void actorWakeUp( PxActor* actor ) { PxRigidDynamic* rigid = (PxRigidDynamic*)actor; rigid->wakeUp(); }
void UDestructibleComponent::CreatePhysicsState() { // to avoid calling PrimitiveComponent, I'm just calling ActorComponent::CreatePhysicsState // @todo lh - fix me based on the discussion with Bryan G UActorComponent::CreatePhysicsState(); bPhysicsStateCreated = true; // What we want to do with BodySetup is simply use it to store a PhysicalMaterial, and possibly some other relevant fields. Set up pointers from the BodyInstance to the BodySetup and this component UBodySetup* BodySetup = GetBodySetup(); BodyInstance.OwnerComponent = this; BodyInstance.BodySetup = BodySetup; BodyInstance.InstanceBodyIndex = 0; #if WITH_APEX if( SkeletalMesh == NULL ) { return; } FPhysScene* PhysScene = World->GetPhysicsScene(); check(PhysScene); if( GApexModuleDestructible == NULL ) { UE_LOG(LogPhysics, Log, TEXT("UDestructibleComponent::CreatePhysicsState(): APEX must be enabled to init UDestructibleComponent physics.") ); return; } if( ApexDestructibleActor != NULL ) { UE_LOG(LogPhysics, Log, TEXT("UDestructibleComponent::CreatePhysicsState(): NxDestructibleActor already created.") ); return; } UDestructibleMesh* TheDestructibleMesh = GetDestructibleMesh(); if( TheDestructibleMesh == NULL || TheDestructibleMesh->ApexDestructibleAsset == NULL) { UE_LOG(LogPhysics, Log, TEXT("UDestructibleComponent::CreatePhysicsState(): No DestructibleMesh or missing ApexDestructibleAsset.") ); return; } int32 ChunkCount = TheDestructibleMesh->ApexDestructibleAsset->getChunkCount(); // Ensure the chunks start off invisible. RefreshBoneTransforms should make them visible. for (int32 ChunkIndex = 0; ChunkIndex < ChunkCount; ++ChunkIndex) { SetChunkVisible(ChunkIndex, false); } #if WITH_EDITOR if (GIsEditor && !World->IsGameWorld()) { // In the editor, only set the 0 chunk to be visible. if (TheDestructibleMesh->ApexDestructibleAsset->getChunkCount() > 0) { SetChunkVisible(0, true); } return; } #endif // WITH_EDITOR // Only create physics in the game if( !World->IsGameWorld() ) { return; } // Set template actor/body/shape properties // Find the PhysicalMaterial we need to apply to the physics bodies. UPhysicalMaterial* PhysMat = BodyInstance.GetSimplePhysicalMaterial(); // Get the default actor descriptor NxParameterized data from the asset NxParameterized::Interface* ActorParams = TheDestructibleMesh->GetDestructibleActorDesc(PhysMat); // Create PhysX transforms from ComponentToWorld const PxMat44 GlobalPose(PxMat33(U2PQuat(ComponentToWorld.GetRotation())), U2PVector(ComponentToWorld.GetTranslation())); const PxVec3 Scale = U2PVector(ComponentToWorld.GetScale3D()); // Set the transform in the actor descriptor verify( NxParameterized::setParamMat44(*ActorParams,"globalPose",GlobalPose) ); verify( NxParameterized::setParamVec3(*ActorParams,"scale",Scale) ); // Set the (initially) dynamic flag in the actor descriptor // See if we are 'static' verify( NxParameterized::setParamBool(*ActorParams,"dynamic", BodyInstance.bSimulatePhysics != false) ); // Set the sleep velocity frame decay constant (was sleepVelocitySmoothingFactor) - a new feature that should help sleeping in large piles verify( NxParameterized::setParamF32(*ActorParams,"sleepVelocityFrameDecayConstant", 20.0f) ); // Set up the shape desc template // Get collision channel and response PxFilterData PQueryFilterData, PSimFilterData; uint8 MoveChannel = GetCollisionObjectType(); FCollisionResponseContainer CollResponse; if(IsCollisionEnabled()) { // Only enable a collision response if collision is enabled CollResponse = GetCollisionResponseToChannels(); ChunkCollisionResponse.SetCollisionResponseContainer(CollResponse); ChunkCollisionResponse.SetResponse(ECC_Pawn, ECR_Overlap); } else { // now since by default it will all block, if collision is disabled, we need to set to ignore MoveChannel = ECC_WorldStatic; CollResponse.SetAllChannels(ECR_Ignore); ChunkCollisionResponse.SetAllChannels(ECR_Ignore); } // Passing AssetInstanceID = 0 so we'll have self-collision AActor* Owner = GetOwner(); CreateShapeFilterData(MoveChannel, (Owner ? Owner->GetUniqueID() : 0), CollResponse, 0, 0, PQueryFilterData, PSimFilterData, BodyInstance.bUseCCD, BodyInstance.bNotifyRigidBodyCollision, false); // Build filterData variations for complex and simple PSimFilterData.word3 |= EPDF_SimpleCollision | EPDF_ComplexCollision; PQueryFilterData.word3 |= EPDF_SimpleCollision | EPDF_ComplexCollision; // Set the filterData in the shape descriptor verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.simulationFilterData.word0", PSimFilterData.word0 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.simulationFilterData.word1", PSimFilterData.word1 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.simulationFilterData.word2", PSimFilterData.word2 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.simulationFilterData.word3", PSimFilterData.word3 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.queryFilterData.word0", PQueryFilterData.word0 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.queryFilterData.word1", PQueryFilterData.word1 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.queryFilterData.word2", PQueryFilterData.word2 ) ); verify( NxParameterized::setParamU32(*ActorParams,"p3ShapeDescTemplate.queryFilterData.word3", PQueryFilterData.word3 ) ); // Set the PhysX material in the shape descriptor PxMaterial* PMaterial = PhysMat->GetPhysXMaterial(); verify( NxParameterized::setParamU64(*ActorParams,"p3ShapeDescTemplate.material", (physx::PxU64)PMaterial) ); // Set the rest depth to match the skin width in the shape descriptor const physx::PxCookingParams& CookingParams = GApexSDK->getCookingInterface()->getParams(); verify( NxParameterized::setParamF32(*ActorParams,"p3ShapeDescTemplate.restOffset", -CookingParams.skinWidth) ); // Set the PhysX material in the actor descriptor verify( NxParameterized::setParamBool(*ActorParams,"p3ActorDescTemplate.flags.eDISABLE_GRAVITY",false) ); verify( NxParameterized::setParamBool(*ActorParams,"p3ActorDescTemplate.flags.eVISUALIZATION",true) ); // Set the PxActor's and PxShape's userData fields to this component's body instance verify( NxParameterized::setParamU64(*ActorParams,"p3ActorDescTemplate.userData", 0 ) ); // All shapes created by this DestructibleActor will have the userdata of the owning component. // We need this, as in some cases APEX is moving shapes accross actors ( ex. FormExtended structures ) verify( NxParameterized::setParamU64(*ActorParams,"p3ShapeDescTemplate.userData", (PxU64)&PhysxUserData ) ); // Set up the body desc template in the actor descriptor verify( NxParameterized::setParamF32(*ActorParams,"p3BodyDescTemplate.angularDamping", BodyInstance.AngularDamping ) ); verify( NxParameterized::setParamF32(*ActorParams,"p3BodyDescTemplate.linearDamping", BodyInstance.LinearDamping ) ); const PxTolerancesScale& PScale = GPhysXSDK->getTolerancesScale(); PxF32 SleepEnergyThreshold = 0.00005f*PScale.speed*PScale.speed; // 1/1000 Default, since the speed scale is quite high if (BodyInstance.SleepFamily == SF_Sensitive) { SleepEnergyThreshold /= 20.0f; } verify( NxParameterized::setParamF32(*ActorParams,"p3BodyDescTemplate.sleepThreshold", SleepEnergyThreshold) ); // NxParameterized::setParamF32(*ActorParams,"bodyDescTemplate.sleepDamping", SleepDamping ); verify( NxParameterized::setParamF32(*ActorParams,"p3BodyDescTemplate.density", 0.001f*PhysMat->Density) ); // Convert from g/cm^3 to kg/cm^3 // Enable CCD if requested verify( NxParameterized::setParamBool(*ActorParams,"p3BodyDescTemplate.flags.eENABLE_CCD", BodyInstance.bUseCCD != 0) ); // Ask the actor to create chunk events, for more efficient visibility updates verify( NxParameterized::setParamBool(*ActorParams,"createChunkEvents", true) ); // Enable hard sleeping if requested verify( NxParameterized::setParamBool(*ActorParams,"useHardSleeping", bEnableHardSleeping) ); // Destructibles are always dynamic or kinematic, and therefore only go into one of the scenes const uint32 SceneType = BodyInstance.UseAsyncScene() ? PST_Async : PST_Sync; NxApexScene* ApexScene = PhysScene->GetApexScene(SceneType); check(ApexScene); // Create an APEX NxDestructibleActor from the Destructible asset and actor descriptor ApexDestructibleActor = static_cast<NxDestructibleActor*>(TheDestructibleMesh->ApexDestructibleAsset->createApexActor(*ActorParams, *ApexScene)); check(ApexDestructibleActor); // Make a backpointer to this component PhysxUserData = FPhysxUserData(this); ApexDestructibleActor->userData = &PhysxUserData; // Setup chunk user data arrays. We have to make sure PhysxChunkUserData will not be reallocated when growing, so we // reserver ChunkCount here already ChunkInfos.Empty(ChunkCount); PhysxChunkUserData.Empty(ChunkCount); // Cache cooked collision data // BRGTODO : cook in asset ApexDestructibleActor->cacheModuleData(); // BRGTODO : Per-actor LOD setting // ApexDestructibleActor->forcePhysicalLod( DestructibleActor->LOD ); // Start asleep if requested PxRigidDynamic* PRootActor = ApexDestructibleActor->getChunkPhysXActor(0); // Put to sleep or wake up only if the component is physics-simulated if (PRootActor != NULL && BodyInstance.bSimulatePhysics) { SCOPED_SCENE_WRITE_LOCK(PRootActor->getScene()); // Sleep/wake up as appropriate if (BodyInstance.bStartAwake) { PRootActor->wakeUp(); } else { PRootActor->putToSleep(); } } UpdateBounds(); #endif // #if WITH_APEX }