void UDestructibleComponent::Pair( int32 ChunkIndex, PxShape* PShape) { FDestructibleChunkInfo* CI; FPhysxUserData* UserData; check(ChunkIndex < ChunkInfos.Num()); CI = &ChunkInfos[ChunkIndex]; CI->ChunkIndex = ChunkIndex; CI->OwningComponent = this; UserData = &PhysxChunkUserData[ChunkIndex]; UserData->Set(UserData, CI); PShape->userData = UserData; PShape->getActor()->userData = UserData; PShape->getActor()->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, !BodyInstance.bEnableGravity); // Set collision response to non-root chunks if (GetDestructibleMesh()->ApexDestructibleAsset->getChunkParentIndex(ChunkIndex) >= 0) { SetCollisionResponseForShape(PShape, ChunkIndex); } }
void UDestructibleComponent::RefreshBoneTransforms() { #if WITH_APEX if(ApexDestructibleActor != NULL && SkeletalMesh) { UDestructibleMesh* TheDestructibleMesh = GetDestructibleMesh(); // Save a pointer to the APEX NxDestructibleAsset physx::NxDestructibleAsset* ApexDestructibleAsset = TheDestructibleMesh->ApexDestructibleAsset; check(ApexDestructibleAsset); { // Lock here so we don't encounter race conditions with the destruction processing FPhysScene* PhysScene = World->GetPhysicsScene(); check(PhysScene); const uint32 SceneType = (BodyInstance.bUseAsyncScene && PhysScene->HasAsyncScene()) ? PST_Async : PST_Sync; PxScene* PScene = PhysScene->GetPhysXScene(SceneType); check(PScene); SCOPED_SCENE_WRITE_LOCK(PScene); SCOPED_SCENE_READ_LOCK(PScene); // Try to acquire event buffer const physx::NxDestructibleChunkEvent* EventBuffer; physx::PxU32 EventBufferSize; if (ApexDestructibleActor->acquireChunkEventBuffer(EventBuffer, EventBufferSize)) { // Buffer acquired while (EventBufferSize--) { const physx::NxDestructibleChunkEvent& Event = *EventBuffer++; // Right now the only events are visibility changes. So as an optimization we won't check for the event type. // if (Event.event & physx::NxDestructibleChunkEvent::VisibilityChanged) const bool bVisible = (Event.event & physx::NxDestructibleChunkEvent::ChunkVisible) != 0; SetChunkVisible(Event.chunkIndex, bVisible); } // Release buffer (will be cleared) ApexDestructibleActor->releaseChunkEventBuffer(); } } // Update poses for visible chunks const physx::PxU16* VisibleChunks = ApexDestructibleActor->getVisibleChunks(); physx::PxU16 VisibleChunkCount = ApexDestructibleActor->getNumVisibleChunks(); while (VisibleChunkCount--) { const physx::PxU16 ChunkIndex = *VisibleChunks++; // BRGTODO : Make a direct method to access the Px objects' quats const physx::PxMat44 ChunkPoseRT = ApexDestructibleActor->getChunkPose(ChunkIndex); // Unscaled const physx::PxTransform Transform(ChunkPoseRT); SetChunkWorldRT(ChunkIndex, P2UQuat(Transform.q), P2UVector(Transform.p)); } // Send bones to render thread at end of frame MarkRenderDynamicDataDirty(); } #endif // #if WITH_APEX }
void UDestructibleComponent::Serialize(FArchive& Ar) { Super::Serialize(Ar); #if WITH_EDITORONLY_DATA if(Ar.IsLoading()) { // Copy our skeletal mesh value to our transient variable, so it appears in slate correctly. this->DestructibleMesh = GetDestructibleMesh(); } #endif // WITH_EDITORONLY_DATA }
void UDestructibleComponent::SpawnFractureEffectsFromDamageEvent(const NxApexDamageEventReportData& InDamageEvent) { // Use the component's fracture effects if the override is selected, otherwise use fracture effects from the asset TArray<FFractureEffect>& UseFractureEffects = (bFractureEffectOverride || !SkeletalMesh) ? FractureEffects : CastChecked<UDestructibleMesh>(SkeletalMesh)->FractureEffects; UDestructibleMesh* TheDestructibleMesh = GetDestructibleMesh(); if (!TheDestructibleMesh) { return; } // We keep track of the handled parent chunks here TArray<int32> HandledParents; for(physx::PxU32 eventN = 0; eventN < InDamageEvent.fractureEventListSize; ++eventN) { const NxApexChunkData& chunkData = InDamageEvent.fractureEventList[eventN]; if( chunkData.depth < (physx::PxU32)UseFractureEffects.Num() ) { // We can get the root chunk here as well, so make sure that the parent index is 0, even for the root chunk int32 ParentIdx = FMath::Max(TheDestructibleMesh->ApexDestructibleAsset->getChunkParentIndex(chunkData.index), 0); // We can test a number of flags - we'll play an effect if the chunk was destroyed // As we only get the fractured event here for chunks that come free, we spawn fracture // effects only once per unique parent if((chunkData.flags & NxApexChunkFlag::FRACTURED) && !HandledParents.Contains(ParentIdx)) { FVector Position = P2UVector(chunkData.worldBounds.getCenter()); FFractureEffect& FractureEffect = UseFractureEffects[chunkData.depth]; if( FractureEffect.Sound != NULL ) { // Spawn sound UGameplayStatics::PlaySoundAtLocation( this, FractureEffect.Sound, Position ); } if( FractureEffect.ParticleSystem != NULL ) { // Spawn particle system UParticleSystemComponent* ParticleSystemComponent = UGameplayStatics::SpawnEmitterAtLocation( this, FractureEffect.ParticleSystem, Position ); // Disable shadows, since destructibles tend to generate a lot of these if (ParticleSystemComponent != NULL) { ParticleSystemComponent->CastShadow = false; } } HandledParents.Add(ParentIdx); } } } }
UBodySetup* UDestructibleComponent::GetBodySetup() { if (SkeletalMesh != NULL) { UDestructibleMesh* TheDestructibleMesh = GetDestructibleMesh(); if (TheDestructibleMesh != NULL) { return TheDestructibleMesh->BodySetup; } } return NULL; }
void UDestructibleComponent::SetDestructibleMesh(class UDestructibleMesh* NewMesh) { #if WITH_APEX ChunkInfos.Empty(); PhysxChunkUserData.Empty(); #endif // WITH_APEX Super::SetSkeletalMesh( NewMesh ); #if WITH_EDITORONLY_DATA // If the SkeletalMesh has changed, update our transient value too. this->DestructibleMesh = GetDestructibleMesh(); #endif // WITH_EDITORONLY_DATA SetChunkVisible(0, true); }
void UDestructibleComponent::SetCollisionResponseForActor(PxRigidDynamic* Actor, int32 ChunkIdx, const FCollisionResponseContainer* ResponseOverride /*= NULL*/) { #if WITH_APEX if (ApexDestructibleActor == NULL) { return; } // Get collision channel and response PxFilterData PQueryFilterData, PSimFilterData; uint8 MoveChannel = GetCollisionObjectType(); if(IsCollisionEnabled()) { UDestructibleMesh* TheDestructibleMesh = GetDestructibleMesh(); AActor* Owner = GetOwner(); bool bLargeChunk = IsChunkLarge(ChunkIdx); const FCollisionResponseContainer& UseResponse = ResponseOverride == NULL ? (bLargeChunk ? LargeChunkCollisionResponse.GetResponseContainer() : SmallChunkCollisionResponse.GetResponseContainer()) : *ResponseOverride; physx::PxU32 SupportDepth = TheDestructibleMesh->ApexDestructibleAsset->getChunkDepth(ChunkIdx); const bool bEnableImpactDamage = IsImpactDamageEnabled(TheDestructibleMesh, SupportDepth); CreateShapeFilterData(MoveChannel, GetUniqueID(), UseResponse, 0, ChunkIdxToBoneIdx(ChunkIdx), PQueryFilterData, PSimFilterData, BodyInstance.bUseCCD, bEnableImpactDamage, false); PQueryFilterData.word3 |= EPDF_SimpleCollision | EPDF_ComplexCollision; SCOPED_SCENE_WRITE_LOCK(Actor->getScene()); TArray<PxShape*> Shapes; Shapes.AddUninitialized(Actor->getNbShapes()); int ShapeCount = Actor->getShapes(Shapes.GetData(), Shapes.Num()); for (int32 i=0; i < ShapeCount; ++i) { PxShape* Shape = Shapes[i]; Shape->setQueryFilterData(PQueryFilterData); Shape->setSimulationFilterData(PSimFilterData); Shape->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE, true); Shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, true); Shape->setFlag(PxShapeFlag::eVISUALIZATION, true); } } #endif }
void UDestructibleComponent::SetDestructibleMesh(class UDestructibleMesh* NewMesh) { #if WITH_APEX uint32 ChunkCount = NewMesh ? NewMesh->ApexDestructibleAsset->getChunkCount() : 0; ChunkInfos.Reset(ChunkCount); ChunkInfos.AddZeroed(ChunkCount); PhysxChunkUserData.Reset(ChunkCount); PhysxChunkUserData.AddZeroed(ChunkCount); #endif // WITH_APEX Super::SetSkeletalMesh( NewMesh ); #if WITH_EDITORONLY_DATA // If the SkeletalMesh has changed, update our transient value too. DestructibleMesh = GetDestructibleMesh(); #endif // WITH_EDITORONLY_DATA RecreatePhysicsState(); }
void UDestructibleComponent::CreatePhysicsState() { // to avoid calling PrimitiveComponent, I'm just calling ActorComponent::CreatePhysicsState // @todo lh - fix me based on the discussion with Bryan G UActorComponent::CreatePhysicsState(); bPhysicsStateCreated = true; // What we want to do with BodySetup is simply use it to store a PhysicalMaterial, and possibly some other relevant fields. Set up pointers from the BodyInstance to the BodySetup and this component UBodySetup* BodySetup = GetBodySetup(); BodyInstance.OwnerComponent = this; BodyInstance.BodySetup = BodySetup; BodyInstance.InstanceBodyIndex = 0; #if WITH_APEX if( SkeletalMesh == NULL ) { return; } FPhysScene* PhysScene = World->GetPhysicsScene(); check(PhysScene); if( GApexModuleDestructible == NULL ) { UE_LOG(LogPhysics, Log, TEXT("UDestructibleComponent::CreatePhysicsState(): APEX must be enabled to init UDestructibleComponent physics.") ); return; } if( ApexDestructibleActor != NULL ) { UE_LOG(LogPhysics, Log, TEXT("UDestructibleComponent::CreatePhysicsState(): NxDestructibleActor already created.") ); return; } UDestructibleMesh* TheDestructibleMesh = GetDestructibleMesh(); if( TheDestructibleMesh == NULL || TheDestructibleMesh->ApexDestructibleAsset == NULL) { UE_LOG(LogPhysics, Log, TEXT("UDestructibleComponent::CreatePhysicsState(): No DestructibleMesh or missing ApexDestructibleAsset.") ); return; } int32 ChunkCount = TheDestructibleMesh->ApexDestructibleAsset->getChunkCount(); // Ensure the chunks start off invisible. RefreshBoneTransforms should make them visible. for (int32 ChunkIndex = 0; ChunkIndex < ChunkCount; ++ChunkIndex) { SetChunkVisible(ChunkIndex, false); } #if WITH_EDITOR if (GIsEditor && !World->IsGameWorld()) { // In the editor, only set the 0 chunk to be visible. if (TheDestructibleMesh->ApexDestructibleAsset->getChunkCount() > 0) { SetChunkVisible(0, true); } return; } #endif // WITH_EDITOR // Only create physics in the game if( !World->IsGameWorld() ) { return; } // Set template actor/body/shape properties // Find the PhysicalMaterial we need to apply to the physics bodies. UPhysicalMaterial* PhysMat = BodyInstance.GetSimplePhysicalMaterial(); // Get the default actor descriptor NxParameterized data from the asset NxParameterized::Interface* ActorParams = TheDestructibleMesh->GetDestructibleActorDesc(PhysMat); // Create PhysX transforms from ComponentToWorld const PxMat44 GlobalPose(PxMat33(U2PQuat(ComponentToWorld.GetRotation())), U2PVector(ComponentToWorld.GetTranslation())); const PxVec3 Scale = U2PVector(ComponentToWorld.GetScale3D()); // Set the transform in the actor descriptor verify( NxParameterized::setParamMat44(*ActorParams,"globalPose",GlobalPose) ); verify( NxParameterized::setParamVec3(*ActorParams,"scale",Scale) ); // Set the (initially) dynamic flag in the actor descriptor // See if we are 'static' verify( NxParameterized::setParamBool(*ActorParams,"dynamic", BodyInstance.bSimulatePhysics != false) ); // Set the sleep velocity frame decay constant (was sleepVelocitySmoothingFactor) - a new feature that should help sleeping in large piles verify( NxParameterized::setParamF32(*ActorParams,"sleepVelocityFrameDecayConstant", 20.0f) ); // Set up the shape desc template // Get collision channel and response PxFilterData PQueryFilterData, PSimFilterData; uint8 MoveChannel = GetCollisionObjectType(); FCollisionResponseContainer CollResponse; if(IsCollisionEnabled()) { // Only enable a collision response if collision is enabled CollResponse = GetCollisionResponseToChannels(); LargeChunkCollisionResponse.SetCollisionResponseContainer(CollResponse); SmallChunkCollisionResponse.SetCollisionResponseContainer(CollResponse); SmallChunkCollisionResponse.SetResponse(ECC_Pawn, ECR_Overlap); } else { // now since by default it will all block, if collision is disabled, we need to set to ignore MoveChannel = ECC_WorldStatic; CollResponse.SetAllChannels(ECR_Ignore); LargeChunkCollisionResponse.SetAllChannels(ECR_Ignore); SmallChunkCollisionResponse.SetAllChannels(ECR_Ignore); } const bool bEnableImpactDamage = IsImpactDamageEnabled(TheDestructibleMesh, 0); const bool bEnableContactModification = TheDestructibleMesh->DefaultDestructibleParameters.DamageParameters.bCustomImpactResistance && TheDestructibleMesh->DefaultDestructibleParameters.DamageParameters.ImpactResistance > 0.f; // Passing AssetInstanceID = 0 so we'll have self-collision AActor* Owner = GetOwner(); CreateShapeFilterData(MoveChannel, GetUniqueID(), CollResponse, 0, 0, PQueryFilterData, PSimFilterData, BodyInstance.bUseCCD, bEnableImpactDamage, false, bEnableContactModification); // Build filterData variations for complex and simple PSimFilterData.word3 |= EPDF_SimpleCollision | EPDF_ComplexCollision; PQueryFilterData.word3 |= EPDF_SimpleCollision | EPDF_ComplexCollision; // Set the filterData in the shape descriptor verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.simulationFilterData.word0", PSimFilterData.word0 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.simulationFilterData.word1", PSimFilterData.word1 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.simulationFilterData.word2", PSimFilterData.word2 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.simulationFilterData.word3", PSimFilterData.word3 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.queryFilterData.word0", PQueryFilterData.word0 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.queryFilterData.word1", PQueryFilterData.word1 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.queryFilterData.word2", PQueryFilterData.word2 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.queryFilterData.word3", PQueryFilterData.word3 ) ); // Set the PhysX material in the shape descriptor PxMaterial* PMaterial = PhysMat->GetPhysXMaterial(); verify( NxParameterized::setParamU64(*ActorParams,"p3ShapeDescTemplate.material", (physx::PxU64)PMaterial) ); // Set the rest depth to match the skin width in the shape descriptor const physx::PxCookingParams& CookingParams = GApexSDK->getCookingInterface()->getParams(); verify( NxParameterized::setParamF32(*ActorParams,"p3ShapeDescTemplate.restOffset", -CookingParams.skinWidth) ); // Set the PhysX material in the actor descriptor verify( NxParameterized::setParamBool(*ActorParams,"p3ActorDescTemplate.flags.eDISABLE_GRAVITY",false) ); verify( NxParameterized::setParamBool(*ActorParams,"p3ActorDescTemplate.flags.eVISUALIZATION",true) ); // Set the PxActor's and PxShape's userData fields to this component's body instance verify( NxParameterized::setParamU64(*ActorParams,"p3ActorDescTemplate.userData", 0 ) ); // All shapes created by this DestructibleActor will have the userdata of the owning component. // We need this, as in some cases APEX is moving shapes accross actors ( ex. FormExtended structures ) verify( NxParameterized::setParamU64(*ActorParams,"p3ShapeDescTemplate.userData", (PxU64)&PhysxUserData ) ); // Set up the body desc template in the actor descriptor verify( NxParameterized::setParamF32(*ActorParams,"p3BodyDescTemplate.angularDamping", BodyInstance.AngularDamping ) ); verify( NxParameterized::setParamF32(*ActorParams,"p3BodyDescTemplate.linearDamping", BodyInstance.LinearDamping ) ); const PxTolerancesScale& PScale = GPhysXSDK->getTolerancesScale(); PxF32 SleepEnergyThreshold = 0.00005f*PScale.speed*PScale.speed; // 1/1000 Default, since the speed scale is quite high if (BodyInstance.SleepFamily == ESleepFamily::Sensitive) { SleepEnergyThreshold /= 20.0f; } verify( NxParameterized::setParamF32(*ActorParams,"p3BodyDescTemplate.sleepThreshold", SleepEnergyThreshold) ); // NxParameterized::setParamF32(*ActorParams,"bodyDescTemplate.sleepDamping", SleepDamping ); verify( NxParameterized::setParamF32(*ActorParams,"p3BodyDescTemplate.density", 0.001f*PhysMat->Density) ); // Convert from g/cm^3 to kg/cm^3 // Enable CCD if requested verify( NxParameterized::setParamBool(*ActorParams,"p3BodyDescTemplate.flags.eENABLE_CCD", BodyInstance.bUseCCD != 0) ); // Ask the actor to create chunk events, for more efficient visibility updates verify( NxParameterized::setParamBool(*ActorParams,"createChunkEvents", true) ); // Enable hard sleeping if requested verify( NxParameterized::setParamBool(*ActorParams,"useHardSleeping", bEnableHardSleeping) ); // Destructibles are always dynamic or kinematic, and therefore only go into one of the scenes const uint32 SceneType = BodyInstance.UseAsyncScene(PhysScene) ? PST_Async : PST_Sync; NxApexScene* ApexScene = PhysScene->GetApexScene(SceneType); PxScene* PScene = PhysScene->GetPhysXScene(SceneType); BodyInstance.SceneIndexSync = SceneType == PST_Sync ? PhysScene->PhysXSceneIndex[PST_Sync] : 0; BodyInstance.SceneIndexAsync = SceneType == PST_Async ? PhysScene->PhysXSceneIndex[PST_Async] : 0; check(ApexScene); ChunkInfos.Reset(ChunkCount); ChunkInfos.AddZeroed(ChunkCount); PhysxChunkUserData.Reset(ChunkCount); PhysxChunkUserData.AddZeroed(ChunkCount); // Create an APEX NxDestructibleActor from the Destructible asset and actor descriptor ApexDestructibleActor = static_cast<NxDestructibleActor*>(TheDestructibleMesh->ApexDestructibleAsset->createApexActor(*ActorParams, *ApexScene)); check(ApexDestructibleActor); // Make a backpointer to this component PhysxUserData = FPhysxUserData(this); ApexDestructibleActor->userData = &PhysxUserData; // Cache cooked collision data // BRGTODO : cook in asset ApexDestructibleActor->cacheModuleData(); // BRGTODO : Per-actor LOD setting // ApexDestructibleActor->forcePhysicalLod( DestructibleActor->LOD ); // Start asleep if requested PxRigidDynamic* PRootActor = ApexDestructibleActor->getChunkPhysXActor(0); // Put to sleep or wake up only if the component is physics-simulated if (PRootActor != NULL && BodyInstance.bSimulatePhysics) { SCOPED_SCENE_WRITE_LOCK(PScene); //Question, since apex is defer adding actors do we need to lock? Locking the async scene is expensive! PRootActor->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, !BodyInstance.bEnableGravity); // Sleep/wake up as appropriate if (!BodyInstance.bStartAwake) { ApexDestructibleActor->setChunkPhysXActorAwakeState(0, false); } } UpdateBounds(); #endif // #if WITH_APEX }
void UDestructibleComponent::SetChunkVisible( int32 ChunkIndex, bool bVisible ) { // Bone 0 is a dummy root bone const int32 BoneIndex = ChunkIdxToBoneIdx(ChunkIndex); bool bClearActorFromChunkInfo = false; if( bVisible ) { UnHideBone(BoneIndex); #if WITH_APEX PxRigidDynamic* PActor = ApexDestructibleActor != NULL ? ApexDestructibleActor->getChunkPhysXActor(ChunkIndex) : NULL; UDestructibleMesh* DMesh = GetDestructibleMesh(); if (PActor != NULL) { // If actor has already a chunk info and userdata, we just make sure it is valid and update the // physx actor if needed. We do NOT do this for FormExtended structures, as in this case, the shapes/actors // are moved to the 1st structure object internally by APEX. if(PActor->userData != NULL && !DMesh->DefaultDestructibleParameters.Flags.bFormExtendedStructures) { FDestructibleChunkInfo* CI = FPhysxUserData::Get<FDestructibleChunkInfo>(PActor->userData); checkf(CI, TEXT("If a chunk actor has user data and it is not a DestructibleChunkInfo, something is messed up.")); //check(CI->OwningComponent == this); if (CI->ChunkIndex != ChunkIndex) { // grab the old actor and clear its user data, as we steal the ChunkInfo here if (CI->Actor && CI->Actor != PActor) { CI->Actor->userData = NULL; } CI->ChunkIndex = ChunkIndex; } CI->OwningComponent = this; CI->Actor = PActor; } else if (PActor->userData == NULL) { // Setup the user data to have a proper chunk - actor mapping int32 InfoIndex = ChunkInfos.AddUninitialized(); FDestructibleChunkInfo* CI = &ChunkInfos[InfoIndex]; CI->Index = InfoIndex; CI->ChunkIndex = ChunkIndex; CI->OwningComponent = this; CI->Actor = PActor; int32 UserDataIdx = PhysxChunkUserData.Add(FPhysxUserData(CI)); check(InfoIndex == UserDataIdx); PActor->userData = &PhysxChunkUserData[UserDataIdx]; // Set collision response to non-root chunks if (GetDestructibleMesh()->ApexDestructibleAsset->getChunkParentIndex(ChunkIndex) >= 0) { SetCollisionResponseForActor(ChunkCollisionResponse, PActor, ChunkIndex); } } } else { bClearActorFromChunkInfo = true; } #endif // WITH_APEX } else { HideBone(BoneIndex, PBO_None); bClearActorFromChunkInfo = true; } #if WITH_APEX if (bClearActorFromChunkInfo) { // Make sure we clear the physx actor pointer of the chunk info as it might (and probably will) be // invalid from now on for (int32 i=0; i < ChunkInfos.Num(); ++i) { if (ChunkInfos[i].ChunkIndex == ChunkIndex) { ChunkInfos[i].Actor = NULL; break; } } } #endif // WITH_APEX // Mark the transform as dirty, so the bounds are updated and sent to the render thread MarkRenderTransformDirty(); // New bone positions need to be sent to render thread MarkRenderDynamicDataDirty(); }