Files
UnrealEngineUWP/Engine/Source/Developer/CollisionAnalyzer/Private/CollisionAnalyzer.cpp
Fred Kimberley eb2edb9b69 Adding lightweight instances subsystem for gameplay objects.
Lightweight instances allow a low memory representation of objects. Instances can be converted into full actors when necessary. Actors can also be reduced down to light weight instances when the full representation is no longer needed.
Hit results now return a handle that may refer to either an actor or lightweight instance.

#rb Michael.Noland

[CL 14369221 by Fred Kimberley in ue5-main branch]
2020-09-22 15:55:19 -04:00

304 lines
7.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CollisionAnalyzer.h"
#include "HAL/FileManager.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Engine/GameViewportClient.h"
#include "DrawDebugHelpers.h"
#include "SCollisionAnalyzer.h"
#include "CollisionAnalyzerLog.h"
#include "CollisionDebugDrawingPublic.h"
/** Magic value, determining that file is a collision analyzer file. */
#define COLLISION_ANALYZER_MAGIC 0x2DFF34FC
/** Version of collision analyzer. Incremented on serialization changes. */
#define COLLISION_ANALYZER_VERSION 0
/** Util for serializing an FHitResult struct */
void SerializeHitResult(FArchive& Ar, FHitResult& Result)
{
bool bTempBlocking = Result.bBlockingHit;
Ar << bTempBlocking;
Result.bBlockingHit = bTempBlocking;
bool bTempPenetrating = Result.bStartPenetrating;
Ar << bTempPenetrating;
Result.bStartPenetrating = bTempPenetrating;
Ar << Result.Time;
Ar << Result.Distance;
Ar << Result.Location;
Ar << Result.ImpactPoint;
Ar << Result.Normal;
Ar << Result.ImpactNormal;
Ar << Result.TraceStart;
Ar << Result.TraceEnd;
Ar << Result.PenetrationDepth;
Ar << Result.BoneName;
Ar << Result.PhysMaterial;
Ar << Result.HitObjectHandle;
Ar << Result.Component;
Ar << Result.FaceIndex;
}
FArchive& operator << (FArchive& Ar, FCAQuery& Query)
{
Ar << Query.Start;
Ar << Query.End;
Ar << Query.Rot;
Ar << (int32&)Query.Type;
Ar << (int32&)Query.Shape;
Ar << (int32&)Query.Mode;
Ar << Query.Dims;
Ar << (int32&)Query.Channel;
Ar << Query.Params.TraceTag;
Ar << Query.Params.OwnerTag;
bool bTraceAsyncDeprecated = false;
Ar << bTraceAsyncDeprecated;
Ar << Query.Params.bTraceComplex;
Ar << Query.Params.bFindInitialOverlaps;
Ar << Query.Params.bReturnFaceIndex;
Ar << Query.Params.bReturnPhysicalMaterial;
int32 NumResults = 0;
if (Ar.IsLoading())
{
// Load array.
Ar << NumResults;
Query.Results.SetNum(NumResults);
}
else if(Ar.IsSaving())
{
// Save array.
NumResults = Query.Results.Num();
Ar << NumResults;
}
for (int32 i = 0; i < NumResults; i++)
{
SerializeHitResult(Ar, Query.Results[i]);
}
Ar << Query.FrameNum;
Ar << Query.CPUTime;
Ar << Query.ID;
return Ar;
}
//////////////////////////////////////////////////////////////////////////
void FCollisionAnalyzer::CaptureQuery( const FVector& Start,
const FVector& End,
const FQuat& Rot,
ECAQueryType::Type QueryType,
ECAQueryShape::Type QueryShape,
ECAQueryMode::Type QueryMode,
const FVector& Dims,
ECollisionChannel TraceChannel,
const struct FCollisionQueryParams& Params,
const FCollisionResponseParams& ResponseParams,
const FCollisionObjectQueryParams& ObjectParams,
const TArray<FHitResult>& Results,
const TArray<FHitResult>& TouchAllResults,
double CPUTime)
{
if(bIsRecording)
{
int32 NewQueryId = Queries.AddZeroed();
FCAQuery& NewQuery = Queries[NewQueryId];
NewQuery.Start = Start;
NewQuery.End = End;
NewQuery.Rot = Rot;
NewQuery.Type = QueryType;
NewQuery.Shape = QueryShape;
NewQuery.Mode = QueryMode;
NewQuery.Dims = Dims;
NewQuery.Channel = TraceChannel;
NewQuery.Params = Params;
NewQuery.ResponseParams = ResponseParams;
NewQuery.ObjectParams = ObjectParams;
NewQuery.Results = Results;
NewQuery.TouchAllResults = TouchAllResults;
NewQuery.FrameNum = CurrentFrameNum;
NewQuery.CPUTime = CPUTime * 1000.f;
NewQuery.ID = NewQueryId;
QueryAddedEvent.Broadcast();
}
}
TSharedPtr<SWidget> FCollisionAnalyzer::SummonUI()
{
TSharedPtr<SWidget> ReturnWidget;
UE_LOG(LogCollisionAnalyzer, Log, TEXT("Opening CollisionAnalyzer..."));
if( IsInGameThread() )
{
// Make a window
ReturnWidget = SNew(SCollisionAnalyzer, this);
}
else
{
UE_LOG(LogCollisionAnalyzer, Warning, TEXT("FCollisionAnalyzer::DisplayUI: Not in game thread."));
}
return ReturnWidget;
}
bool FCollisionAnalyzer::IsRecording()
{
return bIsRecording;
}
void FCollisionAnalyzer::TickAnalyzer(UWorld* World)
{
if(bIsRecording)
{
// Increment frame number
CurrentFrameNum++;
}
// Draw any queries requested
for(int32 DrawIdx=0; DrawIdx<DrawQueryIndices.Num(); DrawIdx++)
{
int32 QueryIdx = DrawQueryIndices[DrawIdx];
if(QueryIdx < Queries.Num())
{
FCAQuery& DrawQuery = Queries[QueryIdx];
if(DrawQuery.Type == ECAQueryType::Raycast)
{
DrawLineTraces(World, DrawQuery.Start, DrawQuery.End, DrawQuery.Results, 0.f);
}
else if(DrawQuery.Type == ECAQueryType::GeomSweep)
{
if (DrawQuery.Shape == ECAQueryShape::Sphere)
{
DrawSphereSweeps(World, DrawQuery.Start, DrawQuery.End, DrawQuery.Dims.X, DrawQuery.Results, 0.f);
}
else if (DrawQuery.Shape == ECAQueryShape::Box)
{
DrawBoxSweeps(World, DrawQuery.Start, DrawQuery.End, DrawQuery.Dims, DrawQuery.Rot, DrawQuery.Results, 0.f);
}
else if (DrawQuery.Shape == ECAQueryShape::Capsule)
{
DrawCapsuleSweeps(World, DrawQuery.Start, DrawQuery.End, DrawQuery.Dims.Z, DrawQuery.Dims.X, DrawQuery.Rot, DrawQuery.Results, 0.f);
}
}
}
}
// Draw debug box if desired
if(DrawBox.IsValid)
{
DrawDebugBox(World, DrawBox.GetCenter(), DrawBox.GetExtent(), FColor::White);
}
}
void FCollisionAnalyzer::SetIsRecording(bool bNewRecording)
{
if(bNewRecording != bIsRecording)
{
// If starting recording, reset queries and zero frame counter.
if(bNewRecording)
{
Queries.Reset();
DrawQueryIndices.Empty();
CurrentFrameNum = 0;
QueriesChangedEvent.Broadcast();
}
bIsRecording = bNewRecording;
}
}
int32 FCollisionAnalyzer::GetNumFramesOfRecording()
{
return CurrentFrameNum+1;
}
void FCollisionAnalyzer::SaveCollisionProfileData(FString ProfileFileName)
{
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*ProfileFileName);
if(FileWriter != nullptr)
{
FCollisionAnalyzerProxyArchive Ar(*FileWriter);
int32 Magic = COLLISION_ANALYZER_MAGIC;
int32 Version = COLLISION_ANALYZER_VERSION;
Ar << Magic;
Ar << Version;
Ar << Queries;
FileWriter->Close();
delete FileWriter;
FileWriter = NULL;
UE_LOG(LogCollisionAnalyzer, Log, TEXT("Saved collision analyzer data to file '%s'."), *ProfileFileName);
}
else
{
UE_LOG(LogCollisionAnalyzer, Warning, TEXT("Unable to save collision analyzer data to file '%s'."), *ProfileFileName);
}
}
void FCollisionAnalyzer::LoadCollisionProfileData(FString ProfileFileName)
{
FArchive* FileReader = IFileManager::Get().CreateFileReader(*ProfileFileName);
bool bSuccess = false;
if (FileReader != nullptr)
{
FCollisionAnalyzerProxyArchive Ar(*FileReader);
int32 Magic;
Ar << Magic;
if(Magic == COLLISION_ANALYZER_MAGIC)
{
int32 Version;
Ar << Version;
if(Version == COLLISION_ANALYZER_VERSION)
{
// First clear old data
Queries.Reset();
DrawQueryIndices.Empty();
CurrentFrameNum = 0;
// Load data from file
Ar << Queries;
// Invoke event that data has changed
QueriesChangedEvent.Broadcast();
UE_LOG(LogCollisionAnalyzer, Log, TEXT("Loaded collision analyzer data from file '%s'."), *ProfileFileName);
bSuccess = true;
}
}
// Close file
FileReader->Close();
delete FileReader;
FileReader = NULL;
}
if(!bSuccess)
{
UE_LOG(LogCollisionAnalyzer, Warning, TEXT("Unable to load collision analyzer data from file '%s'."), *ProfileFileName);
}
}