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UnrealEngineUWP/Engine/Source/Runtime/PhysicsCore/Private/ChaosEngineInterface.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Chaos/ChaosEngineInterface.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#include "PhysicsSettingsCore.h"
#include "PhysicsPublicCore.h"
#include "BodyInstanceCore.h"
#include "Chaos/ChaosScene.h"
#include "Chaos/KinematicTargets.h"
#include "PhysicsInterfaceDeclaresCore.h"
FPhysicsDelegatesCore::FOnUpdatePhysXMaterial FPhysicsDelegatesCore::OnUpdatePhysXMaterial;
#if WITH_CHAOS
#include "ChaosInterfaceWrapperCore.h"
#include "Chaos/TriangleMeshImplicitObject.h"
#include "Chaos/Sphere.h"
#include "Chaos/Capsule.h"
#include "Chaos/Convex.h"
#include "CollisionShape.h"
#include "Chaos/ParticleHandleFwd.h"
#include "Chaos/PBDJointConstraintData.h"
#include "Chaos/PBDSuspensionConstraintData.h"
#include "Chaos/Collision/CollisionConstraintFlags.h"
#include "PhysicsProxy/SingleParticlePhysicsProxy.h"
#include "PBDRigidsSolver.h"
#include "PhysicsProxy/SingleParticlePhysicsProxy.h"
bool bEnableChaosJointConstraints = true;
FAutoConsoleVariableRef CVarEnableChaosJointConstraints(TEXT("p.ChaosSolverEnableJointConstraints"), bEnableChaosJointConstraints, TEXT("Enable Joint Constraints defined within the Physics Asset Editor"));
bool bEnableChaosCollisionManager = true;
FAutoConsoleVariableRef CVarEnableChaosCollisionManager(TEXT("p.Chaos.Collision.EnableCollisionManager"), bEnableChaosCollisionManager, TEXT("Enable Chaos's Collision Manager for ignoring collisions between rigid bodies. [def:1]"));
bool FPhysicsConstraintReference_Chaos::IsValid() const
{
return Constraint!=nullptr ? Constraint->IsValid() : false;
}
const Chaos::FImplicitObject& FPhysicsShapeReference_Chaos::GetGeometry() const
{
check(IsValid()); return *Shape->GetGeometry();
}
FPhysicsGeometryCollection_Chaos::~FPhysicsGeometryCollection_Chaos() = default;
FPhysicsGeometryCollection_Chaos::FPhysicsGeometryCollection_Chaos(FPhysicsGeometryCollection_Chaos&& Steal) = default;
ECollisionShapeType FPhysicsGeometryCollection_Chaos::GetType() const
{
return GetImplicitType(Geom);
}
const Chaos::FImplicitObject& FPhysicsGeometryCollection_Chaos::GetGeometry() const
{
return Geom;
}
const Chaos::TBox<Chaos::FReal,3>& FPhysicsGeometryCollection_Chaos::GetBoxGeometry() const
{
return Geom.GetObjectChecked<Chaos::TBox<Chaos::FReal,3>>();
}
const Chaos::TSphere<Chaos::FReal,3>& FPhysicsGeometryCollection_Chaos::GetSphereGeometry() const
{
return Geom.GetObjectChecked<Chaos::TSphere<Chaos::FReal,3>>();
}
const Chaos::FCapsule& FPhysicsGeometryCollection_Chaos::GetCapsuleGeometry() const
{
return Geom.GetObjectChecked<Chaos::FCapsule>();
}
const Chaos::FConvex& FPhysicsGeometryCollection_Chaos::GetConvexGeometry() const
{
return Geom.GetObjectChecked<Chaos::FConvex>();
}
const Chaos::FTriangleMeshImplicitObject& FPhysicsGeometryCollection_Chaos::GetTriMeshGeometry() const
{
return Geom.GetObjectChecked<Chaos::FTriangleMeshImplicitObject>();
}
FPhysicsGeometryCollection_Chaos::FPhysicsGeometryCollection_Chaos(const FPhysicsShapeReference_Chaos& InShape)
: Geom(InShape.GetGeometry())
{
}
FPhysicsShapeAdapter_Chaos::FPhysicsShapeAdapter_Chaos(const FQuat& Rot,const FCollisionShape& CollisionShape)
: GeometryRotation(Rot)
{
switch(CollisionShape.ShapeType)
{
case ECollisionShape::Capsule:
{
const float CapsuleRadius = CollisionShape.GetCapsuleRadius();
const float CapsuleHalfHeight = CollisionShape.GetCapsuleHalfHeight();
if(CapsuleRadius < CapsuleHalfHeight)
{
const float UseHalfHeight = FMath::Max(CollisionShape.GetCapsuleAxisHalfLength(),FCollisionShape::MinCapsuleAxisHalfHeight());
const FVector Bot = FVector(0.f,0.f,-UseHalfHeight);
const FVector Top = FVector(0.f,0.f,UseHalfHeight);
const float UseRadius = FMath::Max(CapsuleRadius,FCollisionShape::MinCapsuleRadius());
Geometry = TUniquePtr<FPhysicsGeometry>(new Chaos::FCapsule(Bot,Top,UseRadius));
} else
{
// Use a sphere instead.
const float UseRadius = FMath::Max(CapsuleRadius,FCollisionShape::MinSphereRadius());
Geometry = TUniquePtr<FPhysicsGeometry>(new Chaos::TSphere<Chaos::FReal,3>(Chaos::FVec3(0),UseRadius));
}
break;
}
case ECollisionShape::Box:
{
Chaos::FVec3 HalfExtents = CollisionShape.GetBox();
HalfExtents.X = FMath::Max(HalfExtents.X,FCollisionShape::MinBoxExtent());
HalfExtents.Y = FMath::Max(HalfExtents.Y,FCollisionShape::MinBoxExtent());
HalfExtents.Z = FMath::Max(HalfExtents.Z,FCollisionShape::MinBoxExtent());
Geometry = TUniquePtr<FPhysicsGeometry>(new Chaos::TBox<Chaos::FReal,3>(-HalfExtents,HalfExtents));
break;
}
case ECollisionShape::Sphere:
{
const float UseRadius = FMath::Max(CollisionShape.GetSphereRadius(),FCollisionShape::MinSphereRadius());
Geometry = TUniquePtr<FPhysicsGeometry>(new Chaos::TSphere<Chaos::FReal,3>(Chaos::FVec3(0),UseRadius));
break;
}
default:
ensure(false);
break;
}
}
FPhysicsShapeAdapter_Chaos::~FPhysicsShapeAdapter_Chaos() = default;
const FPhysicsGeometry& FPhysicsShapeAdapter_Chaos::GetGeometry() const
{
return *Geometry;
}
FTransform FPhysicsShapeAdapter_Chaos::GetGeomPose(const FVector& Pos) const
{
return FTransform(GeometryRotation,Pos);
}
const FQuat& FPhysicsShapeAdapter_Chaos::GetGeomOrientation() const
{
return GeometryRotation;
}
void FChaosEngineInterface::AddActorToSolver(FPhysicsActorHandle& Handle,Chaos::FPhysicsSolver* Solver)
{
LLM_SCOPE(ELLMTag::Chaos);
Solver->RegisterObject(Handle);
}
void FChaosEngineInterface::RemoveActorFromSolver(FPhysicsActorHandle& Handle,Chaos::FPhysicsSolver* Solver)
{
// Should we stop passing solver in? (need to check it's not null regardless in case proxy was never registered)
if(Solver && Handle && Handle->GetSolverBase() == Solver)
{
Solver->UnregisterObject(Handle);
}
else
{
delete Handle;
}
}
// Aggregate is not relevant for Chaos yet
FPhysicsAggregateReference_Chaos FChaosEngineInterface::CreateAggregate(int32 MaxBodies)
{
// #todo : Implement
FPhysicsAggregateReference_Chaos NewAggregate;
return NewAggregate;
}
void FChaosEngineInterface::ReleaseAggregate(FPhysicsAggregateReference_Chaos& InAggregate) {}
int32 FChaosEngineInterface::GetNumActorsInAggregate(const FPhysicsAggregateReference_Chaos& InAggregate) { return 0; }
void FChaosEngineInterface::AddActorToAggregate_AssumesLocked(const FPhysicsAggregateReference_Chaos& InAggregate,const FPhysicsActorHandle& InActor) {}
Chaos::FChaosPhysicsMaterial::ECombineMode UToCCombineMode(EFrictionCombineMode::Type Mode)
{
using namespace Chaos;
switch(Mode)
{
case EFrictionCombineMode::Average: return FChaosPhysicsMaterial::ECombineMode::Avg;
case EFrictionCombineMode::Min: return FChaosPhysicsMaterial::ECombineMode::Min;
case EFrictionCombineMode::Multiply: return FChaosPhysicsMaterial::ECombineMode::Multiply;
case EFrictionCombineMode::Max: return FChaosPhysicsMaterial::ECombineMode::Max;
default: ensure(false);
}
return FChaosPhysicsMaterial::ECombineMode::Avg;
}
FPhysicsMaterialHandle FChaosEngineInterface::CreateMaterial(const UPhysicalMaterial* InMaterial)
{
Chaos::FMaterialHandle NewHandle = Chaos::FPhysicalMaterialManager::Get().Create();
return NewHandle;
}
void FChaosEngineInterface::UpdateMaterial(FPhysicsMaterialHandle& InHandle,UPhysicalMaterial* InMaterial)
{
if(Chaos::FChaosPhysicsMaterial* Material = InHandle.Get())
{
Material->Friction = InMaterial->Friction;
Material->StaticFriction = InMaterial->StaticFriction;
Material->FrictionCombineMode = UToCCombineMode(InMaterial->FrictionCombineMode);
Material->Restitution = InMaterial->Restitution;
Material->RestitutionCombineMode = UToCCombineMode(InMaterial->RestitutionCombineMode);
Material->SleepingLinearThreshold = InMaterial->SleepLinearVelocityThreshold;
Material->SleepingAngularThreshold = InMaterial->SleepAngularVelocityThreshold;
Material->SleepCounterThreshold = InMaterial->SleepCounterThreshold;
}
Chaos::FPhysicalMaterialManager::Get().UpdateMaterial(InHandle);
}
void FChaosEngineInterface::ReleaseMaterial(FPhysicsMaterialHandle& InHandle)
{
Chaos::FPhysicalMaterialManager::Get().Destroy(InHandle);
}
void FChaosEngineInterface::SetUserData(const FPhysicsShapeHandle& InShape,void* InUserData)
{
if(CHAOS_ENSURE(InShape.Shape))
{
InShape.Shape->SetUserData(InUserData);
}
}
void FChaosEngineInterface::SetUserData(FPhysicsMaterialHandle& InHandle,void* InUserData)
{
if(Chaos::FChaosPhysicsMaterial* Material = InHandle.Get())
{
Material->UserData = InUserData;
}
Chaos::FPhysicalMaterialManager::Get().UpdateMaterial(InHandle);
}
void FChaosEngineInterface::ReleaseMaterialMask(FPhysicsMaterialMaskHandle& InHandle)
{
Chaos::FPhysicalMaterialManager::Get().Destroy(InHandle);
}
void* FChaosEngineInterface::GetUserData(const FPhysicsShapeHandle& InShape)
{
if(ensure(InShape.Shape))
{
return InShape.Shape->GetUserData();
}
return nullptr;
}
int32 FChaosEngineInterface::GetNumShapes(const FPhysicsActorHandle& InHandle)
{
// #todo : Implement
return InHandle->GetGameThreadAPI().ShapesArray().Num();
}
void FChaosEngineInterface::ReleaseShape(const FPhysicsShapeHandle& InShape)
{
check(!IsValid(InShape.ActorRef));
//no need to delete because ownership is on actor. Is this an invalid assumption with the current API?
//delete InShape.Shape;
}
void FChaosEngineInterface::AttachShape(const FPhysicsActorHandle& InActor,const FPhysicsShapeHandle& InNewShape)
{
// #todo : Implement - this path is never used welding actually goes through FPhysInterface_Chaos::AddGeometry
CHAOS_ENSURE(false);
}
void FChaosEngineInterface::DetachShape(const FPhysicsActorHandle& InActor,FPhysicsShapeHandle& InShape,bool bWakeTouching)
{
if (CHAOS_ENSURE(InShape.Shape))
{
InActor->GetGameThreadAPI().RemoveShape(InShape.Shape, bWakeTouching);
}
}
void FChaosEngineInterface::AddDisabledCollisionsFor_AssumesLocked(const TMap<FPhysicsActorHandle, TArray< FPhysicsActorHandle > >& InMap)
{
if (bEnableChaosCollisionManager)
{
for (auto Elem : InMap)
{
FPhysicsActorHandle& ActorReference = Elem.Key;
Chaos::FUniqueIdx ActorIndex = ActorReference->GetGameThreadAPI().UniqueIdx();
Chaos::FPhysicsSolver* Solver = ActorReference->GetSolver<Chaos::FPhysicsSolver>();
Chaos::FIgnoreCollisionManager& CollisionManager = Solver->GetEvolution()->GetBroadPhase().GetIgnoreCollisionManager();
int32 ExternalTimestamp = Solver->GetMarshallingManager().GetExternalTimestamp_External();
Chaos::FIgnoreCollisionManager::FPendingMap& ActivationMap = CollisionManager.GetPendingActivationsForGameThread(ExternalTimestamp);
if (ActivationMap.Contains(ActorIndex))
{
ActivationMap.Remove(ActorIndex);
}
TArray< Chaos::FUniqueIdx > DisabledCollisions;
DisabledCollisions.Reserve(Elem.Value.Num());
if (Chaos::FPBDRigidParticle* Rigid0 = ActorReference->GetParticle_LowLevel()->CastToRigidParticle())
{
Rigid0->SetCollisionConstraintFlag((uint32)Chaos::ECollisionConstraintFlags::CCF_BroadPhaseIgnoreCollisions);
for (auto Handle1 : Elem.Value)
{
if (Chaos::FPBDRigidParticle* Rigid1 = Handle1->GetParticle_LowLevel()->CastToRigidParticle())
{
Rigid1->SetCollisionConstraintFlag((uint32)Chaos::ECollisionConstraintFlags::CCF_BroadPhaseIgnoreCollisions);
DisabledCollisions.Add(Handle1->GetGameThreadAPI().UniqueIdx());
}
}
}
ActivationMap.Add(ActorIndex, DisabledCollisions);
}
}
}
void FChaosEngineInterface::RemoveDisabledCollisionsFor_AssumesLocked(TArray< FPhysicsActorHandle >& InPhysicsActors)
{
if (bEnableChaosCollisionManager)
{
for (FPhysicsActorHandle& ActorReference : InPhysicsActors)
{
Chaos::FUniqueIdx ActorIndex = ActorReference->GetGameThreadAPI().UniqueIdx();
Chaos::FPhysicsSolver* Solver = ActorReference->GetSolver<Chaos::FPhysicsSolver>();
Chaos::FIgnoreCollisionManager& CollisionManager = Solver->GetEvolution()->GetBroadPhase().GetIgnoreCollisionManager();
int32 ExternalTimestamp = Solver->GetMarshallingManager().GetExternalTimestamp_External();
Chaos::FIgnoreCollisionManager::FDeactivationSet& DeactivationMap = CollisionManager.GetPendingDeactivationsForGameThread(ExternalTimestamp);
DeactivationMap.Add(ActorReference->GetGameThreadAPI().UniqueIdx());
}
}
}
void FChaosEngineInterface::SetDisabled(const FPhysicsActorHandle& InPhysicsActor, bool bSetDisabled)
{
InPhysicsActor->GetGameThreadAPI().SetDisabled(bSetDisabled);
}
bool FChaosEngineInterface::IsDisabled(const FPhysicsActorHandle& InPhysicsActor)
{
return InPhysicsActor->GetGameThreadAPI().Disabled();
}
void FChaosEngineInterface::SetActorUserData_AssumesLocked(FPhysicsActorHandle& InActorReference,FPhysicsUserData* InUserData)
{
InActorReference->GetGameThreadAPI().SetUserData(InUserData);
}
bool FChaosEngineInterface::IsRigidBody(const FPhysicsActorHandle& InActorReference)
{
return !IsStatic(InActorReference);
}
bool FChaosEngineInterface::IsDynamic(const FPhysicsActorHandle& InActorReference)
{
// Do this to match the PhysX interface behavior: :( :( :(
return !IsStatic(InActorReference);
}
bool FChaosEngineInterface::IsStatic(const FPhysicsActorHandle& InActorReference)
{
return InActorReference->GetGameThreadAPI().ObjectState() == Chaos::EObjectStateType::Static;
}
bool FChaosEngineInterface::IsKinematic(const FPhysicsActorHandle& InActorReference)
{
return InActorReference->GetGameThreadAPI().ObjectState() == Chaos::EObjectStateType::Kinematic;
}
bool FChaosEngineInterface::IsKinematic_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
return IsKinematic(InActorReference);
}
bool FChaosEngineInterface::IsSleeping(const FPhysicsActorHandle& InActorReference)
{
return InActorReference->GetGameThreadAPI().ObjectState() == Chaos::EObjectStateType::Sleeping;
}
bool FChaosEngineInterface::IsCcdEnabled(const FPhysicsActorHandle& InActorReference)
{
return InActorReference->GetGameThreadAPI().CCDEnabled();
}
bool FChaosEngineInterface::CanSimulate_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
// #todo : Implement
return true;
}
float FChaosEngineInterface::GetMass_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
return InActorReference->GetGameThreadAPI().M();
}
void FChaosEngineInterface::SetSendsSleepNotifies_AssumesLocked(const FPhysicsActorHandle& InActorReference,bool bSendSleepNotifies)
{
// # todo: Implement
//check(bSendSleepNotifies == false);
}
void FChaosEngineInterface::PutToSleep_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
// NOTE: We want to set the state whether or not it's asleep - if we currently think we're
// asleep but the physics thread has queued up a wake event, then we still need to call
// SetObjectState, so that this manual call will take priority.
Chaos::FRigidBodyHandle_External& BodyHandle_External = InActorReference->GetGameThreadAPI();
if (BodyHandle_External.ObjectState() == Chaos::EObjectStateType::Dynamic || BodyHandle_External.ObjectState() == Chaos::EObjectStateType::Sleeping)
{
InActorReference->GetGameThreadAPI().SetObjectState(Chaos::EObjectStateType::Sleeping);
}
}
void FChaosEngineInterface::WakeUp_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
// NOTE: We want to set the state whether or not it's asleep - if we currently think we're
// dynamic but the physics thread has queued up a sleep event, then we still need to call
// SetObjectState, so that this manual call will take priority.
Chaos::FRigidBodyHandle_External& BodyHandle_External = InActorReference->GetGameThreadAPI();
if(BodyHandle_External.ObjectState() == Chaos::EObjectStateType::Dynamic || BodyHandle_External.ObjectState() == Chaos::EObjectStateType::Sleeping)
{
BodyHandle_External.SetObjectState(Chaos::EObjectStateType::Dynamic);
BodyHandle_External.ClearEvents();
}
}
void FChaosEngineInterface::SetIsKinematic_AssumesLocked(const FPhysicsActorHandle& InActorReference,bool bIsKinematic)
{
using namespace Chaos;
{
const EObjectStateType NewState
= bIsKinematic
? EObjectStateType::Kinematic
: EObjectStateType::Dynamic;
bool AllowedToChangeToNewState = false;
switch(InActorReference->GetGameThreadAPI().ObjectState())
{
case EObjectStateType::Kinematic:
// from kinematic we can only go dynamic
if(NewState == EObjectStateType::Dynamic)
{
AllowedToChangeToNewState = true;
}
break;
case EObjectStateType::Dynamic:
// from dynamic we can go to sleeping or to kinematic
if(NewState == EObjectStateType::Kinematic)
{
AllowedToChangeToNewState = true;
}
break;
case EObjectStateType::Sleeping:
// this case was not allowed from CL 10506092, but it needs to in order for
// FBodyInstance::SetInstanceSimulatePhysics to work on dynamic bodies which
// have fallen asleep.
if (NewState == EObjectStateType::Kinematic)
{
AllowedToChangeToNewState = true;
}
break;
}
if(AllowedToChangeToNewState)
{
InActorReference->GetGameThreadAPI().SetObjectState(NewState);
//we mark as full resim only if going from kinematic to simulated
//going from simulated to kinematic we assume user is doing some optimization so we leave it up to them
if(NewState == EObjectStateType::Dynamic)
{
InActorReference->GetGameThreadAPI().SetResimType(EResimType::FullResim);
}
else if (NewState == Chaos::EObjectStateType::Kinematic)
{
// Reset velocity on a state change here
InActorReference->GetGameThreadAPI().SetV(Chaos::FVec3((Chaos::FReal) 0));
InActorReference->GetGameThreadAPI().SetW(Chaos::FVec3((Chaos::FReal) 0));
}
}
}
}
void FChaosEngineInterface::SetCcdEnabled_AssumesLocked(const FPhysicsActorHandle& InActorReference,bool bIsCcdEnabled)
{
InActorReference->GetGameThreadAPI().SetCCDEnabled(bIsCcdEnabled);
}
void FChaosEngineInterface::SetIgnoreAnalyticCollisions_AssumesLocked(const FPhysicsActorHandle& InActorReference,bool bIgnoreAnalyticCollisions)
{
InActorReference->GetGameThreadAPI().SetIgnoreAnalyticCollisions(bIgnoreAnalyticCollisions);
}
FTransform FChaosEngineInterface::GetGlobalPose_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
return Chaos::FRigidTransform3(InActorReference->GetGameThreadAPI().X(),InActorReference->GetGameThreadAPI().R());
}
FTransform FChaosEngineInterface::GetTransform_AssumesLocked(const FPhysicsActorHandle& InRef,bool bForceGlobalPose /*= false*/)
{
if(!bForceGlobalPose)
{
if(IsDynamic(InRef))
{
if(HasKinematicTarget_AssumesLocked(InRef))
{
return GetKinematicTarget_AssumesLocked(InRef);
}
}
}
return GetGlobalPose_AssumesLocked(InRef);
}
bool FChaosEngineInterface::HasKinematicTarget_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
return IsStatic(InActorReference);
}
FTransform FChaosEngineInterface::GetKinematicTarget_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
// #todo : Implement
//for now just use global pose
return FChaosEngineInterface::GetGlobalPose_AssumesLocked(InActorReference);
}
FVector FChaosEngineInterface::GetLinearVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
return InActorReference->GetGameThreadAPI().V();
}
return FVector(0);
}
void FChaosEngineInterface::SetLinearVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InNewVelocity,bool bAutoWake)
{
// TODO: Implement bAutoWake == false.
// For now we don't support auto-awake == false.
// This feature is meant to detect when velocity change small
// and the velocity is nearly zero, and to not wake up the
// body in that case.
ensure(bAutoWake);
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
InActorReference->GetGameThreadAPI().SetV(InNewVelocity);
}
}
FVector FChaosEngineInterface::GetAngularVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
return InActorReference->GetGameThreadAPI().W();
}
return FVector(0);
}
void FChaosEngineInterface::SetAngularVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InNewAngularVelocity,bool bAutoWake)
{
// TODO: Implement bAutoWake == false.
ensure(bAutoWake);
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
InActorReference->GetGameThreadAPI().SetW(InNewAngularVelocity);
}
}
float FChaosEngineInterface::GetMaxAngularVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
return FMath::Sqrt(InActorReference->GetGameThreadAPI().GetMaxAngularSpeedSq());
}
return TNumericLimits<float>::Max();
}
float FChaosEngineInterface::GetMaxLinearVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
return FMath::Sqrt(InActorReference->GetGameThreadAPI().GetMaxLinearSpeedSq());
}
return TNumericLimits<float>::Max();
}
void FChaosEngineInterface::SetMaxAngularVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference,float InMaxAngularVelocityRadians)
{
// We're about to square the input so we clamp to this maximum
static const float MaxInput = FMath::Sqrt(TNumericLimits<float>::Max());
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
InActorReference->GetGameThreadAPI().SetMaxAngularSpeedSq(InMaxAngularVelocityRadians > MaxInput ? TNumericLimits<float>::Max() : InMaxAngularVelocityRadians * InMaxAngularVelocityRadians);
}
}
void FChaosEngineInterface::SetMaxLinearVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference, float InMaxLinearVelocity)
{
// We're about to square the input so we clamp to this maximum
static const float MaxInput = FMath::Sqrt(TNumericLimits<float>::Max());
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
InActorReference->GetGameThreadAPI().SetMaxLinearSpeedSq(InMaxLinearVelocity > MaxInput ? TNumericLimits<float>::Max() : InMaxLinearVelocity * InMaxLinearVelocity);
}
}
float FChaosEngineInterface::GetMaxDepenetrationVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
CHAOS_ENSURE(false);
return FLT_MAX;
}
void FChaosEngineInterface::SetMaxDepenetrationVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference,float InMaxDepenetrationVelocity)
{
CHAOS_ENSURE(false);
}
FVector FChaosEngineInterface::GetWorldVelocityAtPoint_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InPoint)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
const Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
if(ensure(Body_External.CanTreatAsKinematic()))
{
const bool bIsRigid = Body_External.CanTreatAsRigid();
const Chaos::FVec3 COM = bIsRigid ? Chaos::FParticleUtilitiesGT::GetCoMWorldPosition(&Body_External) : (Chaos::FVec3)Chaos::FParticleUtilitiesGT::GetActorWorldTransform(&Body_External).GetTranslation();
const Chaos::FVec3 Diff = InPoint - COM;
return Body_External.V() - Chaos::FVec3::CrossProduct(Diff, Body_External.W());
}
}
return FVector(0);
}
#if WITH_CHAOS
FVector FChaosEngineInterface::GetWorldVelocityAtPoint_AssumesLocked(const Chaos::FRigidBodyHandle_Internal* Body_Internal, const FVector& InPoint)
{
const Chaos::FVec3 COM = Body_Internal->CanTreatAsRigid() ? Chaos::FParticleUtilitiesGT::GetCoMWorldPosition(Body_Internal) : (Chaos::FVec3)Chaos::FParticleUtilitiesGT::GetActorWorldTransform(Body_Internal).GetTranslation();
const Chaos::FVec3 Diff = InPoint - COM;
return Body_Internal->V() - Chaos::FVec3::CrossProduct(Diff, Body_Internal->W());
}
#endif
FTransform FChaosEngineInterface::GetComTransform_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
return Chaos::FParticleUtilitiesGT::GetCoMWorldTransform(&InActorReference->GetGameThreadAPI());
}
return FTransform();
}
FTransform FChaosEngineInterface::GetComTransformLocal_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
return FTransform(InActorReference->GetGameThreadAPI().RotationOfMass(),InActorReference->GetGameThreadAPI().CenterOfMass());
}
return FTransform();
}
FVector FChaosEngineInterface::GetLocalInertiaTensor_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
const Chaos::FMatrix33 Tensor = InActorReference->GetGameThreadAPI().I();
return FVector(Tensor.M[0][0],Tensor.M[1][1],Tensor.M[2][2]);
}
FBox FChaosEngineInterface::GetBounds_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
using namespace Chaos;
const Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
const FTransform WorldTM(Body_External.R(), Body_External.X());
return GetBounds_AssumesLocked(InActorReference, WorldTM);
}
FBox FChaosEngineInterface::GetBounds_AssumesLocked(const FPhysicsActorHandle& InActorReference, const FTransform& InTransform)
{
using namespace Chaos;
const Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
if (const FImplicitObject* Geometry = Body_External.Geometry().Get())
{
if (Geometry->HasBoundingBox())
{
const FAABB3 LocalBounds = Geometry->BoundingBox();
const FRigidTransform3 WorldTM(InTransform);
const FAABB3 WorldBounds = LocalBounds.TransformedAABB(WorldTM);
return FBox(WorldBounds.Min(), WorldBounds.Max());
}
}
return FBox(EForceInit::ForceInitToZero);
}
void FChaosEngineInterface::SetLinearDamping_AssumesLocked(const FPhysicsActorHandle& InActorReference,float InDrag)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
InActorReference->GetGameThreadAPI().SetLinearEtherDrag(InDrag);
}
}
void FChaosEngineInterface::SetAngularDamping_AssumesLocked(const FPhysicsActorHandle& InActorReference,float InDamping)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
InActorReference->GetGameThreadAPI().SetAngularEtherDrag(InDamping);
}
}
void FChaosEngineInterface::AddImpulse_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InForce)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
Body_External.SetLinearImpulse(Body_External.LinearImpulse() + InForce, /*bIsVelocity=*/false);
}
}
void FChaosEngineInterface::AddAngularImpulseInRadians_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InTorque)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
Body_External.SetAngularImpulse(Body_External.AngularImpulse() + InTorque, /*bIsVelocity=*/false);
}
}
void FChaosEngineInterface::AddVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InVelocityDelta)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
AddImpulse_AssumesLocked(InActorReference, InActorReference->GetGameThreadAPI().M() * InVelocityDelta);
}
}
void FChaosEngineInterface::AddAngularVelocityInRadians_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InAngularVelocityDeltaRad)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
const Chaos::FMatrix33 WorldI = Chaos::FParticleUtilitiesXR::GetWorldInertia(&InActorReference->GetGameThreadAPI());
AddAngularImpulseInRadians_AssumesLocked(InActorReference,WorldI * InAngularVelocityDeltaRad);
}
}
void FChaosEngineInterface::AddImpulseAtLocation_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InImpulse,const FVector& InLocation)
{
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
{
const Chaos::FVec3 WorldCOM = Chaos::FParticleUtilitiesGT::GetCoMWorldPosition(&InActorReference->GetGameThreadAPI());
const Chaos::FVec3 AngularImpulse = Chaos::FVec3::CrossProduct(InLocation - WorldCOM,InImpulse);
AddImpulse_AssumesLocked(InActorReference,InImpulse);
AddAngularImpulseInRadians_AssumesLocked(InActorReference,AngularImpulse);
}
}
void FChaosEngineInterface::AddRadialImpulse_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InOrigin,float InRadius,float InStrength,ERadialImpulseFalloff InFalloff,bool bInVelChange)
{
using namespace Chaos;
if (ensure(InActorReference->GetGameThreadAPI().CanTreatAsRigid()))
{
const FVec3 WorldCOM = FParticleUtilitiesGT::GetCoMWorldPosition(&InActorReference->GetGameThreadAPI());
const FVec3 OriginToActor = WorldCOM - InOrigin;
const FReal OriginToActorDistance = OriginToActor.Size();
if(OriginToActorDistance < InRadius)
{
FVec3 FinalImpulse = FVector::ZeroVector;
if(OriginToActorDistance > 0)
{
const FVec3 OriginToActorNorm = OriginToActor / OriginToActorDistance;
if(InFalloff == ERadialImpulseFalloff::RIF_Constant)
{
FinalImpulse = OriginToActorNorm * InStrength;
}
else if(InFalloff == ERadialImpulseFalloff::RIF_Linear)
{
const FReal DistanceOverlapping = InRadius - OriginToActorDistance;
if(DistanceOverlapping > 0)
{
FinalImpulse = OriginToActorNorm * FMath::Lerp(0.0f, InStrength, DistanceOverlapping / InRadius);
}
}
else
{
// Unimplemented falloff type
ensure(false);
}
}
else
{
// Sphere and actor center are coincident, just pick a direction and apply maximum strength impulse.
FinalImpulse = FVector::ForwardVector * InStrength;
}
if(bInVelChange)
{
AddVelocity_AssumesLocked(InActorReference, FinalImpulse);
}
else
{
AddImpulse_AssumesLocked(InActorReference, FinalImpulse);
}
}
}
}
bool FChaosEngineInterface::IsGravityEnabled_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
return InActorReference->GetGameThreadAPI().GravityEnabled();
}
void FChaosEngineInterface::SetGravityEnabled_AssumesLocked(const FPhysicsActorHandle& InActorReference,bool bEnabled)
{
InActorReference->GetGameThreadAPI().SetGravityEnabled(bEnabled);
}
void FChaosEngineInterface::SetOneWayInteraction_AssumesLocked(const FPhysicsActorHandle& InHandle, bool InOneWayInteraction)
{
InHandle->GetGameThreadAPI().SetOneWayInteraction(InOneWayInteraction);
}
float FChaosEngineInterface::GetSleepEnergyThreshold_AssumesLocked(const FPhysicsActorHandle& InActorReference)
{
return 0;
}
void FChaosEngineInterface::SetSleepEnergyThreshold_AssumesLocked(const FPhysicsActorHandle& InActorReference,float InEnergyThreshold)
{
}
void FChaosEngineInterface::SetMass_AssumesLocked(FPhysicsActorHandle& InActorReference,float InMass)
{
Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
Body_External.SetM(InMass);
if(CHAOS_ENSURE(!FMath::IsNearlyZero(InMass)))
{
Body_External.SetInvM(1./InMass);
} else
{
Body_External.SetInvM(0);
}
}
void FChaosEngineInterface::SetMassSpaceInertiaTensor_AssumesLocked(FPhysicsActorHandle& InActorReference,const FVector& InTensor)
{
if(CHAOS_ENSURE(!FMath::IsNearlyZero(InTensor.X)) && CHAOS_ENSURE(!FMath::IsNearlyZero(InTensor.Y)) && CHAOS_ENSURE(!FMath::IsNearlyZero(InTensor.Z)))
{
Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
Body_External.SetI(Chaos::FMatrix33(InTensor.X,InTensor.Y,InTensor.Z));
Body_External.SetInvI(Chaos::FMatrix33(1./InTensor.X,1./InTensor.Y,1./InTensor.Z));
}
}
void FChaosEngineInterface::SetComLocalPose_AssumesLocked(const FPhysicsActorHandle& InHandle,const FTransform& InComLocalPose)
{
//@todo(mlentine): What is InComLocalPose? If the center of an object is not the local pose then many things break including the three vector represtnation of inertia.
Chaos::FRigidBodyHandle_External& Body_External = InHandle->GetGameThreadAPI();
Body_External.SetCenterOfMass(InComLocalPose.GetLocation());
Body_External.SetRotationOfMass(InComLocalPose.GetRotation());
}
void FChaosEngineInterface::SetIsSimulationShape(const FPhysicsShapeHandle& InShape,bool bIsSimShape)
{
InShape.Shape->SetSimEnabled(bIsSimShape);
}
void FChaosEngineInterface::SetIsQueryShape(const FPhysicsShapeHandle& InShape,bool bIsQueryShape)
{
InShape.Shape->SetQueryEnabled(bIsQueryShape);
}
float FChaosEngineInterface::GetStabilizationEnergyThreshold_AssumesLocked(const FPhysicsActorHandle& InHandle)
{
// #todo : Implement
return 0.0f;
}
void FChaosEngineInterface::SetStabilizationEnergyThreshold_AssumesLocked(const FPhysicsActorHandle& InHandle,float InThreshold)
{
// #todo : Implement
}
uint32 FChaosEngineInterface::GetSolverPositionIterationCount_AssumesLocked(const FPhysicsActorHandle& InHandle)
{
// #todo : Implement
return 0;
}
void FChaosEngineInterface::SetSolverPositionIterationCount_AssumesLocked(const FPhysicsActorHandle& InHandle,uint32 InSolverIterationCount)
{
// #todo : Implement
}
uint32 FChaosEngineInterface::GetSolverVelocityIterationCount_AssumesLocked(const FPhysicsActorHandle& InHandle)
{
// #todo : Implement
return 0;
}
void FChaosEngineInterface::SetSolverVelocityIterationCount_AssumesLocked(const FPhysicsActorHandle& InHandle,uint32 InSolverIterationCount)
{
// #todo : Implement
}
float FChaosEngineInterface::GetWakeCounter_AssumesLocked(const FPhysicsActorHandle& InHandle)
{
// #todo : Implement
return 0.0f;
}
void FChaosEngineInterface::SetWakeCounter_AssumesLocked(const FPhysicsActorHandle& InHandle,float InWakeCounter)
{
// #todo : Implement
}
void FChaosEngineInterface::SetInitialized_AssumesLocked(const FPhysicsActorHandle& InHandle,bool InInitialized)
{
//why is this needed?
Chaos::FPBDRigidParticle* Rigid = InHandle->GetParticle_LowLevel()->CastToRigidParticle();
if(Rigid)
{
Rigid->SetInitialized(InInitialized);
}
}
SIZE_T FChaosEngineInterface::GetResourceSizeEx(const FPhysicsActorHandle& InActorRef)
{
return sizeof(FPhysicsActorHandle);
}
// Constraints
FPhysicsConstraintHandle FChaosEngineInterface::CreateConstraint(const FPhysicsActorHandle& InActorRef1,const FPhysicsActorHandle& InActorRef2,const FTransform& InLocalFrame1,const FTransform& InLocalFrame2)
{
FPhysicsConstraintHandle ConstraintRef;
if(bEnableChaosJointConstraints)
{
if(InActorRef1 && InActorRef2 && InActorRef1->GetSolverBase() && InActorRef2->GetSolverBase())
{
if(InActorRef1->GetSolverBase() && InActorRef2->GetSolverBase())
{
LLM_SCOPE(ELLMTag::Chaos);
auto* JointConstraint = new Chaos::FJointConstraint();
ConstraintRef.Constraint = JointConstraint;
JointConstraint->SetParticleProxies({ InActorRef1,InActorRef2 });
JointConstraint->SetJointTransforms({ InLocalFrame1,InLocalFrame2 });
Chaos::FPhysicsSolver* Solver = InActorRef1->GetSolver<Chaos::FPhysicsSolver>();
checkSlow(Solver == InActorRef2->GetSolver<Chaos::FPhysicsSolver>());
Solver->RegisterObject(JointConstraint);
}
}
else if (InActorRef1 != nullptr || InActorRef2 != nullptr)
{
LLM_SCOPE(ELLMTag::Chaos);
FPhysicsActorHandle ValidParticle = InActorRef1;
bool bSwapped = false;
if (ValidParticle == nullptr)
{
bSwapped = true;
ValidParticle = InActorRef2;
}
if(ValidParticle->GetSolverBase())
{
FChaosScene* Scene = FChaosEngineInterface::GetCurrentScene(ValidParticle);
// Create kinematic actor to attach to joint
FPhysicsActorHandle KinematicEndPoint;
FActorCreationParams Params;
Params.bSimulatePhysics = false;
Params.bQueryOnly = false;
Params.Scene = Scene;
Params.bStatic = false;
Params.InitialTM = FTransform::Identity;
FChaosEngineInterface::CreateActor(Params, KinematicEndPoint);
// Chaos requires our particles have geometry.
auto Sphere = MakeUnique<Chaos::FImplicitSphere3>(FVector(0, 0, 0), 0);
KinematicEndPoint->GetGameThreadAPI().SetGeometry(MoveTemp(Sphere));
KinematicEndPoint->GetGameThreadAPI().SetUserData(nullptr);
auto* JointConstraint = new Chaos::FJointConstraint();
JointConstraint->SetKinematicEndPoint(KinematicEndPoint, Scene->GetSolver());
ConstraintRef.Constraint = JointConstraint;
// Disable collision on shape to ensure it is not added to acceleration structure.
for (const TUniquePtr<Chaos::FPerShapeData>& Shape : KinematicEndPoint->GetGameThreadAPI().ShapesArray())
{
Chaos::FCollisionData CollisionData = Shape->GetCollisionData();
CollisionData.bQueryCollision = false;
CollisionData.bSimCollision = false;
Shape->SetCollisionData(CollisionData);
}
JointConstraint->SetParticleProxies({ ValidParticle, KinematicEndPoint });
Chaos::FTransformPair TransformPair = { InLocalFrame1, InLocalFrame2 };
if (bSwapped)
{
Swap(TransformPair[0], TransformPair[1]);
}
JointConstraint->SetJointTransforms(TransformPair);
Chaos::FPhysicsSolver* Solver = ValidParticle->GetSolver<Chaos::FPhysicsSolver>();
checkSlow(Solver == KinematicEndPoint->GetSolver<Chaos::FPhysicsSolver>());
Solver->RegisterObject(JointConstraint);
}
}
}
return ConstraintRef;
}
FPhysicsConstraintHandle FChaosEngineInterface::CreateSuspension(const FPhysicsActorHandle& InActorRef, const FVector& InLocalFrame)
{
FPhysicsConstraintHandle ConstraintRef;
if (bEnableChaosJointConstraints)
{
if (InActorRef)
{
if (InActorRef->GetSolverBase())
{
LLM_SCOPE(ELLMTag::Chaos);
auto* SuspensionConstraint = new Chaos::FSuspensionConstraint();
ConstraintRef.Constraint = SuspensionConstraint;
SuspensionConstraint->SetParticleProxy(InActorRef);
SuspensionConstraint->SetLocation(InLocalFrame);
Chaos::FPhysicsSolver* Solver = InActorRef->GetSolver<Chaos::FPhysicsSolver>();
Solver->RegisterObject(SuspensionConstraint);
}
}
}
return ConstraintRef;
}
void FChaosEngineInterface::SetConstraintUserData(const FPhysicsConstraintHandle& InConstraintRef,void* InUserData)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Constraint->SetUserData(InUserData);
}
}
}
void FChaosEngineInterface::ReleaseConstraint(FPhysicsConstraintHandle& InConstraintRef)
{
using namespace Chaos;
if (bEnableChaosJointConstraints)
{
LLM_SCOPE(ELLMTag::Chaos);
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (FJointConstraint* Constraint = static_cast<FJointConstraint*>(InConstraintRef.Constraint))
{
if (FJointConstraintPhysicsProxy* Proxy = Constraint->GetProxy<FJointConstraintPhysicsProxy>())
{
check(Proxy->GetSolver<FPhysicsSolver>());
FPhysicsSolver* Solver = Proxy->GetSolver<FPhysicsSolver>();
// TODO: we should probably figure out a way to call this from within UnregisterObject, to match
// what RegisterObject does
if (FChaosScene* Scene = FChaosEngineInterface::GetCurrentScene(Constraint->GetKinematicEndPoint()))
{
Scene->RemoveActorFromAccelerationStructure(Constraint->GetKinematicEndPoint());
}
Solver->UnregisterObject(Constraint);
InConstraintRef.Constraint = nullptr; // freed by the joint constraint physics proxy
}
}
}
else if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(EConstraintType::SuspensionConstraintType))
{
if (Chaos::FSuspensionConstraint* Constraint = static_cast<FSuspensionConstraint*>(InConstraintRef.Constraint))
{
if (FSuspensionConstraintPhysicsProxy* Proxy = Constraint->GetProxy<FSuspensionConstraintPhysicsProxy>())
{
check(Proxy->GetSolver<FPhysicsSolver>());
FPhysicsSolver* Solver = Proxy->GetSolver<FPhysicsSolver>();
Solver->UnregisterObject(Constraint);
InConstraintRef.Constraint = nullptr; // freed by the joint constraint physics proxy
}
}
}
}
}
FTransform FChaosEngineInterface::GetLocalPose(const FPhysicsConstraintHandle& InConstraintRef,EConstraintFrame::Type InFrame)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
const Chaos::FTransformPair& M = Constraint->GetJointTransforms();
if (InFrame == EConstraintFrame::Frame1)
{
return M[0];
}
else if (InFrame == EConstraintFrame::Frame2)
{
return M[1];
}
}
}
return FTransform::Identity;
}
Chaos::FGeometryParticle*
GetParticleFromProxy(IPhysicsProxyBase* ProxyBase)
{
if (ProxyBase)
{
if (ProxyBase->GetType() == EPhysicsProxyType::SingleParticleProxy)
{
return ((Chaos::FSingleParticlePhysicsProxy*)ProxyBase)->GetParticle_LowLevel();
}
}
return nullptr;
}
FTransform FChaosEngineInterface::GetGlobalPose(const FPhysicsConstraintHandle& InConstraintRef, EConstraintFrame::Type InFrame)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Chaos::FProxyBasePair BasePairs = Constraint->GetParticleProxies();
const Chaos::FTransformPair& M = Constraint->GetJointTransforms();
if (InFrame == EConstraintFrame::Frame1)
{
if (Chaos::FGeometryParticle* Particle = GetParticleFromProxy(BasePairs[0]))
{
return FTransform(Particle->R(), Particle->X()) * M[0];
}
}
else if (InFrame == EConstraintFrame::Frame2)
{
if (Chaos::FGeometryParticle* Particle = GetParticleFromProxy(BasePairs[1]))
{
return FTransform(Particle->R(), Particle->X()) * M[1];
}
}
}
}
return FTransform::Identity;
}
FVector FChaosEngineInterface::GetLocation(const FPhysicsConstraintHandle& InConstraintRef)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
return 0.5 * (GetGlobalPose(InConstraintRef, EConstraintFrame::Frame1).GetTranslation() + GetGlobalPose(InConstraintRef, EConstraintFrame::Frame2).GetTranslation());
}
}
return FVector::ZeroVector;
}
void FChaosEngineInterface::GetForce(const FPhysicsConstraintHandle& InConstraintRef, FVector& OutLinForce, FVector& OutAngForce)
{
OutLinForce = FVector::ZeroVector;
OutAngForce = FVector::ZeroVector;
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
OutLinForce = Constraint->GetOutputData().Force;
OutAngForce = Constraint->GetOutputData().Torque;
}
}
}
void FChaosEngineInterface::GetDriveLinearVelocity(const FPhysicsConstraintHandle& InConstraintRef,FVector& OutLinVelocity)
{
OutLinVelocity = FVector::ZeroVector;
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
OutLinVelocity = Constraint->GetLinearDriveVelocityTarget();
}
}
}
void FChaosEngineInterface::GetDriveAngularVelocity(const FPhysicsConstraintHandle& InConstraintRef,FVector& OutAngVelocity)
{
OutAngVelocity = FVector::ZeroVector;
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
OutAngVelocity = Constraint->GetAngularDriveVelocityTarget();
}
}
}
float FChaosEngineInterface::GetCurrentSwing1(const FPhysicsConstraintHandle& InConstraintRef)
{
return GetLocalPose(InConstraintRef,EConstraintFrame::Frame2).GetRotation().Euler().X;
}
float FChaosEngineInterface::GetCurrentSwing2(const FPhysicsConstraintHandle& InConstraintRef)
{
return GetLocalPose(InConstraintRef,EConstraintFrame::Frame2).GetRotation().Euler().Y;
}
float FChaosEngineInterface::GetCurrentTwist(const FPhysicsConstraintHandle& InConstraintRef)
{
return GetLocalPose(InConstraintRef,EConstraintFrame::Frame2).GetRotation().Euler().Z;
}
void FChaosEngineInterface::SetCanVisualize(const FPhysicsConstraintHandle& InConstraintRef,bool bInCanVisualize)
{
// @todo(chaos) : Joint Constraints : Debug Tools
}
void FChaosEngineInterface::SetCollisionEnabled(const FPhysicsConstraintHandle& InConstraintRef,bool bInCollisionEnabled)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Constraint->SetCollisionEnabled(bInCollisionEnabled);
}
}
}
void FChaosEngineInterface::SetProjectionEnabled_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef,bool bInProjectionEnabled,float InLinearAlpha,float InAngularAlpha)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Constraint->SetProjectionEnabled(bInProjectionEnabled);
Constraint->SetProjectionLinearAlpha(InLinearAlpha);
Constraint->SetProjectionAngularAlpha(InAngularAlpha);
}
}
}
void FChaosEngineInterface::SetParentDominates_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef,bool bInParentDominates)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
if(bInParentDominates)
{
Constraint->SetParentInvMassScale(0.f);
} else
{
Constraint->SetParentInvMassScale(1.f);
}
}
}
}
void FChaosEngineInterface::SetBreakForces_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef,float InLinearBreakForce,float InAngularBreakTorque)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Constraint->SetLinearBreakForce(InLinearBreakForce);
Constraint->SetAngularBreakTorque(InAngularBreakTorque);
}
}
}
void FChaosEngineInterface::SetPlasticityLimits_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef, float InLinearPlasticityLimit, float InAngularPlasticityLimit, EConstraintPlasticityType InLinearPlasticityType)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Constraint->SetLinearPlasticityType((Chaos::EPlasticityType)InLinearPlasticityType);
Constraint->SetLinearPlasticityLimit(InLinearPlasticityLimit);
Constraint->SetAngularPlasticityLimit(InAngularPlasticityLimit);
}
}
}
void FChaosEngineInterface::SetContactTransferScale_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef, float InContactTransferScale)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Constraint->SetContactTransferScale(InContactTransferScale);
}
}
}
void FChaosEngineInterface::SetLocalPose(const FPhysicsConstraintHandle& InConstraintRef,const FTransform& InPose,EConstraintFrame::Type InFrame)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Chaos::FTransformPair JointTransforms = Constraint->GetJointTransforms();
if (InFrame == EConstraintFrame::Frame1)
{
JointTransforms[0] = InPose;
}
else
{
JointTransforms[1] = InPose;
}
Constraint->SetJointTransforms(JointTransforms);
}
}
}
void FChaosEngineInterface::SetDrivePosition(const FPhysicsConstraintHandle& InConstraintRef,const FVector& InPosition)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Constraint->SetLinearDrivePositionTarget(InPosition);
}
}
}
void FChaosEngineInterface::SetDriveOrientation(const FPhysicsConstraintHandle& InConstraintRef,const FQuat& InOrientation)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Constraint->SetAngularDrivePositionTarget(InOrientation);
}
}
}
void FChaosEngineInterface::SetDriveLinearVelocity(const FPhysicsConstraintHandle& InConstraintRef,const FVector& InLinVelocity)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Constraint->SetLinearDriveVelocityTarget(InLinVelocity);
}
}
}
void FChaosEngineInterface::SetDriveAngularVelocity(const FPhysicsConstraintHandle& InConstraintRef,const FVector& InAngVelocity)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Constraint->SetAngularDriveVelocityTarget(InAngVelocity);
}
}
}
void FChaosEngineInterface::SetTwistLimit(const FPhysicsConstraintHandle& InConstraintRef,float InLowerLimit,float InUpperLimit,float InContactDistance)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Chaos::FVec3 Limit = Constraint->GetAngularLimits();
Limit[(int32)Chaos::EJointAngularConstraintIndex::Twist] = FMath::DegreesToRadians(InUpperLimit - InLowerLimit);
Constraint->SetAngularLimits(Limit);
Constraint->SetTwistContactDistance(InContactDistance);
}
}
}
void FChaosEngineInterface::SetSwingLimit(const FPhysicsConstraintHandle& InConstraintRef,float InYLimit,float InZLimit,float InContactDistance)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Chaos::FVec3 Limit = Constraint->GetAngularLimits();
Limit[(int32)Chaos::EJointAngularConstraintIndex::Swing1] = FMath::DegreesToRadians(InYLimit);
Limit[(int32)Chaos::EJointAngularConstraintIndex::Swing2] = FMath::DegreesToRadians(InZLimit);
Constraint->SetAngularLimits(Limit);
Constraint->SetSwingContactDistance(InContactDistance);
}
}
}
void FChaosEngineInterface::SetLinearLimit(const FPhysicsConstraintHandle& InConstraintRef,float InLinearLimit)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
Constraint->SetLinearLimit(InLinearLimit);
}
}
}
bool FChaosEngineInterface::IsBroken(const FPhysicsConstraintHandle& InConstraintRef)
{
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
{
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
{
return Constraint->GetOutputData().bIsBroken;
}
}
return false;
}
void FChaosEngineInterface::SetGeometry(FPhysicsShapeHandle& InShape, TUniquePtr<Chaos::FImplicitObject>&& InGeometry)
{
using namespace Chaos;
// This sucks, we build a new union with input geometry. All other geo is copied.
// Cannot modify union as it is shared between threads.
const FShapesArray& ShapeArray = InShape.ActorRef->GetGameThreadAPI().ShapesArray();
TArray<TUniquePtr<FImplicitObject>> NewGeometry;
NewGeometry.Reserve(ShapeArray.Num());
int32 ShapeIdx = 0;
for (const TUniquePtr<Chaos::FPerShapeData>& Shape : ShapeArray)
{
if (Shape.Get() == InShape.Shape)
{
NewGeometry.Emplace(MoveTemp(InGeometry));
}
else
{
NewGeometry.Emplace(Shape->GetGeometry()->Copy());
}
ShapeIdx++;
}
if (ensure(NewGeometry.Num() == ShapeArray.Num()))
{
InShape.ActorRef->GetGameThreadAPI().SetGeometry(MakeUnique<Chaos::FImplicitObjectUnion>(MoveTemp(NewGeometry)));
FChaosScene* Scene = FChaosEngineInterface::GetCurrentScene(InShape.ActorRef);
if (ensure(Scene))
{
Scene->UpdateActorInAccelerationStructure(InShape.ActorRef);
}
}
}
// @todo(chaos): We probably need to actually duplicate the data here, add virtual TImplicitObject::NewCopy()
FPhysicsShapeHandle FChaosEngineInterface::CloneShape(const FPhysicsShapeHandle& InShape)
{
FPhysicsActorHandle NewActor = nullptr;
return {InShape.Shape,NewActor};
}
FPhysicsGeometryCollection_Chaos FChaosEngineInterface::GetGeometryCollection(const FPhysicsShapeHandle& InShape)
{
FPhysicsGeometryCollection_Chaos NewCollection(InShape);
return NewCollection;
}
FCollisionFilterData FChaosEngineInterface::GetSimulationFilter(const FPhysicsShapeReference_Chaos& InShape)
{
if(ensure(InShape.Shape))
{
return InShape.Shape->GetSimData();
} else
{
return FCollisionFilterData();
}
}
FCollisionFilterData FChaosEngineInterface::GetQueryFilter(const FPhysicsShapeReference_Chaos& InShape)
{
if(ensure(InShape.Shape))
{
return InShape.Shape->GetQueryData();
} else
{
return FCollisionFilterData();
}
}
void FChaosEngineInterface::SetQueryFilter(const FPhysicsShapeReference_Chaos& InShapeRef,const FCollisionFilterData& InFilter)
{
InShapeRef.Shape->SetQueryData(InFilter);
}
void FChaosEngineInterface::SetSimulationFilter(const FPhysicsShapeReference_Chaos& InShapeRef,const FCollisionFilterData& InFilter)
{
InShapeRef.Shape->SetSimData(InFilter);
}
bool FChaosEngineInterface::IsSimulationShape(const FPhysicsShapeHandle& InShape)
{
return InShape.Shape->GetSimEnabled();
}
bool FChaosEngineInterface::IsQueryShape(const FPhysicsShapeHandle& InShape)
{
// This data is not stored on concrete shape. TODO: Remove ensure if we actually use this flag when constructing shape handles.
CHAOS_ENSURE(false);
return InShape.Shape->GetQueryEnabled();
}
ECollisionShapeType FChaosEngineInterface::GetShapeType(const FPhysicsShapeReference_Chaos& InShapeRef)
{
return GetImplicitType(*InShapeRef.Shape->GetGeometry());
}
FTransform FChaosEngineInterface::GetLocalTransform(const FPhysicsShapeReference_Chaos& InShapeRef)
{
// Transforms are baked into the object so there is never a local transform
if(InShapeRef.Shape->GetGeometry()->GetType() == Chaos::ImplicitObjectType::Transformed && FChaosEngineInterface::IsValid(InShapeRef.ActorRef))
{
return InShapeRef.Shape->GetGeometry()->GetObject<Chaos::TImplicitObjectTransformed<Chaos::FReal,3>>()->GetTransform();
} else
{
return FTransform();
}
}
void FChaosEngineInterface::SetLocalTransform(const FPhysicsShapeHandle& InShape,const FTransform& NewLocalTransform)
{
#if !WITH_CHAOS_NEEDS_TO_BE_FIXED
if(InShape.ActorRef.IsValid())
{
TArray<RigidBodyId> Ids ={InShape.ActorRef.GetId()};
const auto Index = InShape.ActorRef.GetScene()->GetIndexFromId(InShape.ActorRef.GetId());
if(InShape.Object->GetType() == Chaos::ImplicitObjectType::Transformed)
{
// @todo(mlentine): We can avoid creating a new object here by adding delayed update support for the object transforms
LocalParticles.SetDynamicGeometry(Index,MakeUnique<Chaos::TImplicitObjectTransformed<Chaos::FReal,3>>(InShape.Object->GetObject<Chaos::TImplicitObjectTransformed<Chaos::FReal,3>>()->Object(),NewLocalTransform));
} else
{
LocalParticles.SetDynamicGeometry(Index,MakeUnique<Chaos::TImplicitObjectTransformed<Chaos::FReal,3>>(InShape.Object,NewLocalTransform));
}
}
{
if(InShape.Object->GetType() == Chaos::ImplicitObjectType::Transformed)
{
InShape.Object->GetObject<Chaos::TImplicitObjectTransformed<Chaos::FReal,3>>()->SetTransform(NewLocalTransform);
} else
{
const_cast<FPhysicsShapeHandle&>(InShape).Object = new Chaos::TImplicitObjectTransformed<Chaos::FReal,3>(InShape.Object,NewLocalTransform);
}
}
#endif
}
template<typename AllocatorType>
int32 GetAllShapesInternalImp_AssumedLocked(const FPhysicsActorHandle& InActorHandle,TArray<FPhysicsShapeReference_Chaos,AllocatorType>& OutShapes)
{
const Chaos::FShapesArray& ShapesArray = InActorHandle->GetGameThreadAPI().ShapesArray();
OutShapes.Reset(ShapesArray.Num());
//todo: can we avoid this construction?
for(const TUniquePtr<Chaos::FPerShapeData>& Shape : ShapesArray)
{
OutShapes.Add(FPhysicsShapeReference_Chaos(Shape.Get(),InActorHandle));
}
return OutShapes.Num();
}
int32 FChaosEngineInterface::GetAllShapes_AssumedLocked(const FPhysicsActorHandle& InActorHandle,TArray<FPhysicsShapeReference_Chaos,FDefaultAllocator>& OutShapes)
{
return GetAllShapesInternalImp_AssumedLocked(InActorHandle,OutShapes);
}
int32 FChaosEngineInterface::GetAllShapes_AssumedLocked(const FPhysicsActorHandle& InActorHandle,PhysicsInterfaceTypes::FInlineShapeArray& OutShapes)
{
return GetAllShapesInternalImp_AssumedLocked(InActorHandle,OutShapes);
}
void FChaosEngineInterface::CreateActor(const FActorCreationParams& InParams,FPhysicsActorHandle& Handle)
{
LLM_SCOPE(ELLMTag::Chaos);
using namespace Chaos;
TUniquePtr<FGeometryParticle> Particle;
// Set object state based on the requested particle type
if(InParams.bStatic)
{
Particle = FGeometryParticle::CreateParticle();
Particle->SetResimType(EResimType::ResimAsSlave);
}
else
{
// Create an underlying dynamic particle
TUniquePtr<FPBDRigidParticle> Rigid = FPBDRigidParticle::CreateParticle();
Rigid->SetGravityEnabled(InParams.bEnableGravity);
if(InParams.bSimulatePhysics)
{
if(InParams.bStartAwake)
{
Rigid->SetObjectState(EObjectStateType::Dynamic);
} else
{
Rigid->SetObjectState(EObjectStateType::Sleeping);
}
Rigid->SetResimType(EResimType::FullResim);
} else
{
Rigid->SetObjectState(EObjectStateType::Kinematic);
Rigid->SetResimType(EResimType::ResimAsSlave); //for now kinematics are never changed during resim
}
//Particle.Reset(Rigid.Release());
Particle = MoveTemp(Rigid);
}
Handle = Chaos::FSingleParticlePhysicsProxy::Create(MoveTemp(Particle));
Chaos::FRigidBodyHandle_External& Body_External = Handle->GetGameThreadAPI();
// Set up the new particle's game-thread data. This will be sent to physics-thread when
// the particle is added to the scene later.
Body_External.SetX(InParams.InitialTM.GetLocation(), /*bInvalidate=*/false); //do not generate wake event since this is part of initialization
Body_External.SetR(InParams.InitialTM.GetRotation(), /*bInvalidate=*/false);
#if CHAOS_DEBUG_NAME
Body_External.SetDebugName(MakeShareable(new FString(InParams.DebugName)));
#endif
}
void FChaosEngineInterface::ReleaseActor(FPhysicsActorHandle& Handle,FChaosScene* InScene,bool bNeverDerferRelease)
{
LLM_SCOPE(ELLMTag::Chaos);
if(!Handle)
{
UE_LOG(LogChaos,Warning,TEXT("Attempting to release an actor with a null handle"));
CHAOS_ENSURE(false);
return;
}
if(InScene)
{
InScene->RemoveActorFromAccelerationStructure(Handle);
RemoveActorFromSolver(Handle,InScene->GetSolver());
}
else
{
delete Handle;
}
Handle = nullptr;
}
FChaosScene* FChaosEngineInterface::GetCurrentScene(const FPhysicsActorHandle& InHandle)
{
if(!InHandle)
{
return nullptr;
}
Chaos::FPBDRigidsSolver* Solver = InHandle->GetSolver<Chaos::FPBDRigidsSolver>();
return static_cast<FChaosScene*>(Solver ? Solver->PhysSceneHack : nullptr);
}
void FChaosEngineInterface::SetGlobalPose_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FTransform& InNewPose,bool bAutoWake)
{
Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
Body_External.SetX(InNewPose.GetLocation());
Body_External.SetR(InNewPose.GetRotation());
Body_External.UpdateShapeBounds();
FChaosScene* Scene = GetCurrentScene(InActorReference);
Scene->UpdateActorInAccelerationStructure(InActorReference);
}
void FChaosEngineInterface::SetKinematicTarget_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FTransform& InNewTarget)
{
Chaos::TKinematicTarget<Chaos::FReal, 3> NewKinematicTarget;
// SetKinematicTarget_AssumesLocked could be called multiple times in one time step
NewKinematicTarget.SetTargetMode(InNewTarget);
InActorReference->GetGameThreadAPI().SetKinematicTarget(NewKinematicTarget);
// IMPORTANT : we do not invalidate X and R as they will be properly computed using the kinematic target information
InActorReference->GetGameThreadAPI().SetX(InNewTarget.GetLocation(), false);
InActorReference->GetGameThreadAPI().SetR(InNewTarget.GetRotation(), false);
InActorReference->GetGameThreadAPI().UpdateShapeBounds();
FChaosScene* Scene = GetCurrentScene(InActorReference);
Scene->UpdateActorInAccelerationStructure(InActorReference);
}
#elif WITH_ENGINE //temp physx code to make moving out of engine easier
#include "PhysXSupportCore.h"
FPhysicsMaterialHandle FChaosEngineInterface::CreateMaterial(const UPhysicalMaterial* InMaterial)
{
check(GPhysXSDK);
FPhysicsMaterialHandle_PhysX NewRef;
const float Friction = InMaterial->Friction;
const float Restitution = InMaterial->Restitution;
NewRef.Material = GPhysXSDK->createMaterial(Friction,Friction,Restitution);
return NewRef;
}
void FChaosEngineInterface::ReleaseMaterial(FPhysicsMaterialHandle_PhysX& InHandle)
{
if(InHandle.IsValid())
{
InHandle.Material->userData = nullptr;
GPhysXPendingKillMaterial.Add(InHandle.Material);
InHandle.Material = nullptr;
}
}
void FChaosEngineInterface::UpdateMaterial(FPhysicsMaterialHandle_PhysX& InHandle,UPhysicalMaterial* InMaterial)
{
if(InHandle.IsValid())
{
PxMaterial* PMaterial = InHandle.Material;
PMaterial->setStaticFriction(InMaterial->Friction);
PMaterial->setDynamicFriction(InMaterial->Friction);
PMaterial->setRestitution(InMaterial->Restitution);
const uint32 UseFrictionCombineMode = (InMaterial->bOverrideFrictionCombineMode ? InMaterial->FrictionCombineMode.GetValue() : UPhysicsSettingsCore::Get()->FrictionCombineMode.GetValue());
PMaterial->setFrictionCombineMode(static_cast<physx::PxCombineMode::Enum>(UseFrictionCombineMode));
const uint32 UseRestitutionCombineMode = (InMaterial->bOverrideRestitutionCombineMode ? InMaterial->RestitutionCombineMode.GetValue() : UPhysicsSettingsCore::Get()->RestitutionCombineMode.GetValue());
PMaterial->setRestitutionCombineMode(static_cast<physx::PxCombineMode::Enum>(UseRestitutionCombineMode));
FPhysicsDelegatesCore::OnUpdatePhysXMaterial.Broadcast(InMaterial);
}
}
void FChaosEngineInterface::SetUserData(FPhysicsMaterialHandle_PhysX& InHandle,void* InUserData)
{
if(InHandle.IsValid())
{
InHandle.Material->userData = InUserData;
}
}
#endif