Files
Michael Lentine f9b3324b32 Copying //UE4/Dev-Physics to Dev-Main (//UE4/Dev-Main) @ 6903150
#rb none
#rnx

[CL 6903163 by Michael Lentine in Main branch]
2019-06-08 17:15:34 -04:00

1248 lines
46 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "BoneControllers/AnimNode_RigidBody_Chaos.h"
#include "AnimationRuntime.h"
#include "Animation/AnimInstanceProxy.h"
#include "PhysicsEngine/BodySetup.h"
#include "PhysicsEngine/PhysicsAsset.h"
#include "PhysicsEngine/PhysicsConstraintTemplate.h"
#include "GameFramework/PawnMovementComponent.h"
#include "Chaos/DebugDrawQueue.h"
#include "Chaos/ErrorReporter.h"
#include "ChaosSolversModule.h"
#include "ChaosStats.h"
#include "PBDRigidsSolver.h"
#include "SolverObjects/SkeletalMeshPhysicsObject.h"
#include "Logging/MessageLog.h"
//#pragma optimize("", off)
#define CHAOS_RBAN_TODO 0
/////////////////////////////////////////////////////
// FAnimNode_Ragdoll_Chaos
#define LOCTEXT_NAMESPACE "ImmediatePhysics"
TAutoConsoleVariable<int32> CVarEnableChaosRigidBodyNode(TEXT("p.ChaosRigidBodyNode"), 1, TEXT("Enables/disables chaos rigid body node updates and evaluations"), ECVF_Scalability);
FAnimNode_RigidBody_Chaos::FAnimNode_RigidBody_Chaos()
: PhysicalMaterial(nullptr)
, bSimulating(true)
, NumIterations(1)
, bNotifyCollisions(false)
, ObjectType(EObjectStateTypeEnum::Chaos_Object_Kinematic)
, Density(2.4) // dense brick
, MinMass(0.001)
, MaxMass(1.e6)
, CollisionType(ECollisionTypeEnum::Chaos_Volumetric)
, ImplicitShapeParticlesPerUnitArea(0.1)
, ImplicitShapeMinNumParticles(0)
, ImplicitShapeMaxNumParticles(50)
, MinLevelSetResolution(5)
, MaxLevelSetResolution(10)
, CollisionGroup(0)
, InitialVelocityType(EInitialVelocityTypeEnum::Chaos_Initial_Velocity_User_Defined)
, InitialLinearVelocity(0.f)
, InitialAngularVelocity(0.f)
{
ResetSimulatedTeleportType = ETeleportType::None;
OverridePhysicsAsset = nullptr;
bOverrideWorldGravity = false;
CachedBoundsScale = 1.2f;
SimulationSpace = ESimulationSpace::ComponentSpace;
ExternalForce = FVector::ZeroVector;
OverrideWorldGravity = FVector::ZeroVector;
TotalMass = 0.f;
CachedBounds.W = 0;
UnsafeWorld = nullptr;
bSimulationStarted = false;
bCheckForBodyTransformInit = false;
OverlapChannel = ECC_WorldStatic;
bEnableWorldGeometry = false;
bTransferBoneVelocities = false;
bFreezeIncomingPoseOnStart = false;
bClampLinearTranslationLimitToRefPose = false;
PreviousTransform = CurrentTransform = FTransform::Identity;
PreviousComponentLinearVelocity = FVector::ZeroVector;
ComponentLinearAccScale = FVector::ZeroVector;
ComponentLinearVelScale = FVector::ZeroVector;
ComponentAppliedLinearAccClamp = FVector(10000,10000,10000);
bForceDisableCollisionBetweenConstraintBodies = false;
}
FAnimNode_RigidBody_Chaos::~FAnimNode_RigidBody_Chaos()
{
}
void FAnimNode_RigidBody_Chaos::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += "(";
AddDebugNodeData(DebugLine);
DebugLine += ")";
DebugData.AddDebugItem(DebugLine);
const bool bUsingFrozenPose = bFreezeIncomingPoseOnStart && bSimulationStarted && (CapturedFrozenPose.GetPose().GetNumBones() > 0);
if (!bUsingFrozenPose)
{
ComponentPose.GatherDebugData(DebugData);
}
}
FVector WorldVectorToSpaceNoScaleChaos(ESimulationSpace Space, const FVector& WorldDir, const FTransform& ComponentToWorld, const FTransform& BaseBoneTM)
{
switch(Space)
{
case ESimulationSpace::ComponentSpace: return ComponentToWorld.InverseTransformVectorNoScale(WorldDir);
case ESimulationSpace::WorldSpace: return WorldDir;
case ESimulationSpace::BaseBoneSpace:
return BaseBoneTM.InverseTransformVectorNoScale(ComponentToWorld.InverseTransformVectorNoScale(WorldDir));
default: return FVector::ZeroVector;
}
}
FVector WorldPositionToSpaceChaos(ESimulationSpace Space, const FVector& WorldPoint, const FTransform& ComponentToWorld, const FTransform& BaseBoneTM)
{
switch (Space)
{
case ESimulationSpace::ComponentSpace: return ComponentToWorld.InverseTransformPosition(WorldPoint);
case ESimulationSpace::WorldSpace: return WorldPoint;
case ESimulationSpace::BaseBoneSpace:
return BaseBoneTM.InverseTransformPosition(ComponentToWorld.InverseTransformPosition(WorldPoint));
default: return FVector::ZeroVector;
}
}
FORCEINLINE_DEBUGGABLE FTransform ConvertCSTransformToSimSpaceChaos(ESimulationSpace SimulationSpace, const FTransform& InCSTransform, const FTransform& ComponentToWorld, const FTransform& BaseBoneTM)
{
switch (SimulationSpace)
{
case ESimulationSpace::ComponentSpace: return InCSTransform;
case ESimulationSpace::WorldSpace: return InCSTransform * ComponentToWorld;
case ESimulationSpace::BaseBoneSpace: return InCSTransform.GetRelativeTransform(BaseBoneTM); break;
default: ensureMsgf(false, TEXT("Unsupported Simulation Space")); return InCSTransform;
}
}
void FAnimNode_RigidBody_Chaos::UpdateComponentPose_AnyThread(const FAnimationUpdateContext& Context)
{
// Only freeze update graph after initial update, as we want to get that pose through.
if (bFreezeIncomingPoseOnStart && bSimulationStarted && ResetSimulatedTeleportType == ETeleportType::None)
{
// If we have a Frozen Pose captured,
// then we don't need to update the rest of the graph.
if (CapturedFrozenPose.GetPose().GetNumBones() > 0)
{
}
else
{
// Create a new context with zero deltatime to freeze time in rest of the graph.
// This will be used to capture a frozen pose.
FAnimationUpdateContext FrozenContext = Context;
FrozenContext.FractionalWeightAndTime(1.f, 0.f);
Super::UpdateComponentPose_AnyThread(FrozenContext);
}
}
else
{
Super::UpdateComponentPose_AnyThread(Context);
}
}
void FAnimNode_RigidBody_Chaos::EvaluateComponentPose_AnyThread(FComponentSpacePoseContext& Output)
{
if (bFreezeIncomingPoseOnStart && bSimulationStarted)
{
// If we have a Frozen Pose captured, use it.
// Only after our intialize setup. As we need new pose for that.
if (ResetSimulatedTeleportType == ETeleportType::None && (CapturedFrozenPose.GetPose().GetNumBones() > 0))
{
Output.Pose.CopyPose(CapturedFrozenPose);
Output.Curve.CopyFrom(CapturedFrozenCurves);
}
// Otherwise eval graph to capture it.
else
{
Super::EvaluateComponentPose_AnyThread(Output);
CapturedFrozenPose.CopyPose(Output.Pose);
CapturedFrozenCurves.CopyFrom(Output.Curve);
}
}
else
{
Super::EvaluateComponentPose_AnyThread(Output);
}
// Capture incoming pose if 'bTransferBoneVelocities' is set.
// That is, until simulation starts.
if (bTransferBoneVelocities && !bSimulationStarted)
{
CapturedBoneVelocityPose.CopyPose(Output.Pose);
CapturedBoneVelocityPose.CopyAndAssignBoneContainer(CapturedBoneVelocityBoneContainer);
}
}
void FAnimNode_RigidBody_Chaos::InitializeNewBodyTransformsDuringSimulation(FComponentSpacePoseContext& Output, const FTransform& ComponentTransform, const FTransform& BaseBoneTM)
{
#if CHAOS_RBAN_TODO
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
FBodyAnimData& BodyData = BodyAnimData[BodyIndex];
if (!BodyData.bBodyTransformInitialized)
{
BodyData.bBodyTransformInitialized = true;
// If we have a parent body, we need to grab relative transforms to it.
if (OutputData.ParentBodyIndex != INDEX_NONE)
{
ensure(BodyAnimData[OutputData.ParentBodyIndex].bBodyTransformInitialized);
FTransform BodyRelativeTransform = FTransform::Identity;
for (const FCompactPoseBoneIndex CompactBoneIndex : OutputData.BoneIndicesToParentBody)
{
const FTransform& LocalSpaceTM = Output.Pose.GetLocalSpaceTransform(CompactBoneIndex);
BodyRelativeTransform = BodyRelativeTransform * LocalSpaceTM;
}
const FTransform WSBodyTM = BodyRelativeTransform * Bodies[OutputData.ParentBodyIndex]->GetWorldTransform();
Bodies[BodyIndex]->SetWorldTransform(WSBodyTM);
}
// If we don't have a parent body, then we can just grab the incoming pose in component space.
else
{
const FTransform& ComponentSpaceTM = Output.Pose.GetComponentSpaceTransform(OutputData.CompactPoseBoneIndex);
const FTransform BodyTM = ConvertCSTransformToSimSpaceChaos(SimulationSpace, ComponentSpaceTM, ComponentTransform, BaseBoneTM);
Bodies[BodyIndex]->SetWorldTransform(BodyTM);
}
}
}
#endif
}
DECLARE_CYCLE_STAT(TEXT("RigidBody_Chaos_Eval"), STAT_RigidBody_Chaos_Eval, STATGROUP_Anim);
DECLARE_CYCLE_STAT(TEXT("FAnimNode_RigidBody_Chaos::EvaluateSkeletalControl_AnyThread"), STAT_ImmediateEvaluateSkeletalControl_Chaos, STATGROUP_Chaos);
void FAnimNode_RigidBody_Chaos::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
{
#if INCLUDE_CHAOS
SCOPE_CYCLE_COUNTER(STAT_RigidBody_Chaos_Eval);
SCOPE_CYCLE_COUNTER(STAT_ImmediateEvaluateSkeletalControl_Chaos);
//SCOPED_NAMED_EVENT_TEXT("FAnimNode_Ragdoll::EvaluateSkeletalControl_AnyThread", FColor::Magenta);
// Update our eval counter, and decide whether we need to reset simulated bodies, if our anim instance hasn't updated in a while.
if(EvalCounter.HasEverBeenUpdated() && !EvalCounter.WasSynchronizedLastFrame(Output.AnimInstanceProxy->GetEvaluationCounter()))
{
ResetSimulatedTeleportType = ETeleportType::ResetPhysics;
}
EvalCounter.SynchronizeWith(Output.AnimInstanceProxy->GetEvaluationCounter());
const float DeltaSeconds = AccumulatedDeltaTime;
AccumulatedDeltaTime = 0.f;
if (Solver && Solver->Enabled())
{
PhysicsObject->CaptureInputs(DeltaSeconds,
[this, &Output](const float Dt, FSkeletalMeshPhysicsObjectParams & OutPhysicsParams) -> bool
{
return UpdatePhysicsInputs(Output, Dt, OutPhysicsParams.BoneHierarchy);
});
Solver->AdvanceSolverBy(DeltaSeconds);
// @todo(ccaulfield): this feels clumsy
PhysicsObject->CacheResults();
PhysicsObject->FlipCache();
PhysicsObject->SyncToCache();
if (const FSkeletalMeshPhysicsObjectOutputs* PhysicsOutputs = PhysicsObject->GetOutputs())
{
UpdateAnimNodeOutputs(PhysicsObject->GetBoneHierarchy(), *PhysicsOutputs, Output, OutBoneTransforms);
}
}
#if CHAOS_RBAN_TODO
if (CVarEnableRigidBodyNode.GetValueOnAnyThread() != 0 && PhysicsSimulation)
{
const FBoneContainer& BoneContainer = Output.Pose.GetPose().GetBoneContainer();
const FTransform CompWorldSpaceTM = Output.AnimInstanceProxy->GetComponentTransform();
if(!EvalCounter.HasEverBeenUpdated())
{
PreviousCompWorldSpaceTM = CompWorldSpaceTM;
}
// @todo(ccaulfield) fix
const FTransform BaseBoneTM = FTransform::Identity;
const FTransform BaseBoneTM = Output.Pose.GetComponentSpaceTransform(BaseBoneRef.GetCompactPoseIndex(BoneContainer));
// Initialize potential new bodies because of LOD change.
if (ResetSimulatedTeleportType == ETeleportType::None && bCheckForBodyTransformInit)
{
bCheckForBodyTransformInit = false;
InitializeNewBodyTransformsDuringSimulation(Output, CompWorldSpaceTM, BaseBoneTM);
}
// If time advances, update simulation
// Reset if necessary
if (ResetSimulatedTeleportType != ETeleportType::None)
{
// Capture bone velocities if we have captured a bone velocity pose.
if (bTransferBoneVelocities && (CapturedBoneVelocityPose.GetPose().GetNumBones() > 0))
{
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
FBodyAnimData& BodyData = BodyAnimData[BodyIndex];
if (BodyData.bIsSimulated)
{
const FCompactPoseBoneIndex NextCompactPoseBoneIndex = OutputData.CompactPoseBoneIndex;
// Convert CompactPoseBoneIndex to SkeletonBoneIndex...
const int32 PoseSkeletonBoneIndex = BoneContainer.GetPoseToSkeletonBoneIndexArray()[NextCompactPoseBoneIndex.GetInt()];
// ... So we can convert to the captured pose CompactPoseBoneIndex.
// In case there was a LOD change, and poses are not compatible anymore.
const FCompactPoseBoneIndex PrevCompactPoseBoneIndex = CapturedBoneVelocityBoneContainer.GetCompactPoseIndexFromSkeletonIndex(PoseSkeletonBoneIndex);
if (PrevCompactPoseBoneIndex != FCompactPoseBoneIndex(INDEX_NONE))
{
const FTransform PrevCSTM = CapturedBoneVelocityPose.GetComponentSpaceTransform(PrevCompactPoseBoneIndex);
const FTransform NextCSTM = Output.Pose.GetComponentSpaceTransform(NextCompactPoseBoneIndex);
const FTransform PrevSSTM = ConvertCSTransformToSimSpaceChaos(SimulationSpace, PrevCSTM, CompWorldSpaceTM, BaseBoneTM);
const FTransform NextSSTM = ConvertCSTransformToSimSpaceChaos(SimulationSpace, NextCSTM, CompWorldSpaceTM, BaseBoneTM);
// Linear Velocity
if(DeltaSeconds > 0.0f)
{
BodyData.TransferedBoneLinearVelocity = ((NextSSTM.GetLocation() - PrevSSTM.GetLocation()) / DeltaSeconds);
}
else
{
BodyData.TransferedBoneLinearVelocity = (FVector::ZeroVector);
}
// Angular Velocity
const FQuat DeltaRotation = (NextSSTM.GetRotation().Inverse() * PrevSSTM.GetRotation());
const float RotationAngle = DeltaRotation.GetAngle() / DeltaSeconds;
BodyData.TransferedBoneAngularVelocity = (FQuat(DeltaRotation.GetRotationAxis(), RotationAngle));
}
}
}
}
switch(ResetSimulatedTeleportType)
{
case ETeleportType::TeleportPhysics:
{
// Teleport bodies.
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
BodyAnimData[BodyIndex].bBodyTransformInitialized = true;
FTransform BodyTM = Bodies[BodyIndex]->GetWorldTransform();
FTransform ComponentSpaceTM;
switch(SimulationSpace)
{
case ESimulationSpace::ComponentSpace: ComponentSpaceTM = BodyTM; break;
case ESimulationSpace::WorldSpace: ComponentSpaceTM = BodyTM.GetRelativeTransform(PreviousCompWorldSpaceTM); break;
case ESimulationSpace::BaseBoneSpace: ComponentSpaceTM = BodyTM * BaseBoneTM; break;
default: ensureMsgf(false, TEXT("Unsupported Simulation Space")); ComponentSpaceTM = BodyTM;
}
BodyTM = ConvertCSTransformToSimSpaceChaos(SimulationSpace, ComponentSpaceTM, CompWorldSpaceTM, BaseBoneTM);
Bodies[BodyIndex]->SetWorldTransform(BodyTM);
}
}
break;
case ETeleportType::ResetPhysics:
{
// Completely reset bodies.
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
BodyAnimData[BodyIndex].bBodyTransformInitialized = true;
const FTransform& ComponentSpaceTM = Output.Pose.GetComponentSpaceTransform(OutputData.CompactPoseBoneIndex);
const FTransform BodyTM = ConvertCSTransformToSimSpaceChaos(SimulationSpace, ComponentSpaceTM, CompWorldSpaceTM, BaseBoneTM);
Bodies[BodyIndex]->SetWorldTransform(BodyTM);
}
}
break;
}
// Always reset after a teleport
PreviousCompWorldSpaceTM = CompWorldSpaceTM;
ResetSimulatedTeleportType = ETeleportType::None;
PreviousComponentLinearVelocity = FVector::ZeroVector;
}
// Only need to tick physics if we didn't reset and we have some time to simulate
else if(DeltaSeconds > 0.0f)
{
// Transfer bone velocities previously captured.
if (bTransferBoneVelocities && (CapturedBoneVelocityPose.GetPose().GetNumBones() > 0))
{
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
const FBodyAnimData& BodyData = BodyAnimData[BodyIndex];
if (BodyData.bIsSimulated)
{
ImmediatePhysics::FActorHandle* Body = Bodies[BodyIndex];
Body->SetLinearVelocity(BodyData.TransferedBoneLinearVelocity);
const FQuat AngularVelocity = BodyData.TransferedBoneAngularVelocity;
Body->SetAngularVelocity(AngularVelocity.GetRotationAxis() * AngularVelocity.GetAngle());
}
}
// Free up our captured pose after it's been used.
CapturedBoneVelocityPose.Empty();
}
else if (SimulationSpace != ESimulationSpace::WorldSpace)
{
// Calc linear velocity
const FVector ComponentDeltaLocation = CurrentTransform.GetTranslation() - PreviousTransform.GetTranslation();
const FVector ComponentLinearVelocity = ComponentDeltaLocation / DeltaSeconds;
// Apply acceleration that opposed velocity (basically 'drag')
FVector ApplyLinearAcc = WorldVectorToSpaceNoScaleChaos(SimulationSpace, -ComponentLinearVelocity, CompWorldSpaceTM, BaseBoneTM) * ComponentLinearVelScale;
// Calc linear acceleration
const FVector ComponentLinearAcceleration = (ComponentLinearVelocity - PreviousComponentLinearVelocity) / DeltaSeconds;
PreviousComponentLinearVelocity = ComponentLinearVelocity;
// Apply opposite acceleration to bodies
ApplyLinearAcc += WorldVectorToSpaceNoScaleChaos(SimulationSpace, -ComponentLinearAcceleration, CompWorldSpaceTM, BaseBoneTM) * ComponentLinearAccScale;
// Iterate over bodies
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
const FBodyAnimData& BodyData = BodyAnimData[BodyIndex];
if (BodyData.bIsSimulated)
{
ImmediatePhysics::FActorHandle* Body = Bodies[BodyIndex];
// Apply
const float BodyInvMass = Body->GetInverseMass();
if (BodyInvMass > 0.f)
{
// Final desired acceleration to apply to body
FVector FinalBodyLinearAcc = ApplyLinearAcc;
// Clamp if desired
if (!ComponentAppliedLinearAccClamp.IsNearlyZero())
{
FinalBodyLinearAcc = FinalBodyLinearAcc.BoundToBox(-ComponentAppliedLinearAccClamp, ComponentAppliedLinearAccClamp);
}
// Apply to body
Body->AddForce(FinalBodyLinearAcc / BodyInvMass);
}
}
}
}
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
if (!BodyAnimData[BodyIndex].bIsSimulated)
{
const FTransform& ComponentSpaceTM = Output.Pose.GetComponentSpaceTransform(OutputData.CompactPoseBoneIndex);
const FTransform BodyTM = ConvertCSTransformToSimSpaceChaos(SimulationSpace, ComponentSpaceTM, CompWorldSpaceTM, BaseBoneTM);
Bodies[BodyIndex]->SetKinematicTarget(BodyTM);
}
}
UpdateWorldForces(CompWorldSpaceTM, BaseBoneTM);
const FVector SimSpaceGravity = WorldVectorToSpaceNoScaleChaos(SimulationSpace, WorldSpaceGravity, CompWorldSpaceTM, BaseBoneTM);
// Run simulation at a minimum of 30 FPS to prevent system from exploding.
// DeltaTime can be higher due to URO, so take multiple iterations in that case.
const float MaxDeltaSeconds = 1.f / 30.f;
const int32 NumIterations = FMath::Clamp(FMath::CeilToInt(DeltaSeconds / MaxDeltaSeconds), 1, 4);
const float StepDeltaTime = DeltaSeconds / float(NumIterations);
for (int32 Step = 1; Step <= NumIterations; Step++)
{
// We call the _AssumesLocked version here without a lock as the simulation is local to this node and we know
// we're not going to alter anything while this is running.
PhysicsSimulation->Simulate_AssumesLocked(StepDeltaTime, SimSpaceGravity);
}
}
//write back to animation system
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
if (BodyAnimData[BodyIndex].bIsSimulated)
{
FTransform BodyTM = Bodies[BodyIndex]->GetWorldTransform();
// if we clamp translation, we only do this when all linear translation are locked
//
if (bClampLinearTranslationLimitToRefPose
&&BodyAnimData[BodyIndex].LinearXMotion == ELinearConstraintMotion::LCM_Locked
&& BodyAnimData[BodyIndex].LinearYMotion == ELinearConstraintMotion::LCM_Locked
&& BodyAnimData[BodyIndex].LinearZMotion == ELinearConstraintMotion::LCM_Locked)
{
// grab local space of length from ref pose
// we have linear limit value - see if that works
// calculate current local space from parent
// find parent transform
const int32 ParentBodyIndex = OutputData.ParentBodyIndex;
FTransform ParentTransform = FTransform::Identity;
if (ParentBodyIndex != INDEX_NONE)
{
ParentTransform = Bodies[ParentBodyIndex]->GetWorldTransform();
}
// get local transform
FTransform LocalTransform = BodyTM.GetRelativeTransform(ParentTransform);
const float CurrentLength = LocalTransform.GetTranslation().Size();
// this is inconsistent with constraint. The actual linear limit is set by constraint
if (!FMath::IsNearlyEqual(CurrentLength, BodyAnimData[BodyIndex].RefPoseLength, KINDA_SMALL_NUMBER))
{
float RefPoseLength = BodyAnimData[BodyIndex].RefPoseLength;
if (CurrentLength > RefPoseLength)
{
float Scale = (CurrentLength > KINDA_SMALL_NUMBER) ? RefPoseLength / CurrentLength : 0.f;
// we don't use 1.f here because 1.f can create pops based on float issue.
// so we only activate clamping when less than 90%
if (Scale < 0.9f)
{
LocalTransform.ScaleTranslation(Scale);
BodyTM = LocalTransform * ParentTransform;
Bodies[BodyIndex]->SetWorldTransform(BodyTM);
}
}
}
}
FTransform ComponentSpaceTM;
switch(SimulationSpace)
{
case ESimulationSpace::ComponentSpace: ComponentSpaceTM = BodyTM; break;
case ESimulationSpace::WorldSpace: ComponentSpaceTM = BodyTM.GetRelativeTransform(CompWorldSpaceTM); break;
case ESimulationSpace::BaseBoneSpace: ComponentSpaceTM = BodyTM * BaseBoneTM; break;
default: ensureMsgf(false, TEXT("Unsupported Simulation Space")); ComponentSpaceTM = BodyTM;
}
OutBoneTransforms.Add(FBoneTransform(OutputData.CompactPoseBoneIndex, ComponentSpaceTM));
}
}
PreviousCompWorldSpaceTM = CompWorldSpaceTM;
}
#endif // CHAOS_RBAN_TODO
#endif // INCLUDE_CHAOS
}
void ComputeBodyInsertionOrderChaos(TArray<FBoneIndexType>& InsertionOrder, const USkeletalMeshComponent& SKC)
{
//We want to ensure simulated bodies are sorted by LOD so that the first simulated bodies are at the highest LOD.
//Since LOD2 is a subset of LOD1 which is a subset of LOD0 we can change the number of simulated bodies without any reordering
//For this to work we must first insert all simulated bodies in the right order. We then insert all the kinematic bodies in the right order
InsertionOrder.Reset();
const int32 NumLODs = SKC.GetNumLODs();
if(NumLODs > 0)
{
TArray<bool> InSortedOrder;
TArray<FBoneIndexType> RequiredBones0;
TArray<FBoneIndexType> ComponentSpaceTMs0;
SKC.ComputeRequiredBones(RequiredBones0, ComponentSpaceTMs0, 0, /*bIgnorePhysicsAsset=*/ true);
InSortedOrder.AddZeroed(RequiredBones0.Num());
auto MergeIndices = [&InsertionOrder, &InSortedOrder](const TArray<FBoneIndexType>& RequiredBones) -> void
{
for (FBoneIndexType BoneIdx : RequiredBones)
{
if (!InSortedOrder[BoneIdx])
{
InsertionOrder.Add(BoneIdx);
}
InSortedOrder[BoneIdx] = true;
}
};
for(int32 LodIdx = NumLODs - 1; LodIdx > 0; --LodIdx)
{
TArray<FBoneIndexType> RequiredBones;
TArray<FBoneIndexType> ComponentSpaceTMs;
SKC.ComputeRequiredBones(RequiredBones, ComponentSpaceTMs, LodIdx, /*bIgnorePhysicsAsset=*/ true);
MergeIndices(RequiredBones);
}
MergeIndices(RequiredBones0);
}
}
#if INCLUDE_CHAOS
void FAnimNode_RigidBody_Chaos::PhysicsObjectInitCallback(const USkeletalMeshComponent* InSkelMeshComponent, const UAnimInstance* InAnimInstance, FSkeletalMeshPhysicsObjectParams& OutPhysicsParams)
{
OutPhysicsParams.bSimulating = bSimulating;
// @todo(ccaulfield): do we need this?
//GetPathName(this, OutParams.Name);
if (InitialVelocityType == EInitialVelocityTypeEnum::Chaos_Initial_Velocity_User_Defined)
{
OutPhysicsParams.InitialLinearVelocity = InitialLinearVelocity;
OutPhysicsParams.InitialAngularVelocity = InitialAngularVelocity;
}
//OutParams.PhysicalMaterial = MakeSerializable(PhysicsMaterial);
OutPhysicsParams.ObjectType = ObjectType;
OutPhysicsParams.Density = Density;
OutPhysicsParams.MinMass = MinMass;
OutPhysicsParams.MaxMass = MaxMass;
OutPhysicsParams.CollisionType = CollisionType;
OutPhysicsParams.ParticlesPerUnitArea = ImplicitShapeParticlesPerUnitArea;
OutPhysicsParams.MinNumParticles = ImplicitShapeMinNumParticles;
OutPhysicsParams.MaxNumParticles = ImplicitShapeMaxNumParticles;
OutPhysicsParams.MinRes = MinLevelSetResolution;
OutPhysicsParams.MaxRes = MaxLevelSetResolution;
OutPhysicsParams.CollisionGroup = CollisionGroup;
const USkeletalMesh* SkeletalMesh = InSkelMeshComponent->SkeletalMesh;
const AActor* OwningActor = InSkelMeshComponent->GetOwner();
if (SkeletalMesh && OwningActor)
{
const UPhysicsAsset* PhysicsAsset = OverridePhysicsAsset ? OverridePhysicsAsset : SkeletalMesh->PhysicsAsset;
FPhysicsAssetSimulationUtil::BuildParams(OwningActor, OwningActor, InSkelMeshComponent, PhysicsAsset, OutPhysicsParams);
}
}
bool FAnimNode_RigidBody_Chaos::UpdatePhysicsInputs(FComponentSpacePoseContext& InPoseContext, const float Dt, FBoneHierarchy& InOutBoneHierarchy)
{
InOutBoneHierarchy.PrepareForUpdate();
for (int32 BoneIndex : InOutBoneHierarchy.GetBoneIndices())
{
InOutBoneHierarchy.SetAnimLocalSpaceTransform(BoneIndex, InPoseContext.Pose.GetLocalSpaceTransform(FCompactPoseBoneIndex(BoneIndex)));
}
InOutBoneHierarchy.SetActorWorldSpaceTransform(InPoseContext.AnimInstanceProxy->GetComponentTransform());
InOutBoneHierarchy.PrepareAnimWorldSpaceTransforms();
return true;
}
void FAnimNode_RigidBody_Chaos::UpdateAnimNodeOutputs(const FBoneHierarchy& InBoneHierarchy, const FSkeletalMeshPhysicsObjectOutputs& InPhysicsOutputs, FComponentSpacePoseContext& PoseContext, TArray<FBoneTransform>& OutComponentSpaceBoneTransforms)
{
const FTransform& ComponentWorldSpaceTransform = PoseContext.AnimInstanceProxy->GetComponentTransform();
for (const int32 BoneIndex : InBoneHierarchy.GetBoneIndices())
{
const FAnalyticImplicitGroup* ShapeGroup = InBoneHierarchy.GetAnalyticShapeGroup(BoneIndex);
// The first time we have no body, we are done
// @todo(ccaulfield): is this right?
if ((ShapeGroup == nullptr) || (ShapeGroup->GetRigidBodyId() == INDEX_NONE))
{
break;
}
// Shouldn't have to process Kinematic bodies
// @todo(ccaulfield): should store actual state of particle
if (ShapeGroup->GetRigidBodyState() == EObjectStateTypeEnum::Chaos_Object_Kinematic)
{
continue;
}
// @todo(ccaulfield): This should be pulling from an updated Hierarchy (so we support non-simulated child bones). See FSkeletalMeshPhysicsObject::SyncToCache
const int32 TransformIndex = InBoneHierarchy.GetTransformIndex(BoneIndex);
if (TransformIndex != INDEX_NONE)
{
FTransform ComponentSpaceBoneTransform = InPhysicsOutputs.Transforms[TransformIndex].GetRelativeTransform(ComponentWorldSpaceTransform);
OutComponentSpaceBoneTransforms.Emplace(FBoneTransform(FCompactPoseBoneIndex(BoneIndex), ComponentSpaceBoneTransform));
}
}
}
#endif // INCLUDE_CHAOS
void FAnimNode_RigidBody_Chaos::InitPhysics(const UAnimInstance* InAnimInstance)
{
const USkeletalMeshComponent* SkeletalMeshComp = InAnimInstance->GetSkelMeshComponent();
const USkeletalMesh* SkeletalMeshAsset = SkeletalMeshComp->SkeletalMesh;
const FReferenceSkeleton& SkelMeshRefSkel = SkeletalMeshAsset->RefSkeleton;
UPhysicsAsset* UsePhysicsAsset = OverridePhysicsAsset ? OverridePhysicsAsset : InAnimInstance->GetSkelMeshComponent()->GetPhysicsAsset();
USkeleton* SkeletonAsset = InAnimInstance->CurrentSkeleton;
ensure(SkeletonAsset == SkeletalMeshAsset->Skeleton);
const int32 SkelMeshLinkupIndex = SkeletonAsset->GetMeshLinkupIndex(SkeletalMeshAsset);
ensure(SkelMeshLinkupIndex != INDEX_NONE);
const FSkeletonToMeshLinkup& SkeletonToMeshLinkupTable = SkeletonAsset->LinkupCache[SkelMeshLinkupIndex];
const TArray<int32>& MeshToSkeletonBoneIndex = SkeletonToMeshLinkupTable.MeshToSkeletonTable;
// @todo(ccaulfield) fix
//const int32 NumSkeletonBones = SkeletonAsset->GetReferenceSkeleton().GetNum();
//SkeletonBoneIndexToBodyIndex.Reset(NumSkeletonBones);
//SkeletonBoneIndexToBodyIndex.Init(INDEX_NONE, NumSkeletonBones);
PreviousTransform = InAnimInstance->GetSkelMeshComponent()->GetComponentToWorld();
if(UsePhysicsAsset)
{
#if INCLUDE_CHAOS
Solver = Chaos::FPBDRigidsSolver::FAccessor::CreateSolver();
Solver->SetIterations(NumIterations);
PhysicsObject = new FSkeletalMeshPhysicsObject(
InAnimInstance->GetOwningActor(),
[this, InAnimInstance, SkeletalMeshComp](FSkeletalMeshPhysicsObjectParams & OutPhysicsParams)
{
PhysicsObjectInitCallback(SkeletalMeshComp, InAnimInstance, OutPhysicsParams);
});
//PhysicsMaterial = MakeUnique<Chaos::TChaosPhysicsMaterial<float>>();
// @todo(ccaulfield): should only be one call for all this...?
// @todo(ccaulfield): remove the floor
Solver->RegisterObject(PhysicsObject);
PhysicsObject->Initialize();
Solver->SetHasFloor(true);
Solver->SetIsFloorAnalytic(true);
Solver->SetEnabled(true);
#endif
#if CHAOS_RBAN_TODO
delete PhysicsSimulation;
PhysicsSimulation = new ImmediatePhysics::FSimulation();
const int32 NumBodies = UsePhysicsAsset->SkeletalBodySetups.Num();
Bodies.Empty(NumBodies);
ComponentsInSim.Reset();
BodyAnimData.Reset(NumBodies);
BodyAnimData.AddDefaulted(NumBodies);
TotalMass = 0.f;
TArray<FBodyInstance*> HighLevelBodyInstances;
TArray<FConstraintInstance*> HighLevelConstraintInstances;
SkeletalMeshComp->InstantiatePhysicsAssetRefPose(*UsePhysicsAsset, SimulationSpace == ESimulationSpace::WorldSpace ? SkeletalMeshComp->GetComponentToWorld().GetScale3D() : FVector(1.f), HighLevelBodyInstances, HighLevelConstraintInstances);
TMap<FName, ImmediatePhysics::FActorHandle*> NamesToHandles;
TArray<ImmediatePhysics::FActorHandle*> IgnoreCollisionActors;
TArray<FBoneIndexType> InsertionOrder;
ComputeBodyInsertionOrderChaos(InsertionOrder, *SkeletalMeshComp);
const int32 NumBonesLOD0 = InsertionOrder.Num();
TArray<ImmediatePhysics::FActorHandle*> BodyIndexToActorHandle;
BodyIndexToActorHandle.AddZeroed(NumBonesLOD0);
TArray<FBodyInstance*> BodiesSorted;
BodiesSorted.AddZeroed(NumBonesLOD0);
for (FBodyInstance* BI : HighLevelBodyInstances)
{
if(BI->IsValidBodyInstance())
{
BodiesSorted[BI->InstanceBoneIndex] = BI;
}
}
auto InsertBodiesHelper = [&](bool bSimulatedBodies)
{
for (FBoneIndexType InsertBone : InsertionOrder)
{
if (FBodyInstance* BodyInstance = BodiesSorted[InsertBone])
{
UBodySetup* BodySetup = UsePhysicsAsset->SkeletalBodySetups[BodyInstance->InstanceBodyIndex];
const bool bKinematic = BodySetup->PhysicsType != EPhysicsType::PhysType_Simulated;
const FTransform& LastTransform = SkeletalMeshComp->GetBoneTransform(InsertBone); //This is out of date, but will still give our bodies an initial setup that matches the constraints (TODO: use refpose)
ImmediatePhysics::FActorHandle* NewBodyHandle = nullptr;
if (bSimulatedBodies && !bKinematic)
{
#if WITH_PHYSX && PHYSICS_INTERFACE_PHYSX
PxRigidActor* PRigidActor = FPhysicsInterface::GetPxRigidActor_AssumesLocked(BodyInstance->GetPhysicsActorHandle());
if(PxRigidDynamic* PDynamic = PRigidActor->is<PxRigidDynamic>())
{
NewBodyHandle = PhysicsSimulation->CreateDynamicActor(PDynamic, LastTransform);
checkSlow(NewBodyHandle);
const float InvMass = NewBodyHandle->GetInverseMass();
TotalMass += InvMass > 0.f ? 1.f / InvMass : 0.f;
}
#endif
}
else if (bSimulatedBodies && bKinematic)
{
#if WITH_PHYSX && PHYSICS_INTERFACE_PHYSX
PxRigidActor* PRigidActor = FPhysicsInterface::GetPxRigidActor_AssumesLocked(BodyInstance->GetPhysicsActorHandle());
if(PxRigidBody* PRigidBody = PRigidActor->is<PxRigidBody>())
{
NewBodyHandle = PhysicsSimulation->CreateKinematicActor(PRigidBody, LastTransform);
}
#endif
}
if (NewBodyHandle)
{
const int32 BodyIndex = Bodies.Add(NewBodyHandle);
const int32 SkeletonBoneIndex = MeshToSkeletonBoneIndex[InsertBone];
SkeletonBoneIndexToBodyIndex[SkeletonBoneIndex] = BodyIndex;
BodyAnimData[BodyIndex].bIsSimulated = !bKinematic;
NamesToHandles.Add(BodySetup->BoneName, NewBodyHandle);
BodyIndexToActorHandle[BodyInstance->InstanceBodyIndex] = NewBodyHandle;
if (BodySetup->CollisionReponse == EBodyCollisionResponse::BodyCollision_Disabled)
{
IgnoreCollisionActors.Add(NewBodyHandle);
}
}
}
}
};
//Insert simulated bodies first to avoid any re-ordering
InsertBodiesHelper(/*bSimulated=*/true);
InsertBodiesHelper(/*bSimulated=*/false);
//Insert joints so that they coincide body order. That is, if we stop simulating all bodies past some index, we can simply ignore joints past a corresponding index without any re-order
//For this to work we consider the most last inserted bone in each joint
TArray<int32> InsertionOrderPerBone;
InsertionOrderPerBone.AddUninitialized(NumBonesLOD0);
for(int32 Position = 0; Position < NumBonesLOD0; ++Position)
{
InsertionOrderPerBone[InsertionOrder[Position]] = Position;
}
HighLevelConstraintInstances.Sort([&InsertionOrderPerBone, &SkelMeshRefSkel](const FConstraintInstance& LHS, const FConstraintInstance& RHS)
{
if(LHS.IsValidConstraintInstance() && RHS.IsValidConstraintInstance())
{
const int32 BoneIdxLHS1 = SkelMeshRefSkel.FindBoneIndex(LHS.ConstraintBone1);
const int32 BoneIdxLHS2 = SkelMeshRefSkel.FindBoneIndex(LHS.ConstraintBone2);
const int32 BoneIdxRHS1 = SkelMeshRefSkel.FindBoneIndex(RHS.ConstraintBone1);
const int32 BoneIdxRHS2 = SkelMeshRefSkel.FindBoneIndex(RHS.ConstraintBone2);
const int32 MaxPositionLHS = FMath::Max(InsertionOrderPerBone[BoneIdxLHS1], InsertionOrderPerBone[BoneIdxLHS2]);
const int32 MaxPositionRHS = FMath::Max(InsertionOrderPerBone[BoneIdxRHS1], InsertionOrderPerBone[BoneIdxRHS2]);
return MaxPositionLHS < MaxPositionRHS;
}
return false;
});
#if WITH_PHYSX
if(NamesToHandles.Num() > 0)
{
//constraints
for(int32 ConstraintIdx = 0; ConstraintIdx < HighLevelConstraintInstances.Num(); ++ConstraintIdx)
{
FConstraintInstance* CI = HighLevelConstraintInstances[ConstraintIdx];
ImmediatePhysics::FActorHandle* Body1Handle = NamesToHandles.FindRef(CI->ConstraintBone1);
ImmediatePhysics::FActorHandle* Body2Handle = NamesToHandles.FindRef(CI->ConstraintBone2);
if(Body1Handle && Body2Handle)
{
if (Body1Handle->IsSimulated() || Body2Handle->IsSimulated())
{
FPhysicsConstraintHandle& ConstraintRef = CI->ConstraintHandle;
#if WITH_CHAOS || WITH_IMMEDIATE_PHYSX || PHYSICS_INTERFACE_LLIMMEDIATE
ensure(false);
#else
PhysicsSimulation->CreateJoint(ConstraintRef.ConstraintData, Body1Handle, Body2Handle);
if (bForceDisableCollisionBetweenConstraintBodies)
{
int32 BodyIndex1 = UsePhysicsAsset->FindBodyIndex(CI->ConstraintBone1);
int32 BodyIndex2 = UsePhysicsAsset->FindBodyIndex(CI->ConstraintBone2);
if (BodyIndex1 != INDEX_NONE && BodyIndex2 != INDEX_NONE)
{
UsePhysicsAsset->DisableCollision(BodyIndex1, BodyIndex2);
}
}
int32 BodyIndex;
if (Bodies.Find(Body1Handle, BodyIndex))
{
BodyAnimData[BodyIndex].LinearXMotion = CI->GetLinearXMotion();
BodyAnimData[BodyIndex].LinearYMotion = CI->GetLinearYMotion();
BodyAnimData[BodyIndex].LinearZMotion = CI->GetLinearZMotion();
BodyAnimData[BodyIndex].LinearLimit = CI->GetLinearLimit();
//set limit to ref pose
FTransform Body1Transform = Body1Handle->GetWorldTransform();
FTransform Body2Transform = Body2Handle->GetWorldTransform();
BodyAnimData[BodyIndex].RefPoseLength = Body1Transform.GetRelativeTransform(Body2Transform).GetLocation().Size();
}
#endif
}
}
CI->TermConstraint();
delete CI;
}
ResetSimulatedTeleportType = ETeleportType::ResetPhysics;
}
// Terminate all of the instances, cannot be done during insert or we may break constraint chains
for(FBodyInstance* Instance : HighLevelBodyInstances)
{
if(Instance->IsValidBodyInstance())
{
Instance->TermBody(true);
}
delete Instance;
}
HighLevelBodyInstances.Empty();
BodiesSorted.Empty();
TArray<ImmediatePhysics::FSimulation::FIgnorePair> IgnorePairs;
const TMap<FRigidBodyIndexPair, bool>& DisableTable = UsePhysicsAsset->CollisionDisableTable;
for(auto ConstItr = DisableTable.CreateConstIterator(); ConstItr; ++ConstItr)
{
ImmediatePhysics::FSimulation::FIgnorePair Pair;
Pair.A = BodyIndexToActorHandle[ConstItr.Key().Indices[0]];
Pair.B = BodyIndexToActorHandle[ConstItr.Key().Indices[1]];
IgnorePairs.Add(Pair);
}
PhysicsSimulation->SetIgnoreCollisionPairTable(IgnorePairs);
PhysicsSimulation->SetIgnoreCollisionActors(IgnoreCollisionActors);
#endif
#endif // TODO
}
}
DECLARE_CYCLE_STAT(TEXT("FAnimNode_RigidBody_Chaos::UpdateWorldGeometry"), STAT_ImmediateUpdateWorldGeometry_Chaos, STATGROUP_Chaos);
void FAnimNode_RigidBody_Chaos::UpdateWorldGeometry(const UWorld& World, const USkeletalMeshComponent& SKC)
{
#if CHAOS_RBAN_TODO
SCOPE_CYCLE_COUNTER(STAT_ImmediateUpdateWorldGeometry_Chaos);
QueryParams = FCollisionQueryParams(SCENE_QUERY_STAT(RagdollNodeFindGeometry), /*bTraceComplex=*/false);
#if WITH_EDITOR
if(!World.IsGameWorld())
{
QueryParams.MobilityType = EQueryMobilityType::Any; //If we're in some preview world trace against everything because things like the preview floor are not static
QueryParams.AddIgnoredComponent(&SKC);
}
else
#endif
{
QueryParams.MobilityType = EQueryMobilityType::Static; //We only want static actors
}
Bounds = SKC.CalcBounds(SKC.GetComponentToWorld()).GetSphere();
if (!Bounds.IsInside(CachedBounds))
{
// Since the cached bounds are no longer valid, update them.
CachedBounds = Bounds;
CachedBounds.W *= CachedBoundsScale;
// Cache the PhysScene and World for use in UpdateWorldForces.
PhysScene = World.GetPhysicsScene();
UnsafeWorld = &World;
}
#endif
}
DECLARE_CYCLE_STAT(TEXT("FAnimNode_RigidBody_Chaos::UpdateWorldForces"), STAT_ImmediateUpdateWorldForces_Chaos, STATGROUP_Chaos);
void FAnimNode_RigidBody_Chaos::UpdateWorldForces(const FTransform& ComponentToWorld, const FTransform& BaseBoneTM)
{
#if CHAOS_RBAN_TODO
SCOPE_CYCLE_COUNTER(STAT_ImmediateUpdateWorldForces_Chaos);
if(TotalMass > 0.f)
{
for (const USkeletalMeshComponent::FPendingRadialForces& PendingRadialForce : PendingRadialForces)
{
const FVector RadialForceOrigin = WorldPositionToSpaceChaos(SimulationSpace, PendingRadialForce.Origin, ComponentToWorld, BaseBoneTM);
for(ImmediatePhysics::FActorHandle* Body : Bodies)
{
const float InvMass = Body->GetInverseMass();
if(InvMass > 0.f)
{
const float StrengthPerBody = PendingRadialForce.bIgnoreMass ? PendingRadialForce.Strength : PendingRadialForce.Strength / (TotalMass * InvMass);
ImmediatePhysics::FSimulation::EForceType ForceType;
if (PendingRadialForce.Type == USkeletalMeshComponent::FPendingRadialForces::AddImpulse)
{
ForceType = PendingRadialForce.bIgnoreMass ? ImmediatePhysics::FSimulation::EForceType::AddVelocity : ImmediatePhysics::FSimulation::EForceType::AddImpulse;
}
else
{
ForceType = PendingRadialForce.bIgnoreMass ? ImmediatePhysics::FSimulation::EForceType::AddAcceleration : ImmediatePhysics::FSimulation::EForceType::AddForce;
}
Body->AddRadialForce(RadialForceOrigin, StrengthPerBody, PendingRadialForce.Radius, PendingRadialForce.Falloff, ForceType);
}
}
}
if(!ExternalForce.IsNearlyZero())
{
const FVector ExternalForceInSimSpace = WorldVectorToSpaceNoScaleChaos(SimulationSpace, ExternalForce, ComponentToWorld, BaseBoneTM);
for (ImmediatePhysics::FActorHandle* Body : Bodies)
{
const float InvMass = Body->GetInverseMass();
if (InvMass > 0.f)
{
Body->AddForce(ExternalForceInSimSpace);
}
}
}
}
#endif
}
bool FAnimNode_RigidBody_Chaos::NeedsDynamicReset() const
{
return true;
}
void FAnimNode_RigidBody_Chaos::ResetDynamics(ETeleportType InTeleportType)
{
// This will be picked up next evaluate and reset our simulation.
// Teleport type can only go higher - i.e. if we have requested a reset, then a teleport will still reset fully
ResetSimulatedTeleportType = ((InTeleportType > ResetSimulatedTeleportType) ? InTeleportType : ResetSimulatedTeleportType);
}
DECLARE_CYCLE_STAT(TEXT("RigidBody_Chaos_PreUpdate"), STAT_RigidBody_Chaos_PreUpdate, STATGROUP_Anim);
void FAnimNode_RigidBody_Chaos::PreUpdate(const UAnimInstance* InAnimInstance)
{
#if CHAOS_RBAN_TODO
// Don't update geometry if RBN is disabled
if(CVarEnableRigidBodyNode.GetValueOnAnyThread() == 0)
{
return;
}
SCOPE_CYCLE_COUNTER(STAT_RigidBody_Chaos_PreUpdate);
UWorld* World = InAnimInstance->GetWorld();
USkeletalMeshComponent* SKC = InAnimInstance->GetSkelMeshComponent();
APawn* PawnOwner = InAnimInstance->TryGetPawnOwner();
UPawnMovementComponent* MovementComp = PawnOwner ? PawnOwner->GetMovementComponent() : nullptr;
#if WITH_EDITOR
if (bEnableWorldGeometry && SimulationSpace != ESimulationSpace::WorldSpace)
{
FMessageLog("PIE").Warning(FText::Format(LOCTEXT("WorldCollisionComponentSpace", "Trying to use world collision without world space simulation for ''{0}''. This is not supported, please change SimulationSpace to WorldSpace"),
FText::FromString(GetPathNameSafe(SKC))));
}
#endif
WorldSpaceGravity = bOverrideWorldGravity ? OverrideWorldGravity : (MovementComp ? FVector(0.f, 0.f, MovementComp->GetGravityZ()) : FVector(0.f, 0.f, World->GetGravityZ()));
if(SKC)
{
if (PhysicsSimulation && bEnableWorldGeometry && SimulationSpace == ESimulationSpace::WorldSpace)
{
UpdateWorldGeometry(*World, *SKC);
}
PendingRadialForces = SKC->GetPendingRadialForces();
PreviousTransform = CurrentTransform;
CurrentTransform = SKC->GetComponentToWorld();
}
#endif
}
int32 FAnimNode_RigidBody_Chaos::GetLODThreshold() const
{
if(CVarRigidBodyLODThreshold.GetValueOnAnyThread() != -1)
{
if(LODThreshold != -1)
{
return FMath::Min(LODThreshold, CVarRigidBodyLODThreshold.GetValueOnAnyThread());
}
else
{
return CVarRigidBodyLODThreshold.GetValueOnAnyThread();
}
}
else
{
return LODThreshold;
}
}
DECLARE_CYCLE_STAT(TEXT("RigidBody_Chaos_Update"), STAT_RigidBody_Chaos_Update, STATGROUP_Anim);
void FAnimNode_RigidBody_Chaos::UpdateInternal(const FAnimationUpdateContext& Context)
{
// Avoid this work if RBN is disabled, as the results would be discarded
if(CVarEnableRigidBodyNode.GetValueOnAnyThread() == 0)
{
return;
}
SCOPE_CYCLE_COUNTER(STAT_RigidBody_Chaos_PreUpdate);
// Accumulate deltatime elapsed during update. To be used during evaluation.
AccumulatedDeltaTime += Context.AnimInstanceProxy->GetDeltaSeconds();
#if CHAOS_RBAN_TODO
if (UnsafeWorld != nullptr)
{
#if WITH_PHYSX && PHYSICS_INTERFACE_PHYSX
// Node is valid to evaluate. Simulation is starting.
bSimulationStarted = true;
TArray<FOverlapResult> Overlaps;
UnsafeWorld->OverlapMultiByChannel(Overlaps, Bounds.Center, FQuat::Identity, OverlapChannel, FCollisionShape::MakeSphere(Bounds.W), QueryParams, FCollisionResponseParams(ECR_Overlap));
SCOPED_SCENE_READ_LOCK(PhysScene ? PhysScene->GetPxScene() : nullptr); //TODO: expose this part to the anim node
for (const FOverlapResult& Overlap : Overlaps)
{
if (UPrimitiveComponent* OverlapComp = Overlap.GetComponent())
{
if (ComponentsInSim.Contains(OverlapComp) == false)
{
ComponentsInSim.Add(OverlapComp);
#if WITH_CHAOS || WITH_IMMEDIATE_PHYSX
check(false);
#else
if (PxRigidActor* RigidActor = FPhysicsInterface_PhysX::GetPxRigidActor_AssumesLocked(OverlapComp->BodyInstance.ActorHandle))
{
PhysicsSimulation->CreateStaticActor(RigidActor, P2UTransform(RigidActor->getGlobalPose()));
}
#endif
}
}
}
#endif
UnsafeWorld = nullptr;
PhysScene = nullptr;
}
#endif
}
void FAnimNode_RigidBody_Chaos::InitializeBoneReferences(const FBoneContainer& RequiredBones)
{
#if CHAOS_RBAN_TODO
/** We only need to update simulated bones and children of simulated bones*/
const int32 NumBodies = Bodies.Num();
const TArray<FBoneIndexType>& RequiredBoneIndices = RequiredBones.GetBoneIndicesArray();
const int32 NumRequiredBoneIndices = RequiredBoneIndices.Num();
const FReferenceSkeleton& RefSkeleton = RequiredBones.GetReferenceSkeleton();
OutputBoneData.Empty(NumBodies);
int32 NumSimulatedBodies = 0;
// if no name is entered, use root
if (BaseBoneRef.BoneName == NAME_None)
{
BaseBoneRef.BoneName = RefSkeleton.GetBoneName(0);
}
if (BaseBoneRef.BoneName != NAME_None)
{
BaseBoneRef.Initialize(RequiredBones);
}
for(int32 Index = 0; Index < NumRequiredBoneIndices; ++Index)
{
const FCompactPoseBoneIndex CompactPoseBoneIndex(Index);
const FBoneIndexType SkeletonBoneIndex = RequiredBones.GetSkeletonIndex(CompactPoseBoneIndex);
const int32 BodyIndex = SkeletonBoneIndexToBodyIndex[SkeletonBoneIndex];
if (BodyIndex != INDEX_NONE)
{
//If we have a body we need to save it for later
FOutputBoneData* OutputData = new (OutputBoneData) FOutputBoneData();
OutputData->BodyIndex = BodyIndex;
OutputData->CompactPoseBoneIndex = CompactPoseBoneIndex;
if (BodyAnimData[BodyIndex].bIsSimulated)
{
++NumSimulatedBodies;
}
OutputData->BoneIndicesToParentBody.Add(CompactPoseBoneIndex);
// Walk up parent chain until we find parent body.
OutputData->ParentBodyIndex = INDEX_NONE;
FCompactPoseBoneIndex CompactParentIndex = RequiredBones.GetParentBoneIndex(CompactPoseBoneIndex);
while (CompactParentIndex != INDEX_NONE)
{
const FBoneIndexType SkeletonParentBoneIndex = RequiredBones.GetSkeletonIndex(CompactParentIndex);
OutputData->ParentBodyIndex = SkeletonBoneIndexToBodyIndex[SkeletonParentBoneIndex];
if (OutputData->ParentBodyIndex != INDEX_NONE)
{
break;
}
OutputData->BoneIndicesToParentBody.Add(CompactParentIndex);
CompactParentIndex = RequiredBones.GetParentBoneIndex(CompactParentIndex);
}
}
}
// New bodies potentially introduced with new LOD
// We'll have to initialize their transform.
bCheckForBodyTransformInit = true;
if(PhysicsSimulation)
{
PhysicsSimulation->SetNumActiveBodies(NumSimulatedBodies);
}
// We're switching to a new LOD, this invalidates our captured poses.
CapturedFrozenPose.Empty();
CapturedFrozenCurves.Empty();
#endif
}
void FAnimNode_RigidBody_Chaos::OnInitializeAnimInstance(const FAnimInstanceProxy* InProxy, const UAnimInstance* InAnimInstance)
{
InitPhysics(InAnimInstance);
}
#if WITH_EDITORONLY_DATA
void FAnimNode_RigidBody_Chaos::PostSerialize(const FArchive& Ar)
{
}
#endif
#undef LOCTEXT_NAMESPACE