Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Private/Physics/PhysicsDataCollection.cpp
Ryan Schmidt 31317aefbd GeometryProcessing improvements/additions
- new correspondence-finding strategy in FMeshImageBakingCache. Added a global Thickness parameter, and now preferentially uses the ray-hit found by casting inwards from Point+Thickness*Normal. This handles the cases where a greeble/etc is just layered on top of base mesh. These kind of mesh elements are only intended to show up in the normal map, so they aren't stitched in.
  - expose Thickness and World-Space options in BakeMeshAttributeMapsTool
  - initialize image in Normal and ResampleImage Bakers, otherwise initial value is garbage
- add TSampledScalarField2::BilinearSampleGradientClamped and fix typo in BilinearSampleClamped() that resulted in incorrect interpolation
- add Texture2DUtil, contains functions for reading a TImageBuilder from a UTexture2D. Can read from source data if available.
- ColorConstants now returns white for group 0
- add double version of FMeshDescriptionToDynamicMesh::CopyTangents()
- add support for computing on subset of vertiecs in FMeshConvexHull
- fix up template export in TMeshTangents
- make mesh const in TImplicitMorphology, TImplicitSolidify
- accessor/etc additions in TDenseGrid2, TImageBuilder, TSampledScalarField2, TIndexedWeightMap
- add source UStaticMesh reference in FPhysicsDataCollection, function to initialize from a UStaticMesh
  - update Tools affected by above changes
- add TSampleSetStatisticBuilder::ComputeMultiPass() helper function to compute stats for iterable collections in one line
- remove dead code in UVLayoutOp.cpp

#rb tyson.brochu
#rnx
#jira none

[CL 14769759 by Ryan Schmidt in ue5-main branch]
2020-11-17 22:32:38 -04:00

102 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Physics/PhysicsDataCollection.h"
#include "Physics/CollisionGeometryConversion.h"
#include "Engine/Classes/Engine/StaticMesh.h"
#include "Engine/Classes/Components/StaticMeshComponent.h"
#include "Engine/Classes/PhysicsEngine/BodySetup.h"
void FPhysicsDataCollection::InitializeFromComponent(const UActorComponent* Component, bool bInitializeAggGeom)
{
const UStaticMeshComponent* StaticMeshComponent = CastChecked<UStaticMeshComponent>(Component);
const UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh();
SourceComponent = StaticMeshComponent;
SourceStaticMesh = StaticMesh;
BodySetup = StaticMesh->GetBodySetup();
ExternalScale3D = FVector(1.f, 1.f, 1.f);
if (bInitializeAggGeom)
{
AggGeom = BodySetup->AggGeom;
// transfer AggGeom to FSimpleShapeSet3d...
}
}
void FPhysicsDataCollection::InitializeFromStaticMesh(const UStaticMesh* StaticMesh, bool bInitializeAggGeom)
{
SourceStaticMesh = StaticMesh;
BodySetup = StaticMesh->GetBodySetup();
ExternalScale3D = FVector(1.f, 1.f, 1.f);
if (bInitializeAggGeom)
{
AggGeom = BodySetup->AggGeom;
// transfer AggGeom to FSimpleShapeSet3d...
}
}
void FPhysicsDataCollection::InitializeFromExisting(const FPhysicsDataCollection& Other)
{
SourceComponent = Other.SourceComponent;
SourceStaticMesh = Other.SourceStaticMesh;
BodySetup = Other.BodySetup;
ExternalScale3D = Other.ExternalScale3D;
}
void FPhysicsDataCollection::CopyGeometryFromExisting(const FPhysicsDataCollection& Other)
{
Geometry = Other.Geometry;
AggGeom = Other.AggGeom;
}
void FPhysicsDataCollection::ClearAggregate()
{
AggGeom = FKAggregateGeom();
}
void FPhysicsDataCollection::CopyGeometryToAggregate()
{
for (FBoxShape3d& BoxGeom : Geometry.Boxes)
{
FKBoxElem Element;
UE::Geometry::GetFKElement(BoxGeom.Box, Element);
AggGeom.BoxElems.Add(Element);
}
for (FSphereShape3d& SphereGeom : Geometry.Spheres)
{
FKSphereElem Element;
UE::Geometry::GetFKElement(SphereGeom.Sphere, Element);
AggGeom.SphereElems.Add(Element);
}
for (FCapsuleShape3d& CapsuleGeom : Geometry.Capsules)
{
FKSphylElem Element;
UE::Geometry::GetFKElement(CapsuleGeom.Capsule, Element);
AggGeom.SphylElems.Add(Element);
}
for (FConvexShape3d& ConvexGeom : Geometry.Convexes)
{
FKConvexElem Element;
UE::Geometry::GetFKElement(ConvexGeom.Mesh, Element);
AggGeom.ConvexElems.Add(Element);
}
}