Exemple #1
0
void DrawPxShapes::DrawBox( PxShape* pShape )
{
	PxTransform pT = PxShapeExt::getGlobalPose( *pShape );
	PxBoxGeometry bg;
	pShape->getBoxGeometry( bg );
	PxMat33 m = PxMat33( pT.q );
	float mat[ 16 ];
	getColumnMajor( m, pT.p, mat );
	glPushMatrix();
	glMultMatrixf( mat );
	glutSolidCube( bg.halfExtents.x * 2 );
	glPopMatrix();
}
Exemple #2
0
void DrawPxShapes::DrawSphere( PxShape* pShape )
{
	PxTransform pT = PxShapeExt::getGlobalPose( *pShape );
	PxSphereGeometry sg;
	pShape->getSphereGeometry( sg );
	PxMat33 m = PxMat33( pT.q );
	float mat[ 16 ];
	getColumnMajor( m, pT.p, mat );
	glPushMatrix();
	glMultMatrixf( mat );
	glutSolidSphere( sg.radius, 20, 20 );
	glPopMatrix();
}
void UDestructibleComponent::OnUpdateTransform(bool bSkipPhysicsMove)
{
	// We are handling the physics move below, so don't handle it at higher levels
	Super::OnUpdateTransform(true);

	if (SkeletalMesh == NULL)
	{
		return;
	}

	if (!bPhysicsStateCreated || bSkipPhysicsMove)
	{
		return;
	}

	const FTransform& CurrentLocalToWorld = ComponentToWorld;

	if(CurrentLocalToWorld.ContainsNaN())
	{
		return;
	}

	// warn if it has non-uniform scale
	const FVector& MeshScale3D = CurrentLocalToWorld.GetScale3D();
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	if( !MeshScale3D.IsUniform() )
	{
		UE_LOG(LogPhysics, Log, TEXT("UDestructibleComponent::SendPhysicsTransform : Non-uniform scale factor (%s) can cause physics to mismatch for %s  SkelMesh: %s"), *MeshScale3D.ToString(), *GetFullName(), SkeletalMesh ? *SkeletalMesh->GetFullName() : TEXT("NULL"));
	}
#endif

#if WITH_APEX
	if (ApexDestructibleActor)
	{
		PxRigidDynamic* PRootActor = ApexDestructibleActor->getChunkPhysXActor(0);
		PxMat44 GlobalPose(PxMat33(U2PQuat(CurrentLocalToWorld.GetRotation())), U2PVector(CurrentLocalToWorld.GetTranslation()));
		if(!PRootActor || PRootActor->getScene())	//either root chunk is null meaning fractured (so there's a scene), or the root has a scene
		{
			ApexDestructibleActor->setGlobalPose(GlobalPose);
		}else
		{
			PRootActor->setGlobalPose(PxTransform(GlobalPose));	//we're not in a scene yet, so place the root actor in this new position
		}
	}
#endif // #if WITH_APEX
}
void UDestructibleComponent::OnUpdateTransform(bool bSkipPhysicsMove)
{
	// We are handling the physics move below, so don't handle it at higher levels
	Super::OnUpdateTransform(true);

	if (SkeletalMesh == NULL)
	{
		return;
	}

	if (!bPhysicsStateCreated || bSkipPhysicsMove)
	{
		return;
	}

	const FTransform& CurrentLocalToWorld = ComponentToWorld;

	if(CurrentLocalToWorld.ContainsNaN())
	{
		return;
	}

	// warn if it has non-uniform scale
	const FVector & MeshScale3D = CurrentLocalToWorld.GetScale3D();
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	if( !MeshScale3D.IsUniform() )
	{
		UE_LOG(LogPhysics, Log, TEXT("UDestructibleComponent::SendPhysicsTransform : Non-uniform scale factor (%s) can cause physics to mismatch for %s  SkelMesh: %s"), *MeshScale3D.ToString(), *GetFullName(), SkeletalMesh ? *SkeletalMesh->GetFullName() : TEXT("NULL"));
	}
#endif

#if WITH_APEX
	if (ApexDestructibleActor != NULL && !BodyInstance.bSimulatePhysics)
	{
		PxMat44 GlobalPose(PxMat33(U2PQuat(CurrentLocalToWorld.GetRotation())), U2PVector(CurrentLocalToWorld.GetTranslation()));
		ApexDestructibleActor->setGlobalPose(GlobalPose);
	}
#endif // #if WITH_APEX
}
Exemple #5
0
void Apex::PxtoXMMatrix(PxTransform input, XMMATRIX* start)
{
	PxMat33 quat = PxMat33(input.q);

	start->_11 = quat.column0[0];
	start->_12 = quat.column0[1];
	start->_13 = quat.column0[2];


	start->_21 = quat.column1[0];
	start->_22 = quat.column1[1];
	start->_23 = quat.column1[2];


	start->_31 = quat.column2[0];
	start->_32 = quat.column2[1];
	start->_33 = quat.column2[2];


	start->_41 = input.p.x;
	start->_42 = input.p.y;
	start->_43 = input.p.z; 
}
void Gu::TriangleMesh::debugVisualize(
	Cm::RenderOutput& out, const PxTransform& pose, const PxMeshScale& scaling, const PxBounds3& cullbox,
	const PxU64 mask, const PxReal fscale, const PxU32 numMaterials) const 
{
	PX_UNUSED(numMaterials);

	//bool cscale = !!(mask & ((PxU64)1 << PxVisualizationParameter::eCULL_BOX));
	const PxU64 cullBoxMask = PxU64(1) << PxVisualizationParameter::eCULL_BOX;
	bool cscale = ((mask & cullBoxMask) == cullBoxMask);

	const PxMat44 midt(PxIdentity);
	const Cm::Matrix34 absPose(PxMat33(pose.q) * scaling.toMat33(), pose.p);

	PxU32 nbTriangles = getNbTrianglesFast();
	const PxU32 nbVertices = getNbVerticesFast();
	const PxVec3* vertices = getVerticesFast();
	const void* indices = getTrianglesFast();

	const PxDebugColor::Enum colors[] = 
	{
		PxDebugColor::eARGB_BLACK,		
		PxDebugColor::eARGB_RED,		
		PxDebugColor::eARGB_GREEN,		
		PxDebugColor::eARGB_BLUE,		
		PxDebugColor::eARGB_YELLOW,	
		PxDebugColor::eARGB_MAGENTA,	
		PxDebugColor::eARGB_CYAN,		
		PxDebugColor::eARGB_WHITE,		
		PxDebugColor::eARGB_GREY,		
		PxDebugColor::eARGB_DARKRED,	
		PxDebugColor::eARGB_DARKGREEN,	
		PxDebugColor::eARGB_DARKBLUE,	
	};

	const PxU32 colorCount = sizeof(colors)/sizeof(PxDebugColor::Enum);

	if(cscale)
	{
		const Gu::Box worldBox(
			(cullbox.maximum + cullbox.minimum)*0.5f,
			(cullbox.maximum - cullbox.minimum)*0.5f,
			PxMat33(PxIdentity));
		
		// PT: TODO: use the callback version here to avoid allocating this huge array
		PxU32* results = reinterpret_cast<PxU32*>(PX_ALLOC_TEMP(sizeof(PxU32)*nbTriangles, "tmp triangle indices"));
		LimitedResults limitedResults(results, nbTriangles, 0);
		Midphase::intersectBoxVsMesh(worldBox, *this, pose, scaling, &limitedResults);
		nbTriangles = limitedResults.mNbResults;

		if (fscale)
		{
			const PxU32 fcolor = PxU32(PxDebugColor::eARGB_DARKRED);

			for (PxU32 i=0; i<nbTriangles; i++)
			{
				const PxU32 index = results[i];
				PxVec3 wp[3];
				getTriangle(*this, index, wp, vertices, indices, absPose, has16BitIndices());

				const PxVec3 center = (wp[0] + wp[1] + wp[2]) / 3.0f;
				PxVec3 normal = (wp[0] - wp[1]).cross(wp[0] - wp[2]);
				PX_ASSERT(!normal.isZero());
				normal = normal.getNormalized();

				out << midt << fcolor <<
						Cm::DebugArrow(center, normal * fscale);
			}
		}

		if (mask & (PxU64(1) << PxVisualizationParameter::eCOLLISION_SHAPES))
		{
			const PxU32 scolor = PxU32(PxDebugColor::eARGB_MAGENTA);

			out << midt << scolor;	// PT: no need to output this for each segment!

			PxDebugLine* segments = out.reserveSegments(nbTriangles*3);
			for(PxU32 i=0; i<nbTriangles; i++)
			{
				const PxU32 index = results[i];
				PxVec3 wp[3];
				getTriangle(*this, index, wp, vertices, indices, absPose, has16BitIndices());
				segments[0] = PxDebugLine(wp[0], wp[1], scolor);
				segments[1] = PxDebugLine(wp[1], wp[2], scolor);
				segments[2] = PxDebugLine(wp[2], wp[0], scolor);
				segments+=3;
			}
		}

		if ((mask & (PxU64(1) << PxVisualizationParameter::eCOLLISION_EDGES)) && mExtraTrigData)
			visualizeActiveEdges(out, *this, nbTriangles, results, absPose, midt);

		PX_FREE(results);
	}
	else
	{
		if (fscale)
		{
			const PxU32 fcolor = PxU32(PxDebugColor::eARGB_DARKRED);

			for (PxU32 i=0; i<nbTriangles; i++)
			{
				PxVec3 wp[3];
				getTriangle(*this, i, wp, vertices, indices, absPose, has16BitIndices());

				const PxVec3 center = (wp[0] + wp[1] + wp[2]) / 3.0f;
				PxVec3 normal = (wp[0] - wp[1]).cross(wp[0] - wp[2]);
				PX_ASSERT(!normal.isZero());
				normal = normal.getNormalized();

				out << midt << fcolor <<
						Cm::DebugArrow(center, normal * fscale);
			}
		}

		if (mask & (PxU64(1) << PxVisualizationParameter::eCOLLISION_SHAPES))
		{
			PxU32 scolor = PxU32(PxDebugColor::eARGB_MAGENTA);

			out << midt << scolor;	// PT: no need to output this for each segment!

			PxVec3* transformed = reinterpret_cast<PxVec3*>(PX_ALLOC(sizeof(PxVec3)*nbVertices, "PxVec3"));
			for(PxU32 i=0;i<nbVertices;i++)
				transformed[i] = absPose.transform(vertices[i]);

			PxDebugLine* segments = out.reserveSegments(nbTriangles*3);
			for (PxU32 i=0; i<nbTriangles; i++)
			{
				PxVec3 wp[3];
				getTriangle(*this, i, wp, transformed, indices, has16BitIndices());
				const PxU32 localMaterialIndex = getTriangleMaterialIndex(i);
				scolor = colors[localMaterialIndex % colorCount];
				
				segments[0] = PxDebugLine(wp[0], wp[1], scolor);
				segments[1] = PxDebugLine(wp[1], wp[2], scolor);
				segments[2] = PxDebugLine(wp[2], wp[0], scolor);
				segments+=3;
			}

			PX_FREE(transformed);
		}

		if ((mask & (PxU64(1) << PxVisualizationParameter::eCOLLISION_EDGES)) && mExtraTrigData)
			visualizeActiveEdges(out, *this, nbTriangles, NULL, absPose, midt);
	}
}
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
}