bool UWorld::LineTraceMulti(TArray<struct FHitResult>& OutHits, const FVector& Start, const FVector& End, ECollisionChannel TraceChannel, const struct FCollisionQueryParams& Params, const struct FCollisionResponseParams& ResponseParam) const { #if WITH_PHYSX return RaycastMulti(this, OutHits, Start, End, TraceChannel, Params, ResponseParam, FCollisionObjectQueryParams::DefaultObjectQueryParam); #endif // WITH_PHYSX return false; }
bool UWorld::LineTraceMulti(TArray<struct FHitResult>& OutHits,const FVector& Start,const FVector& End,const struct FCollisionQueryParams& Params, const struct FCollisionObjectQueryParams& ObjectQueryParams) const { // object query returns true if any hit is found, not only blocking hit #if WITH_PHYSX RaycastMulti(this, OutHits, Start, End, DefaultCollisionChannel, Params, FCollisionResponseParams::DefaultResponseParam, ObjectQueryParams); #endif // WITH_PHYSX return (OutHits.Num() > 0); }
bool UWorld::LineTraceMultiByObjectType(TArray<struct FHitResult>& OutHits,const FVector& Start,const FVector& End,const FCollisionObjectQueryParams& ObjectQueryParams, const FCollisionQueryParams& Params /* = FCollisionQueryParams::DefaultQueryParam */) const { #if UE_WITH_PHYSICS RaycastMulti(this, OutHits, Start, End, DefaultCollisionChannel, Params, FCollisionResponseParams::DefaultResponseParam, ObjectQueryParams); // object query returns true if any hit is found, not only blocking hit return (OutHits.Num() > 0); #else return false; #endif }
bool UWorld::ComponentSweepMulti(TArray<struct FHitResult>& OutHits, class UPrimitiveComponent* PrimComp, const FVector& Start, const FVector& End, const FQuat& Quat, const struct FComponentQueryParams& Params) const { if (GetPhysicsScene() == NULL) { return false; } if (PrimComp == NULL) { UE_LOG(LogCollision, Log, TEXT("ComponentSweepMulti : No PrimComp")); return false; } ECollisionChannel TraceChannel = PrimComp->GetCollisionObjectType(); // if extent is 0, do line trace if (PrimComp->IsZeroExtent()) { return RaycastMulti(this, OutHits, Start, End, TraceChannel, Params, FCollisionResponseParams(PrimComp->GetCollisionResponseToChannels())); } OutHits.Reset(); #if UE_WITH_PHYSICS const FBodyInstance* BodyInstance = PrimComp->GetBodyInstance(); if (!BodyInstance || !BodyInstance->IsValidBodyInstance()) { UE_LOG(LogCollision, Log, TEXT("ComponentSweepMulti : (%s) No physics data"), *PrimComp->GetReadableName()); return false; } #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) if(PrimComp->IsA(USkeletalMeshComponent::StaticClass())) { UE_LOG(LogCollision, Warning, TEXT("ComponentSweepMulti : SkeletalMeshComponent support only root body (%s) "), *PrimComp->GetReadableName()); } #endif #endif SCOPE_CYCLE_COUNTER(STAT_Collision_GeomSweepMultiple); bool bHaveBlockingHit = false; #if WITH_PHYSX ExecuteOnPxRigidActorReadOnly(BodyInstance, [&] (const PxRigidActor* PRigidActor) { // Get all the shapes from the actor FInlinePxShapeArray PShapes; const int32 NumShapes = FillInlinePxShapeArray(PShapes, *PRigidActor); // calculate the test global pose of the actor const PxQuat PGeomRot = U2PQuat(Quat); const PxTransform PGlobalStartPose = PxTransform(U2PVector(Start), PGeomRot); const PxTransform PGlobalEndPose = PxTransform(U2PVector(End), PGeomRot); // Iterate over each shape for(int32 ShapeIdx=0; ShapeIdx<NumShapes; ShapeIdx++) { PxShape* PShape = PShapes[ShapeIdx]; check(PShape); GET_GEOMETRY_FROM_SHAPE(PGeom, PShape); if (PGeom != NULL) { // Calc shape global pose const PxTransform PLocalShape = PShape->getLocalPose(); const PxTransform PShapeGlobalStartPose = PGlobalStartPose.transform(PLocalShape); const PxTransform PShapeGlobalEndPose = PGlobalEndPose.transform(PLocalShape); // consider localshape rotation for shape rotation const PxQuat PShapeRot = PGeomRot * PLocalShape.q; if (GeomSweepMulti_PhysX(this, *PGeom, PShapeRot, OutHits, P2UVector(PShapeGlobalStartPose.p), P2UVector(PShapeGlobalEndPose.p), TraceChannel, Params, FCollisionResponseParams(PrimComp->GetCollisionResponseToChannels()))) { bHaveBlockingHit = true; } } } }); #endif //WITH_PHYSX //@TODO: BOX2D: Implement UWorld::ComponentSweepMulti #if WITH_BOX2D // if (b2Body* BodyInstance = PrimComp->BodyInstance.BodyInstancePtr) // { // // } #endif return bHaveBlockingHit; }
bool UWorld::ComponentSweepMulti(TArray<struct FHitResult>& OutHits, class UPrimitiveComponent* PrimComp, const FVector& Start, const FVector& End, const FRotator& Rot, const struct FComponentQueryParams& Params) const { if(GetPhysicsScene() == NULL) { return false; } if(PrimComp == NULL) { UE_LOG(LogCollision, Log, TEXT("ComponentSweepMulti : No PrimComp")); return false; } // if target is skeletalmeshcomponent and do not support singlebody physics if ( !PrimComp->ShouldTrackOverlaps() ) { UE_LOG(LogCollision, Log, TEXT("ComponentSweepMulti : (%s) Does not support skeletalmesh with Physics Asset and destructibles."), *PrimComp->GetPathName()); return false; } ECollisionChannel TraceChannel = PrimComp->GetCollisionObjectType(); #if WITH_PHYSX // if extent is 0, do line trace if (PrimComp->IsZeroExtent()) { return RaycastMulti(this, OutHits, Start, End, TraceChannel, Params, FCollisionResponseParams(PrimComp->GetCollisionResponseToChannels())); } PxRigidActor* PRigidActor = PrimComp->BodyInstance.GetPxRigidActor(); if(PRigidActor == NULL) { UE_LOG(LogCollision, Log, TEXT("ComponentSweepMulti : (%s) No physics data"), *PrimComp->GetPathName()); return false; } PxScene * const PScene = PRigidActor->getScene(); OutHits.Empty(); // Get all the shapes from the actor TArray<PxShape*, TInlineAllocator<8>> PShapes; { SCOPED_SCENE_READ_LOCK(PScene); PShapes.AddZeroed(PRigidActor->getNbShapes()); PRigidActor->getShapes(PShapes.GetData(), PShapes.Num()); } // calculate the test global pose of the actor PxTransform PGlobalStartPose = U2PTransform(FTransform(Start)); PxTransform PGlobalEndPose = U2PTransform(FTransform(End)); bool bHaveBlockingHit = false; PxQuat PGeomRot = U2PQuat(Rot.Quaternion()); // Iterate over each shape SCENE_LOCK_READ(PScene); for(int32 ShapeIdx=0; ShapeIdx<PShapes.Num(); ShapeIdx++) { PxShape* PShape = PShapes[ShapeIdx]; check(PShape); TArray<struct FHitResult> Hits; // Calc shape global pose PxTransform PLocalShape = PShape->getLocalPose(); PxTransform PShapeGlobalStartPose = PGlobalStartPose.transform(PLocalShape); PxTransform PShapeGlobalEndPose = PGlobalEndPose.transform(PLocalShape); // consider localshape rotation for shape rotation PxQuat PShapeRot = PGeomRot * PLocalShape.q; GET_GEOMETRY_FROM_SHAPE(PGeom, PShape); if(PGeom != NULL) { SCENE_UNLOCK_READ(PScene); if (GeomSweepMulti(this, *PGeom, PShapeRot, Hits, P2UVector(PShapeGlobalStartPose.p), P2UVector(PShapeGlobalEndPose.p), TraceChannel, Params, FCollisionResponseParams(PrimComp->GetCollisionResponseToChannels()))) { bHaveBlockingHit = true; } OutHits.Append(Hits); SCENE_LOCK_READ(PScene); } } SCENE_UNLOCK_READ(PScene); return bHaveBlockingHit; #endif //WITH_PHYSX return false; }