Files
UnrealEngineUWP/Engine/Source/Runtime/PhysicsCore/Public/SQCapture.h
Benn Gallagher 8757cb3641 Physics interface cleanup.
* 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]
2022-06-01 06:59:18 -04:00

101 lines
3.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "PhysicsInterfaceDeclaresCore.h"
#include "CoreMinimal.h"
#include "ChaosSQTypes.h"
#include "PhysicsInterfaceWrapperShared.h"
#include "PhysXPublicCore.h"
#include "PhysicsInterfaceDeclaresCore.h"
#include "PhysXInterfaceWrapperCore.h"
#include "CollisionQueryFilterCallbackCore.h"
#include "ChaosInterfaceWrapperCore.h"
#include "Chaos/PBDRigidsEvolutionFwd.h"
class FPhysTestSerializer;
namespace ChaosInterface
{
struct FSweepHit;
struct FRaycastHit;
struct FOverlapHit;
}
namespace Chaos
{
class FChaosArchive;
}
//Allows us to capture a scene query with either physx or chaos and then load it into either format for testing purposes
struct PHYSICSCORE_API FSQCapture
{
~FSQCapture();
FSQCapture(const FSQCapture&) = delete;
FSQCapture& operator=(const FSQCapture&) = delete;
enum class ESQType : uint8
{
Raycast,
Sweep,
Overlap
} SQType;
void StartCaptureChaosSweep(const Chaos::FPBDRigidsEvolution& Evolution, const Chaos::FImplicitObject& InQueryGeom, const FTransform& InStartTM, const FVector& InDir, float InDeltaMag, FHitFlags InOutputFlags, const FQueryFilterData& QueryFilter, const FCollisionFilterData& FilterData, ICollisionQueryFilterCallbackBase& Callback);
void EndCaptureChaosSweep(const ChaosInterface::FSQHitBuffer<ChaosInterface::FSweepHit>& Results);
void StartCaptureChaosRaycast(const Chaos::FPBDRigidsEvolution& Evolution, const FVector& InStartPoint, const FVector& InDir, float InDeltaMag, FHitFlags InOutputFlags, const FQueryFilterData& QueryFilter, const FCollisionFilterData& FilterData, ICollisionQueryFilterCallbackBase& Callback);
void EndCaptureChaosRaycast(const ChaosInterface::FSQHitBuffer<ChaosInterface::FRaycastHit>& Results);
void StartCaptureChaosOverlap(const Chaos::FPBDRigidsEvolution& Evolution, const Chaos::FImplicitObject& InQueryGeom, const FTransform& InStartTM, const FQueryFilterData& QueryFilter, const FCollisionFilterData& FilterData, ICollisionQueryFilterCallbackBase& Callback);
void EndCaptureChaosOverlap(const ChaosInterface::FSQHitBuffer<ChaosInterface::FOverlapHit>& Results);
ECollisionQueryHitType GetFilterResult(const Chaos::FPerShapeData* Shape, const Chaos::FGeometryParticle* Actor) const;
FVector Dir;
FTransform StartTM; //only valid if overlap or sweep
FVector StartPoint; //only valid if raycast
float DeltaMag;
FHitFlags OutputFlags;
FQueryFilterData QueryFilterData;
TUniquePtr<ICollisionQueryFilterCallbackBase> FilterCallback;
TUniquePtr<Chaos::FImplicitObject> ChaosOwnerObject; //should be private, do not access directly
const Chaos::FImplicitObject* ChaosGeometry;
TUniquePtr<Chaos::FImplicitObject> SerializableChaosGeometry;
ChaosInterface::FSQHitBuffer<ChaosInterface::FSweepHit> ChaosSweepBuffer;
TArray<ChaosInterface::FSweepHit> ChaosSweepTouches;
ChaosInterface::FSQHitBuffer<ChaosInterface::FRaycastHit> ChaosRaycastBuffer;
TArray<ChaosInterface::FRaycastHit> ChaosRaycastTouches;
ChaosInterface::FSQHitBuffer<ChaosInterface::FOverlapHit> ChaosOverlapBuffer;
TArray<ChaosInterface::FOverlapHit> ChaosOverlapTouches;
private:
FSQCapture(FPhysTestSerializer& OwningPhysSerializer); //This should be created by PhysTestSerializer
void Serialize(Chaos::FChaosArchive& Ar);
friend FPhysTestSerializer;
TArray<uint8> GeomData;
TArray<uint8> HitData;
FPhysTestSerializer& PhysSerializer;
void CaptureChaosFilterResults(const Chaos::FPBDRigidsEvolution& Evolution, const FCollisionFilterData& FilterData, ICollisionQueryFilterCallbackBase& Callback);
TMap<Chaos::FGeometryParticle*, TArray<TPair<Chaos::FPerShapeData*, ECollisionQueryHitType>>> ChaosActorToShapeHitsArray;
template <typename THit>
void SerializeChaosBuffers(Chaos::FChaosArchive& Ar, int32 Version, ChaosInterface::FSQHitBuffer<THit>& ChaosBuffer);
void SerializeChaosActorToShapeHitsArray(Chaos::FChaosArchive& Ar);
bool bDiskDataIsChaos;
bool bChaosDataReady;
bool bPhysXDataReady;
};