void FPhysScene::SetKinematicTarget(FBodyInstance * BodyInstance, const FTransform & TargetTransform)
{
	TargetTransform.DiagnosticCheckNaN_All();

#if WITH_PHYSX
	if (PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic())
	{
#if WITH_SUBSTEPPING
		if (IsSubstepping())
		{
			FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[SceneType(BodyInstance)];
			PhysSubStepper->SetKinematicTarget(BodyInstance, TargetTransform);
		}
		else
#endif
		{
			const PxTransform PNewPose = U2PTransform(TargetTransform);
			check(PNewPose.isValid());

			SCOPED_SCENE_WRITE_LOCK(PRigidDynamic->getScene());
			PRigidDynamic->setKinematicTarget(PNewPose);
		}
	}
#endif
}
Exemple #2
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bool FPhysScene::GetKinematicTarget(const FBodyInstance* BodyInstance, FTransform& OutTM) const
{
#if WITH_PHYSX
	if (PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic())
	{
#if WITH_SUBSTEPPING
		uint32 BodySceneType = SceneType(BodyInstance);
		if (IsSubstepping(BodySceneType))
		{
			FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[BodySceneType];
			return PhysSubStepper->GetKinematicTarget(BodyInstance, OutTM);
		}
		else
#endif
		{

			SCOPED_SCENE_READ_LOCK(PRigidDynamic->getScene());
			PxTransform POutTM;
			bool validTM = PRigidDynamic->getKinematicTarget(POutTM);
			if (validTM)
			{
				OutTM = P2UTransform(POutTM);
				return true;
			}
		}
	}
#endif

	return false;
}
Exemple #3
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void FPhysScene::AddCustomPhysics(FBodyInstance* BodyInstance, FCalculateCustomPhysics& CalculateCustomPhysics)
{
#if WITH_PHYSX
#if WITH_SUBSTEPPING
	uint32 BodySceneType = SceneType(BodyInstance);
	if (IsSubstepping(BodySceneType))
	{
		FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[SceneType(BodyInstance)];
		PhysSubStepper->AddCustomPhysics(BodyInstance, CalculateCustomPhysics);
	}
	else
#endif
	{
		// Since physics frame is set up before "pre-physics" tick group is called, can just fetch delta time from there
		CalculateCustomPhysics.ExecuteIfBound(this->DeltaSeconds, BodyInstance);
	}
#endif
}
void FPhysScene::TermBody(FBodyInstance * BodyInstance)
{
#if WITH_SUBSTEPPING
	if (PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic())
	{
		FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[SceneType(BodyInstance)];
		PhysSubStepper->RemoveBodyInstance(BodyInstance);
	}
#endif
}
Exemple #5
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void FPhysScene::TermBody(FBodyInstance* BodyInstance)
{
#if WITH_SUBSTEPPING
	if (PxRigidBody * PRigidBody = BodyInstance->GetPxRigidBody())
	{
		FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[SceneType(BodyInstance)];
		PhysSubStepper->RemoveBodyInstance(BodyInstance);
	}
#endif
#if WITH_PHYSX
	RemoveActiveBody(BodyInstance, PST_Sync);
	RemoveActiveBody(BodyInstance, PST_Async);
#endif
}
void FPhysScene::AddTorque(FBodyInstance * BodyInstance, const FVector & Torque)
{
#if WITH_PHYSX

	if (PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic())
	{
#if WITH_SUBSTEPPING
		if (IsSubstepping())
		{
			FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[SceneType(BodyInstance)];
			PhysSubStepper->AddTorque(BodyInstance, Torque);
		}
		else
#endif
		{
			SCOPED_SCENE_WRITE_LOCK(PRigidDynamic->getScene());
			PRigidDynamic->addTorque(U2PVector(Torque), PxForceMode::eFORCE, true);
		}
	}
#endif
}
void FPhysScene::AddForceAtPosition(FBodyInstance * BodyInstance, const FVector & Force, const FVector & Position)
{
#if WITH_PHYSX

	if (PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic())
	{
#if WITH_SUBSTEPPING
		if (IsSubstepping())
		{
			FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[SceneType(BodyInstance)];
			PhysSubStepper->AddForceAtPosition(BodyInstance, Force, Position);
		}
		else
#endif
		{
			SCOPED_SCENE_WRITE_LOCK(PRigidDynamic->getScene());
			PxRigidBodyExt::addForceAtPos(*PRigidDynamic, U2PVector(Force), U2PVector(Position), PxForceMode::eFORCE, true);
		}
	}
#endif
}
Exemple #8
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void FPhysScene::AddTorque(FBodyInstance* BodyInstance, const FVector& Torque, bool bAllowSubstepping)
{
#if WITH_PHYSX

	if (PxRigidBody * PRigidBody = BodyInstance->GetPxRigidBody())
	{
#if WITH_SUBSTEPPING
		uint32 BodySceneType = SceneType(BodyInstance);
		if (bAllowSubstepping && IsSubstepping(BodySceneType))
		{
			FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[BodySceneType];
			PhysSubStepper->AddTorque(BodyInstance, Torque);
		}
		else
#endif
		{
			SCOPED_SCENE_WRITE_LOCK(PRigidBody->getScene());
			PRigidBody->addTorque(U2PVector(Torque), PxForceMode::eFORCE, true);
		}
	}
#endif
}
Exemple #9
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void FPhysScene::AddForceAtPosition(FBodyInstance* BodyInstance, const FVector& Force, const FVector& Position, bool bAllowSubstepping)
{
#if WITH_PHYSX

	if (PxRigidBody * PRigidBody = BodyInstance->GetPxRigidBody())
	{
#if WITH_SUBSTEPPING
		uint32 BodySceneType = SceneType(BodyInstance);
		if (bAllowSubstepping && IsSubstepping(BodySceneType))
		{
			FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[BodySceneType];
			PhysSubStepper->AddForceAtPosition(BodyInstance, Force, Position);
		}
		else
#endif
		{
			SCOPED_SCENE_WRITE_LOCK(PRigidBody->getScene());
			PxRigidBodyExt::addForceAtPos(*PRigidBody, U2PVector(Force), U2PVector(Position), PxForceMode::eFORCE, true);
		}
	}
#endif
}