Example #1
0
	void AddBoxesToRigidActor_AssumesLocked() const
	{
		float ContactOffsetFactor, MaxContactOffset;
		GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);

		for (int32 i = 0; i < BodySetup->AggGeom.BoxElems.Num(); i++)
		{
			const FKBoxElem& BoxElem = BodySetup->AggGeom.BoxElems[i];

			PxBoxGeometry PBoxGeom;
			PBoxGeom.halfExtents.x = (0.5f * BoxElem.X * Scale3DAbs.X);
			PBoxGeom.halfExtents.y = (0.5f * BoxElem.Y * Scale3DAbs.Y);
			PBoxGeom.halfExtents.z = (0.5f * BoxElem.Z * Scale3DAbs.Z);

			FTransform BoxTransform = BoxElem.GetTransform() * RelativeTM;
			if (PBoxGeom.isValid() && BoxTransform.IsValid())
			{
				PxTransform PLocalPose(U2PTransform(BoxTransform));
				PLocalPose.p.x *= Scale3D.X;
				PLocalPose.p.y *= Scale3D.Y;
				PLocalPose.p.z *= Scale3D.Z;

				ensure(PLocalPose.isValid());
				{
					const float ContactOffset = FMath::Min(MaxContactOffset, ContactOffsetFactor * PBoxGeom.halfExtents.minElement());
					AttachShape_AssumesLocked(PBoxGeom, PLocalPose, ContactOffset);
				}
			}
			else
			{
				UE_LOG(LogPhysics, Warning, TEXT("AddBoxesToRigidActor: [%s] BoxElems[%d] invalid or has invalid transform"), *GetPathNameSafe(BodySetup->GetOuter()), i);
			}
		}
	}
Example #2
0
void UBodySetup::AddBoxesToRigidActor(PxRigidActor* PDestActor, const FTransform& RelativeTM, const FVector& Scale3D, const FVector& Scale3DAbs, TArray<PxShape*>* NewShapes) const
{
	float ContactOffsetFactor, MaxContactOffset;
	GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);
	PxMaterial* PDefaultMat = GetDefaultPhysMaterial();

	for (int32 i = 0; i < AggGeom.BoxElems.Num(); i++)
	{
		const FKBoxElem& BoxElem = AggGeom.BoxElems[i];

		PxBoxGeometry PBoxGeom;
		PBoxGeom.halfExtents.x = (0.5f * BoxElem.X * Scale3DAbs.X);
		PBoxGeom.halfExtents.y = (0.5f * BoxElem.Y * Scale3DAbs.Y);
		PBoxGeom.halfExtents.z = (0.5f * BoxElem.Z * Scale3DAbs.Z);

		FTransform BoxTransform = BoxElem.GetTransform() * RelativeTM;
		if (PBoxGeom.isValid() && BoxTransform.IsValid())
		{
			PxTransform PLocalPose(U2PTransform(BoxTransform));
			PLocalPose.p.x *= Scale3D.X;
			PLocalPose.p.y *= Scale3D.Y;
			PLocalPose.p.z *= Scale3D.Z;

			ensure(PLocalPose.isValid());
			PxShape* NewShape = PDestActor->createShape(PBoxGeom, *PDefaultMat, PLocalPose);

			if (NewShapes)
			{
				NewShapes->Add(NewShape);
			}

			const float ContactOffset = FMath::Min(MaxContactOffset, ContactOffsetFactor * PBoxGeom.halfExtents.minElement());
			NewShape->setContactOffset(ContactOffset);
		}
		else
		{
			UE_LOG(LogPhysics, Warning, TEXT("AddBoxesToRigidActor: [%s] BoxElems[%d] invalid or has invalid transform"), *GetPathNameSafe(GetOuter()), i);
		}
	}
}