virtual bool CookConvex(FName Format, const TArray<FVector>& SrcBuffer, TArray<uint8>& OutBuffer, bool bDeformableMesh = false) const override
	{
#if WITH_PHYSX
		PxPlatform::Enum PhysXFormat = PxPlatform::ePC;
		bool bIsPhysXFormatValid = GetPhysXFormat(Format, PhysXFormat);
		check(bIsPhysXFormatValid);

		PxConvexMeshDesc PConvexMeshDesc;
		PConvexMeshDesc.points.data = SrcBuffer.GetData();
		PConvexMeshDesc.points.count = SrcBuffer.Num();
		PConvexMeshDesc.points.stride = sizeof(FVector);
		if (bDeformableMesh)
		{
			PConvexMeshDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX | PxConvexFlag::eINFLATE_CONVEX;
		}
		else
		{
			PConvexMeshDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
		}

		// Set up cooking
		const PxCookingParams Params = PhysXCooking->getParams();
		PxCookingParams NewParams = Params;
		NewParams.targetPlatform = PhysXFormat;
		if (bDeformableMesh)
		{
			// Meshes which can be deformed need different cooking parameters to inhibit vertex welding and add an extra skin around the collision mesh for safety.
			// We need to set the meshWeldTolerance to zero, even when disabling 'clean mesh' as PhysX will attempt to perform mesh cleaning anyway according to this meshWeldTolerance
			// if the convex hull is not well formed.
			// Set the skin thickness as a proportion of the overall size of the mesh as PhysX's internal tolerances also use the overall size to calculate the epsilon used.
			const FBox Bounds(SrcBuffer);
			const float MaxExtent = (Bounds.Max - Bounds.Min).Size();
			NewParams.skinWidth = MaxExtent / 512.0f;
			NewParams.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH);
			NewParams.areaTestEpsilon = 0.0f;
			NewParams.meshWeldTolerance = 0.0f;
			PhysXCooking->setParams(NewParams);
		}

		// Cook the convex mesh to a temp buffer
		TArray<uint8> CookedMeshBuffer;
		FPhysXOutputStream Buffer(&CookedMeshBuffer);
		bool Result = PhysXCooking->cookConvexMesh(PConvexMeshDesc, Buffer);
		
		// Return default cooking params to normal
		if (bDeformableMesh)
		{
			PhysXCooking->setParams(Params);
		}

		if( Result && CookedMeshBuffer.Num() > 0 )
		{
			// Append the cooked data into cooked buffer
			OutBuffer.Append( CookedMeshBuffer );
			return true;
		}
#endif		// WITH_PHYSX
		return false;
	}
예제 #2
0
//////// GAME-LEVEL RIGID BODY PHYSICS STUFF ///////
void InitGamePhys()
{
#if WITH_BOX2D
	FPhysicsIntegration2D::InitializePhysics();
#endif

#if WITH_PHYSX
	// Do nothing if SDK already exists
	if(GPhysXFoundation != NULL)
	{
		return;
	}

	// Make sure 
	LoadPhysXModules();

	// Create Foundation
	GPhysXAllocator = new FPhysXAllocator();
	FPhysXErrorCallback* ErrorCallback = new FPhysXErrorCallback();

	GPhysXFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, *GPhysXAllocator, *ErrorCallback);
	check(GPhysXFoundation);

#if PHYSX_MEMORY_STATS
	// Want names of PhysX allocations
	GPhysXFoundation->setReportAllocationNames(true);
#endif

	// Create profile manager
	GPhysXProfileZoneManager = &PxProfileZoneManager::createProfileZoneManager(GPhysXFoundation);
	check(GPhysXProfileZoneManager);

	// Create Physics
	PxTolerancesScale PScale;
	PScale.length = CVarToleranceScaleLength.GetValueOnGameThread();
	PScale.mass = CVarTolerenceScaleMass.GetValueOnGameThread();
	PScale.speed = CVarToleranceScaleSpeed.GetValueOnGameThread();

	GPhysXSDK = PxCreatePhysics(PX_PHYSICS_VERSION, *GPhysXFoundation, PScale, false, GPhysXProfileZoneManager);
	check(GPhysXSDK);

	GPhysCommandHandler = new FPhysCommandHandler();

	FCoreUObjectDelegates::PreGarbageCollect.AddRaw(GPhysCommandHandler, &FPhysCommandHandler::Flush);

	// Init Extensions
	PxInitExtensions(*GPhysXSDK);
#if WITH_VEHICLE
	PxInitVehicleSDK(*GPhysXSDK);
#endif

	//Turn on PhysX 3.3 unified height field collision detection. 
	//This approach shares the collision detection code between meshes and height fields such that height fields behave identically to the equivalent terrain created as a mesh. 
	//This approach facilitates mixing the use of height fields and meshes in the application with no tangible difference in collision behavior between the two approaches
	PxRegisterUnifiedHeightFields(*GPhysXSDK);


#if WITH_PHYSICS_COOKING || WITH_RUNTIME_PHYSICS_COOKING
	// Create Cooking
	PxCookingParams PCookingParams(PScale);
	PCookingParams.meshWeldTolerance = 0.1f; // Weld to 1mm precision
	PCookingParams.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eWELD_VERTICES | PxMeshPreprocessingFlag::eREMOVE_UNREFERENCED_VERTICES | PxMeshPreprocessingFlag::eREMOVE_DUPLICATED_TRIANGLES);
	PCookingParams.targetPlatform = PxPlatform::ePC;
	//PCookingParams.meshCookingHint = PxMeshCookingHint::eCOOKING_PERFORMANCE;
	//PCookingParams.meshSizePerformanceTradeOff = 0.0f;
	GPhysXCooking = PxCreateCooking(PX_PHYSICS_VERSION, *GPhysXFoundation, PCookingParams);
	check(GPhysXCooking);
#endif

#if WITH_APEX
	// Build the descriptor for the APEX SDK
	NxApexSDKDesc ApexDesc;
	ApexDesc.physXSDK				= GPhysXSDK;	// Pointer to the PhysXSDK
	ApexDesc.cooking				= GPhysXCooking;	// Pointer to the cooking library
	ApexDesc.renderResourceManager	= &GApexNullRenderResourceManager;	// We will not be using the APEX rendering API, so just use a dummy render resource manager
	ApexDesc.resourceCallback		= &GApexResourceCallback;	// The resource callback is how APEX asks the application to find assets when it needs them

	// Create the APEX SDK
	NxApexCreateError ErrorCode;
	GApexSDK = NxCreateApexSDK(ApexDesc, &ErrorCode);
	check(ErrorCode == APEX_CE_NO_ERROR);
	check(GApexSDK);

#if APEX_STATICALLY_LINKED
	// We need to instantiate the module if we have statically linked them
	// Otherwise all createModule functions will fail
	instantiateModuleDestructible();

#if WITH_APEX_CLOTHING
	instantiateModuleClothing();
#endif

#if WITH_APEX_LEGACY
	instantiateModuleLegacy();
#endif
#endif

	// 1 legacy module for all in APEX 1.3
	// Load the only 1 legacy module
#if WITH_APEX_LEGACY
	GApexModuleLegacy = GApexSDK->createModule("Legacy");
	check(GApexModuleLegacy);
#endif // WITH_APEX_LEGACY

	// Load APEX Destruction module
	GApexModuleDestructible = static_cast<NxModuleDestructible*>(GApexSDK->createModule("Destructible"));
	check(GApexModuleDestructible);

	// Set Destructible module parameters
	NxParameterized::Interface* ModuleParams = GApexModuleDestructible->getDefaultModuleDesc();
	// ModuleParams contains the default module descriptor, which may be modified here before calling the module init function
	GApexModuleDestructible->init(*ModuleParams);
	// Disabling dynamic LOD
	GApexModuleDestructible->setLODEnabled(false);
	// Set chunk report for fracture effect callbacks
	GApexModuleDestructible->setChunkReport(&GApexChunkReport);

	
	GApexModuleDestructible->setMaxDynamicChunkIslandCount((physx::PxU32)FMath::Max(CVarAPEXMaxDestructibleDynamicChunkIslandCount.GetValueOnGameThread(), 0));
	GApexModuleDestructible->setMaxChunkCount((physx::PxU32)FMath::Max(CVarAPEXMaxDestructibleDynamicChunkCount.GetValueOnGameThread(), 0));
	GApexModuleDestructible->setSortByBenefit(CVarAPEXSortDynamicChunksByBenefit.GetValueOnGameThread() != 0);

	GApexModuleDestructible->setChunkReportSendChunkStateEvents(true);

	// APEX 1.3 to preserve 1.2 behavior
	GApexModuleDestructible->setUseLegacyDamageRadiusSpread(true); 
	GApexModuleDestructible->setUseLegacyChunkBoundsTesting(true);

#if WITH_APEX_CLOTHING
	// Load APEX Clothing module
	GApexModuleClothing = static_cast<NxModuleClothing*>(GApexSDK->createModule("Clothing"));
	check(GApexModuleClothing);
	// Set Clothing module parameters
	ModuleParams = GApexModuleClothing->getDefaultModuleDesc();

	// Can be tuned for switching between more memory and more spikes.
	NxParameterized::setParamU32(*ModuleParams, "maxUnusedPhysXResources", 5);

	// If true, let fetch results tasks run longer than the fetchResults call. 
	// Setting to true could not ensure same finish timing with Physx simulation phase
	NxParameterized::setParamBool(*ModuleParams, "asyncFetchResults", false);

	// ModuleParams contains the default module descriptor, which may be modified here before calling the module init function
	GApexModuleClothing->init(*ModuleParams);
#endif	//WITH_APEX_CLOTHING

#endif // #if WITH_APEX

#endif // WITH_PHYSX
}
예제 #3
0
//////// GAME-LEVEL RIGID BODY PHYSICS STUFF ///////
void InitGamePhys()
{
#if WITH_BOX2D
	FPhysicsIntegration2D::InitializePhysics();
#endif

#if WITH_PHYSX
	// Do nothing if SDK already exists
	if(GPhysXFoundation != NULL)
	{
		return;
	}

	// Make sure 
	LoadPhysXModules();

	// Create Foundation
	GPhysXAllocator = new FPhysXAllocator();
	FPhysXErrorCallback* ErrorCallback = new FPhysXErrorCallback();

	GPhysXFoundation = PxCreateFoundation(PX_FOUNDATION_VERSION, *GPhysXAllocator, *ErrorCallback);
	check(GPhysXFoundation);

#if PHYSX_MEMORY_STATS
	// Want names of PhysX allocations
	GPhysXFoundation->setReportAllocationNames(true);
#endif

	// Create profile manager
	GPhysXVisualDebugger = PxCreatePvd(*GPhysXFoundation);
	check(GPhysXVisualDebugger);

	// Create Physics
	PxTolerancesScale PScale;
	PScale.length = CVarToleranceScaleLength.GetValueOnGameThread();
	PScale.speed = CVarToleranceScaleSpeed.GetValueOnGameThread();

	GPhysXSDK = PxCreatePhysics(PX_PHYSICS_VERSION, *GPhysXFoundation, PScale, false, GPhysXVisualDebugger);
	check(GPhysXSDK);

	FPhysxSharedData::Initialize();

	GPhysCommandHandler = new FPhysCommandHandler();

	GPreGarbageCollectDelegateHandle = FCoreUObjectDelegates::PreGarbageCollect.AddRaw(GPhysCommandHandler, &FPhysCommandHandler::Flush);

	// Init Extensions
	PxInitExtensions(*GPhysXSDK, GPhysXVisualDebugger);
#if WITH_VEHICLE
	PxInitVehicleSDK(*GPhysXSDK);
#endif

	if (CVarUseUnifiedHeightfield.GetValueOnGameThread())
	{
		//Turn on PhysX 3.3 unified height field collision detection. 
		//This approach shares the collision detection code between meshes and height fields such that height fields behave identically to the equivalent terrain created as a mesh. 
		//This approach facilitates mixing the use of height fields and meshes in the application with no tangible difference in collision behavior between the two approaches except that 
		//heightfield thickness is not supported for unified heightfields.
		PxRegisterUnifiedHeightFields(*GPhysXSDK);
	}
	else
	{
		PxRegisterHeightFields(*GPhysXSDK);
	}

	if( FParse::Param( FCommandLine::Get(), TEXT( "PVD" ) ) )
	{
		PvdConnect(TEXT("localhost"), true);
	}


#if WITH_PHYSICS_COOKING || WITH_RUNTIME_PHYSICS_COOKING
	// Create Cooking
	PxCookingParams PCookingParams(PScale);
	PCookingParams.meshWeldTolerance = 0.1f; // Weld to 1mm precision
	PCookingParams.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eWELD_VERTICES);
	// Force any cooking in PhysX or APEX to use older incremental hull method
	// This is because the new 'quick hull' method can generate degenerate geometry in some cases (very thin meshes etc.)
	//PCookingParams.convexMeshCookingType = PxConvexMeshCookingType::eINFLATION_INCREMENTAL_HULL;
	PCookingParams.targetPlatform = PxPlatform::ePC;
	//PCookingParams.meshCookingHint = PxMeshCookingHint::eCOOKING_PERFORMANCE;
	//PCookingParams.meshSizePerformanceTradeOff = 0.0f;
	GPhysXCooking = PxCreateCooking(PX_PHYSICS_VERSION, *GPhysXFoundation, PCookingParams);
	check(GPhysXCooking);
#endif

#if WITH_APEX
	// Build the descriptor for the APEX SDK
	apex::ApexSDKDesc ApexDesc;
	ApexDesc.foundation				= GPhysXFoundation;	// Pointer to the PxFoundation
	ApexDesc.physXSDK				= GPhysXSDK;	// Pointer to the PhysXSDK
	ApexDesc.cooking				= GPhysXCooking;	// Pointer to the cooking library
	ApexDesc.renderResourceManager	= &GApexNullRenderResourceManager;	// We will not be using the APEX rendering API, so just use a dummy render resource manager
	ApexDesc.resourceCallback		= &GApexResourceCallback;	// The resource callback is how APEX asks the application to find assets when it needs them

#if PLATFORM_MAC
	FString DylibFolder = FPaths::EngineDir() / TEXT("Binaries/ThirdParty/PhysX/");
	ANSICHAR* DLLLoadPath = (ANSICHAR*)FMemory::Malloc(DylibFolder.Len() + 1);
	FCStringAnsi::Strcpy(DLLLoadPath, DylibFolder.Len() + 1, TCHAR_TO_UTF8(*DylibFolder));
	ApexDesc.dllLoadPath = DLLLoadPath;
#endif

	// Create the APEX SDK
	apex::ApexCreateError ErrorCode;
	GApexSDK = apex::CreateApexSDK(ApexDesc, &ErrorCode);
	check(ErrorCode == APEX_CE_NO_ERROR);
	check(GApexSDK);

#if PLATFORM_MAC
	FMemory::Free(DLLLoadPath);
#endif

#if UE_BUILD_SHIPPING
	GApexSDK->setEnableApexStats(false);
#endif




#if APEX_STATICALLY_LINKED
	// We need to instantiate the module if we have statically linked them
	// Otherwise all createModule functions will fail
	instantiateModuleDestructible();

#if WITH_APEX_CLOTHING
	instantiateModuleClothing();
#endif

#if WITH_APEX_LEGACY
	instantiateModuleLegacy();
#endif
#endif

	// 1 legacy module for all in APEX 1.3
	// Load the only 1 legacy module
#if WITH_APEX_LEGACY
	GApexModuleLegacy = GApexSDK->createModule("Legacy");
	check(GApexModuleLegacy);
#endif // WITH_APEX_LEGACY

	// Load APEX Destruction module
	GApexModuleDestructible = static_cast<apex::ModuleDestructible*>(GApexSDK->createModule("Destructible"));
	check(GApexModuleDestructible);

	// Set Destructible module parameters
	NvParameterized::Interface* ModuleParams = GApexModuleDestructible->getDefaultModuleDesc();
	// ModuleParams contains the default module descriptor, which may be modified here before calling the module init function
	GApexModuleDestructible->init(*ModuleParams);
	// Set chunk report for fracture effect callbacks
	GApexModuleDestructible->setChunkReport(&GApexChunkReport);

	
	GApexModuleDestructible->setMaxDynamicChunkIslandCount((physx::PxU32)FMath::Max(CVarAPEXMaxDestructibleDynamicChunkIslandCount.GetValueOnGameThread(), 0));
	GApexModuleDestructible->setMaxChunkCount((physx::PxU32)FMath::Max(CVarAPEXMaxDestructibleDynamicChunkCount.GetValueOnGameThread(), 0));
	GApexModuleDestructible->setSortByBenefit(CVarAPEXSortDynamicChunksByBenefit.GetValueOnGameThread() != 0);

	GApexModuleDestructible->scheduleChunkStateEventCallback(apex::DestructibleCallbackSchedule::FetchResults);

	// APEX 1.3 to preserve 1.2 behavior
	GApexModuleDestructible->setUseLegacyDamageRadiusSpread(true); 
	GApexModuleDestructible->setUseLegacyChunkBoundsTesting(true);

#if WITH_APEX_CLOTHING
	// Load APEX Clothing module
	GApexModuleClothing = static_cast<apex::ModuleClothing*>(GApexSDK->createModule("Clothing"));
	check(GApexModuleClothing);
	// Set Clothing module parameters
	ModuleParams = GApexModuleClothing->getDefaultModuleDesc();

	// Can be tuned for switching between more memory and more spikes.
	NvParameterized::setParamU32(*ModuleParams, "maxUnusedPhysXResources", 5);

	// If true, let fetch results tasks run longer than the fetchResults call. 
	// Setting to true could not ensure same finish timing with Physx simulation phase
	NvParameterized::setParamBool(*ModuleParams, "asyncFetchResults", false);

	// ModuleParams contains the default module descriptor, which may be modified here before calling the module init function
	GApexModuleClothing->init(*ModuleParams);
#endif	//WITH_APEX_CLOTHING

#endif // #if WITH_APEX

#endif // WITH_PHYSX
}
예제 #4
0
    virtual EPhysXCookingResult CookConvex(FName Format, int32 RuntimeCookFlags, const TArray<FVector>& SrcBuffer, TArray<uint8>& OutBuffer, bool bDeformableMesh = false) const override
    {
        EPhysXCookingResult CookResult = EPhysXCookingResult::Failed;

#if WITH_PHYSX
        PxPlatform::Enum PhysXFormat = PxPlatform::ePC;
        bool bIsPhysXFormatValid = GetPhysXFormat(Format, PhysXFormat);
        check(bIsPhysXFormatValid);

        PxConvexMeshDesc PConvexMeshDesc;
        PConvexMeshDesc.points.data = SrcBuffer.GetData();
        PConvexMeshDesc.points.count = SrcBuffer.Num();
        PConvexMeshDesc.points.stride = sizeof(FVector);
        PConvexMeshDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;

        // Set up cooking
        const PxCookingParams Params = PhysXCooking->getParams();
        PxCookingParams NewParams = Params;
        NewParams.targetPlatform = PhysXFormat;

        if(RuntimeCookFlags & ERuntimePhysxCookOptimizationFlags::SuppressFaceRemapTable)
        {
            NewParams.suppressTriangleMeshRemapTable = true;
        }

        if (bDeformableMesh)
        {
            // Meshes which can be deformed need different cooking parameters to inhibit vertex welding and add an extra skin around the collision mesh for safety.
            // We need to set the meshWeldTolerance to zero, even when disabling 'clean mesh' as PhysX will attempt to perform mesh cleaning anyway according to this meshWeldTolerance
            // if the convex hull is not well formed.
            // Set the skin thickness as a proportion of the overall size of the mesh as PhysX's internal tolerances also use the overall size to calculate the epsilon used.
            const FBox Bounds(SrcBuffer);
            const float MaxExtent = (Bounds.Max - Bounds.Min).Size();

            NewParams.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH);
            NewParams.meshWeldTolerance = 0.0f;
        }

        PhysXCooking->setParams(NewParams);

        // Cook the convex mesh to a temp buffer
        TArray<uint8> CookedMeshBuffer;
        FPhysXOutputStream Buffer(&CookedMeshBuffer);
        if (PhysXCooking->cookConvexMesh(PConvexMeshDesc, Buffer))
        {
            CookResult = EPhysXCookingResult::Succeeded;
        }
        else
        {
            if (!(PConvexMeshDesc.flags & PxConvexFlag::eINFLATE_CONVEX))
            {
                // We failed to cook without inflating convex. Let's try again with inflation
                //This is not ideal since it makes the collision less accurate. It's needed if given verts are extremely close.
                PConvexMeshDesc.flags |= PxConvexFlag::eINFLATE_CONVEX;
                if (PhysXCooking->cookConvexMesh(PConvexMeshDesc, Buffer))
                {
                    CookResult = EPhysXCookingResult::SucceededWithInflation;
                }
            }
        }

        // Return default cooking params to normal
        if (bDeformableMesh)
        {
            PhysXCooking->setParams(Params);
        }

        if (CookedMeshBuffer.Num() == 0)
        {
            CookResult = EPhysXCookingResult::Failed;
        }

        if (CookResult != EPhysXCookingResult::Failed)
        {
            // Append the cooked data into cooked buffer
            OutBuffer.Append( CookedMeshBuffer );
        }
#endif		// WITH_PHYSX

        return CookResult;
    }