Ejemplo n.º 1
0
void FPhysScene::SetUpForFrame(const FVector* NewGrav, float InDeltaSeconds, float InMaxPhysicsDeltaTime)
{
	DeltaSeconds = InDeltaSeconds;
	MaxPhysicsDeltaTime = InMaxPhysicsDeltaTime;
#if WITH_PHYSX
	if (NewGrav)
	{
		// Loop through scene types to get all scenes
		for (uint32 SceneType = 0; SceneType < NumPhysScenes; ++SceneType)
		{
			PxScene* PScene = GetPhysXScene(SceneType);
			if (PScene != NULL)
			{
				//@todo phys_thread don't do this if gravity changes

				//@todo, to me it looks like we should avoid this if the gravity has not changed, the lock is probably expensive
				// Lock scene lock, in case it is required
				SCENE_LOCK_WRITE(PScene);

				PScene->setGravity(U2PVector(*NewGrav));

				// Unlock scene lock, in case it is required
				SCENE_UNLOCK_WRITE(PScene);
			}
		}
	}
#endif
}
Ejemplo n.º 2
0
void FPhysSubstepTask::SubstepInterpolation(float InAlpha)
{
#if WITH_PHYSX
#if WITH_APEX
	PxScene * PScene = PAScene->getPhysXScene();
#else
	PxScene * PScene = PAScene;
#endif

	PhysTargetMap & Targets = PhysTargetBuffers[!External];

	/** Note: We lock the entire scene before iterating. The assumption is that removing an FBodyInstance from the map will also be wrapped by this lock */
	SCENE_LOCK_WRITE(PScene);

	for (PhysTargetMap::TIterator Itr = Targets.CreateIterator(); Itr; ++Itr)
	{
		FPhysTarget & PhysTarget = Itr.Value();
		FBodyInstance* BodyInstance = Itr.Key();
		PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic();

		if (PRigidDynamic == NULL)
		{
			continue;
		}

		//We should only be iterating over actors that belong to this scene
		check(PRigidDynamic->getScene() == PScene);

		ApplyForces(PhysTarget, BodyInstance);
		ApplyTorques(PhysTarget, BodyInstance);
		InterpolateKinematicActor(PhysTarget, BodyInstance, InAlpha);
	}

	/** Final substep */
	if (InAlpha >= 1.f)
	{
		Targets.Empty(Targets.Num());
	}

	SCENE_UNLOCK_WRITE(PScene);
#endif
}
Ejemplo n.º 3
0
void FPhysScene::ApplyWorldOffset(FVector InOffset)
{
#if WITH_PHYSX
	// Loop through scene types to get all scenes
	for (uint32 SceneType = 0; SceneType < NumPhysScenes; ++SceneType)
	{
		PxScene* PScene = GetPhysXScene(SceneType);
		if (PScene != NULL)
		{
			// Lock scene lock, in case it is required
			SCENE_LOCK_WRITE(PScene);

			PScene->shiftOrigin(U2PVector(-InOffset));

			// Unlock scene lock, in case it is required
			SCENE_UNLOCK_WRITE(PScene);
		}
	}
#endif
}
Ejemplo n.º 4
0
void FPhysScene::SetIsStaticLoading(bool bStaticLoading)
{
#if WITH_PHYSX
	// Loop through scene types to get all scenes
	for (uint32 SceneType = 0; SceneType < NumPhysScenes; ++SceneType)
	{
		PxScene* PScene = GetPhysXScene(SceneType);
		if (PScene != NULL)
		{
			// Lock scene lock, in case it is required
			SCENE_LOCK_WRITE(PScene);

			// Sets the rebuild rate hint, to 1 frame if static loading
			PScene->setDynamicTreeRebuildRateHint(bStaticLoading ? 5 : PhysXSlowRebuildRate);

			// Unlock scene lock, in case it is required
			SCENE_UNLOCK_WRITE(PScene);
		}
	}
#endif
}
Ejemplo n.º 5
0
void FPhysScene::InitPhysScene(uint32 SceneType)
{
	check(SceneType < NumPhysScenes);

#if WITH_PHYSX
	PhysxUserData = FPhysxUserData(this);

	// Include scene descriptor in loop, so that we might vary it with scene type
	PxSceneDesc PSceneDesc(GPhysXSDK->getTolerancesScale());
	PSceneDesc.cpuDispatcher = CPUDispatcher;

	FPhysSceneShaderInfo PhysSceneShaderInfo;
	PhysSceneShaderInfo.PhysScene = this;
	PSceneDesc.filterShaderData = &PhysSceneShaderInfo;
	PSceneDesc.filterShaderDataSize = sizeof(PhysSceneShaderInfo);

	PSceneDesc.filterShader = PhysXSimFilterShader;
	PSceneDesc.simulationEventCallback = SimEventCallback;

	if(UPhysicsSettings::Get()->bEnablePCM)
	{
		PSceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
	}
	

	//LOC_MOD enable kinematic vs kinematic for APEX destructibles. This is for the kinematic cube moving horizontally in QA-Destructible map to collide with the destructible.
	// Was this flag turned off in UE4? Do we want to turn it on for both sync and async scenes?
	PSceneDesc.flags |= PxSceneFlag::eENABLE_KINEMATIC_PAIRS;

	// Set bounce threshold
	PSceneDesc.bounceThresholdVelocity = UPhysicsSettings::Get()->BounceThresholdVelocity;

	// Possibly set flags in async scene for better behavior with piles
#if USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE
	if (SceneType == PST_Async)
	{
		PSceneDesc.flags |= PxSceneFlag::eADAPTIVE_FORCE;
	}
#endif

#if USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
	if (SceneType == PST_Async)
	{
		PSceneDesc.flags |= PxSceneFlag::eENABLE_ONE_DIRECTIONAL_FRICTION;
	}
#endif

	// If we're frame lagging the async scene (truly running it async) then use the scene lock
#if USE_SCENE_LOCK
	if(UPhysicsSettings::Get()->bWarnMissingLocks)
	{
		PSceneDesc.flags |= PxSceneFlag::eREQUIRE_RW_LOCK;
	}
	
#endif

	// We want to use 'active transforms'
	PSceneDesc.flags |= PxSceneFlag::eENABLE_ACTIVETRANSFORMS;

	// @TODO Should we set up PSceneDesc.limits? How?

	// Do this to improve loading times, esp. for streaming in sublevels
	PSceneDesc.staticStructure = PxPruningStructure::eDYNAMIC_AABB_TREE;
	// Default to rebuilding tree slowly
	PSceneDesc.dynamicTreeRebuildRateHint = PhysXSlowRebuildRate;

	bool bIsValid = PSceneDesc.isValid();
	if (!bIsValid)
	{
		UE_LOG(LogPhysics, Log, TEXT("Invalid PSceneDesc"));
	}

	// Create scene, and add to map
	PxScene* PScene = GPhysXSDK->createScene(PSceneDesc);

#if WITH_APEX
	// Build the APEX scene descriptor for the PhysX scene
	NxApexSceneDesc ApexSceneDesc;
	ApexSceneDesc.scene = PScene;
	// This interface allows us to modify the PhysX simulation filter shader data with contact pair flags 
	ApexSceneDesc.physX3Interface = &GApexPhysX3Interface;

	// Create the APEX scene from our descriptor
	NxApexScene* ApexScene = GApexSDK->createScene(ApexSceneDesc);

	// This enables debug rendering using the "legacy" method, not using the APEX render API
	ApexScene->setUseDebugRenderable(true);

	// Allocate a view matrix for APEX scene LOD
	ApexScene->allocViewMatrix(physx::ViewMatrixType::LOOK_AT_RH);

	// Add the APEX scene to the map instead of the PhysX scene, since we can access the latter through the former
	GPhysXSceneMap.Add(PhysXSceneCount, ApexScene);
#else	// #if WITH_APEX
	GPhysXSceneMap.Add(PhysXSceneCount, PScene);
#endif	// #if WITH_APEX

	// Lock scene lock, in case it is required
	SCENE_LOCK_WRITE(PScene);

	// enable CCD at scene level
	if (bGlobalCCD)
	{
		PScene->setFlag(PxSceneFlag::eENABLE_CCD, true);
	}

	// Need to turn this on to consider kinematics turning into dynamic. Otherwise, you'll need to call resetFiltering to do the expensive broadphase reinserting 
	PScene->setFlag(PxSceneFlag::eENABLE_KINEMATIC_STATIC_PAIRS, true);

	// Unlock scene lock, in case it is required
	SCENE_UNLOCK_WRITE(PScene);

	// Save pointer to FPhysScene in userdata
	PScene->userData = &PhysxUserData;
#if WITH_APEX
	ApexScene->userData = &PhysxUserData;
#endif

	// Store index of PhysX Scene in this FPhysScene
	this->PhysXSceneIndex[SceneType] = PhysXSceneCount;
	DeferredSceneData[SceneType].SceneIndex = PhysXSceneCount;

	// Increment scene count
	PhysXSceneCount++;

#if WITH_VEHICLE
	// Only create PhysXVehicleManager in the sync scene
	if (SceneType == PST_Sync)
	{
		check(VehicleManager == NULL);
		VehicleManager = new FPhysXVehicleManager(PScene);
	}
#endif

#if WITH_SUBSTEPPING
	//Initialize substeppers
	//we don't bother sub-stepping cloth
#if WITH_PHYSX
#if WITH_APEX
	PhysSubSteppers[SceneType] = SceneType == PST_Cloth ? NULL : new FPhysSubstepTask(ApexScene);
#else
	PhysSubSteppers[SceneType] = SceneType == PST_Cloth ? NULL : new FPhysSubstepTask(PScene);
#endif
#endif
#if WITH_VEHICLE
	if (SceneType == PST_Sync)
	{
		PhysSubSteppers[SceneType]->SetVehicleManager(VehicleManager);
	}
#endif
	
#endif

#endif // WITH_PHYSX
}