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#robomerge EngineMerge #rb none #jira none #preflight 62da08424b6d775f5f21050c [CL 21214002 by cedric caillaud in ue5-main branch]
1107 lines
44 KiB
C++
1107 lines
44 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Components/MeshComponent.h"
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#include "Chaos/Defines.h"
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#include "Field/FieldSystem.h"
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#include "Field/FieldSystemActor.h"
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#include "Field/FieldSystemNodes.h"
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#include "Field/FieldSystemObjects.h"
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#include "GameFramework/Actor.h"
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#include "GeometryCollection/GeometryCollection.h"
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#include "GeometryCollection/GeometryCollectionSimulationTypes.h"
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#include "GeometryCollection/GeometryCollectionSimulationCoreTypes.h"
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#include "Physics/Experimental/PhysScene_Chaos.h"
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#include "GeometryCollectionProxyData.h"
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#include "GeometryCollectionObject.h"
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#include "GeometryCollectionEditorSelection.h"
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#include "GeometryCollection/RecordedTransformTrack.h"
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#include "Templates/UniquePtr.h"
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#include "Chaos/ChaosGameplayEventDispatcher.h"
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#include "Chaos/ChaosNotifyHandlerInterface.h"
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#include "Chaos/ChaosSolverComponentTypes.h"
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#include "Chaos/PBDRigidsEvolutionFwd.h"
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#include "EngineDefines.h"
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#include "Math/MathFwd.h"
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#include "GeometryCollectionComponent.generated.h"
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struct FGeometryCollectionConstantData;
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struct FGeometryCollectionDynamicData;
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class UGeometryCollectionComponent;
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class UBoxComponent;
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class UGeometryCollectionCache;
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class UChaosPhysicalMaterial;
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class AChaosSolverActor;
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struct FGeometryCollectionEmbeddedExemplar;
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class UInstancedStaticMeshComponent;
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class FGeometryCollectionDecayDynamicFacade;
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struct FGeometryCollectionDecayContext;
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struct FDamageCollector;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnChaosBreakEvent, const FChaosBreakEvent&, BreakEvent);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnChaosRemovalEvent, const FChaosRemovalEvent&, RemovalEvent);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnChaosCrumblingEvent, const FChaosCrumblingEvent&, CrumbleEvent);
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namespace GeometryCollection
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{
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enum class ESelectionMode : uint8
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{
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None = 0,
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AllGeometry,
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InverseGeometry,
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Siblings,
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Neighbors,
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Parent,
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Children,
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Level,
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Leaves,
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Clusters
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};
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}
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USTRUCT()
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struct FGeomComponentCacheParameters
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{
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GENERATED_BODY()
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FGeomComponentCacheParameters();
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// Cache mode, whether disabled, playing or recording
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UPROPERTY(EditAnywhere, Category = Cache)
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EGeometryCollectionCacheType CacheMode;
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// The cache to target when recording or playing
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UPROPERTY(EditAnywhere, Category = Cache)
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TObjectPtr<UGeometryCollectionCache> TargetCache;
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// Cache mode, whether disabled, playing or recording
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UPROPERTY(EditAnywhere, Category = Cache)
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float ReverseCacheBeginTime;
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// Whether to buffer collisions during recording
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Record Collision Data"))
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bool SaveCollisionData;
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// Whether to generate collisions during playback
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Generate Collision Data during Playback"))
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bool DoGenerateCollisionData;
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// Maximum size of the collision buffer
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Collision Data Size Maximum"))
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int32 CollisionDataSizeMax;
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// Spatial hash collision data
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Spatial Hash Collision Data"))
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bool DoCollisionDataSpatialHash;
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// Spatial hash radius for collision data
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Spatial Hash Radius"))
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float CollisionDataSpatialHashRadius;
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// Maximum number of collisions per cell
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Maximum Number of Collisions Per Cell"))
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int32 MaxCollisionPerCell;
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// Whether to buffer breakings during recording
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Record Breaking Data"))
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bool SaveBreakingData;
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// Whether to generate breakings during playback
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Generate Breaking Data during Playback"))
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bool DoGenerateBreakingData;
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// Maximum size of the breaking buffer
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Breaking Data Size Maximum"))
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int32 BreakingDataSizeMax;
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// Spatial hash breaking data
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Spatial Hash Breaking Data"))
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bool DoBreakingDataSpatialHash;
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// Spatial hash radius for breaking data
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Spatial Hash Radius"))
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float BreakingDataSpatialHashRadius;
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// Maximum number of breaking per cell
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Maximum Number of Breakings Per Cell"))
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int32 MaxBreakingPerCell;
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// Whether to buffer trailings during recording
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Record Trailing Data"))
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bool SaveTrailingData;
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// Whether to generate trailings during playback
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Generate Trailing Data during Playback"))
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bool DoGenerateTrailingData;
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// Maximum size of the trailing buffer
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Trailing Data Size Maximum"))
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int32 TrailingDataSizeMax;
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// Minimum speed to record trailing
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Trailing Minimum Speed Threshold"))
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float TrailingMinSpeedThreshold;
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// Minimum volume to record trailing
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UPROPERTY(EditAnywhere, Category = Cache, meta = (DisplayName = "Trailing Minimum Volume Threshold"))
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float TrailingMinVolumeThreshold;
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};
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namespace GeometryCollection
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{
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/** Type of updates used at the end of an edit operation. */
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enum class EEditUpdate : uint8
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{
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/** No update. */
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None = 0,
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/** Mark the rest collection as changed. */
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Rest = 1 << 0,
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/** Recreate the physics state (proxy). */
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Physics = 1 << 1,
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/** Reset the dynamic collection. */
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Dynamic = 1 << 2,
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/** Mark the rest collection as changed, and recreate the physics state (proxy). */
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RestPhysics = Rest | Physics,
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/** Reset dynamic collection, mark the rest collection as changed, and recreate the physics state (proxy). */
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RestPhysicsDynamic = Rest | Physics | Dynamic,
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};
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ENUM_CLASS_FLAGS(EEditUpdate);
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}
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/**
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* FGeometryCollectionEdit
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* Structured RestCollection access where the scope
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* of the object controls serialization back into the
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* dynamic collection
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*
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* This will force any simulating geometry collection out of the
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* solver so it can be edited and afterwards will recreate the proxy
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* The update can also be specified to reset the dynamic collection
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*/
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class GEOMETRYCOLLECTIONENGINE_API FGeometryCollectionEdit
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{
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public:
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/**
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* @param InComponent The component to edit
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* @param EditUpdate What parts of the geometry collection to update
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* @param bShapeIsUnchanged Override indicating the overall shape of the geometry and clusters is unchanged, even if the rest collection changed. Useful to e.g., not re-compute convex hulls when we don't need to.
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*/
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FGeometryCollectionEdit(UGeometryCollectionComponent* InComponent, GeometryCollection::EEditUpdate EditUpdate = GeometryCollection::EEditUpdate::RestPhysics, bool bShapeIsUnchanged = false);
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~FGeometryCollectionEdit();
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UGeometryCollection* GetRestCollection();
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private:
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UGeometryCollectionComponent* Component;
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const GeometryCollection::EEditUpdate EditUpdate;
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bool bHadPhysicsState;
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bool bShapeIsUnchanged;
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};
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#if WITH_EDITOR
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class GEOMETRYCOLLECTIONENGINE_API FScopedColorEdit
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{
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public:
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FScopedColorEdit(UGeometryCollectionComponent* InComponent, bool bForceUpdate = false);
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~FScopedColorEdit();
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void SetShowBoneColors(bool ShowBoneColorsIn);
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bool GetShowBoneColors() const;
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void SetEnableBoneSelection(bool ShowSelectedBonesIn);
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bool GetEnableBoneSelection() const;
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bool IsBoneSelected(int BoneIndex) const;
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void SetSelectedBones(const TArray<int32>& SelectedBonesIn);
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void AppendSelectedBones(const TArray<int32>& SelectedBonesIn);
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void ToggleSelectedBones(const TArray<int32>& SelectedBonesIn, bool bAdd, bool bSnapToLevel = true);
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void AddSelectedBone(int32 BoneIndex);
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void ClearSelectedBone(int32 BoneIndex);
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const TArray<int32>& GetSelectedBones() const;
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void ResetBoneSelection();
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void SelectBones(GeometryCollection::ESelectionMode SelectionMode);
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void FilterSelectionToLevel(bool bPreferLowestOnly = false);
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int32 GetMaxSelectedLevel(bool bOnlyRigid) const;
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bool IsSelectionValidAtLevel(int32 TargetLevel) const;
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bool IsBoneHighlighted(int BoneIndex) const;
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void SetHighlightedBones(const TArray<int32>& HighlightedBonesIn, bool bHighlightChildren = false);
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void AddHighlightedBone(int32 BoneIndex);
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const TArray<int32>& GetHighlightedBones() const;
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void ResetHighlightedBones();
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void SetLevelViewMode(int ViewLevel);
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int GetViewLevel();
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private:
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void UpdateBoneColors();
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bool bUpdated;
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UGeometryCollectionComponent * Component;
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static TArray<FLinearColor> RandomColors;
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};
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#endif
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//Provides copy on write functionality:
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//GetArray (const access)
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//GetArrayCopyOnWrite
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//GetArrayRest (gives original rest value)
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//This generates pointers to arrays marked private. Macro assumes getters are public
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//todo(ocohen): may want to take in a static name
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#define COPY_ON_WRITE_ATTRIBUTE(Type, Name, Group) \
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FORCEINLINE const TManagedArray<Type>& Get##Name##Array() const \
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{ \
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return Indirect##Name##Array ? \
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*Indirect##Name##Array : RestCollection->GetGeometryCollection()->Name; \
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} \
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FORCEINLINE TManagedArray<Type>& Get##Name##ArrayCopyOnWrite() \
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{ \
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if(!Indirect##Name##Array) \
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{ \
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static FName StaticName(#Name); \
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DynamicCollection->AddAttribute<Type>(StaticName, Group); \
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DynamicCollection->CopyAttribute( \
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*RestCollection->GetGeometryCollection(), StaticName, Group); \
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Indirect##Name##Array = \
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&DynamicCollection->ModifyAttribute<Type>(StaticName, Group); \
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CopyOnWriteAttributeList.Add( \
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reinterpret_cast<FManagedArrayBase**>(&Indirect##Name##Array)); \
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} \
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return *Indirect##Name##Array; \
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} \
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FORCEINLINE void Reset##Name##ArrayDynamic() \
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{ \
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Indirect##Name##Array = NULL; \
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} \
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FORCEINLINE const TManagedArray<Type>& Get##Name##ArrayRest() const \
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{ \
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return RestCollection->GetGeometryCollection()->Name; \
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} \
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private: \
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TManagedArray<Type>* Indirect##Name##Array; \
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public:
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/**
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* Raw struct to serialize for network. We need to custom netserialize to optimize
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* the vector serialize as much as possible and rather than have the property system
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* iterate an array of reflected structs we handle everything in the NetSerialize for
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* the container (FGeometryCollectionClusterRep)
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*/
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struct FGeometryCollectionClusterRep
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{
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struct FClusterState
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{
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static constexpr uint8 StateMask = 0b111;
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static constexpr uint8 StateOffset = 0;
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static constexpr uint8 InternalClusterMask = 0b1;
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static constexpr uint8 InternalClusterOffset = 3;
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void SetMaskedValue(uint8 Val, uint8 Mask, uint8 Offset)
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{
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Value &= ~Mask;
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Value |= ((Val & Mask) << Offset);
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}
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uint8 GetMaskedValue(uint8 Mask, uint8 Offset) const
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{
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return (Value >> Offset) & Mask;
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}
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void SetObjectState(Chaos::EObjectStateType State)
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{
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SetMaskedValue((uint8)State, StateMask, StateOffset);
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}
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void SetInternalCluster(bool bInternalCluster)
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{
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SetMaskedValue(bInternalCluster?1:0, InternalClusterMask, InternalClusterOffset);
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}
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Chaos::EObjectStateType GetObjectState()
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{
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return (Chaos::EObjectStateType)GetMaskedValue(StateMask, StateOffset);
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}
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bool IsInternalCluster() const
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{
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return (bool)GetMaskedValue(InternalClusterMask, InternalClusterOffset);
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}
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uint8 Value = 0;
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};
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FVector_NetQuantize100 Position;
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FVector_NetQuantize100 LinearVelocity;
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FVector_NetQuantize100 AngularVelocity;
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FQuat Rotation;
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uint16 ClusterIdx; // index of the cluster or one of its child if the cluster is internal ( see ClusterState)
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FClusterState ClusterState;
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bool ClusterChanged(const FGeometryCollectionClusterRep& Other) const
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{
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return Other.ClusterState.Value != ClusterState.Value
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|| Other.ClusterIdx != ClusterIdx
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|| Other.Position != Position
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|| Other.LinearVelocity != LinearVelocity
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|| Other.AngularVelocity != AngularVelocity
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|| Other.Rotation != Rotation;
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}
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};
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struct FGeometryCollectionActivatedCluster
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{
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FGeometryCollectionActivatedCluster() = default;
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FGeometryCollectionActivatedCluster(uint16 Index, const FVector& InitialLinearVel, const FVector& InitialAngularVel )
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: ActivatedIndex(Index)
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, InitialLinearVelocity(InitialLinearVel)
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, InitialAngularVelocity(InitialAngularVel)
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{}
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uint16 ActivatedIndex;
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FVector_NetQuantize100 InitialLinearVelocity;
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FVector_NetQuantize100 InitialAngularVelocity;
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bool operator==(const FGeometryCollectionActivatedCluster& Other) const
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{
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return ActivatedIndex == Other.ActivatedIndex;
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}
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};
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FORCEINLINE FArchive& operator<<(FArchive& Ar, FGeometryCollectionActivatedCluster& ActivatedCluster)
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{
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Ar << ActivatedCluster.ActivatedIndex;
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Ar << ActivatedCluster.InitialLinearVelocity;
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Ar << ActivatedCluster.InitialAngularVelocity;
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return Ar;
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}
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/**
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* Replicated data for a geometry collection when bEnableReplication is true for
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* that component. See UGeomtryCollectionComponent::UpdateRepData
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*/
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USTRUCT()
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struct FGeometryCollectionRepData
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{
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GENERATED_BODY()
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FGeometryCollectionRepData()
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: Version(0)
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{
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}
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//Array of one off pieces that became activated
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TArray<FGeometryCollectionActivatedCluster> OneOffActivated;
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// Array of cluster data requires to synchronize clients
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TArray<FGeometryCollectionClusterRep> Clusters;
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// Version counter, every write to the rep data is a new state so Identical only references this version
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// as there's no reason to compare the Poses array.
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int32 Version;
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// Just test version to skip having to traverse the whole pose array for replication
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bool Identical(const FGeometryCollectionRepData* Other, uint32 PortFlags) const;
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bool NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess);
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};
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template<>
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struct TStructOpsTypeTraits<FGeometryCollectionRepData> : public TStructOpsTypeTraitsBase2<FGeometryCollectionRepData>
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{
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enum
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{
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WithNetSerializer = true,
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WithIdentical = true,
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};
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};
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/**
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* GeometryCollectionComponent
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*/
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UCLASS(meta = (BlueprintSpawnableComponent))
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class GEOMETRYCOLLECTIONENGINE_API UGeometryCollectionComponent : public UMeshComponent, public IChaosNotifyHandlerInterface
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{
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GENERATED_UCLASS_BODY()
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friend class FGeometryCollectionEdit;
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#if WITH_EDITOR
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friend class FScopedColorEdit;
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#endif
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friend class FGeometryCollectionCommands;
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public:
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//~ Begin UActorComponent Interface.
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virtual void CreateRenderState_Concurrent(FRegisterComponentContext* Context) override;
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virtual void SendRenderDynamicData_Concurrent() override;
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FORCEINLINE void SetRenderStateDirty() { bRenderStateDirty = true; }
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virtual void OnActorEnableCollisionChanged() override;
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type ReasonEnd) override;
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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virtual void InitializeComponent() override;
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#if WITH_EDITOR
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virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) override;
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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DECLARE_MULTICAST_DELEGATE(FOnGeometryCollectionPropertyChangedMulticaster)
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FOnGeometryCollectionPropertyChangedMulticaster OnGeometryCollectionPropertyChanged;
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typedef FOnGeometryCollectionPropertyChangedMulticaster::FDelegate FOnGeometryCollectionPropertyChanged;
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/** Register / Unregister delegates called when the skeletal mesh property is changed */
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FDelegateHandle RegisterOnGeometryCollectionPropertyChanged(const FOnGeometryCollectionPropertyChanged& Delegate);
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void UnregisterOnGeometryCollectionPropertyChanged(FDelegateHandle Handle);
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#endif
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//~ Begin UActorComponent Interface.
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//~ Begin USceneComponent Interface.
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virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
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virtual FBoxSphereBounds CalcLocalBounds() const { return LocalBounds; }
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virtual bool HasAnySockets() const override;
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virtual bool DoesSocketExist(FName InSocketName) const override;
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virtual FTransform GetSocketTransform(FName InSocketName, ERelativeTransformSpace TransformSpace = RTS_World) const override;
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virtual void QuerySupportedSockets(TArray<FComponentSocketDescription>& OutSockets) const override;
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
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virtual void AsyncPhysicsTickComponent(float DeltaTime, float SimTime) override;
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//~ Begin USceneComponent Interface.
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//~ Begin UPrimitiveComponent Interface.
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virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
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virtual void OnRegister() override;
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virtual FBodyInstance* GetBodyInstance(FName BoneName = NAME_None, bool bGetWelded = true, int32 Index = -1) const override;
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virtual void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision) override;
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virtual bool CanEditSimulatePhysics() override;
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virtual void SetSimulatePhysics(bool bEnabled) override;
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virtual void AddForce(FVector Force, FName BoneName = NAME_None, bool bAccelChange = false) override;
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virtual void AddImpulse(FVector Impulse, FName BoneName = NAME_None, bool bVelChange = false) override;
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virtual void AddRadialForce(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bAccelChange = false) override;
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virtual void AddRadialImpulse(FVector Origin, float Radius, float Strength, enum ERadialImpulseFalloff Falloff, bool bVelChange = false) override;
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virtual void AddTorqueInRadians(FVector Torque, FName BoneName = NAME_None, bool bAccelChange = false) override;
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virtual void PostLoad() override;
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//~ End UPrimitiveComponent Interface.
|
|
|
|
|
|
//~ Begin UMeshComponent Interface.
|
|
virtual int32 GetNumMaterials() const override;
|
|
virtual UMaterialInterface* GetMaterial(int32 MaterialIndex) const override;
|
|
//~ End UMeshComponent Interface.
|
|
|
|
/** Chaos RBD Solver override. Will use the world's default solver actor if null. */
|
|
UPROPERTY(EditAnywhere, Category = "ChaosPhysics", meta = (DisplayName = "Chaos Solver"))
|
|
TObjectPtr<AChaosSolverActor> ChaosSolverActor;
|
|
|
|
/**
|
|
* Apply an external strain to specific piece of the geometry collection
|
|
* @param ItemIndex item index ( from HitResult) of the piece to apply strain on
|
|
* @param Location world location of where to apply the strain
|
|
* @param Radius radius from the location point to apply the strain to ( using the center of mass of the pieces )
|
|
* @param PropagationDepth How many level of connection to follow to propagate the strain through
|
|
* @param PropagationFactor when using propagation, the factor to multiply the strain from one level to the other, allowing falloff effect
|
|
* @param Strain strain / damage to apply
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "ChaosPhysics")
|
|
void ApplyExternalStrain(int32 ItemIndex, const FVector& Location, float Radius = 0, int32 PropagationDepth = 0, float PropagationFactor = 1, float Strain = 0);
|
|
|
|
/**
|
|
* Apply an internal strain to specific piece of the geometry collection
|
|
* @param ItemIndex item index ( from HitResult) of the piece to apply strain on
|
|
* @param Location world location of where to apply the strain
|
|
* @param Radius radius from the location point to apply the strain to ( using the center of mass of the pieces )
|
|
* @param PropagationDepth How many level of connection to follow to propagate the strain through
|
|
* @param PropagationFactor when using propagation, the factor to multiply the strain from one level to the other, allowing falloff effect
|
|
* @param Strain strain / damage to apply
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "ChaosPhysics")
|
|
void ApplyInternalStrain(int32 ItemIndex, const FVector& Location, float Radius = 0, int32 PropagationDepth = 0, float PropagationFactor = 1, float Strain = 0);
|
|
|
|
/**
|
|
* Crumbe a cluster into all its pieces
|
|
* @param ItemIndex item index ( from HitResult) of the cluster to crumble
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "ChaosPhysics")
|
|
void CrumbleCluster(int32 ItemIndex);
|
|
|
|
/**
|
|
* Apply linear velocity on breaking pieces for a specific cluster
|
|
* If ItemIndex does not represent a cluster this will do nothing
|
|
* @param ItemIndex item index ( from HitResult) of the cluster owning the breaking pieces to apply velocity on
|
|
* @param LinearVelocity linear velocity to apply
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "ChaosPhysics")
|
|
void ApplyBreakingLinearVelocity(int32 ItemIndex, const FVector& LinearVelocity);
|
|
|
|
/**
|
|
* Apply linear velocity on breaking pieces for a specific cluster
|
|
* If ItemIndex does not represent a cluster this will do nothing
|
|
* @param ItemIndex item index ( from HitResult) of the cluster owning the breaking pieces to apply velocity on
|
|
* @param AngularVelocity linear velocity to apply
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "ChaosPhysics")
|
|
void ApplyBreakingAngularVelocity(int32 ItemIndex, const FVector& AngularVelocity);
|
|
|
|
/**
|
|
* Apply linear velocity on specific piece
|
|
* @param ItemIndex item index ( from HitResult) of the piece to apply velocity on
|
|
* @param LinearVelocity linear velocity to apply
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "ChaosPhysics")
|
|
void ApplyLinearVelocity(int32 ItemIndex, const FVector& LinearVelocity);
|
|
|
|
/**
|
|
* Apply angular velocity on specific piece
|
|
* @param ItemIndex item index ( from HitResult) of the piece to apply velocity on
|
|
* @param AngularVelocity linear velocity to apply
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "ChaosPhysics")
|
|
void ApplyAngularVelocity(int32 ItemIndex, const FVector& AngularVelocity);
|
|
|
|
/**
|
|
* Get the initial level of a specific piece
|
|
* Initial level means the level as it is in the unbroken state
|
|
* @param ItemIndex item index ( from HitResult) of the cluster to get level from
|
|
* @param Level of the piece ( 0 for root level and positive for the rest )
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "ChaosPhysics")
|
|
int32 GetInitialLevel(int32 ItemIndex);
|
|
|
|
/** RestCollection */
|
|
UFUNCTION(BlueprintCallable, Category = "ChaosPhysics")
|
|
void SetRestCollection(const UGeometryCollection * RestCollectionIn);
|
|
|
|
|
|
FORCEINLINE const UGeometryCollection* GetRestCollection() const { return RestCollection; }
|
|
|
|
FORCEINLINE FGeometryCollectionEdit EditRestCollection(GeometryCollection::EEditUpdate EditUpdate = GeometryCollection::EEditUpdate::RestPhysics, bool bShapeIsUnchanged = false) { return FGeometryCollectionEdit(this, EditUpdate, bShapeIsUnchanged); }
|
|
#if WITH_EDITOR
|
|
FORCEINLINE FScopedColorEdit EditBoneSelection(bool bForceUpdate = false) { return FScopedColorEdit(this, bForceUpdate); }
|
|
|
|
/** Propagate bone selection to embedded geometry components. */
|
|
void SelectEmbeddedGeometry();
|
|
#endif
|
|
|
|
/** API for getting at geometry collection data */
|
|
FORCEINLINE int32 GetNumElements(FName Group) const
|
|
{
|
|
int32 Size = RestCollection->NumElements(Group); //assume rest collection has the group and is connected to dynamic.
|
|
return Size > 0 ? Size : DynamicCollection->NumElements(Group); //if not, maybe dynamic has the group
|
|
}
|
|
|
|
// Update cached bounds; used e.g. when updating the exploded view of the geometry collection
|
|
void UpdateCachedBounds();
|
|
|
|
// Vertices Group
|
|
COPY_ON_WRITE_ATTRIBUTE(FVector3f, Vertex, FGeometryCollection::VerticesGroup) //GetVertexArray, GetVertexArrayCopyOnWrite, GetVertexArrayRest
|
|
COPY_ON_WRITE_ATTRIBUTE(TArray<FVector2f>, UVs, FGeometryCollection::VerticesGroup) //GetUVsArray
|
|
COPY_ON_WRITE_ATTRIBUTE(FLinearColor, Color, FGeometryCollection::VerticesGroup)//GetColorArray
|
|
COPY_ON_WRITE_ATTRIBUTE(FVector3f, TangentU, FGeometryCollection::VerticesGroup) //GetTangentUArray
|
|
COPY_ON_WRITE_ATTRIBUTE(FVector3f, TangentV, FGeometryCollection::VerticesGroup) //...
|
|
COPY_ON_WRITE_ATTRIBUTE(FVector3f, Normal, FGeometryCollection::VerticesGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, BoneMap, FGeometryCollection::VerticesGroup)
|
|
|
|
// Faces Group
|
|
COPY_ON_WRITE_ATTRIBUTE(FIntVector, Indices, FGeometryCollection::FacesGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(bool, Visible, FGeometryCollection::FacesGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, MaterialIndex, FGeometryCollection::FacesGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, MaterialID, FGeometryCollection::FacesGroup)
|
|
|
|
// Geometry Group
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, TransformIndex, FGeometryCollection::GeometryGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(FBox, BoundingBox, FGeometryCollection::GeometryGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(float, InnerRadius, FGeometryCollection::GeometryGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(float, OuterRadius, FGeometryCollection::GeometryGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, VertexStart, FGeometryCollection::GeometryGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, VertexCount, FGeometryCollection::GeometryGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, FaceStart, FGeometryCollection::GeometryGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, FaceCount, FGeometryCollection::GeometryGroup)
|
|
|
|
// Material Group
|
|
COPY_ON_WRITE_ATTRIBUTE(FGeometryCollectionSection, Sections, FGeometryCollection::MaterialGroup)
|
|
|
|
// Transform group
|
|
COPY_ON_WRITE_ATTRIBUTE(FString, BoneName, FTransformCollection::TransformGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(FLinearColor, BoneColor, FTransformCollection::TransformGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(FTransform, Transform, FTransformCollection::TransformGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, Parent, FTransformCollection::TransformGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(TSet<int32>, Children, FTransformCollection::TransformGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, SimulationType, FTransformCollection::TransformGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, TransformToGeometryIndex, FTransformCollection::TransformGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, StatusFlags, FTransformCollection::TransformGroup)
|
|
COPY_ON_WRITE_ATTRIBUTE(int32, ExemplarIndex, FTransformCollection::TransformGroup)
|
|
|
|
|
|
UPROPERTY(EditAnywhere, NoClear, BlueprintReadOnly, Category = "ChaosPhysics")
|
|
TObjectPtr<const UGeometryCollection> RestCollection;
|
|
|
|
UPROPERTY(EditAnywhere, NoClear, BlueprintReadOnly, Category = "ChaosPhysics")
|
|
TArray<TObjectPtr<const AFieldSystemActor>> InitializationFields;
|
|
|
|
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "GeometryCollection now abides the bSimulatePhysics flag from the base class."))
|
|
bool Simulating_DEPRECATED;
|
|
|
|
ESimulationInitializationState InitializationState;
|
|
|
|
/** ObjectType defines how to initialize the rigid objects state, Kinematic, Sleeping, Dynamic. */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|General")
|
|
EObjectStateTypeEnum ObjectType;
|
|
|
|
/** If ForceMotionBlur is on, motion blur will always be active, even if the GeometryCollection is at rest. */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|General")
|
|
bool bForceMotionBlur;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Clustering")
|
|
bool EnableClustering;
|
|
|
|
/** Maximum level for cluster breaks. */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Clustering")
|
|
int32 ClusterGroupIndex;
|
|
|
|
/** Maximum level for cluster breaks. */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Clustering")
|
|
int32 MaxClusterLevel;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Clustering", meta = (EditCondition = "!bUseSizeSpecificDamageThreshold"))
|
|
TArray<float> DamageThreshold;
|
|
|
|
/** Damage threshold for clusters at different levels. */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Clustering")
|
|
bool bUseSizeSpecificDamageThreshold;
|
|
|
|
/** Allow removal on sleep for the instance if the rest collection has it enabled */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Removal")
|
|
bool bAllowRemovalOnSleep;
|
|
|
|
/** Allow removal on break for the instance if the rest collection has it enabled */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Removal")
|
|
bool bAllowRemovalOnBreak;
|
|
|
|
/** */
|
|
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Connection types are defined on the asset now."))
|
|
EClusterConnectionTypeEnum ClusterConnectionType_DEPRECATED;
|
|
|
|
/** */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Collisions")
|
|
int32 CollisionGroup;
|
|
|
|
/** Fraction of collision sample particles to keep */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Collisions")
|
|
float CollisionSampleFraction;
|
|
|
|
/** Uniform linear ether drag. */
|
|
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use PhysicalMaterial instead."))
|
|
float LinearEtherDrag_DEPRECATED;
|
|
|
|
/** Uniform angular ether drag. */
|
|
UPROPERTY(meta=(DeprecatedProperty, DeprecationMessage="Use PhysicalMaterial instead."))
|
|
float AngularEtherDrag_DEPRECATED;
|
|
|
|
/** Physical Properties */
|
|
UPROPERTY(meta=(DeprecatedProperty, DeprecationMessage="Physical material now derived from render materials, for instance overrides use PhysicalMaterialOverride."))
|
|
TObjectPtr<const UChaosPhysicalMaterial> PhysicalMaterial_DEPRECATED;
|
|
|
|
/** */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Initial Velocity")
|
|
EInitialVelocityTypeEnum InitialVelocityType;
|
|
|
|
/** */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Initial Velocity")
|
|
FVector InitialLinearVelocity;
|
|
|
|
/** */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|Initial Velocity")
|
|
FVector InitialAngularVelocity;
|
|
|
|
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Physical material now derived from render materials, for instance overrides use Colliisons PhysicalMaterialOverride."))
|
|
TObjectPtr<UPhysicalMaterial> PhysicalMaterialOverride_DEPRECATED;
|
|
|
|
UPROPERTY()
|
|
FGeomComponentCacheParameters CacheParameters;
|
|
|
|
/** Optional transforms to initialize scene proxy if difference from the RestCollection. */
|
|
UPROPERTY()
|
|
TArray<FTransform> RestTransforms;
|
|
|
|
/**
|
|
* SetDynamicState
|
|
* This function will dispatch a command to the physics thread to apply
|
|
* a kinematic to dynamic state change for the geo collection particles within the field.
|
|
*
|
|
* @param Radius Radial influence from the position
|
|
* @param Position The location of the command
|
|
*
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "Field", DisplayName = "Set Dynamic State")
|
|
void ApplyKinematicField(UPARAM(DisplayName = "Field Radius") float Radius,
|
|
UPARAM(DisplayName = "Center Position") FVector Position);
|
|
|
|
/**
|
|
* AddPhysicsField
|
|
* This function will dispatch a command to the physics thread to apply
|
|
* a generic evaluation of a user defined transient field network. See documentation,
|
|
* for examples of how to recreate variations of the above generic
|
|
* fields using field networks
|
|
*
|
|
* @param Enabled Is this force enabled for evaluation.
|
|
* @param Target Type of field supported by the solver.
|
|
* @param MetaData Meta data used to assist in evaluation
|
|
* @param Field Base evaluation node for the field network.
|
|
*
|
|
*/
|
|
UFUNCTION(BlueprintCallable, Category = "Field", DisplayName = "Add Physics Field")
|
|
void ApplyPhysicsField(UPARAM(DisplayName = "Enable Field") bool Enabled,
|
|
UPARAM(DisplayName = "Physics Type") EGeometryCollectionPhysicsTypeEnum Target,
|
|
UPARAM(DisplayName = "Meta Data") UFieldSystemMetaData* MetaData,
|
|
UPARAM(DisplayName = "Field Node") UFieldNodeBase* Field);
|
|
|
|
/**
|
|
* Blueprint event
|
|
*/
|
|
|
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FNotifyGeometryCollectionPhysicsStateChange, UGeometryCollectionComponent*, FracturedComponent);
|
|
|
|
UPROPERTY(BlueprintAssignable, Category = "Game|Damage")
|
|
FNotifyGeometryCollectionPhysicsStateChange NotifyGeometryCollectionPhysicsStateChange;
|
|
|
|
bool GetIsObjectDynamic() const;
|
|
|
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FNotifyGeometryCollectionPhysicsLoadingStateChange, UGeometryCollectionComponent*, FracturedComponent);
|
|
UPROPERTY(BlueprintAssignable, Category = "Game|Loading")
|
|
FNotifyGeometryCollectionPhysicsLoadingStateChange NotifyGeometryCollectionPhysicsLoadingStateChange;
|
|
|
|
bool GetIsObjectLoading() { return IsObjectLoading; }
|
|
|
|
/**
|
|
*
|
|
*/
|
|
/* ---------------------------------------------------------------------------------------- */
|
|
|
|
bool GetNotifyTrailing() const { return bNotifyTrailing; }
|
|
|
|
void SetShowBoneColors(bool ShowBoneColorsIn) { bShowBoneColors = ShowBoneColorsIn; }
|
|
bool GetShowBoneColors() const { return bShowBoneColors; }
|
|
bool GetEnableBoneSelection() const { return bEnableBoneSelection; }
|
|
|
|
bool GetSuppressSelectionMaterial() const { return RestCollection->GetGeometryCollection()->HasAttribute("Hide", FGeometryCollection::TransformGroup); }
|
|
|
|
FORCEINLINE const int GetBoneSelectedMaterialID() const { return RestCollection->GetBoneSelectedMaterialIndex(); }
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
FORCEINLINE const TArray<int32>& GetSelectedBones() const { return SelectedBones; }
|
|
FORCEINLINE const TArray<int32>& GetHighlightedBones() const { return HighlightedBones; }
|
|
#endif
|
|
|
|
FPhysScene_Chaos* GetInnerChaosScene() const;
|
|
AChaosSolverActor* GetPhysicsSolverActor() const;
|
|
|
|
const FGeometryCollectionPhysicsProxy* GetPhysicsProxy() const { return PhysicsProxy; }
|
|
FGeometryCollectionPhysicsProxy* GetPhysicsProxy() { return PhysicsProxy; }
|
|
|
|
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
|
|
/** Enable/disable the scene proxy per transform selection mode. When disabled the per material id default selection is used instead. */
|
|
void EnableTransformSelectionMode(bool bEnable);
|
|
#endif // #if GEOMETRYCOLLECTION_EDITOR_SELECTION
|
|
|
|
#if UE_ENABLE_DEBUG_DRAWING
|
|
/** Force render after constant data changes (such as visibility, or hitproxy subsections). Will also work while paused. */
|
|
void ForceRenderUpdateConstantData() { MarkRenderStateDirty(); }
|
|
|
|
/** Force render after dynamic data changes (such as transforms). Will also work while paused. */
|
|
void ForceRenderUpdateDynamicData() { MarkRenderDynamicDataDirty(); }
|
|
#endif // UE_ENABLE_DEBUG_DRAWING
|
|
|
|
/**/
|
|
const TArray<bool>& GetDisabledFlags() const { return DisabledFlags; }
|
|
|
|
virtual void OnCreatePhysicsState() override;
|
|
void RegisterAndInitializePhysicsProxy();
|
|
virtual void OnDestroyPhysicsState() override;
|
|
virtual bool ShouldCreatePhysicsState() const override;
|
|
virtual bool HasValidPhysicsState() const override;
|
|
|
|
virtual void OnUpdateTransform(EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport = ETeleportType::None) override;
|
|
|
|
// Mirrored from the proxy on a sync
|
|
//TManagedArray<int32> RigidBodyIds;
|
|
TArray<bool> DisabledFlags;
|
|
int32 BaseRigidBodyIndex;
|
|
int32 NumParticlesAdded;
|
|
|
|
/** Changes whether or not this component will get future break notifications. */
|
|
UFUNCTION(BlueprintCallable, Category = "Physics")
|
|
void SetNotifyBreaks(bool bNewNotifyBreaks);
|
|
|
|
/** Changes whether or not this component will get future removal notifications. */
|
|
UFUNCTION(BlueprintCallable, Category = "Physics")
|
|
void SetNotifyRemovals(bool bNewNotifyRemovals);
|
|
|
|
/** Changes whether or not this component will get future break notifications. */
|
|
UFUNCTION(BlueprintCallable, Category = "Physics")
|
|
void SetNotifyCrumblings(bool bNewNotifyCrumblings);
|
|
|
|
/** Overrideable native notification */
|
|
virtual void NotifyBreak(const FChaosBreakEvent& Event) {};
|
|
|
|
/** Overrideable native notification */
|
|
virtual void NotifyRemoval(const FChaosRemovalEvent& Event) {};
|
|
|
|
UPROPERTY(BlueprintAssignable, Category = "Chaos")
|
|
FOnChaosBreakEvent OnChaosBreakEvent;
|
|
|
|
UPROPERTY(BlueprintAssignable, Category = "Chaos")
|
|
FOnChaosRemovalEvent OnChaosRemovalEvent;
|
|
|
|
UPROPERTY(BlueprintAssignable, Category = "Chaos")
|
|
FOnChaosCrumblingEvent OnChaosCrumblingEvent;
|
|
|
|
void DispatchBreakEvent(const FChaosBreakEvent& Event);
|
|
|
|
void DispatchRemovalEvent(const FChaosRemovalEvent& Event);
|
|
|
|
void DispatchCrumblingEvent(const FChaosCrumblingEvent& Event);
|
|
|
|
UPROPERTY(Transient, VisibleAnywhere, BlueprintReadWrite, Interp, Category = "Chaos")
|
|
float DesiredCacheTime;
|
|
|
|
UPROPERTY(Transient, VisibleAnywhere, BlueprintReadWrite, Category = "Chaos")
|
|
bool CachePlayback;
|
|
|
|
bool DoCustomNavigableGeometryExport(FNavigableGeometryExport& GeomExport) const override;
|
|
|
|
/** Gets the physical material to use for this geometry collection, taking into account instance overrides and render materials */
|
|
UPhysicalMaterial* GetPhysicalMaterial() const;
|
|
|
|
/** Update component structure to reflect any changes to the embedded geometry */
|
|
void InitializeEmbeddedGeometry();
|
|
|
|
/** Update instanced static mesh components to reflect internal embedded geometry state. */
|
|
void RefreshEmbeddedGeometry();
|
|
|
|
#if WITH_EDITOR
|
|
void SetEmbeddedGeometrySelectable(bool bSelectableIn);
|
|
int32 EmbeddedIndexToTransformIndex(const UInstancedStaticMeshComponent* ISMComponent, int32 InstanceIndex) const;
|
|
#endif
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
const FDamageCollector* GetRunTimeDataCollector() const;
|
|
#endif
|
|
|
|
// #todo should this only be available in editor?
|
|
void SetRestState(TArray<FTransform>&& InRestTransforms);
|
|
|
|
/** Set the dynamic state for all bodies in the DynamicCollection. */
|
|
void SetDynamicState(const Chaos::EObjectStateType& NewDynamicState);
|
|
|
|
/** Set transforms for all bodies in the DynamicCollection. */
|
|
void SetInitialTransforms(const TArray<FTransform>& InitialTransforms);
|
|
|
|
/** Modify DynamicCollection transform hierarchy to effect cluster breaks releasing the specified indices. */
|
|
void SetInitialClusterBreaks(const TArray<int32>& ReleaseIndices);
|
|
|
|
/** Used by Niagara DI to query global matrices rather than recalculating them again */
|
|
const TArray<FMatrix>& GetGlobalMatrices() { return GlobalMatrices; }
|
|
|
|
const FGeometryDynamicCollection* GetDynamicCollection() const { return DynamicCollection.Get(); }
|
|
FGeometryDynamicCollection* GetDynamicCollection() { return DynamicCollection.Get(); } // TEMP HACK?
|
|
|
|
public:
|
|
UPROPERTY(BlueprintAssignable, Category = "Collision")
|
|
FOnChaosPhysicsCollision OnChaosPhysicsCollision;
|
|
|
|
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "Physics Collision"), Category = "Collision")
|
|
void ReceivePhysicsCollision(const FChaosPhysicsCollisionInfo& CollisionInfo);
|
|
|
|
// IChaosNotifyHandlerInterface
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virtual void DispatchChaosPhysicsCollisionBlueprintEvents(const FChaosPhysicsCollisionInfo& CollisionInfo) override;
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/** If true, this component will generate breaking events that other systems may subscribe to. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ChaosPhysics|General")
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bool bNotifyBreaks;
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/** If true, this component will generate collision events that other systems may subscribe to. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ChaosPhysics|General")
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bool bNotifyCollisions;
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/** If true, this component will generate trailing events that other systems may subscribe to. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ChaosPhysics|General")
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bool bNotifyTrailing;
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/** If true, this component will generate removal events that other systems may subscribe to. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ChaosPhysics|General")
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bool bNotifyRemovals;
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/** If true, this component will generate crumbling events that other systems may subscribe to. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ChaosPhysics|General")
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bool bNotifyCrumblings;
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/** If this and bNotifyCrumblings are true, the crumbling events will contain released children indices. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ChaosPhysics|General", meta = (EditCondition = "bNotifyCrumblings"))
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bool bCrumblingEventIncludesChildren;
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/** If true, this component will save linear and angular velocities on its DynamicCollection. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ChaosPhysics|General")
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bool bStoreVelocities;
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protected:
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/** Display Bone Colors instead of assigned materials */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ChaosPhysics|General")
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bool bShowBoneColors;
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#if WITH_EDITORONLY_DATA
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UPROPERTY(EditAnywhere, Category = "ChaosPhysics|General")
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bool bEnableRunTimeDataCollection;
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UPROPERTY(BlueprintReadOnly, Category = "ChaosPhysics|General")
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FGuid RunTimeDataCollectionGuid;
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#endif
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/** Populate the static geometry structures for the render thread. */
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void InitConstantData(FGeometryCollectionConstantData* ConstantData) const;
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/** Populate the dynamic particle data for the render thread. */
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FGeometryCollectionDynamicData* InitDynamicData(bool bInitialization);
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/** Reset the dynamic collection from the current rest state. */
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void ResetDynamicCollection();
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/** Combine the commands from the input field assets */
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void GetInitializationCommands(TArray<FFieldSystemCommand>& CombinedCommmands);
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/** Issue a field command for the physics thread */
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void DispatchFieldCommand(const FFieldSystemCommand& InCommand);
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void CalculateLocalBounds();
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void CalculateGlobalMatrices();
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FBox ComputeBounds(const FMatrix& LocalToWorldWithScale) const;
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void RegisterForEvents();
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void UpdateRBCollisionEventRegistration();
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void UpdateBreakEventRegistration();
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void UpdateRemovalEventRegistration();
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void UpdateCrumblingEventRegistration();
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/* Per-instance override to enable/disable replication for the geometry collection */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Network)
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bool bEnableReplication;
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/**
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* Enables use of ReplicationAbandonClusterLevel to stop providing network updates to
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* clients when the updated particle is of a level higher then specified.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Network)
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bool bEnableAbandonAfterLevel;
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/**
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* If replicating - the cluster level to stop sending corrections for geometry collection chunks.
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* recommended for smaller leaf levels when the size of the objects means they are no longer
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* gameplay relevant to cut down on required bandwidth to update a collection.
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* @see bEnableAbandonAfterLevel
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*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Network)
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int32 ReplicationAbandonClusterLevel;
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UPROPERTY(Replicated)
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FGeometryCollectionRepData RepData;
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/** Called post solve to allow authoritative components to update their replication data */
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void UpdateRepData();
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private:
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bool bRenderStateDirty;
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bool bEnableBoneSelection;
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int ViewLevel;
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uint32 NavmeshInvalidationTimeSliceIndex;
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bool IsObjectDynamic;
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bool IsObjectLoading;
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FCollisionFilterData InitialSimFilter;
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FCollisionFilterData InitialQueryFilter;
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FPhysxUserData PhysicsUserData;
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#if WITH_EDITORONLY_DATA
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UPROPERTY(Transient)
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TArray<int32> SelectedBones;
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UPROPERTY(Transient)
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TArray<int32> HighlightedBones;
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#endif
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TArray<FMatrix> GlobalMatrices;
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FBox LocalBounds;
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mutable FBoxSphereBounds ComponentSpaceBounds;
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float CurrentCacheTime;
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TArray<bool> EventsPlayed;
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FGeometryCollectionPhysicsProxy* PhysicsProxy;
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TUniquePtr<FGeometryDynamicCollection> DynamicCollection;
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TArray<FManagedArrayBase**> CopyOnWriteAttributeList;
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// Temporary dummies to interface with Physx expectations of the SQ syatem
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friend class FGeometryCollectionSQAccelerator;
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FBodyInstance DummyBodyInstance;
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// Temporary storage for body setup in order to initialise a dummy body instance
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UPROPERTY(Transient)
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TObjectPtr<UBodySetup> DummyBodySetup;
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#if WITH_EDITORONLY_DATA
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// Tracked editor actor that owns the original component so we can write back recorded caches
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// from PIE.
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UPROPERTY(Transient)
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TObjectPtr<AActor> EditorActor;
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#endif
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void SwitchRenderModels(const AActor* Actor);
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UChaosGameplayEventDispatcher* EventDispatcher;
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#if GEOMETRYCOLLECTION_EDITOR_SELECTION
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bool bIsTransformSelectionModeEnabled;
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#endif // #if GEOMETRYCOLLECTION_EDITOR_SELECTION
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/** The information of all the embedded instanced static meshes */
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UPROPERTY()
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TArray<TObjectPtr<UInstancedStaticMeshComponent>> EmbeddedGeometryComponents;
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#if WITH_EDITORONLY_DATA
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TArray<TArray<int32>> EmbeddedBoneMaps;
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TArray<int32> EmbeddedInstanceIndex;
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#endif
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bool IsEmbeddedGeometryValid() const;
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void ClearEmbeddedGeometry();
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void IncrementSleepTimer(float DeltaTime);
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void IncrementBreakTimer(float DeltaTime);
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bool CalculateInnerSphere(int32 TransformIndex, UE::Math::TSphere<double>& SphereOut) const;
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void UpdateDecay(int32 TransformIdx, float UpdatedDecay, bool UseClusterCrumbling, bool HasDynamicInternalClusterParent, FGeometryCollectionDecayContext& ContextInOut);
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void ProcessRepData();
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void UpdateAttachedChildrenTransform() const;
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void BuildInitialFilterData();
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/** The clusters we need to replicate */
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TUniquePtr<TSet<Chaos::FPBDRigidClusteredParticleHandle*>> ClustersToRep;
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/** One off activation is processed in the same order as server so remember the last one we processed */
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int32 OneOffActivatedProcessed = 0;
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int32 VersionProcessed = INDEX_NONE;
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/** True if GeometryCollection transforms have changed from previous tick. */
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bool bIsMoving;
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};
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