コード例 #1
0
ファイル: BodySetup.cpp プロジェクト: didixp/Ark-Dev-Kit
	void AddTriMeshToRigidActor_AssumesLocked() const
	{
		float ContactOffsetFactor, MaxContactOffset;
		GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);

		for(PxTriangleMesh* TriMesh : BodySetup->TriMeshes)
		{
		
			PxTriangleMeshGeometry PTriMeshGeom;
			PTriMeshGeom.triangleMesh = TriMesh;
			PTriMeshGeom.scale.scale = U2PVector(Scale3D);
			if (BodySetup->bDoubleSidedGeometry)
			{
				PTriMeshGeom.meshFlags |= PxMeshGeometryFlag::eDOUBLE_SIDED;
			}


			if (PTriMeshGeom.isValid())
			{
				PxTransform PElementTransform = U2PTransform(RelativeTM);
				// Create without 'sim shape' flag, problematic if it's kinematic, and it gets set later anyway.
				if (!AttachShape_AssumesLocked(PTriMeshGeom, PElementTransform, MaxContactOffset, PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eVISUALIZATION))
				{
					UE_LOG(LogPhysics, Log, TEXT("Can't create new mesh shape in AddShapesToRigidActor"));
				}
			}
			else
			{
				UE_LOG(LogPhysics, Log, TEXT("AddTriMeshToRigidActor: TriMesh invalid"));
			}
		}
	}
コード例 #2
0
ファイル: BodySetup.cpp プロジェクト: Foreven/Unreal4-1
void UBodySetup::AddTriMeshToRigidActor(PxRigidActor* PDestActor, const FVector& Scale3D, const FVector& Scale3DAbs) const
{
	float ContactOffsetFactor, MaxContactOffset;
	GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);
	PxMaterial* PDefaultMat = GetDefaultPhysMaterial();

	if(TriMesh || TriMeshNegX)
	{
		PxTransform PLocalPose;
		bool bUseNegX = CalcMeshNegScaleCompensation(Scale3D, PLocalPose);

		// Only case where TriMeshNegX should be null is BSP, which should not require negX version
		if (bUseNegX && TriMeshNegX == NULL)
		{
			UE_LOG(LogPhysics, Log, TEXT("AddTriMeshToRigidActor: Want to use NegX but it doesn't exist! %s"), *GetPathName());
		}

		PxTriangleMesh* UseTriMesh = bUseNegX ? TriMeshNegX : TriMesh;
		if (UseTriMesh != NULL)
		{


			PxTriangleMeshGeometry PTriMeshGeom;
			PTriMeshGeom.triangleMesh = bUseNegX ? TriMeshNegX : TriMesh;
			PTriMeshGeom.scale.scale = U2PVector(Scale3DAbs);
			if (bDoubleSidedGeometry)
			{
				PTriMeshGeom.meshFlags |= PxMeshGeometryFlag::eDOUBLE_SIDED;
			}


			if (PTriMeshGeom.isValid())
			{
				ensure(PLocalPose.isValid());

				// Create without 'sim shape' flag, problematic if it's kinematic, and it gets set later anyway.
				PxShape* NewShape = PDestActor->createShape(PTriMeshGeom, *PDefaultMat, PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eVISUALIZATION);
				if (NewShape)
				{
					NewShape->setLocalPose(PLocalPose);
					NewShape->setContactOffset(MaxContactOffset);
				}
				else
				{
					UE_LOG(LogPhysics, Log, TEXT("Can't create new mesh shape in AddShapesToRigidActor"));
				}
			}
			else
			{
				UE_LOG(LogPhysics, Log, TEXT("AddTriMeshToRigidActor: TriMesh invalid"));
			}
		}
	}
}
コード例 #3
0
ファイル: BodySetup.cpp プロジェクト: johndpope/UE4
	void AddTriMeshToRigidActor_AssumesLocked() const
	{
		float ContactOffsetFactor, MaxContactOffset;
		GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);

		if (BodySetup->TriMesh || BodySetup->TriMeshNegX)
		{
			PxTransform PLocalPose;
			bool bUseNegX = CalcMeshNegScaleCompensation(Scale3D, PLocalPose);

			// Only case where TriMeshNegX should be null is BSP, which should not require negX version
			if (bUseNegX && BodySetup->TriMeshNegX == NULL)
			{
				UE_LOG(LogPhysics, Log, TEXT("AddTriMeshToRigidActor: Want to use NegX but it doesn't exist! %s"), *BodySetup->GetPathName());
			}

			PxTriangleMesh* UseTriMesh = bUseNegX ? BodySetup->TriMeshNegX : BodySetup->TriMesh;
			if (UseTriMesh != NULL)
			{
				PxTriangleMeshGeometry PTriMeshGeom;
				PTriMeshGeom.triangleMesh = bUseNegX ? BodySetup->TriMeshNegX : BodySetup->TriMesh;
				PTriMeshGeom.scale.scale = U2PVector(Scale3DAbs);
				if (BodySetup->bDoubleSidedGeometry)
				{
					PTriMeshGeom.meshFlags |= PxMeshGeometryFlag::eDOUBLE_SIDED;
				}


				if (PTriMeshGeom.isValid())
				{
					ensure(PLocalPose.isValid());

					// Create without 'sim shape' flag, problematic if it's kinematic, and it gets set later anyway.
					{
						if (!AttachShape_AssumesLocked(PTriMeshGeom, PLocalPose, MaxContactOffset, PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eVISUALIZATION))
						{
							UE_LOG(LogPhysics, Log, TEXT("Can't create new mesh shape in AddShapesToRigidActor"));
						}
					}
				}
				else
				{
					UE_LOG(LogPhysics, Log, TEXT("AddTriMeshToRigidActor: TriMesh invalid"));
				}
			}
		}
	}