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Also add solid debug draw in preview for convex volumes #rb none #jira UE-108873 [CL 15510731 by cedric caillaud in ue5-main branch]
584 lines
22 KiB
C++
584 lines
22 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PhysicsAssetEditorSkeletalMeshComponent.h"
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#include "Materials/MaterialInterface.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Materials/Material.h"
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#include "Preferences/PhysicsAssetEditorOptions.h"
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#include "SceneManagement.h"
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#include "PhysicsAssetEditorSharedData.h"
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#include "PhysicsAssetEditorHitProxies.h"
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#include "PhysicsAssetEditorSkeletalMeshComponent.h"
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#include "PhysicsAssetEditorAnimInstance.h"
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#include "PhysicsEngine/PhysicsConstraintTemplate.h"
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#include "PhysicsEngine/PhysicsAsset.h"
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#include "Chaos/Core.h"
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#include "SkeletalMeshTypes.h"
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#include "AnimPreviewInstance.h"
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#include "UObject/Package.h"
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#include "EditorStyleSet.h"
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namespace
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{
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// How large to make the constraint arrows.
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// The factor of 60 was found experimentally, to look reasonable in comparison with the rest of the constraint visuals.
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constexpr float ConstraintArrowScale = 60.0f;
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bool bDebugViewportClicks = false;
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FAutoConsoleVariableRef CVarChaosImmPhysStepTime(TEXT("p.PhAT.DebugViewportClicks"), bDebugViewportClicks, TEXT("Set to 1 to show mouse click results in PhAT"));
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}
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UPhysicsAssetEditorSkeletalMeshComponent::UPhysicsAssetEditorSkeletalMeshComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, BoneUnselectedColor(170, 155, 225)
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, NoCollisionColor(200, 200, 200)
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, FixedColor(125, 125, 0)
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, ConstraintBone1Color(255, 166, 0)
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, ConstraintBone2Color(0, 150, 150)
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, HierarchyDrawColor(220, 255, 220)
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, AnimSkelDrawColor(255, 64, 64)
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, COMRenderSize(5.0f)
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, InfluenceLineLength(2.0f)
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, InfluenceLineColor(0, 255, 0)
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{
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if (!HasAnyFlags(RF_DefaultSubObject | RF_ArchetypeObject | RF_ClassDefaultObject))
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{
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// Body materials
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UMaterialInterface* BaseElemSelectedMaterial = LoadObject<UMaterialInterface>(NULL, TEXT("/Engine/EditorMaterials/PhAT_ElemSelectedMaterial.PhAT_ElemSelectedMaterial"), NULL, LOAD_None, NULL);
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ElemSelectedMaterial = UMaterialInstanceDynamic::Create(BaseElemSelectedMaterial, GetTransientPackage());
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check(ElemSelectedMaterial);
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UMaterialInterface* BaseBoneSelectedMaterial = LoadObject<UMaterialInterface>(NULL, TEXT("/Engine/EditorMaterials/PhAT_BoneSelectedMaterial.PhAT_BoneSelectedMaterial"), NULL, LOAD_None, NULL);
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BoneSelectedMaterial = UMaterialInstanceDynamic::Create(BaseBoneSelectedMaterial, GetTransientPackage());
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check(BoneSelectedMaterial);
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BoneMaterialHit = UMaterial::GetDefaultMaterial(MD_Surface);
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check(BoneMaterialHit);
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UMaterialInterface* BaseBoneUnselectedMaterial = LoadObject<UMaterialInterface>(NULL, TEXT("/Engine/EditorMaterials/PhAT_UnselectedMaterial.PhAT_UnselectedMaterial"), NULL, LOAD_None, NULL);
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BoneUnselectedMaterial = UMaterialInstanceDynamic::Create(BaseBoneUnselectedMaterial, GetTransientPackage());
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check(BoneUnselectedMaterial);
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UMaterialInterface* BaseBoneNoCollisionMaterial = LoadObject<UMaterialInterface>(NULL, TEXT("/Engine/EditorMaterials/PhAT_NoCollisionMaterial.PhAT_NoCollisionMaterial"), NULL, LOAD_None, NULL);
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BoneNoCollisionMaterial = UMaterialInstanceDynamic::Create(BaseBoneNoCollisionMaterial, GetTransientPackage());
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check(BoneNoCollisionMaterial);
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// this is because in phat editor, you'd like to see fixed bones to be fixed without animation force update
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KinematicBonesUpdateType = EKinematicBonesUpdateToPhysics::SkipSimulatingBones;
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bUpdateJointsFromAnimation = false;
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SetForcedLOD(1);
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static FName CollisionProfileName(TEXT("PhysicsActor"));
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SetCollisionProfileName(CollisionProfileName);
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}
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bSelectable = false;
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}
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void UPhysicsAssetEditorSkeletalMeshComponent::RenderAssetTools(const FSceneView* View, class FPrimitiveDrawInterface* PDI)
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{
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check(SharedData);
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UPhysicsAsset* const PhysicsAsset = GetPhysicsAsset();
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if (!PhysicsAsset)
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{
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// Nothing to draw without an asset, this can happen if the preview scene has no skeletal mesh
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return;
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}
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EPhysicsAssetEditorRenderMode CollisionViewMode = SharedData->GetCurrentCollisionViewMode(SharedData->bRunningSimulation);
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if (bDebugViewportClicks)
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{
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PDI->DrawLine(SharedData->LastClickOrigin, SharedData->LastClickOrigin + SharedData->LastClickDirection * 5000.0f, FLinearColor(1, 1, 0, 1), SDPG_Foreground);
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PDI->DrawPoint(SharedData->LastClickOrigin, FLinearColor(1, 1, 0), 5, SDPG_Foreground);
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PDI->DrawLine(SharedData->LastClickHitPos, SharedData->LastClickHitPos + SharedData->LastClickHitNormal * 10.0f, FLinearColor(1, 0, 0, 1), SDPG_Foreground);
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PDI->DrawPoint(SharedData->LastClickHitPos, FLinearColor(1, 0, 0), 5, SDPG_Foreground);
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}
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// set opacity of our materials
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static FName OpacityName(TEXT("Opacity"));
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ElemSelectedMaterial->SetScalarParameterValue(OpacityName, SharedData->EditorOptions->CollisionOpacity);
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BoneSelectedMaterial->SetScalarParameterValue(OpacityName, SharedData->EditorOptions->CollisionOpacity);
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BoneUnselectedMaterial->SetScalarParameterValue(OpacityName, SharedData->EditorOptions->bSolidRenderingForSelectedOnly ? 0.0f : SharedData->EditorOptions->CollisionOpacity);
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BoneNoCollisionMaterial->SetScalarParameterValue(OpacityName, SharedData->EditorOptions->bSolidRenderingForSelectedOnly ? 0.0f : SharedData->EditorOptions->CollisionOpacity);
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static FName SelectionColorName(TEXT("SelectionColor"));
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const FSlateColor SelectionColor = FEditorStyle::GetSlateColor(SelectionColorName);
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const FLinearColor LinearSelectionColor(SelectionColor.IsColorSpecified() ? SelectionColor.GetSpecifiedColor() : FLinearColor::White);
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ElemSelectedMaterial->SetVectorParameterValue(SelectionColorName, LinearSelectionColor);
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BoneSelectedMaterial->SetVectorParameterValue(SelectionColorName, LinearSelectionColor);
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// Draw bodies
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for (int32 i = 0; i <PhysicsAsset->SkeletalBodySetups.Num(); ++i)
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{
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if (!ensure(PhysicsAsset->SkeletalBodySetups[i]))
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{
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continue;
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}
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if ((PhysicsAsset->SkeletalBodySetups[i]->PhysicsType == EPhysicsType::PhysType_Kinematic &&
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SharedData->EditorOptions->bHideKinematicBodies) ||
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(PhysicsAsset->SkeletalBodySetups[i]->PhysicsType == EPhysicsType::PhysType_Simulated &&
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SharedData->EditorOptions->bHideSimulatedBodies)
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)
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{
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continue;
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}
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if (SharedData->HiddenBodies.Contains(i))
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{
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continue;
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}
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int32 BoneIndex = GetBoneIndex(PhysicsAsset->SkeletalBodySetups[i]->BoneName);
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// If we found a bone for it, draw the collision.
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// The logic is as follows; always render in the ViewMode requested when not in hit mode - but if we are in hit mode and the right editing mode, render as solid
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if (BoneIndex != INDEX_NONE)
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{
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FTransform BoneTM = GetBoneTransform(BoneIndex);
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float Scale = BoneTM.GetScale3D().GetAbsMax();
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FVector VectorScale(Scale);
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BoneTM.RemoveScaling();
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FKAggregateGeom* AggGeom = &PhysicsAsset->SkeletalBodySetups[i]->AggGeom;
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for (int32 j = 0; j <AggGeom->SphereElems.Num(); ++j)
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{
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PDI->SetHitProxy(new HPhysicsAssetEditorEdBoneProxy(i, EAggCollisionShape::Sphere, j));
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FTransform ElemTM = GetPrimitiveTransform(BoneTM, i, EAggCollisionShape::Sphere, j, Scale);
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//solids are drawn if it's the ViewMode and we're not doing a hit, or if it's hitAndBodyMode
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if (CollisionViewMode == EPhysicsAssetEditorRenderMode::Solid)
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{
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UMaterialInterface* PrimMaterial = GetPrimitiveMaterial(i, EAggCollisionShape::Sphere, j);
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AggGeom->SphereElems[j].DrawElemSolid(PDI, ElemTM, VectorScale, PrimMaterial->GetRenderProxy());
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}
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if (CollisionViewMode == EPhysicsAssetEditorRenderMode::Solid || CollisionViewMode == EPhysicsAssetEditorRenderMode::Wireframe)
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{
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AggGeom->SphereElems[j].DrawElemWire(PDI, ElemTM, VectorScale, GetPrimitiveColor(i, EAggCollisionShape::Sphere, j));
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}
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PDI->SetHitProxy(NULL);
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}
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for (int32 j = 0; j <AggGeom->BoxElems.Num(); ++j)
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{
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PDI->SetHitProxy(new HPhysicsAssetEditorEdBoneProxy(i, EAggCollisionShape::Box, j));
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FTransform ElemTM = GetPrimitiveTransform(BoneTM, i, EAggCollisionShape::Box, j, Scale);
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if (CollisionViewMode == EPhysicsAssetEditorRenderMode::Solid)
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{
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UMaterialInterface* PrimMaterial = GetPrimitiveMaterial(i, EAggCollisionShape::Box, j);
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AggGeom->BoxElems[j].DrawElemSolid(PDI, ElemTM, VectorScale, PrimMaterial->GetRenderProxy());
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}
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if (CollisionViewMode == EPhysicsAssetEditorRenderMode::Solid || CollisionViewMode == EPhysicsAssetEditorRenderMode::Wireframe)
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{
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AggGeom->BoxElems[j].DrawElemWire(PDI, ElemTM, VectorScale, GetPrimitiveColor(i, EAggCollisionShape::Box, j));
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}
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PDI->SetHitProxy(NULL);
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}
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for (int32 j = 0; j <AggGeom->SphylElems.Num(); ++j)
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{
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PDI->SetHitProxy(new HPhysicsAssetEditorEdBoneProxy(i, EAggCollisionShape::Sphyl, j));
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FTransform ElemTM = GetPrimitiveTransform(BoneTM, i, EAggCollisionShape::Sphyl, j, Scale);
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if (CollisionViewMode == EPhysicsAssetEditorRenderMode::Solid)
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{
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UMaterialInterface* PrimMaterial = GetPrimitiveMaterial(i, EAggCollisionShape::Sphyl, j);
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AggGeom->SphylElems[j].DrawElemSolid(PDI, ElemTM, VectorScale, PrimMaterial->GetRenderProxy());
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}
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if (CollisionViewMode == EPhysicsAssetEditorRenderMode::Solid || CollisionViewMode == EPhysicsAssetEditorRenderMode::Wireframe)
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{
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AggGeom->SphylElems[j].DrawElemWire(PDI, ElemTM, VectorScale, GetPrimitiveColor(i, EAggCollisionShape::Sphyl, j));
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}
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PDI->SetHitProxy(NULL);
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}
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for (int32 j = 0; j <AggGeom->ConvexElems.Num(); ++j)
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{
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PDI->SetHitProxy(new HPhysicsAssetEditorEdBoneProxy(i, EAggCollisionShape::Convex, j));
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FTransform ElemTM = GetPrimitiveTransform(BoneTM, i, EAggCollisionShape::Convex, j, Scale);
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if (CollisionViewMode == EPhysicsAssetEditorRenderMode::Solid)
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{
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UMaterialInterface* PrimMaterial = GetPrimitiveMaterial(i, EAggCollisionShape::Sphyl, j);
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AggGeom->ConvexElems[j].DrawElemSolid(PDI, ElemTM, Scale, PrimMaterial->GetRenderProxy());
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}
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if (CollisionViewMode == EPhysicsAssetEditorRenderMode::Solid || CollisionViewMode == EPhysicsAssetEditorRenderMode::Wireframe)
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{
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AggGeom->ConvexElems[j].DrawElemWire(PDI, ElemTM, Scale, GetPrimitiveColor(i, EAggCollisionShape::Convex, j));
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}
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PDI->SetHitProxy(NULL);
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}
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for (int32 j = 0; j <AggGeom->TaperedCapsuleElems.Num(); ++j)
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{
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PDI->SetHitProxy(new HPhysicsAssetEditorEdBoneProxy(i, EAggCollisionShape::TaperedCapsule, j));
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FTransform ElemTM = GetPrimitiveTransform(BoneTM, i, EAggCollisionShape::TaperedCapsule, j, Scale);
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if (CollisionViewMode == EPhysicsAssetEditorRenderMode::Solid)
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{
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UMaterialInterface* PrimMaterial = GetPrimitiveMaterial(i, EAggCollisionShape::TaperedCapsule, j);
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AggGeom->TaperedCapsuleElems[j].DrawElemSolid(PDI, ElemTM, VectorScale, PrimMaterial->GetRenderProxy());
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}
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if (CollisionViewMode == EPhysicsAssetEditorRenderMode::Solid || CollisionViewMode == EPhysicsAssetEditorRenderMode::Wireframe)
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{
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AggGeom->TaperedCapsuleElems[j].DrawElemWire(PDI, ElemTM, VectorScale, GetPrimitiveColor(i, EAggCollisionShape::TaperedCapsule, j));
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}
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PDI->SetHitProxy(NULL);
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}
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if (SharedData->bShowCOM && Bodies.IsValidIndex(i))
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{
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Bodies[i]->DrawCOMPosition(PDI, COMRenderSize, SharedData->COMRenderColor);
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}
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}
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}
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// Draw Constraints
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EPhysicsAssetEditorConstraintViewMode ConstraintViewMode = SharedData->GetCurrentConstraintViewMode(SharedData->bRunningSimulation);
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if (ConstraintViewMode != EPhysicsAssetEditorConstraintViewMode::None)
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{
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for (int32 i = 0; i <PhysicsAsset->ConstraintSetup.Num(); ++i)
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{
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if((!SharedData->EditorOptions->bRenderOnlySelectedConstraints || (SharedData->EditorOptions->bRenderOnlySelectedConstraints && SharedData->IsConstraintSelected(i))) &&
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!SharedData->HiddenConstraints.Contains(i))
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{
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int32 BoneIndex1 = GetBoneIndex(PhysicsAsset->ConstraintSetup[i]->DefaultInstance.ConstraintBone1);
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int32 BoneIndex2 = GetBoneIndex(PhysicsAsset->ConstraintSetup[i]->DefaultInstance.ConstraintBone2);
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// if bone doesn't exist, do not draw it. It crashes in random points when we try to manipulate.
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if (BoneIndex1 != INDEX_NONE && BoneIndex2 != INDEX_NONE)
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{
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PDI->SetHitProxy(new HPhysicsAssetEditorEdConstraintProxy(i));
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DrawConstraint(i, View, PDI, SharedData->EditorOptions->bShowConstraintsAsPoints);
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PDI->SetHitProxy(NULL);
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}
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}
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}
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}
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}
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void UPhysicsAssetEditorSkeletalMeshComponent::DebugDraw(const FSceneView* View, FPrimitiveDrawInterface* PDI)
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{
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RenderAssetTools(View, PDI);
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}
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FPrimitiveSceneProxy* UPhysicsAssetEditorSkeletalMeshComponent::CreateSceneProxy()
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{
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FPrimitiveSceneProxy* Proxy = NULL;
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EPhysicsAssetEditorRenderMode MeshViewMode = SharedData->GetCurrentMeshViewMode(SharedData->bRunningSimulation);
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if (MeshViewMode != EPhysicsAssetEditorRenderMode::None)
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{
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Proxy = UDebugSkelMeshComponent::CreateSceneProxy();
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}
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return Proxy;
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}
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bool ConstraintInSelected(int32 Index, const TArray<FPhysicsAssetEditorSharedData::FSelection> & Constraints)
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{
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for (int32 i = 0; i<Constraints.Num(); ++i)
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{
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if (Constraints[i].Index == Index)
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{
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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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void UPhysicsAssetEditorSkeletalMeshComponent::DrawConstraint(int32 ConstraintIndex, const FSceneView* View, FPrimitiveDrawInterface* PDI, bool bDrawAsPoint)
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{
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EPhysicsAssetEditorConstraintViewMode ConstraintViewMode = SharedData->GetCurrentConstraintViewMode(SharedData->bRunningSimulation);
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bool bDrawLimits = false;
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bool bConstraintSelected = ConstraintInSelected(ConstraintIndex, SharedData->SelectedConstraints);
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if (ConstraintViewMode == EPhysicsAssetEditorConstraintViewMode::AllLimits || bConstraintSelected)
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{
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bDrawLimits = true;
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}
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bool bDrawSelected = false;
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if (!SharedData->bRunningSimulation && bConstraintSelected)
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{
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bDrawSelected = true;
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}
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UPhysicsConstraintTemplate* ConstraintSetup = SharedData->PhysicsAsset->ConstraintSetup[ConstraintIndex];
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FTransform Con1Frame = SharedData->GetConstraintMatrix(ConstraintIndex, EConstraintFrame::Frame1, 1.f);
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FTransform Con2Frame = SharedData->GetConstraintMatrix(ConstraintIndex, EConstraintFrame::Frame2, 1.f);
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const float DrawScale = ConstraintArrowScale * SharedData->EditorOptions->ConstraintDrawSize;
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ConstraintSetup->DefaultInstance.DrawConstraint(PDI, SharedData->EditorOptions->ConstraintDrawSize, DrawScale, bDrawLimits, bDrawSelected, Con1Frame, Con2Frame, bDrawAsPoint);
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}
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FTransform UPhysicsAssetEditorSkeletalMeshComponent::GetPrimitiveTransform(FTransform& BoneTM, int32 BodyIndex, EAggCollisionShape::Type PrimType, int32 PrimIndex, float Scale)
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{
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UBodySetup* SharedBodySetup = SharedData->PhysicsAsset->SkeletalBodySetups[BodyIndex];
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FVector Scale3D(Scale);
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FTransform ManTM = FTransform::Identity;
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if (SharedData->bManipulating && !SharedData->bRunningSimulation)
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{
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FPhysicsAssetEditorSharedData::FSelection Body(BodyIndex, PrimType, PrimIndex);
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for (int32 i = 0; i<SharedData->SelectedBodies.Num(); ++i)
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{
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if (Body == SharedData->SelectedBodies[i])
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{
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ManTM = SharedData->SelectedBodies[i].ManipulateTM;
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break;
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}
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}
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}
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if (PrimType == EAggCollisionShape::Sphere)
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{
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FTransform PrimTM = ManTM * SharedBodySetup->AggGeom.SphereElems[PrimIndex].GetTransform();
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PrimTM.ScaleTranslation(Scale3D);
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return PrimTM * BoneTM;
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}
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else if (PrimType == EAggCollisionShape::Box)
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{
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FTransform PrimTM = ManTM * SharedBodySetup->AggGeom.BoxElems[PrimIndex].GetTransform();
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PrimTM.ScaleTranslation(Scale3D);
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return PrimTM * BoneTM;
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}
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else if (PrimType == EAggCollisionShape::Sphyl)
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{
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FTransform PrimTM = ManTM * SharedBodySetup->AggGeom.SphylElems[PrimIndex].GetTransform();
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PrimTM.ScaleTranslation(Scale3D);
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return PrimTM * BoneTM;
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}
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else if (PrimType == EAggCollisionShape::Convex)
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{
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FTransform PrimTM = ManTM * SharedBodySetup->AggGeom.ConvexElems[PrimIndex].GetTransform();
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PrimTM.ScaleTranslation(Scale3D);
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return PrimTM * BoneTM;
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}
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else if (PrimType == EAggCollisionShape::TaperedCapsule)
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{
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FTransform PrimTM = ManTM * SharedBodySetup->AggGeom.TaperedCapsuleElems[PrimIndex].GetTransform();
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PrimTM.ScaleTranslation(Scale3D);
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return PrimTM * BoneTM;
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}
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// Should never reach here
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check(0);
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return FTransform::Identity;
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}
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FColor UPhysicsAssetEditorSkeletalMeshComponent::GetPrimitiveColor(int32 BodyIndex, EAggCollisionShape::Type PrimitiveType, int32 PrimitiveIndex)
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{
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UBodySetup* SharedBodySetup = SharedData->PhysicsAsset->SkeletalBodySetups[BodyIndex];
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if (!SharedData->bRunningSimulation && SharedData->GetSelectedConstraint())
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{
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UPhysicsConstraintTemplate* cs = SharedData->PhysicsAsset->ConstraintSetup[SharedData->GetSelectedConstraint()->Index];
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if (cs->DefaultInstance.ConstraintBone1 == SharedBodySetup->BoneName)
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{
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return ConstraintBone1Color;
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}
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else if (cs->DefaultInstance.ConstraintBone2 == SharedBodySetup->BoneName)
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{
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return ConstraintBone2Color;
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}
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}
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FPhysicsAssetEditorSharedData::FSelection Body(BodyIndex, PrimitiveType, PrimitiveIndex);
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static FName SelectionColorName(TEXT("SelectionColor"));
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const FSlateColor SelectionColor = FEditorStyle::GetSlateColor(SelectionColorName);
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const FLinearColor SelectionColorLinear(SelectionColor.IsColorSpecified() ? SelectionColor.GetSpecifiedColor() : FLinearColor::White);
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const FColor ElemSelectedColor = SelectionColorLinear.ToFColor(true);
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const FColor ElemSelectedBodyColor = (SelectionColorLinear* 0.5f).ToFColor(true);
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bool bInBody = false;
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for (int32 i = 0; i<SharedData->SelectedBodies.Num(); ++i)
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{
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if (BodyIndex == SharedData->SelectedBodies[i].Index)
|
|
{
|
|
bInBody = true;
|
|
}
|
|
|
|
if (Body == SharedData->SelectedBodies[i] && !SharedData->bRunningSimulation)
|
|
{
|
|
return ElemSelectedColor;
|
|
}
|
|
}
|
|
|
|
if (bInBody && !SharedData->bRunningSimulation) //this primitive is in a body that's currently selected, but this primitive itself isn't selected
|
|
{
|
|
return ElemSelectedBodyColor;
|
|
}
|
|
if(PrimitiveType == EAggCollisionShape::TaperedCapsule)
|
|
{
|
|
return NoCollisionColor;
|
|
}
|
|
|
|
if (SharedData->bRunningSimulation)
|
|
{
|
|
const bool bIsSimulatedAtAll = SharedBodySetup->PhysicsType == PhysType_Simulated || (SharedBodySetup->PhysicsType == PhysType_Default && SharedData->EditorOptions->PhysicsBlend > 0.f);
|
|
if (!bIsSimulatedAtAll)
|
|
{
|
|
return FixedColor;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!SharedData->bRunningSimulation && SharedData->SelectedBodies.Num())
|
|
{
|
|
// If there is no collision with this body, use 'no collision material'.
|
|
if (SharedData->NoCollisionBodies.Find(BodyIndex) != INDEX_NONE)
|
|
{
|
|
return NoCollisionColor;
|
|
}
|
|
}
|
|
}
|
|
|
|
return BoneUnselectedColor;
|
|
}
|
|
|
|
UMaterialInterface* UPhysicsAssetEditorSkeletalMeshComponent::GetPrimitiveMaterial(int32 BodyIndex, EAggCollisionShape::Type PrimitiveType, int32 PrimitiveIndex)
|
|
{
|
|
if (SharedData->bRunningSimulation)
|
|
{
|
|
return PrimitiveType == EAggCollisionShape::TaperedCapsule ? BoneNoCollisionMaterial : BoneUnselectedMaterial;
|
|
}
|
|
|
|
FPhysicsAssetEditorSharedData::FSelection Body(BodyIndex, PrimitiveType, PrimitiveIndex);
|
|
|
|
for (int32 i = 0; i< SharedData->SelectedBodies.Num(); ++i)
|
|
{
|
|
if (Body == SharedData->SelectedBodies[i] && !SharedData->bRunningSimulation)
|
|
{
|
|
return ElemSelectedMaterial;
|
|
}
|
|
}
|
|
|
|
if(PrimitiveType == EAggCollisionShape::TaperedCapsule)
|
|
{
|
|
return BoneNoCollisionMaterial;
|
|
}
|
|
|
|
// If there is no collision with this body, use 'no collision material'.
|
|
if (SharedData->SelectedBodies.Num() && SharedData->NoCollisionBodies.Find(BodyIndex) != INDEX_NONE && !SharedData->bRunningSimulation)
|
|
{
|
|
return BoneNoCollisionMaterial;
|
|
}
|
|
else
|
|
{
|
|
return BoneUnselectedMaterial;
|
|
}
|
|
|
|
}
|
|
|
|
void UPhysicsAssetEditorSkeletalMeshComponent::RefreshBoneTransforms(FActorComponentTickFunction* TickFunction)
|
|
{
|
|
Super::RefreshBoneTransforms(TickFunction);
|
|
|
|
// Horrible kludge, but we need to flip the buffer back here as we need to wait on the physics tick group.
|
|
// However UDebugSkelMeshComponent passes NULL to force non-threaded work, which assumes a flip is needed straight away
|
|
if (ShouldBlendPhysicsBones())
|
|
{
|
|
bNeedToFlipSpaceBaseBuffers = true;
|
|
FinalizeBoneTransform();
|
|
bNeedToFlipSpaceBaseBuffers = true;
|
|
}
|
|
}
|
|
|
|
void UPhysicsAssetEditorSkeletalMeshComponent::AddImpulseAtLocation(FVector Impulse, FVector Location, FName BoneName)
|
|
{
|
|
#if !WITH_CHAOS
|
|
Super::AddImpulseAtLocation(Impulse, Location, BoneName);
|
|
#else
|
|
if (PreviewInstance != nullptr)
|
|
{
|
|
PreviewInstance->AddImpulseAtLocation(Impulse, Location, BoneName);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool UPhysicsAssetEditorSkeletalMeshComponent::ShouldCreatePhysicsState() const
|
|
{
|
|
// @todo(chaos): the main physics scene is not running (and never runs) in the physics editor,
|
|
// and currently this means it will accumulate body create/destroy commands every time
|
|
// we hit "Simulate". Fix this! However, we still need physics state for mouse ray hit detection
|
|
// on the bodies so we can't just avoid creating physics state...
|
|
return Super::ShouldCreatePhysicsState();
|
|
}
|
|
|
|
|
|
void UPhysicsAssetEditorSkeletalMeshComponent::Grab(FName InBoneName, const FVector& Location, const FRotator& Rotation, bool bRotationConstrained)
|
|
{
|
|
UPhysicsAssetEditorAnimInstance* PhatPreviewInstance = Cast<UPhysicsAssetEditorAnimInstance>(PreviewInstance);
|
|
if (PhatPreviewInstance != nullptr)
|
|
{
|
|
PhatPreviewInstance->Grab(InBoneName, Location, Rotation, bRotationConstrained);
|
|
}
|
|
}
|
|
|
|
void UPhysicsAssetEditorSkeletalMeshComponent::Ungrab()
|
|
{
|
|
UPhysicsAssetEditorAnimInstance* PhatPreviewInstance = Cast<UPhysicsAssetEditorAnimInstance>(PreviewInstance);
|
|
if (PhatPreviewInstance != nullptr)
|
|
{
|
|
PhatPreviewInstance->Ungrab();
|
|
}
|
|
}
|
|
|
|
void UPhysicsAssetEditorSkeletalMeshComponent::UpdateHandleTransform(const FTransform& NewTransform)
|
|
{
|
|
UPhysicsAssetEditorAnimInstance* PhatPreviewInstance = Cast<UPhysicsAssetEditorAnimInstance>(PreviewInstance);
|
|
if (PhatPreviewInstance != nullptr)
|
|
{
|
|
PhatPreviewInstance->UpdateHandleTransform(NewTransform);
|
|
}
|
|
}
|
|
|
|
void UPhysicsAssetEditorSkeletalMeshComponent::UpdateDriveSettings(bool bLinearSoft, float LinearStiffness, float LinearDamping)
|
|
{
|
|
UPhysicsAssetEditorAnimInstance* PhatPreviewInstance = Cast<UPhysicsAssetEditorAnimInstance>(PreviewInstance);
|
|
if (PhatPreviewInstance != nullptr)
|
|
{
|
|
PhatPreviewInstance->UpdateDriveSettings(bLinearSoft, LinearStiffness, LinearDamping);
|
|
}
|
|
}
|
|
|
|
void UPhysicsAssetEditorSkeletalMeshComponent::CreateSimulationFloor(FBodyInstance* FloorBodyInstance, const FTransform& Transform)
|
|
{
|
|
UPhysicsAssetEditorAnimInstance* PhatPreviewInstance = Cast<UPhysicsAssetEditorAnimInstance>(PreviewInstance);
|
|
if (PhatPreviewInstance != nullptr)
|
|
{
|
|
PhatPreviewInstance->CreateSimulationFloor(FloorBodyInstance, Transform);
|
|
}
|
|
}
|