void AddConvexElemsToRigidActor_AssumesLocked() const { float ContactOffsetFactor, MaxContactOffset; GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset); for (int32 i = 0; i < BodySetup->AggGeom.ConvexElems.Num(); i++) { const FKConvexElem& ConvexElem = BodySetup->AggGeom.ConvexElems[i]; if (ConvexElem.ConvexMesh) { PxTransform PLocalPose; bool bUseNegX = CalcMeshNegScaleCompensation(Scale3D, PLocalPose); PxConvexMeshGeometry PConvexGeom; PConvexGeom.convexMesh = bUseNegX ? ConvexElem.ConvexMeshNegX : ConvexElem.ConvexMesh; PConvexGeom.scale.scale = U2PVector(Scale3DAbs * ConvexElem.GetTransform().GetScale3D().GetAbs()); FTransform ConvexTransform = ConvexElem.GetTransform(); if (ConvexTransform.GetScale3D().X < 0 || ConvexTransform.GetScale3D().Y < 0 || ConvexTransform.GetScale3D().Z < 0) { UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] has negative scale. Not currently supported"), *GetPathNameSafe(BodySetup->GetOuter()), i); } if (ConvexTransform.IsValid()) { PxTransform PElementTransform = U2PTransform(ConvexTransform * RelativeTM); PLocalPose.q *= PElementTransform.q; PLocalPose.p = PElementTransform.p; PLocalPose.p.x *= Scale3D.X; PLocalPose.p.y *= Scale3D.Y; PLocalPose.p.z *= Scale3D.Z; if (PConvexGeom.isValid()) { PxVec3 PBoundsExtents = PConvexGeom.convexMesh->getLocalBounds().getExtents(); ensure(PLocalPose.isValid()); { const float ContactOffset = FMath::Min(MaxContactOffset, ContactOffsetFactor * PBoundsExtents.minElement()); AttachShape_AssumesLocked(PConvexGeom, PLocalPose, ContactOffset); } } else { UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] invalid"), *GetPathNameSafe(BodySetup->GetOuter()), i); } } else { UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] has invalid transform"), *GetPathNameSafe(BodySetup->GetOuter()), i); } } else { UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: ConvexElem is missing ConvexMesh (%d: %s)"), i, *BodySetup->GetPathName()); } } }
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); } } }
void AddSphylsToRigidActor_AssumesLocked() const { float ContactOffsetFactor, MaxContactOffset; GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset); float ScaleRadius = FMath::Max(Scale3DAbs.X, Scale3DAbs.Y); float ScaleLength = Scale3DAbs.Z; for (int32 i = 0; i < BodySetup->AggGeom.SphylElems.Num(); i++) { const FKSphylElem& SphylElem = BodySetup->AggGeom.SphylElems[i]; // this is a bit confusing since radius and height is scaled // first apply the scale first float Radius = FMath::Max(SphylElem.Radius * ScaleRadius, 0.1f); float Length = SphylElem.Length + SphylElem.Radius * 2.f; float HalfLength = Length * ScaleLength * 0.5f; Radius = FMath::Clamp(Radius, 0.1f, HalfLength); //radius is capped by half length float HalfHeight = HalfLength - Radius; HalfHeight = FMath::Max(0.1f, HalfHeight); PxCapsuleGeometry PCapsuleGeom; PCapsuleGeom.halfHeight = HalfHeight; PCapsuleGeom.radius = Radius; if (PCapsuleGeom.isValid()) { // The stored sphyl transform assumes the sphyl axis is down Z. In PhysX, it points down X, so we twiddle the matrix a bit here (swap X and Z and negate Y). PxTransform PLocalPose(U2PVector(RelativeTM.TransformPosition(SphylElem.Center)), U2PQuat(SphylElem.Orientation) * U2PSphylBasis); 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 * PCapsuleGeom.radius); AttachShape_AssumesLocked(PCapsuleGeom, PLocalPose, ContactOffset); } } else { UE_LOG(LogPhysics, Warning, TEXT("AddSphylsToRigidActor: [%s] SphylElems[%d] invalid"), *GetPathNameSafe(BodySetup->GetOuter()), i); } } }
void AddSpheresToRigidActor_AssumesLocked() const { float ContactOffsetFactor, MaxContactOffset; GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset); for (int32 i = 0; i < BodySetup->AggGeom.SphereElems.Num(); i++) { const FKSphereElem& SphereElem = BodySetup->AggGeom.SphereElems[i]; PxSphereGeometry PSphereGeom; PSphereGeom.radius = (SphereElem.Radius * MinScaleAbs); if (ensure(PSphereGeom.isValid())) { FVector LocalOrigin = RelativeTM.TransformPosition(SphereElem.Center); PxTransform PLocalPose(U2PVector(LocalOrigin)); PLocalPose.p *= MinScale; ensure(PLocalPose.isValid()); { const float ContactOffset = FMath::Min(MaxContactOffset, ContactOffsetFactor * PSphereGeom.radius); AttachShape_AssumesLocked(PSphereGeom, PLocalPose, ContactOffset); } } else { UE_LOG(LogPhysics, Warning, TEXT("AddSpheresToRigidActor: [%s] SphereElem[%d] invalid"), *GetPathNameSafe(BodySetup->GetOuter()), i); } } }