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* Removed deprecated or dead code paths * Simplified build system setup for physics support * Deprecated build system flags and unsupported macros #jira none #rb Chris.Caulfield, Kriss.Gossart #preflight 62963ec0fe779f23c8ea0c5e [CL 20450744 by Benn Gallagher in ue5-main branch]
413 lines
16 KiB
C++
413 lines
16 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 "PhysicsAssetRenderUtils.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 "Styling/AppStyle.h"
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namespace
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{
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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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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::DebugDraw(const FSceneView* View, 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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EPhysicsAssetEditorCollisionViewMode 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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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 = FAppStyle::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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FPhysicsAssetRenderSettings* const RenderSettings = UPhysicsAssetRenderUtilities::GetSettings(PhysicsAsset);
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if (RenderSettings)
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{
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// Copy render settings from editor viewport. These settings must be applied to the rendering in all editors
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// when an asset is open in the Physics Asset Editor but should not persist after the editor has been closed.
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RenderSettings->CollisionViewMode = SharedData->GetCurrentCollisionViewMode(SharedData->bRunningSimulation);
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RenderSettings->ConstraintViewMode = SharedData->GetCurrentConstraintViewMode(SharedData->bRunningSimulation);
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RenderSettings->ConstraintDrawSize = SharedData->EditorOptions->ConstraintDrawSize;
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RenderSettings->PhysicsBlend = SharedData->EditorOptions->PhysicsBlend;
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RenderSettings->bHideKinematicBodies = SharedData->EditorOptions->bHideKinematicBodies;
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RenderSettings->bHideSimulatedBodies = SharedData->EditorOptions->bHideSimulatedBodies;
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RenderSettings->bRenderOnlySelectedConstraints = SharedData->EditorOptions->bRenderOnlySelectedConstraints;
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RenderSettings->bShowConstraintsAsPoints = SharedData->EditorOptions->bShowConstraintsAsPoints;
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// Draw Bodies.
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{
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auto TransformFn = [this](const UPhysicsAsset* PhysicsAsset, const FTransform& BoneTM, const int32 BodyIndex, const EAggCollisionShape::Type PrimType, const int32 PrimIndex, const float Scale) { return this->GetPrimitiveTransform(BoneTM, BodyIndex, PrimType, PrimIndex, Scale); };
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auto ColorFn = [this](const int32 BodyIndex, const EAggCollisionShape::Type PrimitiveType, const int32 PrimitiveIndex, const FPhysicsAssetRenderSettings& Settings) { return this->GetPrimitiveColor(BodyIndex, PrimitiveType, PrimitiveIndex); };
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auto MaterialFn = [this](const int32 BodyIndex, const EAggCollisionShape::Type PrimitiveType, const int32 PrimitiveIndex, const FPhysicsAssetRenderSettings& Settings) { return this->GetPrimitiveMaterial(BodyIndex, PrimitiveType, PrimitiveIndex); };
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auto HitProxyFn = [](const int32 BodyIndex, const EAggCollisionShape::Type PrimitiveType, const int32 PrimitiveIndex) { return new HPhysicsAssetEditorEdBoneProxy(BodyIndex, PrimitiveType, PrimitiveIndex); };
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PhysicsAssetRender::DebugDrawBodies(this, PhysicsAsset, PDI, ColorFn, MaterialFn, TransformFn, HitProxyFn);
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}
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// Draw Constraints.
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{
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auto HitProxyFn = [](const int32 InConstraintIndex) { return new HPhysicsAssetEditorEdConstraintProxy(InConstraintIndex); };
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auto IsConstraintSelectedFn = [this](const uint32 InConstraintIndex) { return this->SharedData->IsConstraintSelected(InConstraintIndex); };
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PhysicsAssetRender::DebugDrawConstraints(this, PhysicsAsset, PDI, IsConstraintSelectedFn, SharedData->bRunningSimulation, HitProxyFn);
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}
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}
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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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EPhysicsAssetEditorMeshViewMode MeshViewMode = SharedData->GetCurrentMeshViewMode(SharedData->bRunningSimulation);
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if (MeshViewMode != EPhysicsAssetEditorMeshViewMode::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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FTransform UPhysicsAssetEditorSkeletalMeshComponent::GetPrimitiveTransform(const FTransform& BoneTM, const int32 BodyIndex, const EAggCollisionShape::Type PrimType, const int32 PrimIndex, const float Scale) const
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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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else if (PrimType == EAggCollisionShape::LevelSet)
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{
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FTransform PrimTM = ManTM * SharedBodySetup->AggGeom.LevelSetElems[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(const int32 BodyIndex, const EAggCollisionShape::Type PrimitiveType, const int32 PrimitiveIndex) const
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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 = FAppStyle::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)
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{
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bInBody = true;
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}
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if (Body == SharedData->SelectedBodies[i] && !SharedData->bRunningSimulation)
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{
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return ElemSelectedColor;
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}
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}
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if (bInBody && !SharedData->bRunningSimulation) //this primitive is in a body that's currently selected, but this primitive itself isn't selected
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{
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return ElemSelectedBodyColor;
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}
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if(PrimitiveType == EAggCollisionShape::TaperedCapsule)
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{
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return NoCollisionColor;
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}
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if (SharedData->bRunningSimulation)
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{
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const bool bIsSimulatedAtAll = SharedBodySetup->PhysicsType == PhysType_Simulated || (SharedBodySetup->PhysicsType == PhysType_Default && SharedData->EditorOptions->PhysicsBlend > 0.f);
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if (!bIsSimulatedAtAll)
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{
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return FixedColor;
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}
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}
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else
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{
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if (!SharedData->bRunningSimulation && SharedData->SelectedBodies.Num())
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{
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// If there is no collision with this body, use 'no collision material'.
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if (SharedData->NoCollisionBodies.Find(BodyIndex) != INDEX_NONE)
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{
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return NoCollisionColor;
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}
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}
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}
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return BoneUnselectedColor;
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}
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UMaterialInterface* UPhysicsAssetEditorSkeletalMeshComponent::GetPrimitiveMaterial(const int32 BodyIndex, const EAggCollisionShape::Type PrimitiveType, const int32 PrimitiveIndex) const
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{
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if (SharedData->bRunningSimulation)
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{
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return PrimitiveType == EAggCollisionShape::TaperedCapsule ? BoneNoCollisionMaterial : BoneUnselectedMaterial;
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}
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FPhysicsAssetEditorSharedData::FSelection Body(BodyIndex, PrimitiveType, PrimitiveIndex);
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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] && !SharedData->bRunningSimulation)
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{
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return ElemSelectedMaterial;
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}
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}
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if (PrimitiveType == EAggCollisionShape::TaperedCapsule)
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{
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return BoneNoCollisionMaterial;
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}
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// If there is no collision with this body, use 'no collision material'.
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if (SharedData->SelectedBodies.Num() && SharedData->NoCollisionBodies.Find(BodyIndex) != INDEX_NONE && !SharedData->bRunningSimulation)
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{
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return BoneNoCollisionMaterial;
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}
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else
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{
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return BoneUnselectedMaterial;
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}
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}
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void UPhysicsAssetEditorSkeletalMeshComponent::RefreshBoneTransforms(FActorComponentTickFunction* TickFunction)
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{
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Super::RefreshBoneTransforms(TickFunction);
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// Horrible kludge, but we need to flip the buffer back here as we need to wait on the physics tick group.
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// However UDebugSkelMeshComponent passes NULL to force non-threaded work, which assumes a flip is needed straight away
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if (ShouldBlendPhysicsBones())
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{
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bNeedToFlipSpaceBaseBuffers = true;
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FinalizeBoneTransform();
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bNeedToFlipSpaceBaseBuffers = true;
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}
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}
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void UPhysicsAssetEditorSkeletalMeshComponent::AddImpulseAtLocation(FVector Impulse, FVector Location, FName BoneName)
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{
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if (PreviewInstance != nullptr)
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{
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PreviewInstance->AddImpulseAtLocation(Impulse, Location, BoneName);
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}
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}
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bool UPhysicsAssetEditorSkeletalMeshComponent::ShouldCreatePhysicsState() const
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{
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// @todo(chaos): the main physics scene is not running (and never runs) in the physics editor,
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// and currently this means it will accumulate body create/destroy commands every time
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// we hit "Simulate". Fix this! However, we still need physics state for mouse ray hit detection
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// on the bodies so we can't just avoid creating physics state...
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return Super::ShouldCreatePhysicsState();
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}
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void UPhysicsAssetEditorSkeletalMeshComponent::Grab(FName InBoneName, const FVector& Location, const FRotator& Rotation, bool bRotationConstrained)
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{
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UPhysicsAssetEditorAnimInstance* PhatPreviewInstance = Cast<UPhysicsAssetEditorAnimInstance>(PreviewInstance);
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if (PhatPreviewInstance != nullptr)
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{
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PhatPreviewInstance->Grab(InBoneName, Location, Rotation, bRotationConstrained);
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}
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}
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void UPhysicsAssetEditorSkeletalMeshComponent::Ungrab()
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{
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UPhysicsAssetEditorAnimInstance* PhatPreviewInstance = Cast<UPhysicsAssetEditorAnimInstance>(PreviewInstance);
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if (PhatPreviewInstance != nullptr)
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{
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PhatPreviewInstance->Ungrab();
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}
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}
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void UPhysicsAssetEditorSkeletalMeshComponent::UpdateHandleTransform(const FTransform& NewTransform)
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{
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UPhysicsAssetEditorAnimInstance* PhatPreviewInstance = Cast<UPhysicsAssetEditorAnimInstance>(PreviewInstance);
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if (PhatPreviewInstance != nullptr)
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{
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PhatPreviewInstance->UpdateHandleTransform(NewTransform);
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}
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}
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void UPhysicsAssetEditorSkeletalMeshComponent::UpdateDriveSettings(bool bLinearSoft, float LinearStiffness, float LinearDamping)
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{
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UPhysicsAssetEditorAnimInstance* PhatPreviewInstance = Cast<UPhysicsAssetEditorAnimInstance>(PreviewInstance);
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if (PhatPreviewInstance != nullptr)
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{
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PhatPreviewInstance->UpdateDriveSettings(bLinearSoft, LinearStiffness, LinearDamping);
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}
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}
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void UPhysicsAssetEditorSkeletalMeshComponent::CreateSimulationFloor(FBodyInstance* FloorBodyInstance, const FTransform& Transform)
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{
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UPhysicsAssetEditorAnimInstance* PhatPreviewInstance = Cast<UPhysicsAssetEditorAnimInstance>(PreviewInstance);
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if (PhatPreviewInstance != nullptr)
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{
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PhatPreviewInstance->CreateSimulationFloor(FloorBodyInstance, Transform);
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}
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}
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