// Copyright Epic Games, Inc. All Rights Reserved. #include "Chaos/Framework/PhysicsProxyBase.h" #include "Chaos/Framework/PhysicsSolverBase.h" namespace RenderInterpolationCVars { float RenderInterpErrorCorrectionDuration = 0.3f; static FAutoConsoleVariableRef CVarRenderInterpErrorCorrectionDuration(TEXT("p.RenderInterp.ErrorCorrectionDuration"), RenderInterpErrorCorrectionDuration, TEXT("How long in seconds to apply error correction over.")); float RenderInterpMaximumErrorCorrectionBeforeSnapping = 250.0f; static FAutoConsoleVariableRef CVarRenderInterpErrorCorrectionMaximumError(TEXT("p.RenderInterp.MaximumErrorCorrectionBeforeSnapping"), RenderInterpMaximumErrorCorrectionBeforeSnapping, TEXT("Maximum error correction in cm before we stop interpolating and snap to target. NOTE: MaximumErrorCorrectionDesyncTimeBeforeSnapping can set a larger distance if enabled.")); float RenderInterpMaximumErrorCorrectionDesyncTimeBeforeSnapping = 0.6f; static FAutoConsoleVariableRef CVarRenderInterpErrorCorrectionDesyncTime(TEXT("p.RenderInterp.MaximumErrorCorrectionDesyncTimeBeforeSnapping"), RenderInterpMaximumErrorCorrectionDesyncTimeBeforeSnapping, TEXT("Time multiplied by the particles velocity to get the distance that error correction will be performed within without snapping, disable by setting a negative value. NOTE: MaximumErrorCorrectionBeforeSnapping will act as a lowest distance clamp.")); float RenderInterpErrorVelocitySmoothingDuration = 0.3f; static FAutoConsoleVariableRef CVarRenderInterpErrorVelocitySmoothingDuration(TEXT("p.RenderInterp.ErrorVelocitySmoothingDuration"), RenderInterpErrorVelocitySmoothingDuration, TEXT("How long in seconds to apply error velocity smoothing correction over, should be smaller than or equal to p.RenderInterp.ErrorCorrectionDuration. RENDERINTERPOLATION_VELOCITYSMOOTHING needs to be defined.")); float RenderInterpErrorDirectionalDecayMultiplier = 0.0f; static FAutoConsoleVariableRef CVarRenderInterpErrorDirectionalDecayMultiplier(TEXT("p.RenderInterp.DirectionalDecayMultiplier"), RenderInterpErrorDirectionalDecayMultiplier, TEXT("Decay error offset in the direction that the physics object is moving, value is multiplier of projected offset direction, 0.25 means a 25% decay of the magnitude in the direction of physics travel. Deactivate by setting to 0.")); bool bRenderInterpErrorVelocityCorrection = false; static FAutoConsoleVariableRef CVarRenderInterpErrorVelocityCorrection(TEXT("p.RenderInterp.ErrorVelocityCorrection"), bRenderInterpErrorVelocityCorrection, TEXT("EXPERIMENTAL - Take incoming velocity into consideration when performing render interpolation, the correction will be more organic but might result in clipping and it's heavier for memory and CPU.")); bool bRenderInterpDebugDraw = false; static FAutoConsoleVariableRef CVarRenderInterpDebugDraw(TEXT("p.RenderInterp.DebugDraw"), bRenderInterpDebugDraw, TEXT("Draw debug lines for physics render interpolation, also needs p.Chaos.DebugDraw.Enabled set")); bool bRenderInterpDebugDrawGC = false; static FAutoConsoleVariableRef CVarRenderInterpDebugDrawGC(TEXT("p.RenderInterp.DebugDraw.GC"), bRenderInterpDebugDrawGC, TEXT("Enable render interpolation debug draw for Geometry Collections")); float RenderInterpDebugDrawZOffset = 0.0f; static FAutoConsoleVariableRef CVarRenderInterpDebugDrawZOffset(TEXT("p.RenderInterp.DebugDrawZOffset"), RenderInterpDebugDrawZOffset, TEXT("Add Z axis offset to DebugDraw calls for Render Interpolation.")); } IPhysicsProxyBase::~IPhysicsProxyBase() { if (GetSolver()) { GetSolver()->RemoveDirtyProxyFromHistory_Internal(this); GetSolver()->RemoveDirtyProxy(this); } } int32 IPhysicsProxyBase::GetSolverSyncTimestamp_External() const { if (Chaos::FPhysicsSolverBase* SolverBase = GetSolverBase()) { return SolverBase->GetMarshallingManager().GetExternalTimestamp_External(); } return INDEX_NONE; }