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[REVIEW] Michael.Lentine #ROBOMERGE-SOURCE: CL 12925054 via CL 12925068 via CL 12925072 via CL 12925074 via CL 12925085 #ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288) [CL 12925097 by ori cohen in Main branch]
173 lines
7.0 KiB
C++
173 lines
7.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "PhysicsInterfaceDeclaresCore.h"
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#include "CoreMinimal.h"
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#include "ChaosSQTypes.h"
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#include "PhysicsInterfaceWrapperShared.h"
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#include "PhysXPublicCore.h"
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#include "PhysicsInterfaceDeclaresCore.h"
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#include "PhysXInterfaceWrapperCore.h"
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#include "CollisionQueryFilterCallbackCore.h"
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#include "ChaosInterfaceWrapperCore.h"
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#include "Chaos/PBDRigidsEvolutionFwd.h"
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class FPhysTestSerializer;
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namespace ChaosInterface
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{
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struct FSweepHit;
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struct FRaycastHit;
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struct FOverlapHit;
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}
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namespace Chaos
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{
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class FChaosArchive;
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}
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//Allows us to capture a scene query with either physx or chaos and then load it into either format for testing purposes
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struct PHYSICSCORE_API FSQCapture
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{
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~FSQCapture();
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FSQCapture(const FSQCapture&) = delete;
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FSQCapture& operator=(const FSQCapture&) = delete;
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enum class ESQType : uint8
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{
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Raycast,
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Sweep,
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Overlap
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} SQType;
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#if PHYSICS_INTERFACE_PHYSX
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void StartCapturePhysXSweep(const PxScene& Scene, const PxGeometry& InQueryGeom, const FTransform& InStartTM, const FVector& InDir, float InDeltaMag, FHitFlags InOutputFlags, const FQueryFilterData& QueryFilter, const FCollisionFilterData& FilterData, ICollisionQueryFilterCallbackBase& Callback);
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void EndCapturePhysXSweep(const PxHitCallback<PxSweepHit>& Results);
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void StartCapturePhysXRaycast(const PxScene& Scene, const FVector& InStartPoint, const FVector& InDir, float InDeltaMag, FHitFlags InOutputFlags, const FQueryFilterData& QueryFilter, const FCollisionFilterData& FilterData, ICollisionQueryFilterCallbackBase& Callback);
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void EndCapturePhysXRaycast(const PxHitCallback<PxRaycastHit>& Results);
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void StartCapturePhysXOverlap(const PxScene& Scene, const PxGeometry& InQueryGeom, const FTransform& WorldTM, const FQueryFilterData& QueryFilter, const FCollisionFilterData& FilterData, ICollisionQueryFilterCallbackBase& Callback);
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void EndCapturePhysXOverlap(const PxHitCallback<PxOverlapHit>& Results);
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#endif
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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);
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void EndCaptureChaosSweep(const ChaosInterface::FSQHitBuffer<ChaosInterface::FSweepHit>& Results);
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void StartCaptureChaosRaycast(const Chaos::FPBDRigidsEvolution& Evolution, const FVector& InStartPoint, const FVector& InDir, float InDeltaMag, FHitFlags InOutputFlags, const FQueryFilterData& QueryFilter, const FCollisionFilterData& FilterData, ICollisionQueryFilterCallbackBase& Callback);
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void EndCaptureChaosRaycast(const ChaosInterface::FSQHitBuffer<ChaosInterface::FRaycastHit>& Results);
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void StartCaptureChaosOverlap(const Chaos::FPBDRigidsEvolution& Evolution, const Chaos::FImplicitObject& InQueryGeom, const FTransform& InStartTM, const FQueryFilterData& QueryFilter, const FCollisionFilterData& FilterData, ICollisionQueryFilterCallbackBase& Callback);
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void EndCaptureChaosOverlap(const ChaosInterface::FSQHitBuffer<ChaosInterface::FOverlapHit>& Results);
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ECollisionQueryHitType GetFilterResult(const Chaos::FPerShapeData* Shape, const Chaos::TGeometryParticle<float,3>* Actor) const;
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#if PHYSICS_INTERFACE_PHYSX
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ECollisionQueryHitType GetFilterResult(const physx::PxShape* Shape, const physx::PxActor* Actor) const;
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#endif
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FVector Dir;
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FTransform StartTM; //only valid if overlap or sweep
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FVector StartPoint; //only valid if raycast
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float DeltaMag;
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FHitFlags OutputFlags;
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FQueryFilterData QueryFilterData;
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TUniquePtr<ICollisionQueryFilterCallbackBase> FilterCallback;
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#if PHYSICS_INTERFACE_PHYSX
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PhysXInterface::FDynamicHitBuffer<PxSweepHit> PhysXSweepBuffer;
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PhysXInterface::FDynamicHitBuffer<PxRaycastHit> PhysXRaycastBuffer;
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PhysXInterface::FDynamicHitBuffer<PxOverlapHit> PhysXOverlapBuffer;
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PxGeometryHolder PhysXGeometry;
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#endif
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TUniquePtr<Chaos::FImplicitObject> ChaosOwnerObject; //should be private, do not access directly
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const Chaos::FImplicitObject* ChaosGeometry;
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TUniquePtr<Chaos::FImplicitObject> SerializableChaosGeometry;
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#if WITH_CHAOS
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//for now just use physx hit buffer
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ChaosInterface::FSQHitBuffer<ChaosInterface::FSweepHit> ChaosSweepBuffer;
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TArray<ChaosInterface::FSweepHit> ChaosSweepTouches;
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ChaosInterface::FSQHitBuffer<ChaosInterface::FRaycastHit> ChaosRaycastBuffer;
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TArray<ChaosInterface::FRaycastHit> ChaosRaycastTouches;
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ChaosInterface::FSQHitBuffer<ChaosInterface::FOverlapHit> ChaosOverlapBuffer;
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TArray<ChaosInterface::FOverlapHit> ChaosOverlapTouches;
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#endif
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private:
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FSQCapture(FPhysTestSerializer& OwningPhysSerializer); //This should be created by PhysTestSerializer
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void Serialize(Chaos::FChaosArchive& Ar);
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#if PHYSICS_INTERFACE_PHYSX
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void SerializeActorToShapeHitsArray(FArchive& Ar);
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#endif
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friend FPhysTestSerializer;
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TArray<uint8> GeomData;
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TArray<uint8> HitData;
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#if 0
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void CreateChaosDataFromPhysX();
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void CreateChaosFilterResults();
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#endif
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#if PHYSICS_INTERFACE_PHYSX
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static constexpr uint64 ShapeCollectionID = 1;
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void CapturePhysXFilterResults(const PxScene& Scene, const FCollisionFilterData& FilterData, ICollisionQueryFilterCallbackBase& Callback);
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void CreatePhysXData();
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void SetPhysXGeometryData(const PxGeometry& Geometry);
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physx::PxActor* GetTransientActor(physx::PxActor* Actor) const;
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physx::PxShape* GetTransientShape(physx::PxShape* Shape) const;
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void SerializePhysXHitType(FArchive& Ar, PxOverlapHit& Hit);
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template <typename T>
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void SerializePhysXHitType(FArchive& Ar, T& Hit);
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template <typename THit>
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void SerializePhysXBuffers(FArchive& Ar, int32 Version, PhysXInterface::FDynamicHitBuffer<THit>& PhysXBuffer);
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struct FPhysXSerializerData
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{
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FPhysXSerializerData(int32 NumBytes);
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~FPhysXSerializerData();
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void* Data;
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physx::PxShape* Shape; //holder for geometry so we can serialize it out in a collection
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physx::PxCollection* Collection;
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physx::PxSerializationRegistry* Registry;
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};
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TUniquePtr<FPhysXSerializerData> AlignedDataHelper;
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TMap<physx::PxActor*, TArray<TPair<physx::PxShape*, ECollisionQueryHitType>>> PxActorToShapeHitsArray;
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//only valid during capture when serializing out runtime structures that already use non transient data
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TMap<physx::PxActor*, physx::PxActor*> NonTransientToTransientActors;
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TMap<physx::PxShape*, physx::PxShape*> NonTransientToTransientShapes;
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#endif
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FPhysTestSerializer& PhysSerializer;
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void CaptureChaosFilterResults(const Chaos::FPBDRigidsEvolution& Evolution, const FCollisionFilterData& FilterData, ICollisionQueryFilterCallbackBase& Callback);
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TMap<Chaos::TGeometryParticle<float,3>*, TArray<TPair<Chaos::FPerShapeData*, ECollisionQueryHitType>>> ChaosActorToShapeHitsArray;
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template <typename THit>
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void SerializeChaosBuffers(Chaos::FChaosArchive& Ar, int32 Version, ChaosInterface::FSQHitBuffer<THit>& ChaosBuffer);
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void SerializeChaosActorToShapeHitsArray(Chaos::FChaosArchive& Ar);
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bool bDiskDataIsChaos;
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bool bChaosDataReady;
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bool bPhysXDataReady;
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};
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