/** 
 * Convert Convex Normal to Capsule Normal
 * For capsule, we'd like to get normal of capsule rather than convex, so the normal can be smooth when we move character
 * 
 * @param HalfHeight	: HalfHeight of the capsule
 * @param Radius		: Radius of the capsule
 * @param OutHit		: The result of hit from physX
 @ @param PointOnGeom	: If not null, use this point and the impact normal to recompute the impact point (which can yield a better normal).
 * @result OutHit.Normal is converted to Capsule Normal
 */
static void ConvertConvexNormalToCapsuleNormal(float HalfHeight, float Radius, struct FHitResult& OutHit, const FVector* PointOnGeom)
{
	if ( OutHit.Time > 0.f )
	{
		// Impact point is contact point where it meet 
		const float ContactZ = OutHit.ImpactPoint.Z;
		// Hit.Location is center of the object
		const FVector CenterOfCapsule = OutHit.Location; 
		// We're looking for end of the normal for this capsule
		FVector NormalEnd = CenterOfCapsule;

		// see if it's upper hemisphere 
		if (ContactZ > CenterOfCapsule.Z + HalfHeight)
		{
			// if upper hemisphere, the normal should point to the center of upper hemisphere
			NormalEnd.Z = CenterOfCapsule.Z + HalfHeight;
		}
		else if (ContactZ < CenterOfCapsule.Z - HalfHeight)
		{
			// if lower hemisphere, the normal should point to the center of lower hemisphere	
			NormalEnd.Z = CenterOfCapsule.Z - HalfHeight;
		}
		else
		{
			// otherwise, normal end is going to be same as contact point 
			// since it's the tube section of the capsule
			NormalEnd.Z = ContactZ;
		}

		// Recompute ImpactPoint if requested
		if (PointOnGeom)
		{
			const FPlane GeomPlane(*PointOnGeom, OutHit.ImpactNormal);
			const float DistToPlane = GeomPlane.PlaneDot(NormalEnd);
			if (DistToPlane >= Radius)
			{
				OutHit.ImpactPoint = NormalEnd - DistToPlane * OutHit.ImpactNormal;
			}
		}

		//DrawDebugLine(ContactPoint, NormalEnd, FColor(0, 255, 0), true);
		//DrawDebugLine(NormalEnd, CenterOfCapsule, FColor(0, 0, 255), true);

		FVector ContactNormal = (NormalEnd - OutHit.ImpactPoint);
		// if ContactNormal is not nearly zero, set it
		// otherwise use previous normal
		const float Size = ContactNormal.Size();
		if (Size >= KINDA_SMALL_NUMBER)
		{
			ContactNormal /= Size;
			OutHit.Normal = ContactNormal;
		}

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST || !WITH_EDITOR)
		CheckHitResultNormal(OutHit, TEXT("ConvertConvexNormalToCapsuleNormal"));
#endif
	}
}
static void ConvertConvexNormalToSphereNormal(float Radius, struct FHitResult& OutHit)
{
	if (OutHit.Time > 0.f)
	{
		FVector ContactNormal = (OutHit.Location - OutHit.ImpactPoint);
		const float Size = ContactNormal.Size();
		if (Size >= KINDA_SMALL_NUMBER)
		{
			ContactNormal /= Size;
			OutHit.Normal = ContactNormal;
		}

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST || !WITH_EDITOR)
		CheckHitResultNormal(OutHit, TEXT("ConvertConvexNormalToSphereNormal"));
#endif
	}
}
void ConvertQueryImpactHit(const UWorld* World, const PxLocationHit& PHit, FHitResult& OutResult, float CheckLength, const PxFilterData& QueryFilter, const FVector& StartLoc, const FVector& EndLoc, const PxGeometry* const Geom, const PxTransform& QueryTM, bool bReturnFaceIndex, bool bReturnPhysMat)
{
	SCOPE_CYCLE_COUNTER(STAT_ConvertQueryImpactHit);

	checkSlow(PHit.flags & PxHitFlag::eDISTANCE);
	const bool bInitialOverlap = PHit.hadInitialOverlap();
	if (bInitialOverlap && Geom != nullptr)
	{
		ConvertOverlappedShapeToImpactHit(World, PHit, StartLoc, EndLoc, OutResult, *Geom, QueryTM, QueryFilter, bReturnPhysMat);
		return;
	}

	// See if this is a 'blocking' hit
	const PxFilterData PShapeFilter = PHit.shape->getQueryFilterData();
	const PxSceneQueryHitType::Enum HitType = FPxQueryFilterCallback::CalcQueryHitType(QueryFilter, PShapeFilter);
	OutResult.bBlockingHit = (HitType == PxSceneQueryHitType::eBLOCK); 
	OutResult.bStartPenetrating = bInitialOverlap;

	// calculate the hit time
	const float HitTime = PHit.distance/CheckLength;
	OutResult.Time = HitTime;
	OutResult.Distance = PHit.distance;

	// figure out where the the "safe" location for this shape is by moving from the startLoc toward the ImpactPoint
	const FVector TraceStartToEnd = EndLoc - StartLoc;
	const FVector SafeLocationToFitShape = StartLoc + (HitTime * TraceStartToEnd);
	OutResult.Location = SafeLocationToFitShape;

	const bool bUsePxPoint = ((PHit.flags & PxHitFlag::ePOSITION) && !bInitialOverlap);
	OutResult.ImpactPoint = bUsePxPoint ? P2UVector(PHit.position) : StartLoc;
	
	// Caution: we may still have an initial overlap, but with null Geom. This is the case for RayCast results.
	const bool bUsePxNormal = ((PHit.flags & PxHitFlag::eNORMAL) && !bInitialOverlap);
	FVector Normal = bUsePxNormal ? P2UVector(PHit.normal).GetSafeNormal() : -TraceStartToEnd.GetSafeNormal();
	OutResult.Normal = Normal;
	OutResult.ImpactNormal = Normal;

	OutResult.TraceStart = StartLoc;
	OutResult.TraceEnd = EndLoc;


#if ENABLE_CHECK_HIT_NORMAL
	CheckHitResultNormal(OutResult, TEXT("Invalid Normal from ConvertQueryImpactHit"), StartLoc, EndLoc, Geom);
#endif // ENABLE_CHECK_HIT_NORMAL

	if (bUsePxNormal && !Normal.IsNormalized())
	{
		// TraceStartToEnd should never be zero, because of the length restriction in the raycast and sweep tests.
		Normal = -TraceStartToEnd.GetSafeNormal();
		OutResult.Normal = Normal;
		OutResult.ImpactNormal = Normal;
	}

	const PxGeometryType::Enum SweptGeometryType = Geom ? Geom->getType() : PxGeometryType::eINVALID;
	OutResult.ImpactNormal = FindGeomOpposingNormal(SweptGeometryType, PHit, TraceStartToEnd, Normal);
	
	// Fill in Actor, Component, material, etc.
	SetHitResultFromShapeAndFaceIndex(PHit.shape, PHit.actor, PHit.faceIndex, OutResult, bReturnPhysMat);

	if( PHit.shape->getGeometryType() == PxGeometryType::eHEIGHTFIELD)
	{
		// Lookup physical material for heightfields
		if (bReturnPhysMat && PHit.faceIndex != InvalidQueryHit.faceIndex)
		{
			PxMaterial* HitMaterial = PHit.shape->getMaterialFromInternalFaceIndex(PHit.faceIndex);
			if (HitMaterial != NULL)
			{
				OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(HitMaterial->userData);
			}
		}
	}
	else
	if(bReturnFaceIndex && PHit.shape->getGeometryType() == PxGeometryType::eTRIANGLEMESH)
	{
		PxTriangleMeshGeometry PTriMeshGeom;
		if(	PHit.shape->getTriangleMeshGeometry(PTriMeshGeom) && 
			PTriMeshGeom.triangleMesh != NULL &&
			PHit.faceIndex < PTriMeshGeom.triangleMesh->getNbTriangles() )
		{
			OutResult.FaceIndex	= PTriMeshGeom.triangleMesh->getTrianglesRemap()[PHit.faceIndex];
		}
	}
}
EConvertQueryResult ConvertQueryImpactHit(const UWorld* World, const PxLocationHit& PHit, FHitResult& OutResult, float CheckLength, const PxFilterData& QueryFilter, const FVector& StartLoc, const FVector& EndLoc, const PxGeometry* const Geom, const PxTransform& QueryTM, bool bReturnFaceIndex, bool bReturnPhysMat)
{
	SCOPE_CYCLE_COUNTER(STAT_ConvertQueryImpactHit);

#if WITH_EDITOR
	if(bReturnFaceIndex && World->IsGameWorld())
	{
		if(!ensure(UPhysicsSettings::Get()->bSuppressFaceRemapTable == false))
		{
			UE_LOG(LogPhysics, Error, TEXT("A scene query is relying on face indices, but bSuppressFaceRemapTable is true."));
			bReturnFaceIndex = false;
		}
	}
#endif

	checkSlow(PHit.flags & PxHitFlag::eDISTANCE);
	const bool bInitialOverlap = PHit.hadInitialOverlap();
	if (bInitialOverlap && Geom != nullptr)
	{
		ConvertOverlappedShapeToImpactHit(World, PHit, StartLoc, EndLoc, OutResult, *Geom, QueryTM, QueryFilter, bReturnPhysMat);
		return EConvertQueryResult::Valid;
	}

	// See if this is a 'blocking' hit
	const PxFilterData PShapeFilter = PHit.shape->getQueryFilterData();
	const PxQueryHitType::Enum HitType = FPxQueryFilterCallback::CalcQueryHitType(QueryFilter, PShapeFilter);
	OutResult.bBlockingHit = (HitType == PxQueryHitType::eBLOCK); 
	OutResult.bStartPenetrating = bInitialOverlap;

	// calculate the hit time
	const float HitTime = PHit.distance/CheckLength;
	OutResult.Time = HitTime;
	OutResult.Distance = PHit.distance;

	// figure out where the the "safe" location for this shape is by moving from the startLoc toward the ImpactPoint
	const FVector TraceStartToEnd = EndLoc - StartLoc;
	const FVector SafeLocationToFitShape = StartLoc + (HitTime * TraceStartToEnd);
	OutResult.Location = SafeLocationToFitShape;

	const bool bUsePxPoint = ((PHit.flags & PxHitFlag::ePOSITION) && !bInitialOverlap);
	if (bUsePxPoint && !PHit.position.isFinite())
	{
#if ENABLE_NAN_DIAGNOSTIC
		SetHitResultFromShapeAndFaceIndex(PHit.shape, PHit.actor, PHit.faceIndex, OutResult, bReturnPhysMat);
		UE_LOG(LogCore, Error, TEXT("ConvertQueryImpactHit() NaN details:\n>> Actor:%s (%s)\n>> Component:%s\n>> Item:%d\n>> BoneName:%s\n>> Time:%f\n>> Distance:%f\n>> Location:%s\n>> bIsBlocking:%d\n>> bStartPenetrating:%d"),
			*GetNameSafe(OutResult.GetActor()), OutResult.Actor.IsValid() ? *OutResult.GetActor()->GetPathName() : TEXT("no path"),
			*GetNameSafe(OutResult.GetComponent()), OutResult.Item, *OutResult.BoneName.ToString(),
			OutResult.Time, OutResult.Distance, *OutResult.Location.ToString(), OutResult.bBlockingHit ? 1 : 0, OutResult.bStartPenetrating ? 1 : 0);
#endif // ENABLE_NAN_DIAGNOSTIC

		OutResult.Reset();
		logOrEnsureNanError(TEXT("ConvertQueryImpactHit() received NaN/Inf for position: %.2f %.2f %.2f"), PHit.position.x, PHit.position.y, PHit.position.z);
		return EConvertQueryResult::Invalid;
	}

	OutResult.ImpactPoint = bUsePxPoint ? P2UVector(PHit.position) : StartLoc;
	
	// Caution: we may still have an initial overlap, but with null Geom. This is the case for RayCast results.
	const bool bUsePxNormal = ((PHit.flags & PxHitFlag::eNORMAL) && !bInitialOverlap);
	if (bUsePxNormal && !PHit.normal.isFinite())
	{
#if ENABLE_NAN_DIAGNOSTIC
		SetHitResultFromShapeAndFaceIndex(PHit.shape, PHit.actor, PHit.faceIndex, OutResult, bReturnPhysMat);
		UE_LOG(LogCore, Error, TEXT("ConvertQueryImpactHit() NaN details:\n>> Actor:%s (%s)\n>> Component:%s\n>> Item:%d\n>> BoneName:%s\n>> Time:%f\n>> Distance:%f\n>> Location:%s\n>> bIsBlocking:%d\n>> bStartPenetrating:%d"),
			*GetNameSafe(OutResult.GetActor()), OutResult.Actor.IsValid() ? *OutResult.GetActor()->GetPathName() : TEXT("no path"),
			*GetNameSafe(OutResult.GetComponent()), OutResult.Item, *OutResult.BoneName.ToString(),
			OutResult.Time, OutResult.Distance, *OutResult.Location.ToString(), OutResult.bBlockingHit ? 1 : 0, OutResult.bStartPenetrating ? 1 : 0);
#endif // ENABLE_NAN_DIAGNOSTIC

		OutResult.Reset();
		logOrEnsureNanError(TEXT("ConvertQueryImpactHit() received NaN/Inf for normal: %.2f %.2f %.2f"), PHit.normal.x, PHit.normal.y, PHit.normal.z);
		return EConvertQueryResult::Invalid;
	}

	FVector Normal = bUsePxNormal ? P2UVector(PHit.normal).GetSafeNormal() : -TraceStartToEnd.GetSafeNormal();
	OutResult.Normal = Normal;
	OutResult.ImpactNormal = Normal;

	OutResult.TraceStart = StartLoc;
	OutResult.TraceEnd = EndLoc;


#if ENABLE_CHECK_HIT_NORMAL
	CheckHitResultNormal(OutResult, TEXT("Invalid Normal from ConvertQueryImpactHit"), StartLoc, EndLoc, Geom);
#endif // ENABLE_CHECK_HIT_NORMAL

	if (bUsePxNormal && !Normal.IsNormalized())
	{
		// TraceStartToEnd should never be zero, because of the length restriction in the raycast and sweep tests.
		Normal = -TraceStartToEnd.GetSafeNormal();
		OutResult.Normal = Normal;
		OutResult.ImpactNormal = Normal;
	}

	const PxGeometryType::Enum SweptGeometryType = Geom ? Geom->getType() : PxGeometryType::eINVALID;
	OutResult.ImpactNormal = FindGeomOpposingNormal(SweptGeometryType, PHit, TraceStartToEnd, Normal);

	// Fill in Actor, Component, material, etc.
	SetHitResultFromShapeAndFaceIndex(PHit.shape, PHit.actor, PHit.faceIndex, OutResult, bReturnPhysMat);

	PxGeometryType::Enum PGeomType = PHit.shape->getGeometryType();

	if(PGeomType == PxGeometryType::eHEIGHTFIELD)
	{
		// Lookup physical material for heightfields
		if (bReturnPhysMat && PHit.faceIndex != InvalidQueryHit.faceIndex)
		{
			PxMaterial* HitMaterial = PHit.shape->getMaterialFromInternalFaceIndex(PHit.faceIndex);
			if (HitMaterial != NULL)
			{
				OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(HitMaterial->userData);
			}
		}
	}
	else if (bReturnFaceIndex && PGeomType == PxGeometryType::eTRIANGLEMESH)
	{
		PxTriangleMeshGeometry PTriMeshGeom;
		if(	PHit.shape->getTriangleMeshGeometry(PTriMeshGeom) && 
			PTriMeshGeom.triangleMesh != NULL &&
			PHit.faceIndex < PTriMeshGeom.triangleMesh->getNbTriangles() )
		{
			if (const PxU32* TriangleRemap = PTriMeshGeom.triangleMesh->getTrianglesRemap())
			{
				OutResult.FaceIndex	= TriangleRemap[PHit.faceIndex];
			}
		}
	}

	return EConvertQueryResult::Valid;
}
void ConvertQueryImpactHit(const PxLocationHit& PHit, FHitResult& OutResult, float CheckLength, const PxFilterData& QueryFilter, const FVector& StartLoc, const FVector& EndLoc, const PxGeometry* const Geom, const PxTransform& QueryTM, bool bReturnFaceIndex, bool bReturnPhysMat)
{
	if (Geom != NULL && PHit.hadInitialOverlap())
	{
		ConvertOverlappedShapeToImpactHit(PHit.shape, PHit.actor, StartLoc, EndLoc, OutResult, *Geom, QueryTM, QueryFilter, bReturnPhysMat, PHit.faceIndex);
		return;
	}

	SetHitResultFromShapeAndFaceIndex(PHit.shape,  PHit.actor, PHit.faceIndex, OutResult, bReturnPhysMat);

	// calculate the hit time
	const float HitTime = PHit.distance/CheckLength;

	// figure out where the the "safe" location for this shape is by moving from the startLoc toward the ImpactPoint
	const FVector TraceDir = EndLoc - StartLoc;

	const FVector SafeLocationToFitShape = StartLoc + (HitTime * TraceDir);

	// Other info
	OutResult.Location = SafeLocationToFitShape;
	OutResult.ImpactPoint = P2UVector(PHit.position);
	OutResult.Normal = P2UVector(PHit.normal);
	OutResult.ImpactNormal = OutResult.Normal;

	OutResult.TraceStart = StartLoc;
	OutResult.TraceEnd = EndLoc;
	OutResult.Time = HitTime;

	// See if this is a 'blocking' hit
	PxFilterData PShapeFilter = PHit.shape->getQueryFilterData();
	PxSceneQueryHitType::Enum HitType = FPxQueryFilterCallback::CalcQueryHitType(QueryFilter, PShapeFilter);
	OutResult.bBlockingHit = (HitType == PxSceneQueryHitType::eBLOCK); 

	OutResult.bStartPenetrating = (PxU32)(PHit.hadInitialOverlap());


#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST || !WITH_EDITOR)
	CheckHitResultNormal(OutResult, TEXT("Invalid Normal from ConvertQueryImpactHit"), StartLoc, EndLoc, Geom);
#endif

	// Special handling for swept-capsule results
	if(Geom && Geom->getType() == PxGeometryType::eCAPSULE)
	{
		const PxCapsuleGeometry* Capsule = static_cast<const PxCapsuleGeometry*>(Geom);
		
		// Compute better ImpactNormal. This is the same as Normal except when we hit convex/trimesh, and then its the most opposing normal of the geom at point of impact.
		FVector PointOnGeom(P2UVector(PHit.position));
		if (FindGeomOpposingNormal(PHit, OutResult.ImpactNormal, PointOnGeom))
		{
			ConvertConvexNormalToCapsuleNormal(Capsule->halfHeight, Capsule->radius, OutResult, &PointOnGeom);
		}
		else
		{
			ConvertConvexNormalToCapsuleNormal(Capsule->halfHeight, Capsule->radius, OutResult, NULL);
			OutResult.ImpactNormal = OutResult.Normal;
		}
	}
	else if (Geom && Geom->getType() == PxGeometryType::eSPHERE)
	{
		const PxSphereGeometry* Sphere = static_cast<const PxSphereGeometry*>(Geom);

		// Compute better ImpactNormal. This is the same as Normal except when we hit convex/trimesh, and then its the most opposing normal of the geom at point of impact.
		FVector PointOnGeom(P2UVector(PHit.position));
		if (FindGeomOpposingNormal(PHit, OutResult.ImpactNormal, PointOnGeom))
		{
			const FPlane GeomPlane(PointOnGeom, OutResult.ImpactNormal);
			const float DistFromPlane = FMath::Abs(GeomPlane.PlaneDot(OutResult.Location));
			if (DistFromPlane >= Sphere->radius)
			{
				// Use the new (better) impact normal to compute a new impact point by projecting the sphere's location onto the geometry.
				OutResult.ImpactPoint = OutResult.Location - DistFromPlane * OutResult.ImpactNormal;
			}

			// Use the impact point to compute a better sphere surface normal (impact point to center of sphere).
			ConvertConvexNormalToSphereNormal(Sphere->radius, OutResult);
		}
		else
		{
			ConvertConvexNormalToSphereNormal(Sphere->radius, OutResult);
			OutResult.ImpactNormal = OutResult.Normal;
		}
	}
	
	if( PHit.shape->getGeometryType() == PxGeometryType::eHEIGHTFIELD)
	{
		// Lookup physical material for heightfields
		PxMaterial* HitMaterial = PHit.shape->getMaterialFromInternalFaceIndex(PHit.faceIndex);
		if( HitMaterial != NULL )
		{
			OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(HitMaterial->userData);
		}
	}
	else
	if(bReturnFaceIndex && PHit.shape->getGeometryType() == PxGeometryType::eTRIANGLEMESH)
	{
		PxTriangleMeshGeometry PTriMeshGeom;
		PxConvexMeshGeometry PConvexMeshGeom;
		if(	PHit.shape->getTriangleMeshGeometry(PTriMeshGeom) && 
			PTriMeshGeom.triangleMesh != NULL &&
			PHit.faceIndex < PTriMeshGeom.triangleMesh->getNbTriangles() )
		{
			OutResult.FaceIndex	= PTriMeshGeom.triangleMesh->getTrianglesRemap()[PHit.faceIndex];
		}
		else
		{
			OutResult.FaceIndex	= INDEX_NONE;
		}
	}
	else
	{
		OutResult.FaceIndex	= INDEX_NONE;
	}
}
예제 #6
0
void ConvertQueryImpactHit(const PxLocationHit& PHit, FHitResult& OutResult, float CheckLength, const PxFilterData& QueryFilter, const FVector& StartLoc, const FVector& EndLoc, const PxGeometry* const Geom, const PxTransform& QueryTM, bool bReturnFaceIndex, bool bReturnPhysMat)
{
    checkSlow(PHit.flags & PxHitFlag::eDISTANCE);
    if (Geom != NULL && PHit.hadInitialOverlap())
    {
        ConvertOverlappedShapeToImpactHit(PHit, StartLoc, EndLoc, OutResult, *Geom, QueryTM, QueryFilter, bReturnPhysMat);
        return;
    }

    SetHitResultFromShapeAndFaceIndex(PHit.shape,  PHit.actor, PHit.faceIndex, OutResult, bReturnPhysMat);

    // calculate the hit time
    const float HitTime = PHit.distance/CheckLength;

    // figure out where the the "safe" location for this shape is by moving from the startLoc toward the ImpactPoint
    const FVector TraceStartToEnd = EndLoc - StartLoc;
    const FVector SafeLocationToFitShape = StartLoc + (HitTime * TraceStartToEnd);

    // Other info
    OutResult.Location = SafeLocationToFitShape;
    OutResult.ImpactPoint = (PHit.flags & PxHitFlag::ePOSITION) ? P2UVector(PHit.position) : StartLoc;
    OutResult.Normal = (PHit.flags & PxHitFlag::eNORMAL) ? P2UVector(PHit.normal) : -TraceStartToEnd.GetSafeNormal();
    OutResult.ImpactNormal = OutResult.Normal;

    OutResult.TraceStart = StartLoc;
    OutResult.TraceEnd = EndLoc;
    OutResult.Time = HitTime;

    // See if this is a 'blocking' hit
    PxFilterData PShapeFilter = PHit.shape->getQueryFilterData();
    PxSceneQueryHitType::Enum HitType = FPxQueryFilterCallback::CalcQueryHitType(QueryFilter, PShapeFilter);
    OutResult.bBlockingHit = (HitType == PxSceneQueryHitType::eBLOCK);
    OutResult.bStartPenetrating = (PxU32)(PHit.hadInitialOverlap());


#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST || !WITH_EDITOR)
    CheckHitResultNormal(OutResult, TEXT("Invalid Normal from ConvertQueryImpactHit"), StartLoc, EndLoc, Geom);
#endif

    PxGeometryType::Enum GeometryType = Geom ? Geom->getType() : PxGeometryType::eINVALID;

    // Special handling for swept-capsule results
    if (GeometryType == PxGeometryType::eCAPSULE || GeometryType == PxGeometryType::eSPHERE)
    {
        FindGeomOpposingNormal(PHit, TraceStartToEnd, OutResult.ImpactNormal);
    }

    if( PHit.shape->getGeometryType() == PxGeometryType::eHEIGHTFIELD)
    {
        // Lookup physical material for heightfields
        if (PHit.faceIndex != InvalidQueryHit.faceIndex)
        {
            PxMaterial* HitMaterial = PHit.shape->getMaterialFromInternalFaceIndex(PHit.faceIndex);
            if (HitMaterial != NULL)
            {
                OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(HitMaterial->userData);
            }
        }
    }
    else if(bReturnFaceIndex && PHit.shape->getGeometryType() == PxGeometryType::eTRIANGLEMESH)
    {
        PxTriangleMeshGeometry PTriMeshGeom;
        if(	PHit.shape->getTriangleMeshGeometry(PTriMeshGeom) &&
                PTriMeshGeom.triangleMesh != NULL &&
                PHit.faceIndex < PTriMeshGeom.triangleMesh->getNbTriangles() )
        {
            OutResult.FaceIndex	= PTriMeshGeom.triangleMesh->getTrianglesRemap()[PHit.faceIndex];
        }
        else
        {
            OutResult.FaceIndex	= INDEX_NONE;
        }
    }
    else
    {
        OutResult.FaceIndex	= INDEX_NONE;
    }
}