Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_RigidBody.cpp
evgenii babinets ea2b43fcf0 Fixing CIS warning for AnimNode_RigidBody and initializing it to default.
#rb jordan.cristiano

#ROBOMERGE-AUTHOR: evgenii.babinets
#ROBOMERGE-SOURCE: CL 19483684 via CL 19484981 via CL 19486898 via CL 19496784 via CL 19497168
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v936-19480137)

[CL 19498484 by evgenii babinets in ue5-main branch]
2022-03-24 13:30:10 -04:00

1849 lines
72 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BoneControllers/AnimNode_RigidBody.h"
#include "AnimationRuntime.h"
#include "Animation/AnimInstanceProxy.h"
#include "HAL/Event.h"
#include "HAL/LowLevelMemTracker.h"
#include "PhysicsEngine/BodySetup.h"
#include "PhysicsEngine/PhysicsAsset.h"
#include "PhysicsEngine/PhysicsConstraintTemplate.h"
#include "GameFramework/PawnMovementComponent.h"
#include "Physics/PhysicsInterfaceCore.h"
#include "Physics/ImmediatePhysics/ImmediatePhysicsActorHandle.h"
#include "Physics/ImmediatePhysics/ImmediatePhysicsSimulation.h"
#include "Physics/ImmediatePhysics/ImmediatePhysicsStats.h"
#include "PhysicsField/PhysicsFieldComponent.h"
#include "PhysicsEngine/PhysicsSettings.h"
#include "Logging/MessageLog.h"
#include "Logging/LogMacros.h"
LLM_DEFINE_TAG(Animation_RigidBody);
//PRAGMA_DISABLE_OPTIMIZATION
/////////////////////////////////////////////////////
// FAnimNode_RigidBody
#define LOCTEXT_NAMESPACE "ImmediatePhysics"
DEFINE_STAT(STAT_RigidBodyNodeInitTime);
CSV_DECLARE_CATEGORY_MODULE_EXTERN(ENGINE_API, Animation);
#if UE_BUILD_SHIPPING || UE_BUILD_TEST
DECLARE_LOG_CATEGORY_EXTERN(LogRBAN, Log, Warning);
#else
DECLARE_LOG_CATEGORY_EXTERN(LogRBAN, Log, All);
#endif
DEFINE_LOG_CATEGORY(LogRBAN);
TAutoConsoleVariable<int32> CVarEnableRigidBodyNode(TEXT("p.RigidBodyNode"), 1, TEXT("Enables/disables the whole rigid body node system. When disabled, avoids all allocations and runtime costs. Can be used to disable RB Nodes on low-end platforms."), ECVF_Default);
TAutoConsoleVariable<int32> CVarEnableRigidBodyNodeSimulation(TEXT("p.RigidBodyNode.EnableSimulation"), 1, TEXT("Runtime Enable/Disable RB Node Simulation for debugging and testing (node is initialized and bodies and constraints are created, even when disabled.)"), ECVF_Default);
TAutoConsoleVariable<int32> CVarRigidBodyLODThreshold(TEXT("p.RigidBodyLODThreshold"), -1, TEXT("Max LOD that rigid body node is allowed to run on. Provides a global threshold that overrides per-node the LODThreshold property. -1 means no override."), ECVF_Scalability);
int32 RBAN_MaxSubSteps = 4;
bool bRBAN_EnableTimeBasedReset = true;
bool bRBAN_EnableComponentAcceleration = true;
int32 RBAN_WorldObjectExpiry = 4;
FAutoConsoleVariableRef CVarRigidBodyNodeMaxSteps(TEXT("p.RigidBodyNode.MaxSubSteps"), RBAN_MaxSubSteps, TEXT("Set the maximum number of simulation steps in the update loop"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeEnableTimeBasedReset(TEXT("p.RigidBodyNode.EnableTimeBasedReset"), bRBAN_EnableTimeBasedReset, TEXT("If true, Rigid Body nodes are reset when they have not been updated for a while (default true)"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeEnableComponentAcceleration(TEXT("p.RigidBodyNode.EnableComponentAcceleration"), bRBAN_EnableComponentAcceleration, TEXT("Enable/Disable the simple acceleration transfer system for component- or bone-space simulation"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeWorldObjectExpiry(TEXT("p.RigidBodyNode.WorldObjectExpiry"), RBAN_WorldObjectExpiry, TEXT("World objects are removed from the simulation if not detected after this many tests"), ECVF_Default);
// FSimSpaceSettings forced overrides for testing
bool bRBAN_SimSpace_EnableOverride = false;
FSimSpaceSettings RBAN_SimSpaceOverride;
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceOverride(TEXT("p.RigidBodyNode.Space.Override"), bRBAN_SimSpace_EnableOverride, TEXT("Force-enable the advanced simulation space movement forces"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceMasterAlpha(TEXT("p.RigidBodyNode.Space.MasterAlpha"), RBAN_SimSpaceOverride.MasterAlpha, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceVelScaleZ(TEXT("p.RigidBodyNode.Space.VelocityScaleZ"), RBAN_SimSpaceOverride.VelocityScaleZ, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceMaxCompLinVel(TEXT("p.RigidBodyNode.Space.MaxLinearVelocity"), RBAN_SimSpaceOverride.MaxLinearVelocity, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceMaxCompAngVel(TEXT("p.RigidBodyNode.Space.MaxAngularVelocity"), RBAN_SimSpaceOverride.MaxAngularVelocity, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceMaxCompLinAcc(TEXT("p.RigidBodyNode.Space.MaxLinearAcceleration"), RBAN_SimSpaceOverride.MaxLinearAcceleration, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceMaxCompAngAcc(TEXT("p.RigidBodyNode.Space.MaxAngularAcceleration"), RBAN_SimSpaceOverride.MaxAngularAcceleration, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
// LWC_TODO: Double support for console variables
#if 0
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceExternalLinearDragX(TEXT("p.RigidBodyNode.Space.ExternalLinearDrag.X"), RBAN_SimSpaceOverride.ExternalLinearDragV.X, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceExternalLinearDragY(TEXT("p.RigidBodyNode.Space.ExternalLinearDrag.Y"), RBAN_SimSpaceOverride.ExternalLinearDragV.Y, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceExternalLinearDragZ(TEXT("p.RigidBodyNode.Space.ExternalLinearDrag.Z"), RBAN_SimSpaceOverride.ExternalLinearDragV.Z, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceExternalLinearVelocityX(TEXT("p.RigidBodyNode.Space.ExternalLinearVelocity.X"), RBAN_SimSpaceOverride.ExternalLinearVelocity.X, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceExternalLinearVelocityY(TEXT("p.RigidBodyNode.Space.ExternalLinearVelocity.Y"), RBAN_SimSpaceOverride.ExternalLinearVelocity.Y, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
FAutoConsoleVariableRef CVarRigidBodyNodeSpaceExternalLinearVelocityZ(TEXT("p.RigidBodyNode.Space.ExternalLinearVelocity.Z"), RBAN_SimSpaceOverride.ExternalLinearVelocity.Z, TEXT("RBAN SimSpaceSettings overrides"), ECVF_Default);
#endif
bool bRBAN_DeferredSimulationDefault = false;
FAutoConsoleVariableRef CVarRigidBodyNodeDeferredSimulationDefault(
TEXT("p.RigidBodyNode.DeferredSimulationDefault"),
bRBAN_DeferredSimulationDefault,
TEXT("Whether rigid body simulations are deferred one frame for assets that don't opt into a specific simulation timing"),
ECVF_Default);
bool bRBAN_DebugDraw = false;
FAutoConsoleVariableRef CVarRigidBodyNodeDebugDraw(TEXT("p.RigidBodyNode.DebugDraw"), bRBAN_DebugDraw, TEXT("Whether to debug draw the rigid body simulation state. Requires p.Chaos.DebugDraw.Enabled 1 to function as well."), ECVF_Default);
// Array of priorities that can be indexed into with CVars, since task priorities cannot be set from scalability .ini
static UE::Tasks::ETaskPriority GRigidBodyNodeTaskPriorities[] =
{
UE::Tasks::ETaskPriority::High,
UE::Tasks::ETaskPriority::Normal,
UE::Tasks::ETaskPriority::BackgroundHigh,
UE::Tasks::ETaskPriority::BackgroundNormal,
UE::Tasks::ETaskPriority::BackgroundLow
};
static int32 GRigidBodyNodeSimulationTaskPriority = 0;
FAutoConsoleVariableRef CVarRigidBodyNodeSimulationTaskPriority(
TEXT("p.RigidBodyNode.TaskPriority.Simulation"),
GRigidBodyNodeSimulationTaskPriority,
TEXT("Task priority for running the rigid body node simulation task (0 = foreground/high, 1 = foreground/normal, 2 = background/high, 3 = background/normal, 4 = background/low)."),
ECVF_Default
);
FSimSpaceSettings::FSimSpaceSettings()
: MasterAlpha(0)
, VelocityScaleZ(1)
, MaxLinearVelocity(10000)
, MaxAngularVelocity(10000)
, MaxLinearAcceleration(10000)
, MaxAngularAcceleration(10000)
, ExternalLinearDrag_DEPRECATED(0)
, ExternalLinearDragV(FVector::ZeroVector)
, ExternalLinearVelocity(FVector::ZeroVector)
, ExternalAngularVelocity(FVector::ZeroVector)
{
}
void FSimSpaceSettings::PostSerialize(const FArchive& Ar)
{
if (Ar.IsLoading())
{
if (ExternalLinearDrag_DEPRECATED != 0.0f)
{
ExternalLinearDragV = FVector(ExternalLinearDrag_DEPRECATED, ExternalLinearDrag_DEPRECATED, ExternalLinearDrag_DEPRECATED);
}
}
}
FAnimNode_RigidBody::FAnimNode_RigidBody()
: OverridePhysicsAsset(nullptr)
, PreviousCompWorldSpaceTM()
, CurrentTransform()
, PreviousTransform()
, UsePhysicsAsset(nullptr)
, OverrideWorldGravity(0.0f)
, ExternalForce(0.0f)
, ComponentLinearAccScale(0.0f)
, ComponentLinearVelScale(0.0f)
, ComponentAppliedLinearAccClamp(10000.0f)
, SimSpaceSettings()
, CachedBoundsScale(1.2f)
, BaseBoneRef()
, OverlapChannel(ECC_WorldStatic)
, SimulationSpace(ESimulationSpace::ComponentSpace)
, bForceDisableCollisionBetweenConstraintBodies(false)
, ResetSimulatedTeleportType(ETeleportType::None)
, bEnableWorldGeometry(false)
, bOverrideWorldGravity(false)
, bTransferBoneVelocities(false)
, bFreezeIncomingPoseOnStart(false)
, bClampLinearTranslationLimitToRefPose(false)
, WorldSpaceMinimumScale(0.01f)
, EvaluationResetTime(0.01f)
, bEnabled(false)
, bSimulationStarted(false)
, bCheckForBodyTransformInit(false)
#if WITH_EDITORONLY_DATA
, bComponentSpaceSimulation_DEPRECATED(true)
#endif
, SimulationTiming(ESimulationTiming::Default)
, WorldTimeSeconds(0.0f)
, LastEvalTimeSeconds(0.0f)
, AccumulatedDeltaTime(0.0f)
, AnimPhysicsMinDeltaTime(0.0f)
, bSimulateAnimPhysicsAfterReset(false)
, SkelMeshCompWeakPtr()
, PhysicsSimulation(nullptr)
, SolverSettings()
, SolverIterations()
, SimulationTask()
, OutputBoneData()
, Bodies()
, SkeletonBoneIndexToBodyIndex()
, BodyAnimData()
, Constraints()
, PendingRadialForces()
, PerSolverField()
, ComponentsInSim()
, ComponentsInSimTick(0)
, WorldSpaceGravity(0.0f)
, TotalMass(0.0f)
, CachedBounds(FVector::ZeroVector, 0.0f)
, QueryParams(NAME_None, FCollisionQueryParams::GetUnknownStatId())
, PhysScene(nullptr)
, UnsafeWorld(nullptr)
, UnsafeOwner(nullptr)
, CapturedBoneVelocityBoneContainer()
, CapturedBoneVelocityPose()
, CapturedFrozenPose()
, CapturedFrozenCurves()
, PreviousComponentLinearVelocity(0.0f)
, SimSpacePreviousComponentToWorld()
, SimSpacePreviousBoneToComponent()
, SimSpacePreviousComponentLinearVelocity(0.0f)
, SimSpacePreviousComponentAngularVelocity(0.0f)
, SimSpacePreviousBoneLinearVelocity(0.0f)
, SimSpacePreviousBoneAngularVelocity(0.0f)
{
}
FAnimNode_RigidBody::~FAnimNode_RigidBody()
{
DestroyPhysicsSimulation();
}
void FAnimNode_RigidBody::GatherDebugData(FNodeDebugData& DebugData)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData)
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += "(";
AddDebugNodeData(DebugLine);
DebugLine += ")";
DebugData.AddDebugItem(DebugLine);
const bool bUsingFrozenPose = bFreezeIncomingPoseOnStart && bSimulationStarted && (CapturedFrozenPose.GetPose().GetNumBones() > 0);
if (!bUsingFrozenPose)
{
ComponentPose.GatherDebugData(DebugData);
}
}
FTransform SpaceToWorldTransform(ESimulationSpace Space, const FTransform& ComponentToWorld, const FTransform& BaseBoneTM)
{
switch (Space)
{
case ESimulationSpace::ComponentSpace:
return ComponentToWorld;
case ESimulationSpace::WorldSpace:
return FTransform::Identity;
case ESimulationSpace::BaseBoneSpace:
return BaseBoneTM * ComponentToWorld;
default:
return FTransform::Identity;
}
}
FVector WorldVectorToSpaceNoScale(ESimulationSpace Space, const FVector& WorldDir, const FTransform& ComponentToWorld, const FTransform& BaseBoneTM)
{
switch(Space)
{
case ESimulationSpace::ComponentSpace: return ComponentToWorld.InverseTransformVectorNoScale(WorldDir);
case ESimulationSpace::WorldSpace: return WorldDir;
case ESimulationSpace::BaseBoneSpace:
return BaseBoneTM.InverseTransformVectorNoScale(ComponentToWorld.InverseTransformVectorNoScale(WorldDir));
default: return FVector::ZeroVector;
}
}
FVector WorldPositionToSpace(ESimulationSpace Space, const FVector& WorldPoint, const FTransform& ComponentToWorld, const FTransform& BaseBoneTM)
{
switch (Space)
{
case ESimulationSpace::ComponentSpace: return ComponentToWorld.InverseTransformPosition(WorldPoint);
case ESimulationSpace::WorldSpace: return WorldPoint;
case ESimulationSpace::BaseBoneSpace:
return BaseBoneTM.InverseTransformPosition(ComponentToWorld.InverseTransformPosition(WorldPoint));
default: return FVector::ZeroVector;
}
}
FORCEINLINE_DEBUGGABLE FTransform ConvertCSTransformToSimSpace(ESimulationSpace SimulationSpace, const FTransform& InCSTransform, const FTransform& ComponentToWorld, const FTransform& BaseBoneTM)
{
switch (SimulationSpace)
{
case ESimulationSpace::ComponentSpace: return InCSTransform;
case ESimulationSpace::WorldSpace: return InCSTransform * ComponentToWorld;
case ESimulationSpace::BaseBoneSpace: return InCSTransform.GetRelativeTransform(BaseBoneTM); break;
default: ensureMsgf(false, TEXT("Unsupported Simulation Space")); return InCSTransform;
}
}
void FAnimNode_RigidBody::UpdateComponentPose_AnyThread(const FAnimationUpdateContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(UpdateComponentPose_AnyThread)
// Only freeze update graph after initial update, as we want to get that pose through.
if (bFreezeIncomingPoseOnStart && bSimulationStarted && ResetSimulatedTeleportType == ETeleportType::None)
{
// If we have a Frozen Pose captured,
// then we don't need to update the rest of the graph.
if (CapturedFrozenPose.GetPose().GetNumBones() > 0)
{
}
else
{
// Create a new context with zero deltatime to freeze time in rest of the graph.
// This will be used to capture a frozen pose.
FAnimationUpdateContext FrozenContext = Context.FractionalWeightAndTime(1.f, 0.f);
Super::UpdateComponentPose_AnyThread(FrozenContext);
}
}
else
{
Super::UpdateComponentPose_AnyThread(Context);
}
}
void FAnimNode_RigidBody::EvaluateComponentPose_AnyThread(FComponentSpacePoseContext& Output)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(EvaluateComponentPose_AnyThread)
if (bFreezeIncomingPoseOnStart && bSimulationStarted)
{
// If we have a Frozen Pose captured, use it.
// Only after our intialize setup. As we need new pose for that.
if (ResetSimulatedTeleportType == ETeleportType::None && (CapturedFrozenPose.GetPose().GetNumBones() > 0))
{
Output.Pose.CopyPose(CapturedFrozenPose);
Output.Curve.CopyFrom(CapturedFrozenCurves);
}
// Otherwise eval graph to capture it.
else
{
Super::EvaluateComponentPose_AnyThread(Output);
CapturedFrozenPose.CopyPose(Output.Pose);
CapturedFrozenCurves.CopyFrom(Output.Curve);
}
}
else
{
Super::EvaluateComponentPose_AnyThread(Output);
}
// Capture incoming pose if 'bTransferBoneVelocities' is set.
// That is, until simulation starts.
if (bTransferBoneVelocities && !bSimulationStarted)
{
CapturedBoneVelocityPose.CopyPose(Output.Pose);
CapturedBoneVelocityPose.CopyAndAssignBoneContainer(CapturedBoneVelocityBoneContainer);
}
}
void FAnimNode_RigidBody::InitializeNewBodyTransformsDuringSimulation(FComponentSpacePoseContext& Output, const FTransform& ComponentTransform, const FTransform& BaseBoneTM)
{
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
FBodyAnimData& BodyData = BodyAnimData[BodyIndex];
if (!BodyData.bBodyTransformInitialized)
{
BodyData.bBodyTransformInitialized = true;
// If we have a parent body, we need to grab relative transforms to it.
if (OutputData.ParentBodyIndex != INDEX_NONE)
{
ensure(BodyAnimData[OutputData.ParentBodyIndex].bBodyTransformInitialized);
FTransform BodyRelativeTransform = FTransform::Identity;
for (const FCompactPoseBoneIndex& CompactBoneIndex : OutputData.BoneIndicesToParentBody)
{
const FTransform& LocalSpaceTM = Output.Pose.GetLocalSpaceTransform(CompactBoneIndex);
BodyRelativeTransform = BodyRelativeTransform * LocalSpaceTM;
}
const FTransform WSBodyTM = BodyRelativeTransform * Bodies[OutputData.ParentBodyIndex]->GetWorldTransform();
Bodies[BodyIndex]->InitWorldTransform(WSBodyTM);
BodyAnimData[BodyIndex].RefPoseLength = BodyRelativeTransform.GetLocation().Size();
}
// If we don't have a parent body, then we can just grab the incoming pose in component space.
else
{
const FTransform& ComponentSpaceTM = Output.Pose.GetComponentSpaceTransform(OutputData.CompactPoseBoneIndex);
const FTransform BodyTM = ConvertCSTransformToSimSpace(SimulationSpace, ComponentSpaceTM, ComponentTransform, BaseBoneTM);
Bodies[BodyIndex]->InitWorldTransform(BodyTM);
}
}
}
}
void FAnimNode_RigidBody::InitSimulationSpace(
const FTransform& ComponentToWorld,
const FTransform& BoneToComponent)
{
SimSpacePreviousComponentToWorld = ComponentToWorld;
SimSpacePreviousBoneToComponent = BoneToComponent;
SimSpacePreviousComponentLinearVelocity = FVector::ZeroVector;
SimSpacePreviousComponentAngularVelocity = FVector::ZeroVector;
SimSpacePreviousBoneLinearVelocity = FVector::ZeroVector;
SimSpacePreviousBoneAngularVelocity = FVector::ZeroVector;
}
void FAnimNode_RigidBody::CalculateSimulationSpace(
ESimulationSpace Space,
const FTransform& ComponentToWorld,
const FTransform& BoneToComponent,
const float Dt,
const FSimSpaceSettings& Settings,
FTransform& SpaceTransform,
FVector& SpaceLinearVel,
FVector& SpaceAngularVel,
FVector& SpaceLinearAcc,
FVector& SpaceAngularAcc)
{
// World-space transform of the simulation space
SpaceTransform = SpaceToWorldTransform(Space, ComponentToWorld, BoneToComponent);
SpaceLinearVel = FVector::ZeroVector;
SpaceAngularVel = FVector::ZeroVector;
SpaceLinearAcc = FVector::ZeroVector;
SpaceAngularAcc = FVector::ZeroVector;
// If the system is disabled, nothing else to do
if ((Settings.MasterAlpha == 0.0f) || (Dt < SMALL_NUMBER))
{
return;
}
if (Space == ESimulationSpace::WorldSpace)
{
SpaceLinearVel = Settings.ExternalLinearVelocity;
SpaceAngularVel = Settings.ExternalAngularVelocity;
return;
}
// World-space component velocity and acceleration
FVector CompLinVel = Chaos::FVec3::CalculateVelocity(SimSpacePreviousComponentToWorld.GetTranslation(), ComponentToWorld.GetTranslation(), Dt);
FVector CompAngVel = Chaos::FRotation3::CalculateAngularVelocity(SimSpacePreviousComponentToWorld.GetRotation(), ComponentToWorld.GetRotation(), Dt);
FVector CompLinAcc = (CompLinVel - SimSpacePreviousComponentLinearVelocity) / Dt;
FVector CompAngAcc = (CompAngVel - SimSpacePreviousComponentAngularVelocity) / Dt;
SimSpacePreviousComponentToWorld = ComponentToWorld;
SimSpacePreviousComponentLinearVelocity = CompLinVel;
SimSpacePreviousComponentAngularVelocity = CompAngVel;
if (Space == ESimulationSpace::ComponentSpace)
{
CompLinVel.Z *= Settings.VelocityScaleZ;
CompLinAcc.Z *= Settings.VelocityScaleZ;
SpaceLinearVel = CompLinVel.GetClampedToMaxSize(Settings.MaxLinearVelocity) + Settings.ExternalLinearVelocity;
SpaceAngularVel = CompAngVel.GetClampedToMaxSize(Settings.MaxAngularVelocity) + Settings.ExternalAngularVelocity;
SpaceLinearAcc = CompLinAcc.GetClampedToMaxSize(Settings.MaxLinearAcceleration);
SpaceAngularAcc = CompAngAcc.GetClampedToMaxSize(Settings.MaxAngularAcceleration);
return;
}
if (Space == ESimulationSpace::BaseBoneSpace)
{
// World-space component-relative bone velocity and acceleration
FVector BoneLinVel = Chaos::FVec3::CalculateVelocity(SimSpacePreviousBoneToComponent.GetTranslation(), BoneToComponent.GetTranslation(), Dt);
FVector BoneAngVel = Chaos::FRotation3::CalculateAngularVelocity(SimSpacePreviousBoneToComponent.GetRotation(), BoneToComponent.GetRotation(), Dt);
BoneLinVel = ComponentToWorld.TransformVector(BoneLinVel);
BoneAngVel = ComponentToWorld.TransformVector(BoneAngVel);
FVector BoneLinAcc = (BoneLinVel - SimSpacePreviousBoneLinearVelocity) / Dt;
FVector BoneAngAcc = (BoneAngVel - SimSpacePreviousBoneAngularVelocity) / Dt;
SimSpacePreviousBoneToComponent = BoneToComponent;
SimSpacePreviousBoneLinearVelocity = BoneLinVel;
SimSpacePreviousBoneAngularVelocity = BoneAngVel;
// World-space bone velocity and acceleration
FVector NetAngVel = CompAngVel + BoneAngVel;
FVector NetAngAcc = CompAngAcc + BoneAngAcc;
// If we limit the angular velocity, we also need to limit the component of linear velocity that comes from (angvel x offset)
float AngVelScale = 1.0f;
float NetAngVelLenSq = NetAngVel.SizeSquared();
if (NetAngVelLenSq > FMath::Square(Settings.MaxAngularVelocity))
{
AngVelScale = Settings.MaxAngularVelocity * FMath::InvSqrt(NetAngVelLenSq);
}
// Add the linear velocity and acceleration that comes from rotation of the space about the component
// NOTE: Component angular velocity constribution is scaled
FVector SpaceCompOffset = ComponentToWorld.TransformVector(BoneToComponent.GetTranslation());
FVector NetLinVel = CompLinVel + BoneLinVel + FVector::CrossProduct(AngVelScale * CompAngVel, SpaceCompOffset);
FVector NetLinAcc = CompLinAcc + BoneLinAcc + FVector::CrossProduct(AngVelScale * CompAngAcc, SpaceCompOffset);
NetLinVel.Z *= Settings.VelocityScaleZ;
NetLinAcc.Z *= Settings.VelocityScaleZ;
SpaceLinearVel = NetLinVel.GetClampedToMaxSize(Settings.MaxLinearVelocity) + Settings.ExternalLinearVelocity;
SpaceAngularVel = NetAngVel.GetClampedToMaxSize(Settings.MaxAngularVelocity) + Settings.ExternalAngularVelocity;
SpaceLinearAcc = NetLinAcc.GetClampedToMaxSize(Settings.MaxLinearAcceleration);
SpaceAngularAcc = NetAngAcc.GetClampedToMaxSize(Settings.MaxAngularAcceleration);
return;
}
}
DECLARE_CYCLE_STAT(TEXT("RigidBody_Eval"), STAT_RigidBody_Eval, STATGROUP_Anim);
DECLARE_CYCLE_STAT(TEXT("RigidBodyNode_Simulation"), STAT_RigidBodyNode_Simulation, STATGROUP_Anim);
DECLARE_CYCLE_STAT(TEXT("RigidBodyNode_SimulationWait"), STAT_RigidBodyNode_SimulationWait, STATGROUP_Anim);
DECLARE_CYCLE_STAT(TEXT("FAnimNode_RigidBody::EvaluateSkeletalControl_AnyThread"), STAT_ImmediateEvaluateSkeletalControl, STATGROUP_ImmediatePhysics);
void FAnimNode_RigidBody::RunPhysicsSimulation(float DeltaSeconds, const FVector& SimSpaceGravity)
{
SCOPE_CYCLE_COUNTER(STAT_RigidBodyNode_Simulation);
CSV_SCOPED_TIMING_STAT(Animation, RigidBodyNodeSimulation);
FScopeCycleCounterUObject AdditionalScope(UsePhysicsAsset, GET_STATID(STAT_RigidBodyNode_Simulation));
const int32 MaxSteps = RBAN_MaxSubSteps;
const float MaxDeltaSeconds = 1.f / 30.f;
#if !WITH_CHAOS
const int32 NumSteps = FMath::Clamp(FMath::CeilToInt(DeltaSeconds / MaxDeltaSeconds), 1, MaxSteps);
const float StepDeltaTime = DeltaSeconds / float(NumSteps);
for (int32 Step = 1; Step <= NumSteps; Step++)
{
// We call the _AssumesLocked version here without a lock as the simulation is local to this node and we know
// we're not going to alter anything while this is running.
PhysicsSimulation->Simulate_AssumesLocked(StepDeltaTime, SimSpaceGravity);
}
#else
PhysicsSimulation->Simulate_AssumesLocked(DeltaSeconds, MaxDeltaSeconds, MaxSteps, SimSpaceGravity);
#endif
}
void FAnimNode_RigidBody::FlushDeferredSimulationTask()
{
if (SimulationTask.IsValid() && !SimulationTask.IsCompleted())
{
SCOPE_CYCLE_COUNTER(STAT_RigidBodyNode_SimulationWait);
CSV_SCOPED_TIMING_STAT(Animation, RigidBodyNodeSimulationWait);
SimulationTask.Wait();
}
}
void FAnimNode_RigidBody::DestroyPhysicsSimulation()
{
FlushDeferredSimulationTask();
delete PhysicsSimulation;
PhysicsSimulation = nullptr;
}
void FAnimNode_RigidBody::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(EvaluateSkeletalControl_AnyThread)
SCOPE_CYCLE_COUNTER(STAT_RigidBody_Eval);
CSV_SCOPED_TIMING_STAT(Animation, RigidBodyEval);
SCOPE_CYCLE_COUNTER(STAT_ImmediateEvaluateSkeletalControl);
//SCOPED_NAMED_EVENT_TEXT("FAnimNode_RigidBody::EvaluateSkeletalControl_AnyThread", FColor::Magenta);
if (CVarEnableRigidBodyNodeSimulation.GetValueOnAnyThread() == 0)
{
return;
}
const float DeltaSeconds = AccumulatedDeltaTime;
AccumulatedDeltaTime = 0.f;
if (bEnabled && PhysicsSimulation)
{
FlushDeferredSimulationTask();
const FBoneContainer& BoneContainer = Output.Pose.GetPose().GetBoneContainer();
const FTransform CompWorldSpaceTM = Output.AnimInstanceProxy->GetComponentTransform();
bool bFirstEvalSinceReset = !Output.AnimInstanceProxy->GetEvaluationCounter().HasEverBeenUpdated();
// First-frame initialization
if (bFirstEvalSinceReset)
{
PreviousCompWorldSpaceTM = CompWorldSpaceTM;
ResetSimulatedTeleportType = ETeleportType::ResetPhysics;
}
// See if we need to reset physics because too much time passed since our last update (e.g., because we we off-screen for a while),
// in which case the current sim state may be too far from the current anim pose. This is mostly a problem with world-space
// simulation, whereas bone- and component-space sims can be fairly robust against missing updates.
// Don't do this on first frame or if time-based reset is disabled.
if ((EvaluationResetTime > 0.0f) && !bFirstEvalSinceReset)
{
// NOTE: under normal conditions, when this anim node is being serviced at the usual rate (which may not be every frame
// if URO is enabled), we expect that WorldTimeSeconds == (LastEvalTimeSeconds + DeltaSeconds). DeltaSeconds is the
// accumulated time since the last update, including frames dropped by URO, but not frames dropped because of
// being off-screen or LOD changes.
if (WorldTimeSeconds - (LastEvalTimeSeconds + DeltaSeconds) > EvaluationResetTime)
{
UE_LOG(LogRBAN, Verbose, TEXT("%s Time-Based Reset"), *Output.AnimInstanceProxy->GetAnimInstanceName());
ResetSimulatedTeleportType = ETeleportType::ResetPhysics;
}
}
// Update the evaluation time to the current time
LastEvalTimeSeconds = WorldTimeSeconds;
// Disable simulation below minimum scale in world space mode. World space sim doesn't play nice with scale anyway - we do not scale joint offets or collision shapes.
if ((SimulationSpace == ESimulationSpace::WorldSpace) && (CompWorldSpaceTM.GetScale3D().SizeSquared() < WorldSpaceMinimumScale * WorldSpaceMinimumScale))
{
return;
}
const FTransform BaseBoneTM = Output.Pose.GetComponentSpaceTransform(BaseBoneRef.GetCompactPoseIndex(BoneContainer));
// Initialize potential new bodies because of LOD change.
if (ResetSimulatedTeleportType == ETeleportType::None && bCheckForBodyTransformInit)
{
bCheckForBodyTransformInit = false;
InitializeNewBodyTransformsDuringSimulation(Output, CompWorldSpaceTM, BaseBoneTM);
}
// If time advances, update simulation
// Reset if necessary
bool bDynamicsReset = (ResetSimulatedTeleportType != ETeleportType::None);
if (bDynamicsReset)
{
// Capture bone velocities if we have captured a bone velocity pose.
if (bTransferBoneVelocities && (CapturedBoneVelocityPose.GetPose().GetNumBones() > 0))
{
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
FBodyAnimData& BodyData = BodyAnimData[BodyIndex];
if (BodyData.bIsSimulated)
{
const FCompactPoseBoneIndex NextCompactPoseBoneIndex = OutputData.CompactPoseBoneIndex;
// Convert CompactPoseBoneIndex to SkeletonBoneIndex...
const FSkeletonPoseBoneIndex PoseSkeletonBoneIndex = BoneContainer.GetSkeletonPoseIndexFromCompactPoseIndex(NextCompactPoseBoneIndex);
// ... So we can convert to the captured pose CompactPoseBoneIndex.
// In case there was a LOD change, and poses are not compatible anymore.
const FCompactPoseBoneIndex PrevCompactPoseBoneIndex = CapturedBoneVelocityBoneContainer.GetCompactPoseIndexFromSkeletonPoseIndex(PoseSkeletonBoneIndex);
if (PrevCompactPoseBoneIndex.IsValid())
{
const FTransform PrevCSTM = CapturedBoneVelocityPose.GetComponentSpaceTransform(PrevCompactPoseBoneIndex);
const FTransform NextCSTM = Output.Pose.GetComponentSpaceTransform(NextCompactPoseBoneIndex);
const FTransform PrevSSTM = ConvertCSTransformToSimSpace(SimulationSpace, PrevCSTM, CompWorldSpaceTM, BaseBoneTM);
const FTransform NextSSTM = ConvertCSTransformToSimSpace(SimulationSpace, NextCSTM, CompWorldSpaceTM, BaseBoneTM);
if(DeltaSeconds > 0.0f)
{
// Linear Velocity
BodyData.TransferedBoneLinearVelocity = ((NextSSTM.GetLocation() - PrevSSTM.GetLocation()) / DeltaSeconds);
// Angular Velocity
const FQuat DeltaRotation = (NextSSTM.GetRotation().Inverse() * PrevSSTM.GetRotation());
const float RotationAngle = DeltaRotation.GetAngle() / DeltaSeconds;
BodyData.TransferedBoneAngularVelocity = (FQuat(DeltaRotation.GetRotationAxis(), RotationAngle));
}
else
{
BodyData.TransferedBoneLinearVelocity = (FVector::ZeroVector);
BodyData.TransferedBoneAngularVelocity = (FQuat::Identity);
}
}
}
}
}
switch(ResetSimulatedTeleportType)
{
case ETeleportType::TeleportPhysics:
{
UE_LOG(LogRBAN, Verbose, TEXT("%s TeleportPhysics (Scale: %f %f %f)"), *Output.AnimInstanceProxy->GetAnimInstanceName(), CompWorldSpaceTM.GetScale3D().X, CompWorldSpaceTM.GetScale3D().Y, CompWorldSpaceTM.GetScale3D().Z);
// Teleport bodies.
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
BodyAnimData[BodyIndex].bBodyTransformInitialized = true;
FTransform BodyTM = Bodies[BodyIndex]->GetWorldTransform();
FTransform ComponentSpaceTM;
switch(SimulationSpace)
{
case ESimulationSpace::ComponentSpace: ComponentSpaceTM = BodyTM; break;
case ESimulationSpace::WorldSpace: ComponentSpaceTM = BodyTM.GetRelativeTransform(PreviousCompWorldSpaceTM); break;
case ESimulationSpace::BaseBoneSpace: ComponentSpaceTM = BodyTM * BaseBoneTM; break;
default: ensureMsgf(false, TEXT("Unsupported Simulation Space")); ComponentSpaceTM = BodyTM;
}
BodyTM = ConvertCSTransformToSimSpace(SimulationSpace, ComponentSpaceTM, CompWorldSpaceTM, BaseBoneTM);
Bodies[BodyIndex]->SetWorldTransform(BodyTM);
if (OutputData.ParentBodyIndex != INDEX_NONE)
{
BodyAnimData[BodyIndex].RefPoseLength = BodyTM.GetRelativeTransform(Bodies[OutputData.ParentBodyIndex]->GetWorldTransform()).GetLocation().Size();
}
}
}
break;
case ETeleportType::ResetPhysics:
{
UE_LOG(LogRBAN, Verbose, TEXT("%s ResetPhysics (Scale: %f %f %f)"), *Output.AnimInstanceProxy->GetAnimInstanceName(), CompWorldSpaceTM.GetScale3D().X, CompWorldSpaceTM.GetScale3D().Y, CompWorldSpaceTM.GetScale3D().Z);
InitSimulationSpace(CompWorldSpaceTM, BaseBoneTM);
// Completely reset bodies.
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
BodyAnimData[BodyIndex].bBodyTransformInitialized = true;
const FTransform& ComponentSpaceTM = Output.Pose.GetComponentSpaceTransform(OutputData.CompactPoseBoneIndex);
const FTransform BodyTM = ConvertCSTransformToSimSpace(SimulationSpace, ComponentSpaceTM, CompWorldSpaceTM, BaseBoneTM);
Bodies[BodyIndex]->InitWorldTransform(BodyTM);
if (OutputData.ParentBodyIndex != INDEX_NONE)
{
BodyAnimData[BodyIndex].RefPoseLength = BodyTM.GetRelativeTransform(Bodies[OutputData.ParentBodyIndex]->GetWorldTransform()).GetLocation().Size();
}
}
}
break;
}
// Always reset after a teleport
PreviousCompWorldSpaceTM = CompWorldSpaceTM;
ResetSimulatedTeleportType = ETeleportType::None;
PreviousComponentLinearVelocity = FVector::ZeroVector;
}
// Assets can override config for deferred simulation
const bool bUseDeferredSimulationTask =
(SimulationTiming == ESimulationTiming::Deferred) ||
((SimulationTiming == ESimulationTiming::Default) && bRBAN_DeferredSimulationDefault);
FVector SimSpaceGravity(0.f);
// Only need to tick physics if we didn't reset and we have some time to simulate
const bool bNeedsSimulationTick = ((bSimulateAnimPhysicsAfterReset || !bDynamicsReset) && DeltaSeconds > AnimPhysicsMinDeltaTime);
if (bNeedsSimulationTick)
{
// Transfer bone velocities previously captured.
if (bTransferBoneVelocities && (CapturedBoneVelocityPose.GetPose().GetNumBones() > 0))
{
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
const FBodyAnimData& BodyData = BodyAnimData[BodyIndex];
if (BodyData.bIsSimulated)
{
ImmediatePhysics::FActorHandle* Body = Bodies[BodyIndex];
Body->SetLinearVelocity(BodyData.TransferedBoneLinearVelocity);
const FQuat AngularVelocity = BodyData.TransferedBoneAngularVelocity;
Body->SetAngularVelocity(AngularVelocity.GetRotationAxis() * AngularVelocity.GetAngle());
}
}
// Free up our captured pose after it's been used.
CapturedBoneVelocityPose.Empty();
}
else if ((SimulationSpace != ESimulationSpace::WorldSpace) && bRBAN_EnableComponentAcceleration)
{
if (!ComponentLinearVelScale.IsNearlyZero() || !ComponentLinearAccScale.IsNearlyZero())
{
// Calc linear velocity
const FVector ComponentDeltaLocation = CurrentTransform.GetTranslation() - PreviousTransform.GetTranslation();
const FVector ComponentLinearVelocity = ComponentDeltaLocation / DeltaSeconds;
// Apply acceleration that opposed velocity (basically 'drag')
FVector ApplyLinearAcc = WorldVectorToSpaceNoScale(SimulationSpace, -ComponentLinearVelocity, CompWorldSpaceTM, BaseBoneTM) * ComponentLinearVelScale;
// Calc linear acceleration
const FVector ComponentLinearAcceleration = (ComponentLinearVelocity - PreviousComponentLinearVelocity) / DeltaSeconds;
PreviousComponentLinearVelocity = ComponentLinearVelocity;
// Apply opposite acceleration to bodies
ApplyLinearAcc += WorldVectorToSpaceNoScale(SimulationSpace, -ComponentLinearAcceleration, CompWorldSpaceTM, BaseBoneTM) * ComponentLinearAccScale;
// Iterate over bodies
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
const FBodyAnimData& BodyData = BodyAnimData[BodyIndex];
if (BodyData.bIsSimulated)
{
ImmediatePhysics::FActorHandle* Body = Bodies[BodyIndex];
// Apply
const float BodyInvMass = Body->GetInverseMass();
if (BodyInvMass > 0.f)
{
// Final desired acceleration to apply to body
FVector FinalBodyLinearAcc = ApplyLinearAcc;
// Clamp if desired
if (!ComponentAppliedLinearAccClamp.IsNearlyZero())
{
FinalBodyLinearAcc = FinalBodyLinearAcc.BoundToBox(-ComponentAppliedLinearAccClamp, ComponentAppliedLinearAccClamp);
}
// Apply to body
Body->AddForce(FinalBodyLinearAcc / BodyInvMass);
}
}
}
}
}
// @todo(ccaulfield): We should be interpolating kinematic targets for each sub-step below
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
if (!BodyAnimData[BodyIndex].bIsSimulated)
{
const FTransform& ComponentSpaceTM = Output.Pose.GetComponentSpaceTransform(OutputData.CompactPoseBoneIndex);
const FTransform BodyTM = ConvertCSTransformToSimSpace(SimulationSpace, ComponentSpaceTM, CompWorldSpaceTM, BaseBoneTM);
Bodies[BodyIndex]->SetKinematicTarget(BodyTM);
}
}
UpdateWorldForces(CompWorldSpaceTM, BaseBoneTM, DeltaSeconds);
SimSpaceGravity = WorldVectorToSpaceNoScale(SimulationSpace, WorldSpaceGravity, CompWorldSpaceTM, BaseBoneTM);
#if WITH_CHAOS
FSimSpaceSettings* UseSimSpaceSettings = &SimSpaceSettings;
if (bRBAN_SimSpace_EnableOverride)
{
UseSimSpaceSettings = &RBAN_SimSpaceOverride;
}
FTransform SimulationTransform;
FVector SimulationLinearVelocity;
FVector SimulationAngularVelocity;
FVector SimulationLinearAcceleration;
FVector SimulationAngularAcceleration;
CalculateSimulationSpace(
SimulationSpace,
CompWorldSpaceTM,
BaseBoneTM,
DeltaSeconds,
*UseSimSpaceSettings,
SimulationTransform,
SimulationLinearVelocity,
SimulationAngularVelocity,
SimulationLinearAcceleration,
SimulationAngularAcceleration);
UpdateWorldObjects(SimulationTransform);
PhysicsSimulation->UpdateSimulationSpace(
SimulationTransform,
SimulationLinearVelocity,
SimulationAngularVelocity,
SimulationLinearAcceleration,
SimulationAngularAcceleration);
PhysicsSimulation->SetSimulationSpaceSettings(
UseSimSpaceSettings->MasterAlpha,
UseSimSpaceSettings->ExternalLinearDragV);
PhysicsSimulation->SetSolverSettings(
SolverSettings.FixedTimeStep,
SolverSettings.CullDistance,
SolverSettings.MaxDepenetrationVelocity,
SolverSettings.PositionIterations,
SolverSettings.VelocityIterations,
SolverSettings.ProjectionIterations);
PhysicsSimulation->SetLegacySolverSettings(
SolverIterations.SolverIterations,
SolverIterations.JointIterations,
SolverIterations.CollisionIterations,
SolverIterations.SolverPushOutIterations,
SolverIterations.JointPushOutIterations,
SolverIterations.CollisionPushOutIterations);
#endif
if (!bUseDeferredSimulationTask)
{
RunPhysicsSimulation(DeltaSeconds, SimSpaceGravity);
}
#if WITH_CHAOS
// Draw here even if the simulation is deferred since we want the shapes drawn relative to the current transform
if (bRBAN_DebugDraw)
{
PhysicsSimulation->DebugDraw();
}
#endif
}
//write back to animation system
const FTransform& SimulationWorldSpaceTM = bUseDeferredSimulationTask ? PreviousCompWorldSpaceTM : CompWorldSpaceTM;
for (const FOutputBoneData& OutputData : OutputBoneData)
{
const int32 BodyIndex = OutputData.BodyIndex;
if (BodyAnimData[BodyIndex].bIsSimulated)
{
FTransform BodyTM = Bodies[BodyIndex]->GetWorldTransform();
// if we clamp translation, we only do this when all linear translation are locked
//
// @todo(ccaulfield): this shouldn't be required with Chaos - projection should be handling it...
if (bClampLinearTranslationLimitToRefPose
&&BodyAnimData[BodyIndex].LinearXMotion == ELinearConstraintMotion::LCM_Locked
&& BodyAnimData[BodyIndex].LinearYMotion == ELinearConstraintMotion::LCM_Locked
&& BodyAnimData[BodyIndex].LinearZMotion == ELinearConstraintMotion::LCM_Locked)
{
// grab local space of length from ref pose
// we have linear limit value - see if that works
// calculate current local space from parent
// find parent transform
const int32 ParentBodyIndex = OutputData.ParentBodyIndex;
FTransform ParentTransform = FTransform::Identity;
if (ParentBodyIndex != INDEX_NONE)
{
ParentTransform = Bodies[ParentBodyIndex]->GetWorldTransform();
}
// get local transform
FTransform LocalTransform = BodyTM.GetRelativeTransform(ParentTransform);
const float CurrentLength = LocalTransform.GetTranslation().Size();
// this is inconsistent with constraint. The actual linear limit is set by constraint
if (!FMath::IsNearlyEqual(CurrentLength, BodyAnimData[BodyIndex].RefPoseLength, KINDA_SMALL_NUMBER))
{
float RefPoseLength = BodyAnimData[BodyIndex].RefPoseLength;
if (CurrentLength > RefPoseLength)
{
float Scale = (CurrentLength > KINDA_SMALL_NUMBER) ? RefPoseLength / CurrentLength : 0.f;
// we don't use 1.f here because 1.f can create pops based on float issue.
// so we only activate clamping when less than 90%
if (Scale < 0.9f)
{
LocalTransform.ScaleTranslation(Scale);
BodyTM = LocalTransform * ParentTransform;
Bodies[BodyIndex]->SetWorldTransform(BodyTM);
}
}
}
}
FTransform ComponentSpaceTM;
switch(SimulationSpace)
{
case ESimulationSpace::ComponentSpace: ComponentSpaceTM = BodyTM; break;
case ESimulationSpace::WorldSpace: ComponentSpaceTM = BodyTM.GetRelativeTransform(SimulationWorldSpaceTM); break;
case ESimulationSpace::BaseBoneSpace: ComponentSpaceTM = BodyTM * BaseBoneTM; break;
default: ensureMsgf(false, TEXT("Unsupported Simulation Space")); ComponentSpaceTM = BodyTM;
}
OutBoneTransforms.Add(FBoneTransform(OutputData.CompactPoseBoneIndex, ComponentSpaceTM));
}
}
// Deferred task must be started after we read actor poses to avoid a race
if (bNeedsSimulationTick && bUseDeferredSimulationTask)
{
// FlushDeferredSimulationTask() should have already ensured task is done.
ensure(SimulationTask.IsCompleted());
const int32 PriorityIndex = FMath::Clamp<int32>(GRigidBodyNodeSimulationTaskPriority, 0, UE_ARRAY_COUNT(GRigidBodyNodeTaskPriorities) - 1);
const UE::Tasks::ETaskPriority TaskPriority = GRigidBodyNodeTaskPriorities[PriorityIndex];
SimulationTask = UE::Tasks::Launch(
TEXT("RigidBodyNodeSimulationTask"),
[this, DeltaSeconds, SimSpaceGravity] { RunPhysicsSimulation(DeltaSeconds, SimSpaceGravity); },
TaskPriority);
}
PreviousCompWorldSpaceTM = CompWorldSpaceTM;
}
}
void ComputeBodyInsertionOrder(TArray<FBoneIndexType>& InsertionOrder, const USkeletalMeshComponent& SKC)
{
//We want to ensure simulated bodies are sorted by LOD so that the first simulated bodies are at the highest LOD.
//Since LOD2 is a subset of LOD1 which is a subset of LOD0 we can change the number of simulated bodies without any reordering
//For this to work we must first insert all simulated bodies in the right order. We then insert all the kinematic bodies in the right order
InsertionOrder.Reset();
if (SKC.SkeletalMesh == nullptr)
{
return;
}
const int32 NumLODs = SKC.GetNumLODs();
if(NumLODs > 0)
{
TArray<FBoneIndexType> RequiredBones0;
TArray<FBoneIndexType> ComponentSpaceTMs0;
SKC.ComputeRequiredBones(RequiredBones0, ComponentSpaceTMs0, 0, /*bIgnorePhysicsAsset=*/ true);
TArray<bool> InSortedOrder;
InSortedOrder.AddZeroed(SKC.SkeletalMesh->GetRefSkeleton().GetNum());
auto MergeIndices = [&InsertionOrder, &InSortedOrder](const TArray<FBoneIndexType>& RequiredBones) -> void
{
for (FBoneIndexType BoneIdx : RequiredBones)
{
if (!InSortedOrder[BoneIdx])
{
InsertionOrder.Add(BoneIdx);
}
InSortedOrder[BoneIdx] = true;
}
};
for(int32 LodIdx = NumLODs - 1; LodIdx > 0; --LodIdx)
{
TArray<FBoneIndexType> RequiredBones;
TArray<FBoneIndexType> ComponentSpaceTMs;
SKC.ComputeRequiredBones(RequiredBones, ComponentSpaceTMs, LodIdx, /*bIgnorePhysicsAsset=*/ true);
MergeIndices(RequiredBones);
}
MergeIndices(RequiredBones0);
}
}
void FAnimNode_RigidBody::InitPhysics(const UAnimInstance* InAnimInstance)
{
LLM_SCOPE_BYNAME(TEXT("Animation/RigidBody"));
SCOPE_CYCLE_COUNTER(STAT_RigidBodyNodeInitTime);
DestroyPhysicsSimulation();
const USkeletalMeshComponent* SkeletalMeshComp = InAnimInstance->GetSkelMeshComponent();
const USkeletalMesh* SkeletalMeshAsset = SkeletalMeshComp->SkeletalMesh;
USkeleton* SkeletonAsset = InAnimInstance->CurrentSkeleton;
if(!SkeletalMeshAsset || !SkeletonAsset)
{
// Without both the skeleton and the mesh we can't create a new simulation.
// The previous simulation has just been cleaned up above so we can return early here and not instantiate a new one
return;
}
const FReferenceSkeleton& SkelMeshRefSkel = SkeletalMeshAsset->GetRefSkeleton();
UsePhysicsAsset = OverridePhysicsAsset ? ToRawPtr(OverridePhysicsAsset) : InAnimInstance->GetSkelMeshComponent()->GetPhysicsAsset();
ensure(SkeletonAsset == SkeletalMeshAsset->GetSkeleton());
const int32 SkelMeshLinkupIndex = SkeletonAsset->GetMeshLinkupIndex(SkeletalMeshAsset);
ensure(SkelMeshLinkupIndex != INDEX_NONE);
const FSkeletonToMeshLinkup& SkeletonToMeshLinkupTable = SkeletonAsset->LinkupCache[SkelMeshLinkupIndex];
const TArray<int32>& MeshToSkeletonBoneIndex = SkeletonToMeshLinkupTable.MeshToSkeletonTable;
const int32 NumSkeletonBones = SkeletonAsset->GetReferenceSkeleton().GetNum();
SkeletonBoneIndexToBodyIndex.Reset(NumSkeletonBones);
SkeletonBoneIndexToBodyIndex.Init(INDEX_NONE, NumSkeletonBones);
PreviousTransform = SkeletalMeshComp->GetComponentToWorld();
ComponentsInSim.Reset();
ComponentsInSimTick = 0;
if (UPhysicsSettings* Settings = UPhysicsSettings::Get())
{
AnimPhysicsMinDeltaTime = Settings->AnimPhysicsMinDeltaTime;
bSimulateAnimPhysicsAfterReset = Settings->bSimulateAnimPhysicsAfterReset;
}
else
{
AnimPhysicsMinDeltaTime = 0.f;
bSimulateAnimPhysicsAfterReset = false;
}
bEnabled = UsePhysicsAsset && SkeletalMeshComp->GetAllowRigidBodyAnimNode() && CVarEnableRigidBodyNode.GetValueOnAnyThread() != 0;
if(bEnabled)
{
PhysicsSimulation = new ImmediatePhysics::FSimulation();
const int32 NumBodies = UsePhysicsAsset->SkeletalBodySetups.Num();
Bodies.Empty(NumBodies);
BodyAnimData.Reset(NumBodies);
BodyAnimData.AddDefaulted(NumBodies);
TotalMass = 0.f;
// Instantiate a FBodyInstance/FConstraintInstance set that will be cloned into the Immediate Physics sim.
// NOTE: We do not have a skeleton at the moment, so we have to use the ref pose
TArray<FBodyInstance*> HighLevelBodyInstances;
TArray<FConstraintInstance*> HighLevelConstraintInstances;
// Chaos relies on the initial pose to set up constraint positions
bool bCreateBodiesInRefPose = (WITH_CHAOS != 0);
SkeletalMeshComp->InstantiatePhysicsAssetRefPose(
*UsePhysicsAsset,
SimulationSpace == ESimulationSpace::WorldSpace ? SkeletalMeshComp->GetComponentToWorld().GetScale3D() : FVector(1.f),
HighLevelBodyInstances,
HighLevelConstraintInstances,
nullptr,
nullptr,
INDEX_NONE,
FPhysicsAggregateHandle(),
bCreateBodiesInRefPose);
TMap<FName, ImmediatePhysics::FActorHandle*> NamesToHandles;
TArray<ImmediatePhysics::FActorHandle*> IgnoreCollisionActors;
TArray<FBoneIndexType> InsertionOrder;
ComputeBodyInsertionOrder(InsertionOrder, *SkeletalMeshComp);
// NOTE: NumBonesLOD0 may be less than NumBonesTotal, and it may be middle bones that are missing from LOD0.
// In this case, LOD0 bone indices may be >= NumBonesLOD0, but always < NumBonesTotal. Arrays indexed by
// bone index must be size NumBonesTotal.
const int32 NumBonesLOD0 = InsertionOrder.Num();
const int32 NumBonesTotal = SkelMeshRefSkel.GetNum();
// If our skeleton is not the one that was used to build the PhysicsAsset, some bodies may be missing, or rearranged.
// We need to map the original indices to the new bodies for use by the CollisionDisableTable.
// NOTE: This array is indexed by the original BodyInstance body index (BodyInstance->InstanceBodyIndex)
TArray<ImmediatePhysics::FActorHandle*> BodyIndexToActorHandle;
BodyIndexToActorHandle.AddZeroed(HighLevelBodyInstances.Num());
TArray<FBodyInstance*> BodiesSorted;
BodiesSorted.AddZeroed(NumBonesTotal);
for (FBodyInstance* BI : HighLevelBodyInstances)
{
if(BI->IsValidBodyInstance())
{
BodiesSorted[BI->InstanceBoneIndex] = BI;
}
}
// Create the immediate physics bodies
for (FBoneIndexType InsertBone : InsertionOrder)
{
if (FBodyInstance* BodyInstance = BodiesSorted[InsertBone])
{
UBodySetup* BodySetup = UsePhysicsAsset->SkeletalBodySetups[BodyInstance->InstanceBodyIndex];
bool bSimulated = (BodySetup->PhysicsType == EPhysicsType::PhysType_Simulated);
ImmediatePhysics::EActorType ActorType = bSimulated ? ImmediatePhysics::EActorType::DynamicActor : ImmediatePhysics::EActorType::KinematicActor;
ImmediatePhysics::FActorHandle* NewBodyHandle = PhysicsSimulation->CreateActor(ActorType, BodyInstance, BodyInstance->GetUnrealWorldTransform());
if (NewBodyHandle)
{
if (bSimulated)
{
const float InvMass = NewBodyHandle->GetInverseMass();
TotalMass += InvMass > 0.f ? 1.f / InvMass : 0.f;
}
const int32 BodyIndex = Bodies.Add(NewBodyHandle);
const int32 SkeletonBoneIndex = MeshToSkeletonBoneIndex[InsertBone];
SkeletonBoneIndexToBodyIndex[SkeletonBoneIndex] = BodyIndex;
BodyAnimData[BodyIndex].bIsSimulated = bSimulated;
NamesToHandles.Add(BodySetup->BoneName, NewBodyHandle);
BodyIndexToActorHandle[BodyInstance->InstanceBodyIndex] = NewBodyHandle;
if (BodySetup->CollisionReponse == EBodyCollisionResponse::BodyCollision_Disabled)
{
IgnoreCollisionActors.Add(NewBodyHandle);
}
#if WITH_CHAOS
NewBodyHandle->SetName(BodySetup->BoneName);
#endif
}
}
}
//Insert joints so that they coincide body order. That is, if we stop simulating all bodies past some index, we can simply ignore joints past a corresponding index without any re-order
//For this to work we consider the most last inserted bone in each joint
TArray<int32> InsertionOrderPerBone;
InsertionOrderPerBone.AddUninitialized(NumBonesTotal);
for(int32 Position = 0; Position < NumBonesLOD0; ++Position)
{
InsertionOrderPerBone[InsertionOrder[Position]] = Position;
}
HighLevelConstraintInstances.Sort([&InsertionOrderPerBone, &SkelMeshRefSkel](const FConstraintInstance& LHS, const FConstraintInstance& RHS)
{
if(LHS.IsValidConstraintInstance() && RHS.IsValidConstraintInstance())
{
const int32 BoneIdxLHS1 = SkelMeshRefSkel.FindBoneIndex(LHS.ConstraintBone1);
const int32 BoneIdxLHS2 = SkelMeshRefSkel.FindBoneIndex(LHS.ConstraintBone2);
const int32 BoneIdxRHS1 = SkelMeshRefSkel.FindBoneIndex(RHS.ConstraintBone1);
const int32 BoneIdxRHS2 = SkelMeshRefSkel.FindBoneIndex(RHS.ConstraintBone2);
const int32 MaxPositionLHS = FMath::Max(InsertionOrderPerBone[BoneIdxLHS1], InsertionOrderPerBone[BoneIdxLHS2]);
const int32 MaxPositionRHS = FMath::Max(InsertionOrderPerBone[BoneIdxRHS1], InsertionOrderPerBone[BoneIdxRHS2]);
return MaxPositionLHS < MaxPositionRHS;
}
return false;
});
TArray<ImmediatePhysics::FSimulation::FIgnorePair> IgnorePairs;
if(NamesToHandles.Num() > 0)
{
//constraints
for(int32 ConstraintIdx = 0; ConstraintIdx < HighLevelConstraintInstances.Num(); ++ConstraintIdx)
{
FConstraintInstance* CI = HighLevelConstraintInstances[ConstraintIdx];
ImmediatePhysics::FActorHandle* Body1Handle = NamesToHandles.FindRef(CI->ConstraintBone1);
ImmediatePhysics::FActorHandle* Body2Handle = NamesToHandles.FindRef(CI->ConstraintBone2);
if(Body1Handle && Body2Handle)
{
if (Body1Handle->IsSimulated() || Body2Handle->IsSimulated())
{
PhysicsSimulation->CreateJoint(CI, Body1Handle, Body2Handle);
if (bForceDisableCollisionBetweenConstraintBodies)
{
int32 BodyIndex1 = UsePhysicsAsset->FindBodyIndex(CI->ConstraintBone1);
int32 BodyIndex2 = UsePhysicsAsset->FindBodyIndex(CI->ConstraintBone2);
if (BodyIndex1 != INDEX_NONE && BodyIndex2 != INDEX_NONE)
{
UsePhysicsAsset->DisableCollision(BodyIndex1, BodyIndex2);
}
}
int32 BodyIndex;
if (Bodies.Find(Body1Handle, BodyIndex))
{
BodyAnimData[BodyIndex].LinearXMotion = CI->GetLinearXMotion();
BodyAnimData[BodyIndex].LinearYMotion = CI->GetLinearYMotion();
BodyAnimData[BodyIndex].LinearZMotion = CI->GetLinearZMotion();
BodyAnimData[BodyIndex].LinearLimit = CI->GetLinearLimit();
//set limit to ref pose
FTransform Body1Transform = Body1Handle->GetWorldTransform();
FTransform Body2Transform = Body2Handle->GetWorldTransform();
BodyAnimData[BodyIndex].RefPoseLength = Body1Transform.GetRelativeTransform(Body2Transform).GetLocation().Size();
}
if (CI->IsCollisionDisabled())
{
ImmediatePhysics::FSimulation::FIgnorePair Pair;
Pair.A = Body1Handle;
Pair.B = Body2Handle;
IgnorePairs.Add(Pair);
}
}
}
}
ResetSimulatedTeleportType = ETeleportType::ResetPhysics;
}
// Terminate all the constraint instances
for (FConstraintInstance* CI : HighLevelConstraintInstances)
{
CI->TermConstraint();
delete CI;
}
// Terminate all of the instances, cannot be done during insert or we may break constraint chains
for(FBodyInstance* Instance : HighLevelBodyInstances)
{
if(Instance->IsValidBodyInstance())
{
Instance->TermBody(true);
}
delete Instance;
}
HighLevelConstraintInstances.Empty();
HighLevelBodyInstances.Empty();
BodiesSorted.Empty();
const TMap<FRigidBodyIndexPair, bool>& DisableTable = UsePhysicsAsset->CollisionDisableTable;
for(auto ConstItr = DisableTable.CreateConstIterator(); ConstItr; ++ConstItr)
{
int32 IndexA = ConstItr.Key().Indices[0];
int32 IndexB = ConstItr.Key().Indices[1];
if ((IndexA < BodyIndexToActorHandle.Num()) && (IndexB < BodyIndexToActorHandle.Num()))
{
if ((BodyIndexToActorHandle[IndexA] != nullptr) && (BodyIndexToActorHandle[IndexB] != nullptr))
{
ImmediatePhysics::FSimulation::FIgnorePair Pair;
Pair.A = BodyIndexToActorHandle[IndexA];
Pair.B = BodyIndexToActorHandle[IndexB];
IgnorePairs.Add(Pair);
}
}
}
PhysicsSimulation->SetIgnoreCollisionPairTable(IgnorePairs);
PhysicsSimulation->SetIgnoreCollisionActors(IgnoreCollisionActors);
#if WITH_CHAOS
SolverSettings = UsePhysicsAsset->SolverSettings;
PhysicsSimulation->SetSolverSettings(
SolverSettings.FixedTimeStep,
SolverSettings.CullDistance,
SolverSettings.MaxDepenetrationVelocity,
SolverSettings.PositionIterations,
SolverSettings.VelocityIterations,
SolverSettings.ProjectionIterations);
SolverIterations = UsePhysicsAsset->SolverIterations;
PhysicsSimulation->SetLegacySolverSettings(
SolverIterations.SolverIterations,
SolverIterations.JointIterations,
SolverIterations.CollisionIterations,
SolverIterations.SolverPushOutIterations,
SolverIterations.JointPushOutIterations,
SolverIterations.CollisionPushOutIterations);
#endif
}
}
DECLARE_CYCLE_STAT(TEXT("FAnimNode_RigidBody::UpdateWorldGeometry"), STAT_ImmediateUpdateWorldGeometry, STATGROUP_ImmediatePhysics);
void FAnimNode_RigidBody::UpdateWorldGeometry(const UWorld& World, const USkeletalMeshComponent& SKC)
{
LLM_SCOPE_BYNAME(TEXT("Animation/RigidBody"));
SCOPE_CYCLE_COUNTER(STAT_ImmediateUpdateWorldGeometry);
QueryParams = FCollisionQueryParams(SCENE_QUERY_STAT(RagdollNodeFindGeometry), /*bTraceComplex=*/false);
#if WITH_EDITOR
if(!World.IsGameWorld())
{
QueryParams.MobilityType = EQueryMobilityType::Any; //If we're in some preview world trace against everything because things like the preview floor are not static
QueryParams.AddIgnoredComponent(&SKC);
}
else
#endif
{
QueryParams.MobilityType = EQueryMobilityType::Static; //We only want static actors
}
// Check for deleted world objects and flag for removal (later in anim task)
ExpireWorldObjects();
// If we have moved outside of the bounds we checked for world objects we need to gather new world objects
FSphere Bounds = SKC.CalcBounds(SKC.GetComponentToWorld()).GetSphere();
if (!Bounds.IsInside(CachedBounds))
{
// Since the cached bounds are no longer valid, update them.
CachedBounds = Bounds;
CachedBounds.W *= CachedBoundsScale;
// Cache the PhysScene and World for use in UpdateWorldForces and CollectWorldObjects
// When these are non-null it is an indicator that we need to update the collected world objects list
PhysScene = World.GetPhysicsScene();
UnsafeWorld = &World;
UnsafeOwner = SKC.GetOwner();
// A timer to track objects we haven't detected in a while
++ComponentsInSimTick;
}
}
DECLARE_CYCLE_STAT(TEXT("FAnimNode_RigidBody::UpdateWorldForces"), STAT_ImmediateUpdateWorldForces, STATGROUP_ImmediatePhysics);
void FAnimNode_RigidBody::UpdateWorldForces(const FTransform& ComponentToWorld, const FTransform& BaseBoneTM, const float DeltaSeconds)
{
LLM_SCOPE_BYNAME(TEXT("Animation/RigidBody"));
SCOPE_CYCLE_COUNTER(STAT_ImmediateUpdateWorldForces);
if(TotalMass > 0.f)
{
for (const USkeletalMeshComponent::FPendingRadialForces& PendingRadialForce : PendingRadialForces)
{
const FVector RadialForceOrigin = WorldPositionToSpace(SimulationSpace, PendingRadialForce.Origin, ComponentToWorld, BaseBoneTM);
for(ImmediatePhysics::FActorHandle* Body : Bodies)
{
const float InvMass = Body->GetInverseMass();
if(InvMass > 0.f)
{
const float StrengthPerBody = PendingRadialForce.bIgnoreMass ? PendingRadialForce.Strength : PendingRadialForce.Strength / (TotalMass * InvMass);
ImmediatePhysics::EForceType ForceType;
if (PendingRadialForce.Type == USkeletalMeshComponent::FPendingRadialForces::AddImpulse)
{
ForceType = PendingRadialForce.bIgnoreMass ? ImmediatePhysics::EForceType::AddVelocity : ImmediatePhysics::EForceType::AddImpulse;
}
else
{
ForceType = PendingRadialForce.bIgnoreMass ? ImmediatePhysics::EForceType::AddAcceleration : ImmediatePhysics::EForceType::AddForce;
}
Body->AddRadialForce(RadialForceOrigin, StrengthPerBody, PendingRadialForce.Radius, PendingRadialForce.Falloff, ForceType);
}
}
}
if(!ExternalForce.IsNearlyZero())
{
const FVector ExternalForceInSimSpace = WorldVectorToSpaceNoScale(SimulationSpace, ExternalForce, ComponentToWorld, BaseBoneTM);
for (ImmediatePhysics::FActorHandle* Body : Bodies)
{
const float InvMass = Body->GetInverseMass();
if (InvMass > 0.f)
{
Body->AddForce(ExternalForceInSimSpace);
}
}
}
if(DeltaSeconds != 0.0)
{
if(!PerSolverField.IsEmpty())
{
TArray<FVector>& SamplePositions = PerSolverField.GetSamplePositions();
TArray<FFieldContextIndex>& SampleIndices = PerSolverField.GetSampleIndices();
SamplePositions.SetNum(Bodies.Num(),false);
SampleIndices.SetNum(Bodies.Num(), false);
int32 Index = 0;
for (ImmediatePhysics::FActorHandle* Body : Bodies)
{
SamplePositions[Index] = (Body->GetWorldTransform() * SpaceToWorldTransform(SimulationSpace, ComponentToWorld, BaseBoneTM)).GetLocation();
SampleIndices[Index] = FFieldContextIndex(Index, Index);
++Index;
}
PerSolverField.ComputeFieldRigidImpulse(WorldTimeSeconds);
const TArray<FVector>& LinearVelocities = PerSolverField.GetOutputResults(EFieldCommandOutputType::LinearVelocity);
const TArray<FVector>& LinearForces = PerSolverField.GetOutputResults(EFieldCommandOutputType::LinearForce);
const TArray<FVector>& AngularVelocities = PerSolverField.GetOutputResults(EFieldCommandOutputType::AngularVelocity);
const TArray<FVector>& AngularTorques = PerSolverField.GetOutputResults(EFieldCommandOutputType::AngularTorque);
if (LinearVelocities.Num() == Bodies.Num())
{
Index = 0;
for (ImmediatePhysics::FActorHandle* Body : Bodies)
{
const FVector ExternalForceInSimSpace = WorldVectorToSpaceNoScale(SimulationSpace, LinearVelocities[Index++], ComponentToWorld, BaseBoneTM) * Body->GetMass() / DeltaSeconds;
Body->AddForce(ExternalForceInSimSpace);
}
}
if (LinearForces.Num() == Bodies.Num())
{
Index = 0;
for (ImmediatePhysics::FActorHandle* Body : Bodies)
{
const FVector ExternalForceInSimSpace = WorldVectorToSpaceNoScale(SimulationSpace, LinearForces[Index++], ComponentToWorld, BaseBoneTM);
Body->AddForce(ExternalForceInSimSpace);
}
}
if (AngularVelocities.Num() == Bodies.Num())
{
Index = 0;
for (ImmediatePhysics::FActorHandle* Body : Bodies)
{
const FVector ExternalTorqueInSimSpace = WorldVectorToSpaceNoScale(SimulationSpace, AngularVelocities[Index++], ComponentToWorld, BaseBoneTM) * Body->GetInertia() / DeltaSeconds;
Body->AddTorque(ExternalTorqueInSimSpace);
}
}
if (AngularTorques.Num() == Bodies.Num())
{
Index = 0;
for (ImmediatePhysics::FActorHandle* Body : Bodies)
{
const FVector ExternalTorqueInSimSpace = WorldVectorToSpaceNoScale(SimulationSpace, AngularTorques[Index++], ComponentToWorld, BaseBoneTM);
Body->AddTorque(ExternalTorqueInSimSpace);
}
}
}
}
}
}
bool FAnimNode_RigidBody::NeedsDynamicReset() const
{
return true;
}
void FAnimNode_RigidBody::ResetDynamics(ETeleportType InTeleportType)
{
// This will be picked up next evaluate and reset our simulation.
// Teleport type can only go higher - i.e. if we have requested a reset, then a teleport will still reset fully
ResetSimulatedTeleportType = ((InTeleportType > ResetSimulatedTeleportType) ? InTeleportType : ResetSimulatedTeleportType);
}
DECLARE_CYCLE_STAT(TEXT("RigidBody_PreUpdate"), STAT_RigidBody_PreUpdate, STATGROUP_Anim);
void FAnimNode_RigidBody::PreUpdate(const UAnimInstance* InAnimInstance)
{
// Don't update geometry if RBN is disabled
if(!bEnabled)
{
return;
}
SCOPE_CYCLE_COUNTER(STAT_RigidBody_PreUpdate);
USkeletalMeshComponent* SKC = InAnimInstance->GetSkelMeshComponent();
APawn* PawnOwner = InAnimInstance->TryGetPawnOwner();
UPawnMovementComponent* MovementComp = PawnOwner ? PawnOwner->GetMovementComponent() : nullptr;
#if WITH_EDITOR && WITH_CHAOS
if (bEnableWorldGeometry && SimulationSpace != ESimulationSpace::WorldSpace && SKC && SKC->GetRelativeScale3D() != FVector(1.f, 1.f, 1.f))
{
FMessageLog("PIE").Warning(FText::Format(LOCTEXT("WorldCollisionComponentSpace", "Trying to use world collision without world space simulation for scaled ''{0}''. This is not supported, please change SimulationSpace to WorldSpace"),
FText::FromString(GetPathNameSafe(SKC))));
}
#endif
UWorld* World = InAnimInstance->GetWorld();
if (World)
{
WorldSpaceGravity = bOverrideWorldGravity ? OverrideWorldGravity : (MovementComp ? FVector(0.f, 0.f, MovementComp->GetGravityZ()) : FVector(0.f, 0.f, World->GetGravityZ()));
if(SKC)
{
// Store game time for use in parallel evaluation. This may be the totol time (inc pauses) or the time the game has been unpaused.
WorldTimeSeconds = SKC->PrimaryComponentTick.bTickEvenWhenPaused ? World->UnpausedTimeSeconds : World->TimeSeconds;
if (PhysicsSimulation && bEnableWorldGeometry)
{
UpdateWorldGeometry(*World, *SKC);
}
PendingRadialForces = SKC->GetPendingRadialForces();
PreviousTransform = CurrentTransform;
CurrentTransform = SKC->GetComponentToWorld();
if (World->PhysicsField)
{
const FBox BoundingBox = SKC->CalcBounds(SKC->GetComponentTransform()).GetBox();
World->PhysicsField->FillTransientCommands(false, BoundingBox, WorldTimeSeconds, PerSolverField.GetTransientCommands());
World->PhysicsField->FillPersistentCommands(false, BoundingBox, WorldTimeSeconds, PerSolverField.GetPersistentCommands());
}
}
}
}
int32 FAnimNode_RigidBody::GetLODThreshold() const
{
if(CVarRigidBodyLODThreshold.GetValueOnAnyThread() != -1)
{
if(LODThreshold != -1)
{
return FMath::Min(LODThreshold, CVarRigidBodyLODThreshold.GetValueOnAnyThread());
}
else
{
return CVarRigidBodyLODThreshold.GetValueOnAnyThread();
}
}
else
{
return LODThreshold;
}
}
DECLARE_CYCLE_STAT(TEXT("RigidBody_Update"), STAT_RigidBody_Update, STATGROUP_Anim);
void FAnimNode_RigidBody::UpdateInternal(const FAnimationUpdateContext& Context)
{
LLM_SCOPE_BYNAME(TEXT("Animation/RigidBody"));
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(UpdateInternal)
// Avoid this work if RBN is disabled, as the results would be discarded
if(!bEnabled)
{
return;
}
SCOPE_CYCLE_COUNTER(STAT_RigidBody_Update);
// Must flush the simulation since we may be making changes to the scene
FlushDeferredSimulationTask();
// Accumulate deltatime elapsed during update. To be used during evaluation.
AccumulatedDeltaTime += Context.AnimInstanceProxy->GetDeltaSeconds();
if (UnsafeWorld != nullptr)
{
// Node is valid to evaluate. Simulation is starting.
bSimulationStarted = true;
}
// Remove expired objects from the sim
PurgeExpiredWorldObjects();
// Find nearby world objects to add to the sim (gated on UnsafeWorld - see UpdateWorldGeometry)
CollectWorldObjects();
// These get set again if our bounds change. Subsequent calls to CollectWorldObjects will early-out until then
UnsafeWorld = nullptr;
UnsafeOwner = nullptr;
PhysScene = nullptr;
}
void FAnimNode_RigidBody::CollectWorldObjects()
{
if ((UnsafeWorld != nullptr) && (PhysScene != nullptr))
{
// @todo(ccaulfield): should this use CachedBounds?
TArray<FOverlapResult> Overlaps;
UnsafeWorld->OverlapMultiByChannel(Overlaps, CachedBounds.Center, FQuat::Identity, OverlapChannel, FCollisionShape::MakeSphere(CachedBounds.W), QueryParams, FCollisionResponseParams(ECR_Overlap));
// @todo(ccaulfield): is there an engine-independent way to do this?
#if WITH_PHYSX && PHYSICS_INTERFACE_PHYSX
SCOPED_SCENE_READ_LOCK(PhysScene ? PhysScene->GetPxScene() : nullptr); //TODO: expose this part to the anim node
#endif
for (const FOverlapResult& Overlap : Overlaps)
{
if (UPrimitiveComponent* OverlapComp = Overlap.GetComponent())
{
FWorldObject* WorldObject = ComponentsInSim.Find(OverlapComp);
if (WorldObject != nullptr)
{
// Existing object - reset its age
WorldObject->LastSeenTick = ComponentsInSimTick;
}
else
{
#if WITH_PHYSX && PHYSICS_INTERFACE_PHYSX
ComponentsInSim.Add(OverlapComp);
// Not sure why this happens, adding check to fix crash in CheckRBN engine test.
if (OverlapComp->BodyInstance.BodySetup != nullptr)
{
PhysicsSimulation->CreateActor(ImmediatePhysics::EActorType::StaticActor, &OverlapComp->BodyInstance, OverlapComp->BodyInstance.GetUnrealWorldTransform());
}
#elif WITH_CHAOS
// New object - add it to the sim
const bool bIsSelf = (UnsafeOwner == OverlapComp->GetOwner());
if (!bIsSelf)
{
// Create a kinematic actor. Not using Static as world-static objects may move in the simulation's frame of reference
ImmediatePhysics::FActorHandle* ActorHandle = PhysicsSimulation->CreateActor(ImmediatePhysics::EActorType::KinematicActor, &OverlapComp->BodyInstance, OverlapComp->GetComponentTransform());
PhysicsSimulation->AddToCollidingPairs(ActorHandle);
ComponentsInSim.Add(OverlapComp, FWorldObject(ActorHandle, ComponentsInSimTick));
}
#endif
}
}
}
}
}
// Flag invalid objects for purging
void FAnimNode_RigidBody::ExpireWorldObjects()
{
#if WITH_CHAOS
// Invalidate deleted and expired world objects
TArray<const UPrimitiveComponent*> PrunedEntries;
for (auto& WorldEntry : ComponentsInSim)
{
const UPrimitiveComponent* WorldComp = WorldEntry.Key;
FWorldObject& WorldObject = WorldEntry.Value;
// Do we need to expire this object?
const int32 ExpireTickCount = RBAN_WorldObjectExpiry;
bool bIsInvalid =
((ComponentsInSimTick - WorldObject.LastSeenTick) > ExpireTickCount) // Haven't seen this object for a while
|| !IsValid(WorldComp)
|| (WorldComp->GetBodyInstance() == nullptr)
|| (!WorldComp->GetBodyInstance()->IsValidBodyInstance());
// Remove from sim if necessary
if (bIsInvalid)
{
WorldObject.bExpired = true;
}
}
#endif
}
void FAnimNode_RigidBody::PurgeExpiredWorldObjects()
{
#if WITH_CHAOS
// Destroy expired simulated objects
TArray<const UPrimitiveComponent*> PurgedEntries;
for (auto& WorldEntry : ComponentsInSim)
{
FWorldObject& WorldObject = WorldEntry.Value;
if (WorldObject.bExpired)
{
PhysicsSimulation->DestroyActor(WorldObject.ActorHandle);
WorldObject.ActorHandle = nullptr;
PurgedEntries.Add(WorldEntry.Key);
}
}
// Remove purged map entries
for (const UPrimitiveComponent* PurgedEntry : PurgedEntries)
{
ComponentsInSim.Remove(PurgedEntry);
}
#endif
}
// Update the transforms of the world objects we added to the sim. This is required
// if we have a component- or bone-space simulation as even world-static objects
// will be moving in the simulation's frame of reference.
void FAnimNode_RigidBody::UpdateWorldObjects(const FTransform& SpaceTransform)
{
LLM_SCOPE_BYNAME(TEXT("Animation/RigidBody"));
#if WITH_CHAOS
if (SimulationSpace != ESimulationSpace::WorldSpace)
{
for (const auto& WorldEntry : ComponentsInSim)
{
const UPrimitiveComponent* OverlapComp = WorldEntry.Key;
if (OverlapComp != nullptr)
{
ImmediatePhysics::FActorHandle* ActorHandle = WorldEntry.Value.ActorHandle;
// Calculate the sim-space transform of this object
const FTransform CompWorldTransform = OverlapComp->BodyInstance.GetUnrealWorldTransform();
FTransform CompSpaceTransform;
CompSpaceTransform.SetTranslation(SpaceTransform.InverseTransformPosition(CompWorldTransform.GetLocation()));
CompSpaceTransform.SetRotation(SpaceTransform.InverseTransformRotation(CompWorldTransform.GetRotation()));
CompSpaceTransform.SetScale3D(FVector::OneVector); // TODO - sort out scale for world objects in local sim
// Update the sim's copy of the world object
ActorHandle->SetWorldTransform(CompSpaceTransform);
}
}
}
#endif
}
void FAnimNode_RigidBody::InitializeBoneReferences(const FBoneContainer& RequiredBones)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(InitializeBoneReferences)
/** We only need to update simulated bones and children of simulated bones*/
const int32 NumBodies = Bodies.Num();
const TArray<FBoneIndexType>& RequiredBoneIndices = RequiredBones.GetBoneIndicesArray();
const int32 NumRequiredBoneIndices = RequiredBoneIndices.Num();
const FReferenceSkeleton& RefSkeleton = RequiredBones.GetReferenceSkeleton();
OutputBoneData.Empty(NumBodies);
int32 NumSimulatedBodies = 0;
TArray<int32> SimulatedBodyIndices;
// if no name is entered, use root
if (BaseBoneRef.BoneName == NAME_None)
{
BaseBoneRef.BoneName = RefSkeleton.GetBoneName(0);
}
if (BaseBoneRef.BoneName != NAME_None)
{
BaseBoneRef.Initialize(RequiredBones);
}
bool bHasInvalidBoneReference = false;
for (int32 Index = 0; Index < NumRequiredBoneIndices; ++Index)
{
const FCompactPoseBoneIndex CompactPoseBoneIndex(Index);
const FBoneIndexType SkeletonBoneIndex = RequiredBones.GetSkeletonIndex(CompactPoseBoneIndex);
const FBoneIndexType IndexToBodyNum = SkeletonBoneIndexToBodyIndex.Num();
// If we have a missing bone in our skeleton, we don't want to have an out of bounds access.
if (SkeletonBoneIndex >= IndexToBodyNum)
{
bHasInvalidBoneReference = true;
break;
}
const int32 BodyIndex = SkeletonBoneIndexToBodyIndex[SkeletonBoneIndex];
if (BodyIndex != INDEX_NONE)
{
//If we have a body we need to save it for later
FOutputBoneData* OutputData = new (OutputBoneData) FOutputBoneData();
OutputData->BodyIndex = BodyIndex;
OutputData->CompactPoseBoneIndex = CompactPoseBoneIndex;
if (BodyAnimData[BodyIndex].bIsSimulated)
{
++NumSimulatedBodies;
SimulatedBodyIndices.AddUnique(BodyIndex);
}
OutputData->BoneIndicesToParentBody.Add(CompactPoseBoneIndex);
// Walk up parent chain until we find parent body.
OutputData->ParentBodyIndex = INDEX_NONE;
FCompactPoseBoneIndex CompactParentIndex = RequiredBones.GetParentBoneIndex(CompactPoseBoneIndex);
while (CompactParentIndex != INDEX_NONE)
{
const FBoneIndexType SkeletonParentBoneIndex = RequiredBones.GetSkeletonIndex(CompactParentIndex);
// Must check our parent as well for a missing bone.
if (SkeletonParentBoneIndex >= IndexToBodyNum)
{
bHasInvalidBoneReference = true;
break;
}
OutputData->ParentBodyIndex = SkeletonBoneIndexToBodyIndex[SkeletonParentBoneIndex];
if (OutputData->ParentBodyIndex != INDEX_NONE)
{
break;
}
OutputData->BoneIndicesToParentBody.Add(CompactParentIndex);
CompactParentIndex = RequiredBones.GetParentBoneIndex(CompactParentIndex);
}
if (bHasInvalidBoneReference)
{
break;
}
}
}
if (bHasInvalidBoneReference)
{
// If a bone was missing, let us know which asset it happened on, and clear our bone container to make the bad asset visible.
ensureMsgf(false, TEXT("FAnimNode_RigidBody::InitializeBoneReferences: The Skeleton %s, is missing bones that SkeletalMesh %s needs. Skeleton might need to be resaved."),
*GetNameSafe(RequiredBones.GetSkeletonAsset()), *GetNameSafe(RequiredBones.GetSkeletalMeshAsset()));
OutputBoneData.Empty();
}
else
{
// New bodies potentially introduced with new LOD
// We'll have to initialize their transform.
bCheckForBodyTransformInit = true;
if (PhysicsSimulation)
{
#if WITH_CHAOS
PhysicsSimulation->SetNumActiveBodies(NumSimulatedBodies, SimulatedBodyIndices);
#else
PhysicsSimulation->SetNumActiveBodies(NumSimulatedBodies);
#endif
}
// We're switching to a new LOD, this invalidates our captured poses.
CapturedFrozenPose.Empty();
CapturedFrozenCurves.Empty();
}
}
void FAnimNode_RigidBody::AddImpulseAtLocation(FVector Impulse, FVector Location, FName BoneName)
{
#if WITH_CHAOS
// Find the body. This is currently only used in the editor and will need optimizing if used in game
for (int32 BodyIndex = 0; BodyIndex < Bodies.Num(); ++BodyIndex)
{
ImmediatePhysics::FActorHandle* Body = Bodies[BodyIndex];
if (Body->GetName() == BoneName)
{
Body->AddImpulseAtLocation(Impulse, Location);
}
}
#endif
}
void FAnimNode_RigidBody::OnInitializeAnimInstance(const FAnimInstanceProxy* InProxy, const UAnimInstance* InAnimInstance)
{
InitPhysics(InAnimInstance);
}
#if WITH_EDITORONLY_DATA
void FAnimNode_RigidBody::PostSerialize(const FArchive& Ar)
{
if(bComponentSpaceSimulation_DEPRECATED == false)
{
//If this is not the default value it means we have old content where we were simulating in world space
SimulationSpace = ESimulationSpace::WorldSpace;
bComponentSpaceSimulation_DEPRECATED = true;
}
}
#endif
bool FAnimNode_RigidBody::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
{
return BaseBoneRef.IsValidToEvaluate(RequiredBones);
}
#undef LOCTEXT_NAMESPACE