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// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShapeApproximation/SimpleShapeSet3.h"
#include "MeshQueries.h"
#include "DynamicMesh/MeshTransforms.h"
#include "Intersection/ContainmentQueries3.h"
using namespace UE::Geometry;
// FSimpleShapeElementKey identifies an element of a FSimpleShapeSet3d, via the Type
// of that element, and the Index into the per-element-type arrays.
struct FSimpleShapeElementKey
{
// type of element
ESimpleShapeType Type;
// index of this element in per-type element lists inside a FSimpleShapeSet3d
int32 Index;
// volume of the element, used for sorting/etc
double Volume;
FSimpleShapeElementKey() = default;
FSimpleShapeElementKey(ESimpleShapeType TypeIn, int32 IndexIn, double VolumeIn)
: Type(TypeIn), Index(IndexIn), Volume(VolumeIn)
{}
};
static void FilterContained(const FSimpleShapeSet3d& Geometry, const FSphereShape3d& Sphere, const TArray<FSimpleShapeElementKey>& Elements, int32 k, TArray<bool>& RemovedInOut)
{
int32 N = Elements.Num();
for (int32 j = k + 1; j < N; ++j)
{
if (RemovedInOut[j] == false)
{
bool bContained = false;
int32 ElemIdx = Elements[j].Index;
if (Elements[j].Type == ESimpleShapeType::Sphere)
{
bContained = UE::Geometry::IsInside<double>(Sphere.Sphere, Geometry.Spheres[ElemIdx].Sphere);
}
else if (Elements[j].Type == ESimpleShapeType::Box)
{
bContained = UE::Geometry::IsInside<double>(Sphere.Sphere, Geometry.Boxes[ElemIdx].Box);
}
else if (Elements[j].Type == ESimpleShapeType::Capsule)
{
bContained = UE::Geometry::IsInside<double>(Sphere.Sphere, Geometry.Capsules[ElemIdx].Capsule);
}
else if (Elements[j].Type == ESimpleShapeType::Convex)
{
bContained = UE::Geometry::IsInside(Sphere.Sphere, Geometry.Convexes[ElemIdx].Mesh.VerticesItr());
}
else if (Elements[j].Type == ESimpleShapeType::LevelSet)
{
bContained = UE::Geometry::IsInside(Sphere.Sphere, Geometry.LevelSets[ElemIdx].GetGridBox());
}
else
{
ensure(false); // not implemented yet?
}
if (bContained)
{
RemovedInOut[j] = true;
}
}
}
}
static void FilterContained(const FSimpleShapeSet3d& Geometry, const UE::Geometry::FCapsuleShape3d& Capsule, const TArray<FSimpleShapeElementKey>& Elements, int32 k, TArray<bool>& RemovedInOut)
{
int32 N = Elements.Num();
for (int32 j = k + 1; j < N; ++j)
{
if (RemovedInOut[j] == false)
{
bool bContained = false;
int32 ElemIdx = Elements[j].Index;
if (Elements[j].Type == ESimpleShapeType::Sphere)
{
bContained = UE::Geometry::IsInside<double>(Capsule.Capsule, Geometry.Spheres[ElemIdx].Sphere);
}
else if (Elements[j].Type == ESimpleShapeType::Box)
{
bContained = UE::Geometry::IsInside<double>(Capsule.Capsule, Geometry.Boxes[ElemIdx].Box);
}
else if (Elements[j].Type == ESimpleShapeType::Capsule)
{
bContained = UE::Geometry::IsInside<double>(Capsule.Capsule, Geometry.Capsules[ElemIdx].Capsule);
}
else if (Elements[j].Type == ESimpleShapeType::Convex)
{
bContained = UE::Geometry::IsInside(Capsule.Capsule, Geometry.Convexes[ElemIdx].Mesh.VerticesItr());
}
else if (Elements[j].Type == ESimpleShapeType::LevelSet)
{
bContained = UE::Geometry::IsInside(Capsule.Capsule, Geometry.LevelSets[ElemIdx].GetGridBox());
}
else
{
ensure(false);
}
if (bContained)
{
RemovedInOut[j] = true;
}
}
}
}
static void FilterContained(const FSimpleShapeSet3d& Geometry, const FBoxShape3d& Box, const TArray<FSimpleShapeElementKey>& Elements, int32 k, TArray<bool>& RemovedInOut)
{
int32 N = Elements.Num();
for (int32 j = k + 1; j < N; ++j)
{
if (RemovedInOut[j] == false)
{
bool bContained = false;
int32 ElemIdx = Elements[j].Index;
if (Elements[j].Type == ESimpleShapeType::Sphere)
{
bContained = UE::Geometry::IsInside<double>(Box.Box, Geometry.Spheres[ElemIdx].Sphere);
}
else if (Elements[j].Type == ESimpleShapeType::Box)
{
bContained = UE::Geometry::IsInside<double>(Box.Box, Geometry.Boxes[ElemIdx].Box);
}
else if (Elements[j].Type == ESimpleShapeType::Capsule)
{
bContained = UE::Geometry::IsInside<double>(Box.Box, Geometry.Capsules[ElemIdx].Capsule);
}
else if (Elements[j].Type == ESimpleShapeType::Convex)
{
bContained = UE::Geometry::IsInside(Box.Box, Geometry.Convexes[ElemIdx].Mesh.VerticesItr());
}
else if (Elements[j].Type == ESimpleShapeType::LevelSet)
{
bContained = UE::Geometry::IsInside(Box.Box, Geometry.LevelSets[ElemIdx].GetGridBox());
}
else
{
ensure(false);
}
if (bContained)
{
RemovedInOut[j] = true;
}
}
}
}
static void FilterContained(const FSimpleShapeSet3d& Geometry, const FConvexShape3d& Convex, const TArray<FSimpleShapeElementKey>& Elements, int32 k, TArray<bool>& RemovedInOut)
{
TArray<FHalfspace3d> Planes;
for (int32 tid : Convex.Mesh.TriangleIndicesItr())
{
FVector3d Normal, Centroid; double Area;
Convex.Mesh.GetTriInfo(tid, Normal, Area, Centroid);
Planes.Add(FHalfspace3d(Normal, Centroid));
}
int32 N = Elements.Num();
for (int32 j = k + 1; j < N; ++j)
{
if (RemovedInOut[j] == false)
{
bool bContained = false;
int32 ElemIdx = Elements[j].Index;
if (Elements[j].Type == ESimpleShapeType::Sphere)
{
bContained = UE::Geometry::IsInsideHull<double>(Planes, Geometry.Spheres[ElemIdx].Sphere);
}
else if (Elements[j].Type == ESimpleShapeType::Box)
{
bContained = UE::Geometry::IsInsideHull<double>(Planes, Geometry.Boxes[ElemIdx].Box);
}
else if (Elements[j].Type == ESimpleShapeType::Capsule)
{
bContained = UE::Geometry::IsInsideHull<double>(Planes, Geometry.Capsules[ElemIdx].Capsule);
}
else if (Elements[j].Type == ESimpleShapeType::Convex)
{
bContained = UE::Geometry::IsInsideHull<double>(Planes, Geometry.Convexes[ElemIdx].Mesh.VerticesItr());
}
else if (Elements[j].Type == ESimpleShapeType::LevelSet)
{
bContained = UE::Geometry::IsInsideHull<double>(Planes, Geometry.LevelSets[ElemIdx].GetGridBox());
}
else
{
ensure(false);
}
if (bContained)
{
RemovedInOut[j] = true;
}
}
}
}
static void FilterContained(const FSimpleShapeSet3d& Geometry, FLevelSetShape3d& LevelSetShape, const TArray<FSimpleShapeElementKey>& Elements, int32 k, TArray<bool>& RemovedInOut)
{
TTriLinearGridInterpolant<FDenseGrid3f> GridInterp(&LevelSetShape.Grid, FVector3d::ZeroVector, LevelSetShape.CellSize, LevelSetShape.Grid.GetDimensions());
int32 N = Elements.Num();
for (int32 j = k + 1; j < N; ++j)
{
if (RemovedInOut[j] == false)
{
bool bContained = false;
int32 ElemIdx = Elements[j].Index;
if (Elements[j].Type == ESimpleShapeType::Sphere)
{
bContained = UE::Geometry::IsInside(GridInterp, LevelSetShape.GridTransform, Geometry.Spheres[ElemIdx].Sphere);
}
else if (Elements[j].Type == ESimpleShapeType::Box)
{
bContained = UE::Geometry::IsInside(GridInterp, LevelSetShape.GridTransform, Geometry.Boxes[ElemIdx].Box);
}
else if (Elements[j].Type == ESimpleShapeType::Capsule)
{
bContained = UE::Geometry::IsInside(GridInterp, LevelSetShape.GridTransform, Geometry.Capsules[ElemIdx].Capsule);
}
else if (Elements[j].Type == ESimpleShapeType::Convex)
{
bContained = UE::Geometry::IsInside<double>(GridInterp, LevelSetShape.GridTransform, Geometry.Convexes[ElemIdx].Mesh.VerticesItr());
}
else if (Elements[j].Type == ESimpleShapeType::LevelSet)
{
bContained = UE::Geometry::IsInside(GridInterp, LevelSetShape.GridTransform, Geometry.LevelSets[ElemIdx].GetGridBox());
}
else
{
ensure(false);
}
if (bContained)
{
RemovedInOut[j] = true;
}
}
}
}
static void GetElementsList(FSimpleShapeSet3d& GeometrySet, TArray<FSimpleShapeElementKey>& Elements)
{
for (int32 k = 0; k < GeometrySet.Spheres.Num(); ++k)
{
Elements.Add(FSimpleShapeElementKey(ESimpleShapeType::Sphere, k, GeometrySet.Spheres[k].Sphere.Volume()));
}
for (int32 k = 0; k < GeometrySet.Boxes.Num(); ++k)
{
Elements.Add(FSimpleShapeElementKey(ESimpleShapeType::Box, k, GeometrySet.Boxes[k].Box.Volume()));
}
for (int32 k = 0; k < GeometrySet.Capsules.Num(); ++k)
{
Elements.Add(FSimpleShapeElementKey(ESimpleShapeType::Capsule, k, GeometrySet.Capsules[k].Capsule.Volume()));
}
for (int32 k = 0; k < GeometrySet.Convexes.Num(); ++k)
{
FVector2d VolArea = TMeshQueries<FDynamicMesh3>::GetVolumeArea(GeometrySet.Convexes[k].Mesh);
Elements.Add(FSimpleShapeElementKey(ESimpleShapeType::Convex, k, VolArea.X));
}
for (int32 k = 0; k < GeometrySet.LevelSets.Num(); ++k)
{
Elements.Add(FSimpleShapeElementKey(ESimpleShapeType::LevelSet, k, GeometrySet.LevelSets[k].GetGridBox().Volume()));
}
}
static void GetElementsSortedByDecreasing(FSimpleShapeSet3d& GeometrySet, TArray<FSimpleShapeElementKey>& Elements)
{
GetElementsList(GeometrySet, Elements);
// sort by decreasing volume
Elements.Sort([](const FSimpleShapeElementKey& A, const FSimpleShapeElementKey& B) { return A.Volume > B.Volume; });
}
void FSimpleShapeSet3d::RemoveContainedGeometry()
{
TArray<FSimpleShapeElementKey> Elements;
GetElementsSortedByDecreasing(*this, Elements);
int32 N = Elements.Num();
TArray<bool> Removed;
Removed.Init(false, N);
// remove contained elements
for (int32 k = 0; k < N; ++k)
{
if (Removed[k]) continue;
ESimpleShapeType ElemType = Elements[k].Type;
int32 ElemIdx = (int32)Elements[k].Index;
if (ElemType == ESimpleShapeType::Sphere)
{
FilterContained(*this, Spheres[ElemIdx], Elements, k, Removed);
}
else if (ElemType == ESimpleShapeType::Capsule)
{
FilterContained(*this, Capsules[ElemIdx], Elements, k, Removed);
}
else if (ElemType == ESimpleShapeType::Box)
{
FilterContained(*this, Boxes[ElemIdx], Elements, k, Removed);
}
else if (ElemType == ESimpleShapeType::Convex)
{
FilterContained(*this, Convexes[ElemIdx], Elements, k, Removed);
}
else if (ElemType == ESimpleShapeType::LevelSet)
{
// Pass in zero here instead of k because we don't currently have a good volume value for level set objects
FilterContained(*this, LevelSets[ElemIdx], Elements, 0, Removed);
}
else
{
ensure(false);
}
}
// build a new shape set
FSimpleShapeSet3d NewSet;
for (int32 k = 0; k < N; ++k)
{
if (Removed[k] == false)
{
ESimpleShapeType ElemType = Elements[k].Type;
int32 ElemIdx = Elements[k].Index;
switch (ElemType)
{
case ESimpleShapeType::Sphere:
NewSet.Spheres.Add(Spheres[ElemIdx]);
break;
case ESimpleShapeType::Box:
NewSet.Boxes.Add(Boxes[ElemIdx]);
break;
case ESimpleShapeType::Capsule:
NewSet.Capsules.Add(Capsules[ElemIdx]);
break;
case ESimpleShapeType::Convex:
NewSet.Convexes.Add(Convexes[ElemIdx]); // todo movetemp here...
break;
case ESimpleShapeType::LevelSet:
NewSet.LevelSets.Add(LevelSets[ElemIdx]); // todo movetemp here...
break;
}
}
}
// replace our lists with new set
Spheres = MoveTemp(NewSet.Spheres);
Boxes = MoveTemp(NewSet.Boxes);
Capsules = MoveTemp(NewSet.Capsules);
Convexes = MoveTemp(NewSet.Convexes);
LevelSets = MoveTemp(NewSet.LevelSets);
}
template<typename TransformType>
static void TransformSphereShape(FSphereShape3d& SphereShape, const TransformType& Transform)
{
double RadiusScale = Transform.GetScale3D().Length() / FVector3d::One().Length();
SphereShape.Sphere.Center = Transform.TransformPosition(SphereShape.Sphere.Center);
SphereShape.Sphere.Radius *= RadiusScale;
}
template<typename TransformType>
static void TransformBoxShape(FBoxShape3d& BoxShape, const TransformType& Transform)
{
BoxShape.Box.Frame.Transform(Transform);
// There isn't a perfect approach to transforming the extents in the presence of non-uniform scaling.
// One approach we've done in the past has been to transform the corner vector, but depending on that
// vector's orientation relative to scaling axis, the extents could grow/shrink in unexpected ways,
// or not change at all if direction happened to be orthogonal.
// The approach we now use is to apply the scaling in the reference frame of the box itself, because
// this what the editor does for box collision shapes, and it is helpful to have this work the same
// way here.
// For uniform scaling, it doesn't matter which approach we use.
BoxShape.Box.Extents *= Transform.GetScale3D();
}
template<typename TransformType>
static void TransformCapsuleShape(UE::Geometry::FCapsuleShape3d& CapsuleShape, const TransformType& Transform)
{
FVector3d P0 = Transform.TransformPosition(CapsuleShape.Capsule.Segment.StartPoint());
FVector3d P1 = Transform.TransformPosition(CapsuleShape.Capsule.Segment.EndPoint());
CapsuleShape.Capsule.Segment.Center = 0.5 * (P0 + P1);
CapsuleShape.Capsule.Segment.Direction = (P1 - P0);
CapsuleShape.Capsule.Segment.Extent = Normalize(CapsuleShape.Capsule.Segment.Direction) * 0.5;
double CurRadius = CapsuleShape.Capsule.Radius;
FFrame3d CapsuleFrame(CapsuleShape.Capsule.Segment.Center, CapsuleShape.Capsule.Segment.Direction);
FVector3d SideVec = CapsuleFrame.PointAt(FVector3d(CurRadius, CurRadius, 0)) - CapsuleFrame.Origin;
FVector3d NewSideVec = Transform.TransformVector(SideVec);
double RadiusScale = NewSideVec.Length() / SideVec.Length();
CapsuleShape.Capsule.Radius *= RadiusScale;
}
template<typename TransformType>
static void TransformLevelSetShape(UE::Geometry::FLevelSetShape3d& LevelSetShape, const TransformType& Transform)
{
const FTransform3d Sub(-0.5 * LevelSetShape.CellSize * FVector3d::One());
const FTransform3d Add(0.5 * LevelSetShape.CellSize * FVector3d::One());
LevelSetShape.GridTransform = LevelSetShape.GridTransform * Sub * (FTransform3d)Transform * Add;
}
template<typename TransformArrayType>
static void TransformSphereShapeByArray(FSphereShape3d& SphereShape, const TransformArrayType& TransformSequence)
{
for (const auto& XForm : TransformSequence)
{
SphereShape.Sphere.Center = XForm.TransformPosition(SphereShape.Sphere.Center);
double RadiusScale = XForm.GetScale3D().Length() / FVector3d::One().Length();
SphereShape.Sphere.Radius *= RadiusScale;
}
}
template<typename TransformArrayType>
static void TransformBoxShapeByArray(FBoxShape3d& BoxShape, const TransformArrayType& TransformSequence)
{
for (const auto& XForm : TransformSequence)
{
TransformBoxShape(BoxShape, XForm);
}
}
template<typename TransformArrayType>
static void TransformCapsuleShapeByArray(UE::Geometry::FCapsuleShape3d& CapsuleShape, const TransformArrayType& TransformSequence)
{
FVector3d P0 = CapsuleShape.Capsule.Segment.StartPoint();
FVector3d P1 = CapsuleShape.Capsule.Segment.EndPoint();
double CurRadius = CapsuleShape.Capsule.Radius;
FFrame3d CapsuleFrame(CapsuleShape.Capsule.Segment.Center, CapsuleShape.Capsule.Segment.Direction);
FVector3d InitialSideVec = CapsuleFrame.PointAt(FVector3d(CurRadius, CurRadius, 0)) - CapsuleFrame.Origin;
FVector3d NewSideVec = InitialSideVec;
for (const auto& XForm : TransformSequence)
{
P0 = XForm.TransformPosition(P0);
P1 = XForm.TransformPosition(P1);
NewSideVec = XForm.TransformVector(NewSideVec);
}
CapsuleShape.Capsule.Segment.Center = 0.5 * (P0 + P1);
CapsuleShape.Capsule.Segment.Direction = (P1 - P0);
CapsuleShape.Capsule.Segment.Extent = Normalize(CapsuleShape.Capsule.Segment.Direction) * 0.5;
double RadiusScale = NewSideVec.Length() / InitialSideVec.Length();
CapsuleShape.Capsule.Radius *= RadiusScale;
}
template<typename TransformArrayType>
static void TransformLevelSetShapeByArray(UE::Geometry::FLevelSetShape3d& LevelSetShape, const TransformArrayType& TransformSequence)
{
const FTransform3d Sub(-0.5 * LevelSetShape.CellSize * FVector3d::One());
const FTransform3d Add(0.5 * LevelSetShape.CellSize * FVector3d::One());
LevelSetShape.GridTransform = LevelSetShape.GridTransform * Sub;
for (const auto& XForm : TransformSequence)
{
LevelSetShape.GridTransform = LevelSetShape.GridTransform * XForm;
}
LevelSetShape.GridTransform = LevelSetShape.GridTransform * Add;
}
void FSimpleShapeSet3d::Append(const FSimpleShapeSet3d& OtherShapeSet)
{
for (FSphereShape3d SphereShape : OtherShapeSet.Spheres)
{
Spheres.Add(SphereShape);
}
for (FBoxShape3d BoxShape : OtherShapeSet.Boxes)
{
Boxes.Add(BoxShape);
}
for (UE::Geometry::FCapsuleShape3d CapsuleShape : OtherShapeSet.Capsules)
{
Capsules.Add(CapsuleShape);
}
Convexes.Reserve(Convexes.Num() + OtherShapeSet.Convexes.Num());
for (const FConvexShape3d& ConvexShape : OtherShapeSet.Convexes)
{
Convexes.Add(ConvexShape);
}
LevelSets.Reserve(LevelSets.Num() + OtherShapeSet.LevelSets.Num());
for (const FLevelSetShape3d& LevelSetShape : OtherShapeSet.LevelSets)
{
LevelSets.Add(LevelSetShape);
}
}
void FSimpleShapeSet3d::Append(const FSimpleShapeSet3d& OtherShapeSet, const FTransform3d& Transform)
{
for (FSphereShape3d SphereShape : OtherShapeSet.Spheres)
{
TransformSphereShape(SphereShape, Transform);
Spheres.Add(SphereShape);
}
for (FBoxShape3d BoxShape : OtherShapeSet.Boxes)
{
TransformBoxShape(BoxShape, Transform);
Boxes.Add(BoxShape);
}
for (UE::Geometry::FCapsuleShape3d CapsuleShape : OtherShapeSet.Capsules)
{
TransformCapsuleShape(CapsuleShape, Transform);
Capsules.Add(CapsuleShape);
}
Convexes.Reserve(Convexes.Num() + OtherShapeSet.Convexes.Num());
for (const FConvexShape3d& ConvexShape : OtherShapeSet.Convexes)
{
Convexes.Add(ConvexShape);
MeshTransforms::ApplyTransform(Convexes.Last().Mesh, Transform, true);
}
LevelSets.Reserve(LevelSets.Num() + OtherShapeSet.LevelSets.Num());
for (const FLevelSetShape3d& LevelSetShape : OtherShapeSet.LevelSets)
{
LevelSets.Add(LevelSetShape);
TransformLevelSetShape(LevelSets.Last(), Transform);
}
}
void FSimpleShapeSet3d::Append(const FSimpleShapeSet3d& OtherShapeSet, const TArray<FTransform3d>& TransformSequence)
{
for (FSphereShape3d SphereShape : OtherShapeSet.Spheres)
{
TransformSphereShapeByArray(SphereShape, TransformSequence);
Spheres.Add(SphereShape);
}
for (FBoxShape3d BoxShape : OtherShapeSet.Boxes)
{
TransformBoxShapeByArray(BoxShape, TransformSequence);
Boxes.Add(BoxShape);
}
for (UE::Geometry::FCapsuleShape3d CapsuleShape : OtherShapeSet.Capsules)
{
TransformCapsuleShapeByArray(CapsuleShape, TransformSequence);
Capsules.Add(CapsuleShape);
}
Convexes.Reserve(Convexes.Num() + OtherShapeSet.Convexes.Num());
for (const FConvexShape3d& ConvexShape : OtherShapeSet.Convexes)
{
Convexes.Add(ConvexShape);
for (const FTransform3d& XForm : TransformSequence)
{
MeshTransforms::ApplyTransform(Convexes.Last().Mesh, XForm, true);
}
}
LevelSets.Reserve(LevelSets.Num() + OtherShapeSet.LevelSets.Num());
for (const FLevelSetShape3d& LevelSetShape : OtherShapeSet.LevelSets)
{
LevelSets.Add(LevelSetShape);
TransformLevelSetShapeByArray(LevelSets.Last(), TransformSequence);
}
}
void FSimpleShapeSet3d::Append(const FSimpleShapeSet3d& OtherShapeSet, const FTransformSequence3d& TransformSequence)
{
for (FSphereShape3d SphereShape : OtherShapeSet.Spheres)
{
TransformSphereShapeByArray(SphereShape, TransformSequence.GetTransforms());
Spheres.Add(SphereShape);
}
for (FBoxShape3d BoxShape : OtherShapeSet.Boxes)
{
TransformBoxShapeByArray(BoxShape, TransformSequence.GetTransforms());
Boxes.Add(BoxShape);
}
for (UE::Geometry::FCapsuleShape3d CapsuleShape : OtherShapeSet.Capsules)
{
TransformCapsuleShapeByArray(CapsuleShape, TransformSequence.GetTransforms());
Capsules.Add(CapsuleShape);
}
Convexes.Reserve(Convexes.Num() + OtherShapeSet.Convexes.Num());
for (const FConvexShape3d& ConvexShape : OtherShapeSet.Convexes)
{
Convexes.Add(ConvexShape);
for (const FTransformSRT3d& XForm : TransformSequence.GetTransforms())
{
MeshTransforms::ApplyTransform(Convexes.Last().Mesh, XForm, true);
}
}
LevelSets.Reserve(LevelSets.Num() + OtherShapeSet.LevelSets.Num());
for (const FLevelSetShape3d& LevelSetShape : OtherShapeSet.LevelSets)
{
LevelSets.Add(LevelSetShape);
TransformLevelSetShapeByArray(LevelSets.Last(), TransformSequence.GetTransforms());
}
}
void FSimpleShapeSet3d::FilterByVolume(int32 MaximumCount)
{
TArray<FSimpleShapeElementKey> Elements;
GetElementsSortedByDecreasing(*this, Elements);
if (Elements.Num() <= MaximumCount)
{
return;
}
FSimpleShapeSet3d NewSet;
for (int32 k = 0; k < MaximumCount; ++k)
{
ESimpleShapeType ElemType = Elements[k].Type;
int32 ElemIdx = Elements[k].Index;
switch (ElemType)
{
case ESimpleShapeType::Sphere:
NewSet.Spheres.Add(Spheres[ElemIdx]);
break;
case ESimpleShapeType::Box:
NewSet.Boxes.Add(Boxes[ElemIdx]);
break;
case ESimpleShapeType::Capsule:
NewSet.Capsules.Add(Capsules[ElemIdx]);
break;
case ESimpleShapeType::Convex:
NewSet.Convexes.Add(Convexes[ElemIdx]); // todo movetemp here...
break;
case ESimpleShapeType::LevelSet:
NewSet.LevelSets.Add(LevelSets[ElemIdx]); // todo movetemp here...
break;
}
}
Spheres = MoveTemp(NewSet.Spheres);
Boxes = MoveTemp(NewSet.Boxes);
Capsules = MoveTemp(NewSet.Capsules);
Convexes = MoveTemp(NewSet.Convexes);
LevelSets = MoveTemp(NewSet.LevelSets);
}
void FSimpleShapeSet3d::ApplyTransform(const FTransform3d& Transform)
{
for (FSphereShape3d& SphereShape : Spheres)
{
TransformSphereShape(SphereShape, Transform);
}
for (FBoxShape3d& BoxShape : Boxes)
{
TransformBoxShape(BoxShape, Transform);
}
for (UE::Geometry::FCapsuleShape3d& CapsuleShape : Capsules)
{
TransformCapsuleShape(CapsuleShape, Transform);
}
for (FConvexShape3d& ConvexShape : Convexes)
{
MeshTransforms::ApplyTransform(ConvexShape.Mesh, Transform, true);
}
for (FLevelSetShape3d& LevelSetShape : LevelSets)
{
TransformLevelSetShape(LevelSetShape, Transform);
}
}