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- add new UModelingObjectsCreationAPI and associated data structures, provides abstract API for creating mesh and texture objects from Tools that is not specifically tied to StaticMesh Actors/Assets - new helper functions in UE::Modeling:: namespace to simplify usage of an implementation of this API registered in a ContextObjectStore - add new UEditorModelingObjectsCreationAPI implementation of above, supports hooks for higher level to provide custom paths - add ModelingModeAssetUtils.h, provides several functions in UE::Modeling:: namespace to be used to implement those hooks (various existing path-determination code is moved here) - ModelingToolsEditorMode now registers an instance of UEditorModelingObjectsCreationAPI in ContextObjectStore and connects up callbacks to these path functions - AssetGenerationUtil functions and ModelingModeAssetAPI deleted - All Tools that previously used IToolsContextAssetAPI updated to use this new system #rb jimmy.andrews #rnx #jira none #preflight 60b7c2ddae46a1000162729b [CL 16538450 by Ryan Schmidt in ue5-main branch]
123 lines
3.0 KiB
C++
123 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Physics/PhysicsDataCollection.h"
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#include "Physics/CollisionGeometryConversion.h"
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#include "Engine/StaticMesh.h"
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#include "Components/StaticMeshComponent.h"
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#include "PhysicsEngine/BodySetup.h"
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using namespace UE::Geometry;
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void FPhysicsDataCollection::InitializeFromComponent(const UActorComponent* Component, bool bInitializeAggGeom)
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{
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const UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Component);
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if (ensure(StaticMeshComponent))
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{
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const UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh();
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if (ensure(StaticMesh))
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{
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SourceComponent = StaticMeshComponent;
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SourceStaticMesh = StaticMesh;
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BodySetup = StaticMesh->GetBodySetup();
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ExternalScale3D = FVector(1.f, 1.f, 1.f);
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if (bInitializeAggGeom)
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{
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AggGeom = BodySetup->AggGeom;
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UE::Geometry::GetShapeSet(AggGeom, Geometry);
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}
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}
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}
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}
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void FPhysicsDataCollection::InitializeFromStaticMesh(const UStaticMesh* StaticMesh, bool bInitializeAggGeom)
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{
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if (ensure(StaticMesh))
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{
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SourceStaticMesh = StaticMesh;
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BodySetup = StaticMesh->GetBodySetup();
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ExternalScale3D = FVector(1.f, 1.f, 1.f);
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if (bInitializeAggGeom)
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{
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AggGeom = BodySetup->AggGeom;
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UE::Geometry::GetShapeSet(AggGeom, Geometry);
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}
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}
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}
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void FPhysicsDataCollection::InitializeFromExisting(const FPhysicsDataCollection& Other)
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{
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SourceComponent = Other.SourceComponent;
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SourceStaticMesh = Other.SourceStaticMesh;
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BodySetup = Other.BodySetup;
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ExternalScale3D = Other.ExternalScale3D;
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}
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void FPhysicsDataCollection::CopyGeometryFromExisting(const FPhysicsDataCollection& Other)
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{
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Geometry = Other.Geometry;
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AggGeom = Other.AggGeom;
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}
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void FPhysicsDataCollection::ClearAggregate()
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{
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AggGeom = FKAggregateGeom();
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}
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void FPhysicsDataCollection::CopyGeometryToAggregate()
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{
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for (FBoxShape3d& BoxGeom : Geometry.Boxes)
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{
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FKBoxElem Element;
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UE::Geometry::GetFKElement(BoxGeom.Box, Element);
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AggGeom.BoxElems.Add(Element);
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}
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for (FSphereShape3d& SphereGeom : Geometry.Spheres)
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{
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FKSphereElem Element;
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UE::Geometry::GetFKElement(SphereGeom.Sphere, Element);
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AggGeom.SphereElems.Add(Element);
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}
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for (FCapsuleShape3d& CapsuleGeom : Geometry.Capsules)
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{
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FKSphylElem Element;
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UE::Geometry::GetFKElement(CapsuleGeom.Capsule, Element);
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AggGeom.SphylElems.Add(Element);
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}
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for (FConvexShape3d& ConvexGeom : Geometry.Convexes)
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{
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FKConvexElem Element;
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UE::Geometry::GetFKElement(ConvexGeom.Mesh, Element);
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#if !WITH_CHAOS
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// Chaos will compute the IndexData itself on the call to FKConvexElem::UpdateElemBox() in ::GetFKElement() above.
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// PhysX will not, so initialize that data with the mesh triangles.
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// (This code should go into ::GetFKElement but cannot because it needs to be added in a hotfix)
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for (FIndex3i Triangle : ConvexGeom.Mesh.TrianglesItr())
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{
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Element.IndexData.Add(Triangle.A);
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Element.IndexData.Add(Triangle.B);
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Element.IndexData.Add(Triangle.C);
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}
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#endif
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AggGeom.ConvexElems.Add(Element);
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}
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}
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