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