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#rb jimmy.andrews #preflight 62952aa7e61254772f6b4b5e [CL 20432875 by tyson brochu in ue5-main branch]
186 lines
9.2 KiB
C++
186 lines
9.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Physics/CollisionGeometryVisualization.h"
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#include "Generators/LineSegmentGenerators.h"
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#include "Util/ColorConstants.h"
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#include "Chaos/Levelset.h"
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using namespace UE::Geometry;
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void UE::PhysicsTools::InitializePreviewGeometryLines(const FPhysicsDataCollection& PhysicsData, UPreviewGeometry* PreviewGeom,
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const FColor& LineColor, float LineThickness, float DepthBias, int32 CircleStepResolution, bool bRandomColors)
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{
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int32 CircleSteps = FMath::Max(4, CircleStepResolution);
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FColor SphereColor = LineColor;
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FColor BoxColor = LineColor;
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FColor ConvexColor = LineColor;
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FColor LevelSetColor = LineColor;
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FColor CapsuleColor = LineColor;
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int32 OverrideColorIdx = 0;
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auto GetNextColor = [&OverrideColorIdx, bRandomColors](FColor DefaultColor)
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{
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if (bRandomColors)
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{
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return LinearColors::SelectFColor(OverrideColorIdx++);
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}
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return DefaultColor;
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};
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const FKAggregateGeom& AggGeom = PhysicsData.AggGeom;
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// spheres are draw as 3 orthogonal circles
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for (int32 Index = 0; Index < AggGeom.SphereElems.Num(); Index++)
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{
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PreviewGeom->CreateOrUpdateLineSet(FString::Printf(TEXT("Spheres %d"), Index), 1, [&](int32 UnusedIndex, TArray<FRenderableLine>& LinesOut)
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{
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FColor Color = GetNextColor(SphereColor);
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const FKSphereElem& Sphere = AggGeom.SphereElems[Index];
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FTransform ElemTransform = Sphere.GetTransform();
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ElemTransform.ScaleTranslation(PhysicsData.ExternalScale3D);
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FTransformSRT3f ElemTransformf(ElemTransform);
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float Radius = PhysicsData.ExternalScale3D.GetAbsMin() * Sphere.Radius;
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UE::Geometry::GenerateCircleSegments<float>(CircleSteps, Radius, FVector3f::Zero(), FVector3f::UnitX(), FVector3f::UnitY(), ElemTransformf,
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[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, Color, LineThickness, DepthBias)); });
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UE::Geometry::GenerateCircleSegments<float>(CircleSteps, Radius, FVector3f::Zero(), FVector3f::UnitX(), FVector3f::UnitZ(), ElemTransformf,
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[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, Color, LineThickness, DepthBias)); });
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UE::Geometry::GenerateCircleSegments<float>(CircleSteps, Radius, FVector3f::Zero(), FVector3f::UnitY(), FVector3f::UnitZ(), ElemTransformf,
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[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, Color, LineThickness, DepthBias)); });
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});
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}
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// boxes are drawn as boxes
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for (int32 Index = 0; Index < AggGeom.BoxElems.Num(); Index++)
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{
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PreviewGeom->CreateOrUpdateLineSet(FString::Printf(TEXT("Boxes %d"), Index), 1, [&](int32 UnusedIndex, TArray<FRenderableLine>& LinesOut)
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{
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FColor Color = GetNextColor(BoxColor);
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const FKBoxElem& Box = AggGeom.BoxElems[Index];
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FTransform ElemTransform = Box.GetTransform();
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ElemTransform.ScaleTranslation(PhysicsData.ExternalScale3D);
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FTransformSRT3f ElemTransformf(ElemTransform);
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FVector3f HalfDimensions(
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PhysicsData.ExternalScale3D.X * Box.X * 0.5f,
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PhysicsData.ExternalScale3D.Y * Box.Y * 0.5f,
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PhysicsData.ExternalScale3D.Z * Box.Z * 0.5f);
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UE::Geometry::GenerateBoxSegments<float>(HalfDimensions, FVector3f::Zero(), FVector3f::UnitX(), FVector3f::UnitY(), FVector3f::UnitZ(), ElemTransformf,
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[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, Color, LineThickness, DepthBias)); });
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});
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}
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// capsules are draw as two hemispheres (with 3 intersecting arcs/circles) and connecting lines
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for (int32 Index = 0; Index < AggGeom.SphylElems.Num(); Index++)
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{
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PreviewGeom->CreateOrUpdateLineSet(FString::Printf(TEXT("Capsules %d"), Index), 1, [&](int32 UnusedIndex, TArray<FRenderableLine>& LinesOut)
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{
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FColor Color = GetNextColor(CapsuleColor);
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const FKSphylElem& Capsule = AggGeom.SphylElems[Index];
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FTransform ElemTransform = Capsule.GetTransform();
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ElemTransform.ScaleTranslation(PhysicsData.ExternalScale3D);
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FTransformSRT3f ElemTransformf(ElemTransform);
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const float HalfLength = Capsule.GetScaledCylinderLength(PhysicsData.ExternalScale3D) * .5f;
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const float Radius = Capsule.GetScaledRadius(PhysicsData.ExternalScale3D);
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FVector3f Top(0, 0, HalfLength), Bottom(0, 0, -HalfLength);
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// top and bottom circles
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UE::Geometry::GenerateCircleSegments<float>(CircleSteps, Radius, Top, FVector3f::UnitX(), FVector3f::UnitY(), ElemTransformf,
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[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, Color, LineThickness, DepthBias)); });
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UE::Geometry::GenerateCircleSegments<float>(CircleSteps, Radius, Bottom, FVector3f::UnitX(), FVector3f::UnitY(), ElemTransformf,
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[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, Color, LineThickness, DepthBias)); });
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// top dome
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UE::Geometry::GenerateArcSegments<float>(CircleSteps, Radius, 0.0, PI, Top, FVector3f::UnitY(), FVector3f::UnitZ(), ElemTransformf,
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[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, Color, LineThickness, DepthBias)); });
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UE::Geometry::GenerateArcSegments<float>(CircleSteps, Radius, 0.0, PI, Top, FVector3f::UnitX(), FVector3f::UnitZ(), ElemTransformf,
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[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, Color, LineThickness, DepthBias)); });
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// bottom dome
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UE::Geometry::GenerateArcSegments<float>(CircleSteps, Radius, 0.0, -PI, Bottom, FVector3f::UnitY(), FVector3f::UnitZ(), ElemTransformf,
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[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, Color, LineThickness, DepthBias)); });
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UE::Geometry::GenerateArcSegments<float>(CircleSteps, Radius, 0.0, -PI, Bottom, FVector3f::UnitX(), FVector3f::UnitZ(), ElemTransformf,
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[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, Color, LineThickness, DepthBias)); });
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// connecting lines
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for (int k = 0; k < 2; ++k)
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{
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FVector DX = (k < 1) ? FVector(-Radius, 0, 0) : FVector(Radius, 0, 0);
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LinesOut.Add(FRenderableLine(
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ElemTransform.TransformPosition((FVector)Top + DX),
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ElemTransform.TransformPosition((FVector)Bottom + DX), Color, LineThickness, DepthBias));
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FVector DY = (k < 1) ? FVector(0, -Radius, 0) : FVector(0, Radius, 0);
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LinesOut.Add(FRenderableLine(
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ElemTransform.TransformPosition((FVector)Top + DY),
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ElemTransform.TransformPosition((FVector)Bottom + DY), Color, LineThickness, DepthBias));
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}
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});
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}
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// convexes are drawn as mesh edges
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for (int32 Index = 0; Index < AggGeom.ConvexElems.Num(); Index++)
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{
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PreviewGeom->CreateOrUpdateLineSet(FString::Printf(TEXT("Convex %d"), Index), 1, [&](int32 UnusedIndex, TArray<FRenderableLine>& LinesOut)
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{
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FColor Color = GetNextColor(ConvexColor);
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const FKConvexElem& Convex = AggGeom.ConvexElems[Index];
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FTransform ElemTransform = Convex.GetTransform();
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ElemTransform.ScaleTranslation(PhysicsData.ExternalScale3D);
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ElemTransform.SetScale3D(PhysicsData.ExternalScale3D);
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int32 NumTriangles = Convex.IndexData.Num() / 3;
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for (int32 k = 0; k < NumTriangles; ++k)
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{
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FVector A = ElemTransform.TransformPosition(Convex.VertexData[Convex.IndexData[3 * k]]);
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FVector B = ElemTransform.TransformPosition(Convex.VertexData[Convex.IndexData[3 * k + 1]]);
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FVector C = ElemTransform.TransformPosition(Convex.VertexData[Convex.IndexData[3 * k + 2]]);
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LinesOut.Add(FRenderableLine(A, B, Color, LineThickness, DepthBias));
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LinesOut.Add(FRenderableLine(B, C, Color, LineThickness, DepthBias));
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LinesOut.Add(FRenderableLine(C, A, Color, LineThickness, DepthBias));
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}
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});
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}
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// for Level Sets draw the grid cells where phi < 0
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for (int32 Index = 0; Index < AggGeom.LevelSetElems.Num(); Index++)
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{
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PreviewGeom->CreateOrUpdateLineSet(FString::Printf(TEXT("Level Set %d"), Index), 1, [&](int32 UnusedIndex, TArray<FRenderableLine>& LinesOut)
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{
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const FColor Color = GetNextColor(LevelSetColor);
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const FKLevelSetElem& LevelSet = AggGeom.LevelSetElems[Index];
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FTransform ElemTransform = LevelSet.GetTransform();
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ElemTransform.ScaleTranslation(PhysicsData.ExternalScale3D);
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ElemTransform.MultiplyScale3D(PhysicsData.ExternalScale3D);
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auto GenerateBoxSegmentsFromFBox = [&](const FBox& Box)
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{
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const FVector3d Center = Box.GetCenter();
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const FVector3d HalfDimensions = 0.5 * (Box.Max - Box.Min);
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UE::Geometry::GenerateBoxSegments<double>(HalfDimensions, Center, FVector3d::UnitX(), FVector3d::UnitY(), FVector3d::UnitZ(), ElemTransform,
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[&](const FVector3d& A, const FVector3d& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, Color, LineThickness, DepthBias)); });
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};
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const FBox TotalGridBox = LevelSet.UntransformedAABB();
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GenerateBoxSegmentsFromFBox(TotalGridBox);
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TArray<FBox> CellBoxes;
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const double Threshold = UE_KINDA_SMALL_NUMBER; // allow slightly greater than zero for visualization purposes
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LevelSet.GetInteriorGridCells(CellBoxes, Threshold);
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for (const FBox& CellBox : CellBoxes)
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{
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GenerateBoxSegmentsFromFBox(CellBox);
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}
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});
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}
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// Unclear whether we actually use these in the Engine, for UBodySetup? Does not appear to be supported by UxX import system,
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// and online documentation suggests they may only be supported for cloth?
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ensure(AggGeom.TaperedCapsuleElems.Num() == 0);
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} |