// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= GeometryCollectionActor.cpp: AGeometryCollectionActor methods. =============================================================================*/ #include "GeometryCollection/GeometryCollectionActor.h" #include "Chaos/ChaosSolverActor.h" #include "Chaos/Utilities.h" #include "Chaos/Plane.h" #include "Chaos/Box.h" #include "Chaos/Sphere.h" #include "Chaos/PerParticleGravity.h" #include "Chaos/ImplicitObject.h" #include "Engine/SkeletalMesh.h" #include "Engine/World.h" #include "GeometryCollection/GeometryCollectionAlgo.h" #include "GeometryCollection/GeometryCollectionComponent.h" #include "GeometryCollection/GeometryCollectionObject.h" #include "GeometryCollection/GeometryCollectionUtility.h" #include "Math/Box.h" #include "Physics/Experimental/PhysScene_Chaos.h" #include "Physics/PhysicsInterfaceCore.h" #include "PhysicsSolver.h" #include "GeometryCollection/GeometryCollectionDebugDrawComponent.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(GeometryCollectionActor) DEFINE_LOG_CATEGORY_STATIC(AGeometryCollectionActorLogging, Log, All); AGeometryCollectionActor::AGeometryCollectionActor(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { UE_LOG(AGeometryCollectionActorLogging, Verbose, TEXT("AGeometryCollectionActor::AGeometryCollectionActor()")); GeometryCollectionComponent = CreateDefaultSubobject(TEXT("GeometryCollectionComponent0")); RootComponent = GeometryCollectionComponent; GeometryCollectionDebugDrawComponent_DEPRECATED = nullptr; PrimaryActorTick.bCanEverTick = true; bReplicates = true; NetDormancy = DORM_Initial; } const Chaos::FPhysicsSolver* GetSolver(const AGeometryCollectionActor& GeomCollectionActor) { return GeomCollectionActor.GetGeometryCollectionComponent()->ChaosSolverActor != nullptr ? GeomCollectionActor.GetGeometryCollectionComponent()->ChaosSolverActor->GetSolver() : GeomCollectionActor.GetWorld()->PhysicsScene_Chaos->GetSolver(); } bool LowLevelRaycastImp(const Chaos::FVec3& Start, const Chaos::FVec3& Dir, float DeltaMag, const AGeometryCollectionActor& GeomCollectionActor, FHitResult& OutHit) { #if TODO_REIMPLEMENT_GET_RIGID_PARTICLES using namespace Chaos; FPhysScene_Chaos* Scene = GeomCollectionActor.GetGeometryCollectionComponent()->GetInnerChaosScene(); ensure(Scene); const Chaos::FPhysicsSolver* Solver = GetSolver(GeomCollectionActor); if(ensure(Solver)) { const TPBDRigidParticles& Particles = Solver->GetRigidParticles(); //todo(ocohen): should these just get passed in instead of hopping through scene? FAABB3 RayBox(Start, Start); RayBox.Thicken(Dir * DeltaMag); const auto& PotentialIntersections = Solver->GetSpatialAcceleration()->FindAllIntersections(RayBox); Solver->ReleaseSpatialAcceleration(); for(const auto RigidBodyIdx : PotentialIntersections) { const TRigidTransform TM(Particles.X(RigidBodyIdx), Particles.R(RigidBodyIdx)); const FVec3 StartLocal = TM.InverseTransformPositionNoScale(Start); const FVec3 DirLocal = TM.InverseTransformVectorNoScale(Dir); const FVec3 EndLocal = StartLocal + DirLocal * DeltaMag; //todo(ocohen): apeiron just undoes this later, we should fix the API const FImplicitObject* Object = Particles.Geometry(RigidBodyIdx).Get(); //todo(ocohen): can this ever be null? Pair Result = Object->FindClosestIntersection(StartLocal, EndLocal, /*Thickness=*/0.f); if(Result.Second) //todo(ocohen): once we do more than just a bool we need to get the closest point { const float Distance = (Result.First - StartLocal).Size(); OutHit.Actor = const_cast(&GeomCollectionActor); OutHit.Component = GeomCollectionActor.GetGeometryCollectionComponent(); OutHit.bBlockingHit = true; OutHit.Distance = Distance; OutHit.Time = Distance / (EndLocal - StartLocal).Size(); OutHit.Location = TM.TransformPositionNoScale(Result.First); OutHit.ImpactPoint = OutHit.Location; const FVec3 LocalNormal = Object->Normal(Result.First); OutHit.ImpactNormal = TM.TransformVectorNoScale(LocalNormal); OutHit.Normal = OutHit.ImpactNormal; OutHit.Item = RigidBodyIdx; return true; } } } #endif return false; } bool AGeometryCollectionActor::RaycastSingle(FVector Start, FVector End, FHitResult& OutHit) const { if (GeometryCollectionComponent) { OutHit = FHitResult(); OutHit.TraceStart = Start; OutHit.TraceEnd = End; const FVector Delta = (End - Start); const float DeltaMag = Delta.Size(); if (DeltaMag > KINDA_SMALL_NUMBER) { const FVector Dir = Delta / DeltaMag; return LowLevelRaycastImp(Start, Dir, DeltaMag, *this, OutHit); } } return false; } #if WITH_EDITOR bool AGeometryCollectionActor::GetReferencedContentObjects(TArray& Objects) const { Super::GetReferencedContentObjects(Objects); if (GeometryCollectionComponent) { FGeometryCollectionEdit GeometryCollectionEdit = GeometryCollectionComponent->EditRestCollection(GeometryCollection::EEditUpdate::None); if (UGeometryCollection* GeometryCollection = GeometryCollectionEdit.GetRestCollection()) { Objects.Add(GeometryCollection); } } return true; } #endif