void UPaperTerrainComponent::InsertConvexCollisionDataFromPolygon(const TArray<FVector2D>& ClosedPolyVertices2D) { if (CachedBodySetup != nullptr && ClosedPolyVertices2D.Num() >= 3) { // Simplify polygon TArray<float> EmptyOffsetsList; TArray<FVector2D> LocalPolyVertices = ClosedPolyVertices2D; SimplifyPolygon(LocalPolyVertices, EmptyOffsetsList); // Always CCW and facing forward regardless of spline winding TArray<FVector2D> CorrectedSplineVertices; PaperGeomTools::CorrectPolygonWinding(CorrectedSplineVertices, LocalPolyVertices, false); TArray<FVector2D> TriangulatedPolygonVertices; PaperGeomTools::TriangulatePoly(/*out*/TriangulatedPolygonVertices, CorrectedSplineVertices, false); TArray<TArray<FVector2D>> ConvexHulls; PaperGeomTools::GenerateConvexPolygonsFromTriangles(ConvexHulls, TriangulatedPolygonVertices); for (TArray<FVector2D> ConvexHull : ConvexHulls) { FKConvexElem Convex; for (int J = 0; J < ConvexHull.Num(); ++J) { FVector2D& Vert = ConvexHull[J]; new(Convex.VertexData) FVector(Vert.X, -0.5f * CollisionThickness, Vert.Y); new(Convex.VertexData) FVector(Vert.X, 0.5f * CollisionThickness, Vert.Y); } Convex.UpdateElemBox(); CachedBodySetup->AggGeom.ConvexElems.Add(Convex); } } }
void UPaperTerrainComponent::InsertConvexCollisionDataFromPolygon(const TArray<FVector2D>& ClosedPolyVertices2D) { if (CachedBodySetup != nullptr && ClosedPolyVertices2D.Num() >= 3) { // Simplify polygon TArray<float> EmptyOffsetsList; TArray<FVector2D> LocalPolyVertices = ClosedPolyVertices2D; // The merge / weld threshold should not be any lower / less than half the thickness float PolygonThickness = (ClosedPolyVertices2D[0] - ClosedPolyVertices2D[ClosedPolyVertices2D.Num() - 1]).Size(); float SimplifyThreshold = PolygonThickness * 0.5f; SimplifyPolygon(LocalPolyVertices, EmptyOffsetsList, SimplifyThreshold); // Always CCW and facing forward regardless of spline winding TArray<FVector2D> CorrectedSplineVertices; PaperGeomTools::CorrectPolygonWinding(CorrectedSplineVertices, LocalPolyVertices, false); TArray<FVector2D> TriangulatedPolygonVertices; if (!PaperGeomTools::TriangulatePoly(/*out*/TriangulatedPolygonVertices, CorrectedSplineVertices, false)) { // Triangulation failed, try triangulating the original non simplified polygon CorrectedSplineVertices.Empty(); PaperGeomTools::CorrectPolygonWinding(/*out*/CorrectedSplineVertices, ClosedPolyVertices2D, false); TriangulatedPolygonVertices.Empty(); PaperGeomTools::TriangulatePoly(/*out*/TriangulatedPolygonVertices, CorrectedSplineVertices, false); } TArray<TArray<FVector2D>> ConvexHulls; PaperGeomTools::GenerateConvexPolygonsFromTriangles(ConvexHulls, TriangulatedPolygonVertices); for (TArray<FVector2D> ConvexHull : ConvexHulls) { FKConvexElem Convex; for (int J = 0; J < ConvexHull.Num(); ++J) { FVector2D& Vert = ConvexHull[J]; new(Convex.VertexData) FVector(Vert.X, -0.5f * CollisionThickness, Vert.Y); new(Convex.VertexData) FVector(Vert.X, 0.5f * CollisionThickness, Vert.Y); } Convex.UpdateElemBox(); CachedBodySetup->AggGeom.ConvexElems.Add(Convex); } } }
void UPaperTerrainComponent::OnSplineEdited() { // Ensure we have the data structure for the desired collision method if (SpriteCollisionDomain == ESpriteCollisionMode::Use3DPhysics) { CachedBodySetup = NewObject<UBodySetup>(this); } else { CachedBodySetup = nullptr; } const float SlopeAnalysisTimeRate = 10.0f; const float FillRasterizationTimeRate = 100.0f; GeneratedSpriteGeometry.Empty(); if ((AssociatedSpline != nullptr) && (TerrainMaterial != nullptr)) { if (AssociatedSpline->ReparamStepsPerSegment != ReparamStepsPerSegment) { AssociatedSpline->ReparamStepsPerSegment = ReparamStepsPerSegment; AssociatedSpline->UpdateSpline(); } FRandomStream RandomStream(RandomSeed); const FInterpCurveVector& SplineInfo = AssociatedSpline->SplineInfo; float SplineLength = AssociatedSpline->GetSplineLength(); struct FTerrainRuleHelper { public: FTerrainRuleHelper(const FPaperTerrainMaterialRule* Rule) : StartWidth(0.0f) , EndWidth(0.0f) { for (const UPaperSprite* Sprite : Rule->Body) { if (Sprite != nullptr) { const float Width = GetSpriteRenderDataBounds2D(Sprite->BakedRenderData).GetSize().X; if (Width > 0.0f) { ValidBodies.Add(Sprite); ValidBodyWidths.Add(Width); } } } if (Rule->StartCap != nullptr) { const float Width = GetSpriteRenderDataBounds2D(Rule->StartCap->BakedRenderData).GetSize().X; if (Width > 0.0f) { StartWidth = Width; } } if (Rule->EndCap != nullptr) { const float Width = GetSpriteRenderDataBounds2D(Rule->EndCap->BakedRenderData).GetSize().X; if (Width > 0.0f) { EndWidth = Width; } } } float StartWidth; float EndWidth; TArray<const UPaperSprite*> ValidBodies; TArray<float> ValidBodyWidths; int32 GenerateBodyIndex(FRandomStream& InRandomStream) const { check(ValidBodies.Num() > 0); return InRandomStream.GetUnsignedInt() % ValidBodies.Num(); } }; // Split the spline into segments based on the slope rules in the material TArray<FTerrainSegment> Segments; FTerrainSegment* ActiveSegment = new (Segments) FTerrainSegment(); ActiveSegment->StartTime = 0.0f; ActiveSegment->EndTime = SplineLength; { float CurrentTime = 0.0f; while (CurrentTime < SplineLength) { const FTransform Frame(GetTransformAtDistance(CurrentTime)); const FVector UnitTangent = Frame.GetUnitAxis(EAxis::X); const float RawSlopeAngleRadians = FMath::Atan2(FVector::DotProduct(UnitTangent, PaperAxisY), FVector::DotProduct(UnitTangent, PaperAxisX)); const float RawSlopeAngle = FMath::RadiansToDegrees(RawSlopeAngleRadians); const float SlopeAngle = FMath::Fmod(FMath::UnwindDegrees(RawSlopeAngle) + 360.0f, 360.0f); const FPaperTerrainMaterialRule* DesiredRule = (TerrainMaterial->Rules.Num() > 0) ? &(TerrainMaterial->Rules[0]) : nullptr; for (const FPaperTerrainMaterialRule& TestRule : TerrainMaterial->Rules) { if ((SlopeAngle >= TestRule.MinimumAngle) && (SlopeAngle < TestRule.MaximumAngle)) { DesiredRule = &TestRule; } } if (ActiveSegment->Rule != DesiredRule) { if (ActiveSegment->Rule == nullptr) { ActiveSegment->Rule = DesiredRule; } else { ActiveSegment->EndTime = CurrentTime; // Segment is too small, delete it if (ActiveSegment->EndTime < ActiveSegment->StartTime + 2.0f * SegmentOverlapAmount) { Segments.Pop(false); } ActiveSegment = new (Segments)FTerrainSegment(); ActiveSegment->StartTime = CurrentTime; ActiveSegment->EndTime = SplineLength; ActiveSegment->Rule = DesiredRule; } } CurrentTime += SlopeAnalysisTimeRate; } } // Account for overlap for (FTerrainSegment& Segment : Segments) { Segment.StartTime -= SegmentOverlapAmount; Segment.EndTime += SegmentOverlapAmount; } // Convert those segments to actual geometry for (FTerrainSegment& Segment : Segments) { check(Segment.Rule); FTerrainRuleHelper RuleHelper(Segment.Rule); float RemainingSegStart = Segment.StartTime + RuleHelper.StartWidth; float RemainingSegEnd = Segment.EndTime - RuleHelper.EndWidth; const float BodyDistance = RemainingSegEnd - RemainingSegStart; float DistanceBudget = BodyDistance; bool bUseBodySegments = (DistanceBudget > 0.0f) && (RuleHelper.ValidBodies.Num() > 0); // Add the start cap if (RuleHelper.StartWidth > 0.0f) { new (Segment.Stamps) FTerrainSpriteStamp(Segment.Rule->StartCap, Segment.StartTime + RuleHelper.StartWidth * 0.5f, /*bIsEndCap=*/ bUseBodySegments); } // Add body segments if (bUseBodySegments) { int32 NumSegments = 0; float Position = RemainingSegStart; while (DistanceBudget > 0.0f) { const int32 BodyIndex = RuleHelper.GenerateBodyIndex(RandomStream); const UPaperSprite* Sprite = RuleHelper.ValidBodies[BodyIndex]; const float Width = RuleHelper.ValidBodyWidths[BodyIndex]; if ((NumSegments > 0) && ((Width * 0.5f) > DistanceBudget)) { break; } new (Segment.Stamps) FTerrainSpriteStamp(Sprite, Position + (Width * 0.5f), /*bIsEndCap=*/ false); DistanceBudget -= Width; Position += Width; ++NumSegments; } const float UsedSpace = (BodyDistance - DistanceBudget); const float OverallScaleFactor = BodyDistance / UsedSpace; // Stretch body segments float PositionCorrectionSum = 0.0f; for (int32 Index = 0; Index < NumSegments; ++Index) { FTerrainSpriteStamp& Stamp = Segment.Stamps[Index + (Segment.Stamps.Num() - NumSegments)]; const float WidthChange = (OverallScaleFactor - 1.0f) * Stamp.NominalWidth; const float FirstGapIsSmallerFactor = (Index == 0) ? 0.5f : 1.0f; PositionCorrectionSum += WidthChange * FirstGapIsSmallerFactor; Stamp.Scale = OverallScaleFactor; Stamp.Time += PositionCorrectionSum; } } else { // Stretch endcaps } // Add the end cap if (RuleHelper.EndWidth > 0.0f) { new (Segment.Stamps) FTerrainSpriteStamp(Segment.Rule->EndCap, Segment.EndTime - RuleHelper.EndWidth * 0.5f, /*bIsEndCap=*/ bUseBodySegments); } } // Convert stamps into geometry SpawnSegments(Segments, !bClosedSpline || (bClosedSpline && !bFilledSpline)); // Generate the background if the spline is closed if (bClosedSpline && bFilledSpline) { // Create a polygon from the spline FBox2D SplineBounds(ForceInit); TArray<FVector2D> SplinePolyVertices2D; TArray<float> SplineEdgeOffsetAmounts; { float CurrentTime = 0.0f; while (CurrentTime < SplineLength) { const float Param = AssociatedSpline->SplineReparamTable.Eval(CurrentTime, 0.0f); const FVector Position3D = AssociatedSpline->SplineInfo.Eval(Param, FVector::ZeroVector); const FVector2D Position2D = FVector2D(FVector::DotProduct(Position3D, PaperAxisX), FVector::DotProduct(Position3D, PaperAxisY)); SplineBounds += Position2D; SplinePolyVertices2D.Add(Position2D); // Find the collision offset for this sample point float CollisionOffset = 0; for (int SegmentIndex = 0; SegmentIndex < Segments.Num(); ++SegmentIndex) { FTerrainSegment& Segment = Segments[SegmentIndex]; if (CurrentTime >= Segment.StartTime && CurrentTime <= Segment.EndTime) { CollisionOffset = (Segment.Rule != nullptr) ? (Segment.Rule->CollisionOffset * 0.25f) : 0; break; } } SplineEdgeOffsetAmounts.Add(CollisionOffset); CurrentTime += FillRasterizationTimeRate; } } SimplifyPolygon(SplinePolyVertices2D, SplineEdgeOffsetAmounts); // Always CCW and facing forward regardless of spline winding TArray<FVector2D> CorrectedSplineVertices; PaperGeomTools::CorrectPolygonWinding(CorrectedSplineVertices, SplinePolyVertices2D, false); TArray<FVector2D> TriangulatedPolygonVertices; PaperGeomTools::TriangulatePoly(/*out*/TriangulatedPolygonVertices, CorrectedSplineVertices, false); GenerateCollisionDataFromPolygon(SplinePolyVertices2D, SplineEdgeOffsetAmounts, TriangulatedPolygonVertices); if (TerrainMaterial->InteriorFill != nullptr) { const UPaperSprite* FillSprite = TerrainMaterial->InteriorFill; FPaperTerrainSpriteGeometry& MaterialBatch = *new (GeneratedSpriteGeometry)FPaperTerrainSpriteGeometry(); //@TODO: Look up the existing one instead MaterialBatch.Material = FillSprite->GetDefaultMaterial(); FSpriteDrawCallRecord& FillDrawCall = *new (MaterialBatch.Records) FSpriteDrawCallRecord(); FillDrawCall.BuildFromSprite(FillSprite); FillDrawCall.RenderVerts.Empty(); FillDrawCall.Color = TerrainColor; FillDrawCall.Destination = PaperAxisZ * 0.1f; const FVector2D TextureSize = GetSpriteRenderDataBounds2D(FillSprite->BakedRenderData).GetSize(); const FVector2D SplineSize = SplineBounds.GetSize(); GenerateFillRenderDataFromPolygon(FillSprite, FillDrawCall, TextureSize, TriangulatedPolygonVertices); //@TODO: Add support for the fill sprite being smaller than the entire texture #if NOT_WORKING const float StartingDivisionPointX = FMath::CeilToFloat(SplineBounds.Min.X / TextureSize.X); const float StartingDivisionPointY = FMath::CeilToFloat(SplineBounds.Min.Y / TextureSize.Y); FPoly VerticalRemainder = SplineAsPolygon; for (float Y = StartingDivisionPointY; VerticalRemainder.Vertices.Num() > 0; Y += TextureSize.Y) { FPoly Top; FPoly Bottom; const FVector SplitBaseOuter = (Y * PaperAxisY); VerticalRemainder.SplitWithPlane(SplitBaseOuter, -PaperAxisY, &Top, &Bottom, 1); VerticalRemainder = Bottom; FPoly HorizontalRemainder = Top; for (float X = StartingDivisionPointX; HorizontalRemainder.Vertices.Num() > 0; X += TextureSize.X) { FPoly Left; FPoly Right; const FVector SplitBaseInner = (X * PaperAxisX) + (Y * PaperAxisY); HorizontalRemainder.SplitWithPlane(SplitBaseInner, -PaperAxisX, &Left, &Right, 1); HorizontalRemainder = Right; //BROKEN, function no longer exists (split into 2 parts) SpawnFromPoly(Segments, SplineEdgeOffsetAmounts, FillSprite, FillDrawCall, TextureSize, Left); } } #endif } } // Draw debug frames at the start and end of the spline #if PAPER_TERRAIN_DRAW_DEBUG { const float Time = 5.0f; { FTransform WorldTransform = GetTransformAtDistance(0.0f) * ComponentToWorld; DrawDebugCoordinateSystem(GetWorld(), WorldTransform.GetLocation(), FRotator(WorldTransform.GetRotation()), 30.0f, true, Time, SDPG_Foreground); } { FTransform WorldTransform = GetTransformAtDistance(SplineLength) * ComponentToWorld; DrawDebugCoordinateSystem(GetWorld(), WorldTransform.GetLocation(), FRotator(WorldTransform.GetRotation()), 30.0f, true, Time, SDPG_Foreground); } } #endif } RecreateRenderState_Concurrent(); }