Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Private/Physics/CollisionGeometryVisualization.cpp
michael balzer 82ab317af0 MeshModelingToolset: Split plugin into non-experimental and experimental
#jira UETOOL-3823
#rb ryan.schmidt
#preflight 6101fb4b2b002800014f7007

#ROBOMERGE-SOURCE: CL 17003092 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 17003151 by michael balzer in ue5-release-engine-test branch]
2021-07-29 20:08:48 -04:00

121 lines
7.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Physics/CollisionGeometryVisualization.h"
#include "Generators/LineSegmentGenerators.h"
#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
using namespace UE::Geometry;
void UE::PhysicsTools::InitializePreviewGeometryLines(const FPhysicsDataCollection& PhysicsData, UPreviewGeometry* PreviewGeom,
const FColor& LineColor, float LineThickness, float DepthBias, int32 CircleStepResolution)
{
int32 CircleSteps = FMath::Max(4, CircleStepResolution);
FColor SphereColor = LineColor;
FColor BoxColor = LineColor;
FColor ConvexColor = LineColor;
FColor CapsuleColor = LineColor;
const FKAggregateGeom& AggGeom = PhysicsData.AggGeom;
// spheres are draw as 3 orthogonal circles
PreviewGeom->CreateOrUpdateLineSet(TEXT("Spheres"), AggGeom.SphereElems.Num(), [&](int32 Index, TArray<FRenderableLine>& LinesOut)
{
const FKSphereElem& Sphere = AggGeom.SphereElems[Index];
FTransform ElemTransform = Sphere.GetTransform();
ElemTransform.ScaleTranslation(PhysicsData.ExternalScale3D);
UE::Geometry::FTransform3f ElemTransformf(ElemTransform);
float Radius = PhysicsData.ExternalScale3D.GetAbsMin() * Sphere.Radius;
UE::Geometry::GenerateCircleSegments<float>(CircleSteps, Radius, FVector3f::Zero(), FVector3f::UnitX(), FVector3f::UnitY(), ElemTransformf,
[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, SphereColor, LineThickness, DepthBias)); });
UE::Geometry::GenerateCircleSegments<float>(CircleSteps, Radius, FVector3f::Zero(), FVector3f::UnitX(), FVector3f::UnitZ(), ElemTransformf,
[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, SphereColor, LineThickness, DepthBias)); });
UE::Geometry::GenerateCircleSegments<float>(CircleSteps, Radius, FVector3f::Zero(), FVector3f::UnitY(), FVector3f::UnitZ(), ElemTransformf,
[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, SphereColor, LineThickness, DepthBias)); });
});
// boxes are drawn as boxes
PreviewGeom->CreateOrUpdateLineSet(TEXT("Boxes"), AggGeom.BoxElems.Num(), [&](int32 Index, TArray<FRenderableLine>& LinesOut)
{
const FKBoxElem& Box = AggGeom.BoxElems[Index];
FTransform ElemTransform = Box.GetTransform();
ElemTransform.ScaleTranslation(PhysicsData.ExternalScale3D);
UE::Geometry::FTransform3f ElemTransformf(ElemTransform);
FVector3f HalfDimensions(
PhysicsData.ExternalScale3D.X * Box.X * 0.5f,
PhysicsData.ExternalScale3D.Y * Box.Y * 0.5f,
PhysicsData.ExternalScale3D.Z * Box.Z * 0.5f);
UE::Geometry::GenerateBoxSegments<float>(HalfDimensions, FVector3f::Zero(), FVector3f::UnitX(), FVector3f::UnitY(), FVector3f::UnitZ(), ElemTransformf,
[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, BoxColor, LineThickness, DepthBias)); });
});
// capsules are draw as two hemispheres (with 3 intersecting arcs/circles) and connecting lines
PreviewGeom->CreateOrUpdateLineSet(TEXT("Capsules"), AggGeom.SphylElems.Num(), [&](int32 Index, TArray<FRenderableLine>& LinesOut)
{
const FKSphylElem& Capsule = AggGeom.SphylElems[Index];
FTransform ElemTransform = Capsule.GetTransform();
ElemTransform.ScaleTranslation(PhysicsData.ExternalScale3D);
UE::Geometry::FTransform3f ElemTransformf(ElemTransform);
const float HalfLength = Capsule.GetScaledCylinderLength(PhysicsData.ExternalScale3D) * .5f;
const float Radius = Capsule.GetScaledRadius(PhysicsData.ExternalScale3D);
FVector3f Top(0, 0, HalfLength), Bottom(0, 0, -HalfLength);
// top and bottom circles
UE::Geometry::GenerateCircleSegments<float>(CircleSteps, Radius, Top, FVector3f::UnitX(), FVector3f::UnitY(), ElemTransformf,
[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, CapsuleColor, LineThickness, DepthBias)); });
UE::Geometry::GenerateCircleSegments<float>(CircleSteps, Radius, Bottom, FVector3f::UnitX(), FVector3f::UnitY(), ElemTransformf,
[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, CapsuleColor, LineThickness, DepthBias)); });
// top dome
UE::Geometry::GenerateArcSegments<float>(CircleSteps, Radius, 0.0, PI, Top, FVector3f::UnitY(), FVector3f::UnitZ(), ElemTransformf,
[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, CapsuleColor, LineThickness, DepthBias)); });
UE::Geometry::GenerateArcSegments<float>(CircleSteps, Radius, 0.0, PI, Top, FVector3f::UnitX(), FVector3f::UnitZ(), ElemTransformf,
[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, CapsuleColor, LineThickness, DepthBias)); });
// bottom dome
UE::Geometry::GenerateArcSegments<float>(CircleSteps, Radius, 0.0, -PI, Bottom, FVector3f::UnitY(), FVector3f::UnitZ(), ElemTransformf,
[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, CapsuleColor, LineThickness, DepthBias)); });
UE::Geometry::GenerateArcSegments<float>(CircleSteps, Radius, 0.0, -PI, Bottom, FVector3f::UnitX(), FVector3f::UnitZ(), ElemTransformf,
[&](const FVector3f& A, const FVector3f& B) { LinesOut.Add(FRenderableLine((FVector)A, (FVector)B, CapsuleColor, LineThickness, DepthBias)); });
// connecting lines
for (int k = 0; k < 2; ++k)
{
FVector DX = (k < 1) ? FVector(-Radius, 0, 0) : FVector(Radius, 0, 0);
LinesOut.Add(FRenderableLine(
ElemTransform.TransformPosition((FVector)Top + DX),
ElemTransform.TransformPosition((FVector)Bottom + DX), CapsuleColor, LineThickness, DepthBias));
FVector DY = (k < 1) ? FVector(0, -Radius, 0) : FVector(0, Radius, 0);
LinesOut.Add(FRenderableLine(
ElemTransform.TransformPosition((FVector)Top + DY),
ElemTransform.TransformPosition((FVector)Bottom + DY), CapsuleColor, LineThickness, DepthBias));
}
});
// convexes are drawn as mesh edges
PreviewGeom->CreateOrUpdateLineSet(TEXT("Convexes"), AggGeom.ConvexElems.Num(), [&](int32 Index, TArray<FRenderableLine>& LinesOut)
{
const FKConvexElem& Convex = AggGeom.ConvexElems[Index];
FTransform ElemTransform = Convex.GetTransform();
ElemTransform.ScaleTranslation(PhysicsData.ExternalScale3D);
ElemTransform.SetScale3D(PhysicsData.ExternalScale3D);
int32 NumTriangles = Convex.IndexData.Num() / 3;
for (int32 k = 0; k < NumTriangles; ++k)
{
FVector A = ElemTransform.TransformPosition(Convex.VertexData[Convex.IndexData[3 * k]]);
FVector B = ElemTransform.TransformPosition(Convex.VertexData[Convex.IndexData[3 * k + 1]]);
FVector C = ElemTransform.TransformPosition(Convex.VertexData[Convex.IndexData[3 * k + 2]]);
LinesOut.Add(FRenderableLine(A, B, ConvexColor, LineThickness, DepthBias));
LinesOut.Add(FRenderableLine(B, C, ConvexColor, LineThickness, DepthBias));
LinesOut.Add(FRenderableLine(C, A, ConvexColor, LineThickness, DepthBias));
}
});
// Unclear whether we actually use these in the Engine, for UBodySetup? Does not appear to be supported by UxX import system,
// and online documentation suggests they may only be supported for cloth?
ensure(AggGeom.TaperedCapsuleElems.Num() == 0);
}