSpline/Source/approximatedSpline/approximatedSpline.Build.cs @@ -0,0 +1,53 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class approximatedSpline : ModuleRules +{ + public approximatedSpline(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicIncludePaths.AddRange( + new string[] { + // ... add public include paths required here ... + } + ); + + + PrivateIncludePaths.AddRange( + new string[] { + // ... add other private include paths required here ... + } + ); + + + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + // ... add other public dependencies that you statically link with here ... + } + ); + + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "CoreUObject", + "Engine", + "Slate", + "SlateCore", + // ... add private dependencies that you statically link with here ... + } + ); + + + DynamicallyLoadedModuleNames.AddRange( + new string[] + { + // ... add any modules that your module loads dynamically here ... + } + ); + } +} diff --git a/plugins/approximatedSpline/approximatedSpline.uplugin b/plugins/approximatedSpline/approximatedSpline.uplugin new file mode 100644 index 00000000..cdf4e7f3 --- /dev/null +++ b/plugins/approximatedSpline/approximatedSpline.uplugin @@ -0,0 +1,22 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "approximatedSpline", + "Description": "spline with approximated true distance function", + "Category": "Other", + "CreatedBy": "Dron", + "CreatedByURL": "https://dev.epicgames.com/community/profile/JQn/Andariel_yo", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "CanContainContent": true, + "Installed": true, + "Modules": [ + { + "Name": "approximatedSpline", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ] +} \ No newline at end of file