11 Commits

Author SHA1 Message Date
alex mcadams
680510e10d Enable PhysicsAsset Create and setting from FBX and Datasmith Import in UEFN.
Also disabled creating constraints from the PhysicsAssetUtils level by just checking if UPhysicsConstraintTemplate are allowed to be created. This allowed me to remove the code modifying the UPhysicsAssetGenerationSettings defaults at the ValkyrieEditor level.

#rb Sergio.Gardeazabal jeanluc.corenthin

[CL 26198225 by alex mcadams in 5.3 branch]
2023-06-22 19:05:02 -04:00
Alex McAdams
613b0638b9 Add Skinned Level Set Physics type.
This adds a new Chaos Implicit Object TWeightedLatticeImplicitObject which can wrap any (bounded) rigid implicit object with a weighted lattice. The lattice deforms via Linear Blend Skinning and is used to approximate deformation of the wrapped rigid implicit object.

A new physics asset FKShapeElem type has been added: the FKSkinnedLevelSet which holds a TWeightedLatticeImplicitObject<FLevelSet>. The PhysicsAssetEditor has been updated to generate this for skeletal meshes. Skinned level sets can be generated from a subset of bones in the skeletal mesh. Weights are transferred by Poisson diffusing weights on the surface to the volumetric lattice points.

There is limited debug draw and the asset generation workflow likely will need iteration.

#preflight 63d9b7f48505ea6b1fd4abb4
#rb kriss.gossart

[CL 23950693 by Alex McAdams in ue5-main branch]
2023-02-01 12:00:49 -05:00
Alex McAdams
19983ba5a7 Use the "FullGrid" option when generating LevelSet physics assets.
Chaos cloth (the primary user of level sets) can penetrate arbitrarily deep inside the collider and still needs a good Phi and Normal value, rather than only having accurate values within a narrow band. This makes calculating the levelset more expensive (a one time cost), but in practice, it's not really noticeable.

#preflight 63bcaae80b7fcef8b094135d
#rb tyson.brochu

[CL 23630951 by Alex McAdams in ue5-main branch]
2023-01-10 14:41:05 -05:00
tyson brochu
85c525c14e PhysicsAsset/SkeletalMesh level set collision objects:
- try to make the output grid resolution better match the specified input resolution
- don't try to render the grid if resolution is too high (debug rendering can really start to slow things down)
- fix a bug generating a mesh for solid rendering of the level set cells

#jira UE-167098
#preflight 634eee0a4d3101c0ea37ac6f

[CL 22608178 by tyson brochu in ue5-main branch]
2022-10-18 15:18:01 -04:00
tyson brochu
e84463686d SkeletalMeshEditor: add option to use level sets when running "Generate All Bodies"
#jira UE-167098
#rb kriss.gossart
#preflight 634dae93305a762e7e58bdf2

[CL 22576877 by tyson brochu in ue5-main branch]
2022-10-17 16:34:23 -04:00
kriss gossart
0422ca7705 Skeletal Mesh - Replace the newly created GetSkeletalMesh function by GetSkeletalMeshAsset so it matches the setter SetSkeletalMeshAsset function (which itself couldn't be named SetSkeletalMesh due to the function already existing and doing something else).
#rb Josie.Yang
#preflight 62fa2afeae3edb54c979492e
#jira none

[CL 21385959 by kriss gossart in ue5-main branch]
2022-08-15 09:26:50 -04:00
nick brett
be3323e0db [UE][FEATURE] PhAT Constraint Transform Editing
- Enable users to view and edit the parent and child frame transforms of constraints in the PhAT details panel
- Constraint transforms are represented as a position and a rotator in the details panel (internally they are represented as a position and a pair of orthonormal vectors)
- Constraint transforms can optionally be displayed in the frame of the assocaited bone OR relative to the default (snapped) transforms
- Allow parent / child transform position / orientation componenets to be 'snapped' to defaults individually
- Support using modifier keys to manipulate only the child frame transform via a viewport widget

#jira UE-119744
#jira UE-119741
#rb [at]Thomas.Sarkanen, [at]sebastian.nordgren
#preflight 62f13b9a23003b62a3d4c277

#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 21282618 via CL 21282632 via CL 21282638
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21283069 by nick brett in ue5-main branch]
2022-08-09 07:30:26 -04:00
Josie Yang
6b15506e58 Replace direct access to SkeletalMesh object from USkinnedMeshComponent with GetSkeletalMesh function
#rb kriss.gossart
#preflight 62aafc9ada0af39a4783930a

[CL 20686007 by Josie Yang in ue5-main branch]
2022-06-16 09:14:04 -04:00
fred kimberley
7fbfaf57c8 Require explicit constructors/casts when converting between FVector, FVector3d, and FVector3f.
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build

#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18824721 by fred kimberley in ue5-main branch]
2022-02-02 07:59:31 -05:00
Richard TalbotWatkin
cc7ec9b44f LWC-related fix for convex hull decomposition. Assume that all input points will always have float precision.
Also remove unnecessary allocations by allowing the async task to assume ownership of the vertex and index arrays passed to it.
#rb Andy.Davidson, Cedric.Caillaud
#jira UE-125187

[CL 17448234 by Richard TalbotWatkin in ue5-main branch]
2021-09-07 14:53:24 -04:00
Alexis Matte
cb5d41fc7e Allow Physics asset to be a developper module with no dependencecies on any editor module.
#jira UETOOL-3603
#rb richard.talbotwatkin
#preflight 60d1e95f78c3b000010f6005

[CL 16743468 by Alexis Matte in ue5-main branch]
2021-06-22 11:12:23 -04:00