예제 #1
0
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;
}