Пример #1
0
bool UWorld::LineTraceMulti(TArray<struct FHitResult>& OutHits, const FVector& Start, const FVector& End, ECollisionChannel TraceChannel, const struct FCollisionQueryParams& Params, const struct FCollisionResponseParams& ResponseParam) const
{
#if WITH_PHYSX
	return RaycastMulti(this, OutHits, Start, End, TraceChannel, Params, ResponseParam, FCollisionObjectQueryParams::DefaultObjectQueryParam);
#endif // WITH_PHYSX
	return false;
}
Пример #2
0
bool UWorld::LineTraceMulti(TArray<struct FHitResult>& OutHits,const FVector& Start,const FVector& End,const struct FCollisionQueryParams& Params, const struct FCollisionObjectQueryParams& ObjectQueryParams) const
{
	// object query returns true if any hit is found, not only blocking hit
#if WITH_PHYSX
	RaycastMulti(this, OutHits, Start, End, DefaultCollisionChannel, Params, FCollisionResponseParams::DefaultResponseParam, ObjectQueryParams);
#endif // WITH_PHYSX
	return (OutHits.Num() > 0);
}
bool UWorld::LineTraceMultiByObjectType(TArray<struct FHitResult>& OutHits,const FVector& Start,const FVector& End,const FCollisionObjectQueryParams& ObjectQueryParams, const FCollisionQueryParams& Params /* = FCollisionQueryParams::DefaultQueryParam */) const
{
#if UE_WITH_PHYSICS
	RaycastMulti(this, OutHits, Start, End, DefaultCollisionChannel, Params, FCollisionResponseParams::DefaultResponseParam, ObjectQueryParams);

	// object query returns true if any hit is found, not only blocking hit
	return (OutHits.Num() > 0);
#else
	return false;
#endif
}
bool UWorld::ComponentSweepMulti(TArray<struct FHitResult>& OutHits, class UPrimitiveComponent* PrimComp, const FVector& Start, const FVector& End, const FQuat& Quat, const struct FComponentQueryParams& Params) const
{
	if (GetPhysicsScene() == NULL)
	{
		return false;
	}

	if (PrimComp == NULL)
	{
		UE_LOG(LogCollision, Log, TEXT("ComponentSweepMulti : No PrimComp"));
		return false;
	}

	ECollisionChannel TraceChannel = PrimComp->GetCollisionObjectType();

	// if extent is 0, do line trace
	if (PrimComp->IsZeroExtent())
	{
		return RaycastMulti(this, OutHits, Start, End, TraceChannel, Params, FCollisionResponseParams(PrimComp->GetCollisionResponseToChannels()));
	}

	OutHits.Reset();

#if UE_WITH_PHYSICS
	const FBodyInstance* BodyInstance = PrimComp->GetBodyInstance();

	if (!BodyInstance || !BodyInstance->IsValidBodyInstance())
	{
		UE_LOG(LogCollision, Log, TEXT("ComponentSweepMulti : (%s) No physics data"), *PrimComp->GetReadableName());
		return false;
	}

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	if(PrimComp->IsA(USkeletalMeshComponent::StaticClass()))
	{
		UE_LOG(LogCollision, Warning, TEXT("ComponentSweepMulti : SkeletalMeshComponent support only root body (%s) "), *PrimComp->GetReadableName());
	}
#endif

#endif

	SCOPE_CYCLE_COUNTER(STAT_Collision_GeomSweepMultiple);
	bool bHaveBlockingHit = false;

#if WITH_PHYSX
	ExecuteOnPxRigidActorReadOnly(BodyInstance, [&] (const PxRigidActor* PRigidActor)
	{
		// Get all the shapes from the actor
		FInlinePxShapeArray PShapes;
		const int32 NumShapes = FillInlinePxShapeArray(PShapes, *PRigidActor);

		// calculate the test global pose of the actor
		const PxQuat PGeomRot = U2PQuat(Quat);
		const PxTransform PGlobalStartPose = PxTransform(U2PVector(Start), PGeomRot);
		const PxTransform PGlobalEndPose = PxTransform(U2PVector(End), PGeomRot);

		// Iterate over each shape
		for(int32 ShapeIdx=0; ShapeIdx<NumShapes; ShapeIdx++)
		{
			PxShape* PShape = PShapes[ShapeIdx];
			check(PShape);

			GET_GEOMETRY_FROM_SHAPE(PGeom, PShape);

			if (PGeom != NULL)
			{
				// Calc shape global pose
				const PxTransform PLocalShape = PShape->getLocalPose();
				const PxTransform PShapeGlobalStartPose = PGlobalStartPose.transform(PLocalShape);
				const PxTransform PShapeGlobalEndPose = PGlobalEndPose.transform(PLocalShape);
				// consider localshape rotation for shape rotation
				const PxQuat PShapeRot = PGeomRot * PLocalShape.q;

				if (GeomSweepMulti_PhysX(this, *PGeom, PShapeRot, OutHits, P2UVector(PShapeGlobalStartPose.p), P2UVector(PShapeGlobalEndPose.p), TraceChannel, Params, FCollisionResponseParams(PrimComp->GetCollisionResponseToChannels())))
				{
					bHaveBlockingHit = true;
				}
			}
		}
	});
#endif //WITH_PHYSX

	//@TODO: BOX2D: Implement UWorld::ComponentSweepMulti
#if WITH_BOX2D
// 	if (b2Body* BodyInstance = PrimComp->BodyInstance.BodyInstancePtr)
// 	{
// 		
// 	}
#endif

	return bHaveBlockingHit;
}
Пример #5
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;
}