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#rb none Should be just copyright updates [CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
127 lines
5.0 KiB
C++
127 lines
5.0 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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GeometryCollectionActor.cpp: AGeometryCollectionActor methods.
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=============================================================================*/
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#if INCLUDE_CHAOS
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#include "GeometryCollection/GeometryCollectionActor.h"
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#include "Chaos/Utilities.h"
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#include "Chaos/Plane.h"
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#include "Chaos/Box.h"
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#include "Chaos/Sphere.h"
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#include "Chaos/PerParticleGravity.h"
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#include "Chaos/ImplicitObject.h"
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#include "Engine/SkeletalMesh.h"
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#include "GeometryCollection/GeometryCollectionAlgo.h"
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#include "GeometryCollection/GeometryCollectionComponent.h"
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#include "GeometryCollection/GeometryCollectionUtility.h"
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#include "GeometryCollection/GeometryCollectionBoneNode.h"
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#include "Math/Box.h"
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#include "Physics/PhysicsInterfaceCore.h"
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DEFINE_LOG_CATEGORY_STATIC(AGeometryCollectionActorLogging, Log, All);
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AGeometryCollectionActor::AGeometryCollectionActor(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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UE_LOG(AGeometryCollectionActorLogging, Verbose, TEXT("AGeometryCollectionActor::AGeometryCollectionActor()"));
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GeometryCollectionComponent = CreateDefaultSubobject<UGeometryCollectionComponent>(TEXT("GeometryCollectionComponent0"));
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RootComponent = GeometryCollectionComponent;
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#if GEOMETRYCOLLECTION_DEBUG_DRAW
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GeometryCollectionDebugDrawComponent = CreateDefaultSubobject<UGeometryCollectionDebugDrawComponent>(TEXT("GeometryCollectionDrawComponent0"));
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GeometryCollectionDebugDrawComponent->GeometryCollectionComponent = GeometryCollectionComponent;
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#else
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GeometryCollectionDebugDrawComponent = nullptr;
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#endif
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PrimaryActorTick.bCanEverTick = true;
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SetActorTickEnabled(true);
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}
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void AGeometryCollectionActor::Tick(float DeltaTime)
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{
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UE_LOG(AGeometryCollectionActorLogging, Verbose, TEXT("AGeometryCollectionActor::Tick()"));
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if (GeometryCollectionComponent)
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{
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GeometryCollectionComponent->SetRenderStateDirty();
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}
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}
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const Chaos::PBDRigidsSolver* GetSolver(const AGeometryCollectionActor& GeomCollectionActor)
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{
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return GeomCollectionActor.GetGeometryCollectionComponent()->ChaosSolverActor != nullptr ? GeomCollectionActor.GetGeometryCollectionComponent()->ChaosSolverActor->GetSolver() : FPhysScene_Chaos::GetInstance()->GetSolver();
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}
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bool LowLevelRaycastImp(const Chaos::TVector<float, 3>& Start, const Chaos::TVector<float, 3>& Dir, float DeltaMag, const AGeometryCollectionActor& GeomCollectionActor, FHitResult& OutHit)
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{
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using namespace Chaos;
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//todo(ocohen): need to add thread safety / lock semantics
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const TManagedArray<int32>& RigidBodyIdArray = GeomCollectionActor.GetGeometryCollectionComponent()->GetRigidBodyIdArray();
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const TSharedPtr<FPhysScene_Chaos> Scene = GeomCollectionActor.GetGeometryCollectionComponent()->GetPhysicsScene();
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ensure(Scene);
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const Chaos::PBDRigidsSolver* Solver = GetSolver(GeomCollectionActor);
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ensure(Solver);
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const TPBDRigidParticles<float, 3>& Particles = Solver->GetRigidParticles(); //todo(ocohen): should these just get passed in instead of hopping through scene?
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for (int32 Idx = 0; Idx < RigidBodyIdArray.Num(); ++Idx)
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{
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const int32 RigidBodyIdx = RigidBodyIdArray[Idx];
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const TRigidTransform<float, 3> TM(Particles.X(RigidBodyIdx), Particles.R(RigidBodyIdx));
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const TVector<float, 3> StartLocal = TM.InverseTransformPositionNoScale(Start);
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const TVector<float, 3> DirLocal = TM.InverseTransformVectorNoScale(Dir);
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const TVector<float, 3> EndLocal = StartLocal + DirLocal * DeltaMag; //todo(ocohen): apeiron just undoes this later, we should fix the API
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const TImplicitObject<float, 3>* Object = Particles.Geometry(RigidBodyIdx); //todo(ocohen): can this ever be null?
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Pair<TVector<float, 3>, bool> Result = Object->FindClosestIntersection(StartLocal, EndLocal, /*Thickness=*/0.f);
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if (Result.Second) //todo(ocohen): once we do more than just a bool we need to get the closest point
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{
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const float Distance = (Result.First - StartLocal).Size();
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OutHit.Actor = const_cast<AGeometryCollectionActor*>(&GeomCollectionActor);
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OutHit.Component = GeomCollectionActor.GetGeometryCollectionComponent();
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OutHit.bBlockingHit = true;
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OutHit.Distance = Distance;
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OutHit.Time = Distance / (EndLocal - StartLocal).Size();
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OutHit.Location = TM.TransformPositionNoScale(Result.First);
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OutHit.ImpactPoint = OutHit.Location;
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const TVector<float, 3> LocalNormal = Object->Normal(Result.First);
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OutHit.ImpactNormal = TM.TransformVectorNoScale(LocalNormal);
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OutHit.Normal = OutHit.ImpactNormal;
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return true;
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}
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}
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return false;
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}
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bool AGeometryCollectionActor::RaycastSingle(FVector Start, FVector End, FHitResult& OutHit) const
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{
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if (GeometryCollectionComponent)
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{
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OutHit = FHitResult();
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OutHit.TraceStart = Start;
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OutHit.TraceEnd = End;
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const FVector Delta = (End - Start);
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const float DeltaMag = Delta.Size();
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if (DeltaMag > KINDA_SMALL_NUMBER)
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{
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const FVector Dir = Delta / DeltaMag;
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return LowLevelRaycastImp(Start, Dir, DeltaMag, *this, OutHit);
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}
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}
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return false;
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}
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#endif
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