Files
UnrealEngine/Engine/Plugins/Experimental/ChaosNiagara/Shaders/NiagaraDataInterfaceGeometryCollection.ush
2025-05-18 13:04:45 +08:00

219 lines
8.9 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
NiagaraDataInterfaceGeometryCollection.ush
=============================================================================*/
#include "/Plugin/FX/Niagara/Private/NiagaraTransformUtils.ush"
/* -----------------------------------------------------------------
* static mesh constants and context
* -----------------------------------------------------------------
*/
#define BOX_INDEX 0
#define SPHERE_INDEX 1
#define CAPSULE_INDEX 2
float3 {ParameterName}_BoundsMin;
float3 {ParameterName}_BoundsMax;
int {ParameterName}_NumPieces;
float3 {ParameterName}_RootTransform_Translation;
float4 {ParameterName}_RootTransform_Rotation;
float3 {ParameterName}_RootTransform_Scale;
Buffer<float4> {ParameterName}_WorldTransformBuffer;
Buffer<float4> {ParameterName}_PrevWorldTransformBuffer;
Buffer<float4> {ParameterName}_WorldInverseTransformBuffer;
Buffer<float4> {ParameterName}_PrevWorldInverseTransformBuffer;
Buffer<float4> {ParameterName}_BoundsBuffer;
ByteAddressBuffer {ParameterName}_ElementTransforms;
/* -----------------------------------------------------------------
* Position / Transform utils
* -----------------------------------------------------------------
*/
float3x4 DIGeometryCollection_GetCurrentTransform_{ParameterName}(in int ElementIndex)
{
const int BufferOffset = 3 * ElementIndex;
return float3x4({ParameterName}_WorldTransformBuffer[BufferOffset], {ParameterName}_WorldTransformBuffer[BufferOffset+1], {ParameterName}_WorldTransformBuffer[BufferOffset+2]);
}
float3x4 DIGeometryCollection_GetInverseTransform_{ParameterName}(in int ElementIndex)
{
const int BufferOffset = 3 * ElementIndex;
return float3x4({ParameterName}_WorldInverseTransformBuffer[BufferOffset], {ParameterName}_WorldInverseTransformBuffer[BufferOffset+1], {ParameterName}_WorldInverseTransformBuffer[BufferOffset+2]);
}
float3x4 DIGeometryCollection_GetPreviousTransform_{ParameterName}(in int ElementIndex)
{
const int BufferOffset = 3 * ElementIndex;
return float3x4({ParameterName}_PrevWorldTransformBuffer[BufferOffset], {ParameterName}_PrevWorldTransformBuffer[BufferOffset+1], {ParameterName}_PrevWorldTransformBuffer[BufferOffset+2]);
}
float3x4 DIGeometryCollection_GetPreviousInverse_{ParameterName}(in int ElementIndex)
{
const int BufferOffset = 3 * ElementIndex;
return float3x4({ParameterName}_PrevWorldInverseTransformBuffer[BufferOffset], {ParameterName}_PrevWorldInverseTransformBuffer[BufferOffset+1], {ParameterName}_PrevWorldInverseTransformBuffer[BufferOffset+2]);
}
/* -----------------------------------------------------------------
* Collision detection utils
* -----------------------------------------------------------------
*/
// Given a world space position (WorldPosition) compute the sphere closest point (position,normal,velocity)
float DIGeometryCollection_GetBoxProjection_{ParameterName}(in float3 LocalPosition, in float3 BoxExtent, in int BoxIndex,
inout float3 OutClosestPosition, inout float3 OutClosestNormal, inout int OutElementIndex, inout float OutMinDistance)
{
const float3 HalfExtent = 0.5 * BoxExtent;
const float3 DeltaPosition = abs(LocalPosition) - HalfExtent;
const int ClosestAxis = ((DeltaPosition.x > DeltaPosition.y) && (DeltaPosition.x > DeltaPosition.z)) ? 0 : ( DeltaPosition.y > DeltaPosition.z) ? 1 : 2;
const float OutsideDistance = length(max(DeltaPosition,0.0));
const float BoxDistance = OutsideDistance + min(DeltaPosition[ClosestAxis],0.0);
if (BoxDistance < OutMinDistance)
{
OutMinDistance = BoxDistance;
OutElementIndex = BoxIndex;
if (BoxDistance <= 0)
{
const bool NegativeSide = LocalPosition[ClosestAxis] < 0.0;
OutClosestPosition = LocalPosition;
OutClosestNormal = float3(0,0,0);
if( ClosestAxis == 0)
{
OutClosestPosition.x = NegativeSide ? -HalfExtent.x : HalfExtent.x;
OutClosestNormal.x = NegativeSide ? -1.0 : 1.0;
}
else if( ClosestAxis == 1)
{
OutClosestPosition.y = NegativeSide ? -HalfExtent.y : HalfExtent.y;
OutClosestNormal.y = NegativeSide ? -1.0 : 1.0;
}
else if( ClosestAxis == 2)
{
OutClosestPosition.z = NegativeSide ? -HalfExtent.z : HalfExtent.z;
OutClosestNormal.z = NegativeSide ? -1.0 : 1.0;
}
}
else
{
OutClosestPosition = clamp(LocalPosition,-HalfExtent,HalfExtent);
OutClosestNormal = (LocalPosition - OutClosestPosition) / OutsideDistance;
}
}
return BoxDistance;
}
void GetNumElements_{ParameterName}(out int OutCount)
{
OutCount = {ParameterName}_NumPieces;
}
void GetGeometryComponentTransform_{ParameterName}(out float3 OutPosition, out float4 OutRotation, out float3 OutScale)
{
OutPosition = {ParameterName}_RootTransform_Translation;
OutRotation = {ParameterName}_RootTransform_Rotation;
OutScale = {ParameterName}_RootTransform_Scale;
}
void GetElementTransform_{ParameterName}(in int InElementIndex, out float3 OutTranslation, out float4 OutRotation, out float3 OutScale)
{
OutTranslation = 0;
OutRotation = 0;
OutScale = 0;
if (InElementIndex >= 0 && InElementIndex < {ParameterName}_NumPieces)
{
uint TransformIndex = InElementIndex * 10 * 4;
FNiagaraTransform ElementTransform = LoadTransform({ParameterName}_ElementTransforms, TransformIndex);
OutTranslation = ElementTransform.Translation;
OutRotation = ElementTransform.Rotation;
OutScale = ElementTransform.Scale;
}
}
void GetElementBounds_{ParameterName}(in int InElementIndex, out float3 OutCenter, out float3 OutBoundingBox)
{
if (InElementIndex >= 0 && InElementIndex < {ParameterName}_NumPieces)
{
uint TransformIndex = InElementIndex * 10 * 4;
FNiagaraTransform ElementTransform = LoadTransform({ParameterName}_ElementTransforms, TransformIndex);
OutCenter = ElementTransform.Translation;
OutBoundingBox = {ParameterName}_BoundsBuffer[InElementIndex].xyz;
}
else
{
OutCenter = 0;
OutBoundingBox = 0;
}
}
/* -----------------------------------------------------------------
* Get the closest element to the world position
* -----------------------------------------------------------------
*/
float3 DIGeometryCollection_GetLocalPosition_{ParameterName}(in float3 WorldPosition, in int ElementIndex, in float TimeFraction )
{
const float3 CurrentLocal = mul(DIGeometryCollection_GetInverseTransform_{ParameterName}(ElementIndex), float4(WorldPosition,1.0)).xyz;
const float3 PreviousLocal = mul(DIGeometryCollection_GetPreviousInverse_{ParameterName}(ElementIndex), float4(WorldPosition,1.0)).xyz;
return PreviousLocal + TimeFraction * (CurrentLocal-PreviousLocal);
}
// Given a world space position (WorldPosition) compute the static mesh closest point (position,normal,velocity)
void DIGeometryCollection_GetClosestPointNoNormal_{ParameterName}(in float3 WorldPosition, in float DeltaTime, in float TimeFraction, out float OutClosestDistance, out float3 OutClosestPosition, out float3 OutClosestVelocity, out int ElementIndex)
{
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
OutClosestDistance = MAX_DISTANCE;
OutClosestPosition = float3(0,0,0);
OutClosestVelocity = float3(0,0,0);
ElementIndex = -1;
[branch]
if (WorldPosition.x < {ParameterName}_BoundsMin.x ||
WorldPosition.y < {ParameterName}_BoundsMin.y ||
WorldPosition.z < {ParameterName}_BoundsMin.z ||
WorldPosition.x > {ParameterName}_BoundsMax.x ||
WorldPosition.y > {ParameterName}_BoundsMax.y ||
WorldPosition.z > {ParameterName}_BoundsMax.z)
{
return;
}
int ClosestTransform = -1;
for (int CurrTransform = 0; CurrTransform < {ParameterName}_NumPieces; ++CurrTransform)
{
float3 LocalPosition = DIGeometryCollection_GetLocalPosition_{ParameterName}(WorldPosition,CurrTransform,TimeFraction);
DIGeometryCollection_GetBoxProjection_{ParameterName}(LocalPosition, {ParameterName}_BoundsBuffer[CurrTransform].xyz, CurrTransform,
CollisionPosition, CollisionNormal, ClosestTransform, OutClosestDistance);
}
if (ClosestTransform != -1)
{
const float3 PreviousPosition = mul(DIGeometryCollection_GetPreviousTransform_{ParameterName}(ClosestTransform), float4(CollisionPosition,1.0)).xyz;
const float3 CurrentPosition = mul(DIGeometryCollection_GetCurrentTransform_{ParameterName}(ClosestTransform), float4(CollisionPosition,1.0)).xyz;
OutClosestVelocity = ( CurrentPosition - PreviousPosition ) / DeltaTime;
OutClosestPosition = PreviousPosition + TimeFraction * (CurrentPosition-PreviousPosition);
ElementIndex = ClosestTransform;
}
}
void GetClosestPointNoNormal_{ParameterName}(in float3 WorldPosition, in float DeltaTime, in float TimeFraction, out float ClosestDistance, out float3 OutClosestPosition, out float3 OutClosestVelocity, out int ElementIndex)
{
DIGeometryCollection_GetClosestPointNoNormal_{ParameterName}(WorldPosition,DeltaTime, TimeFraction, ClosestDistance, OutClosestPosition, OutClosestVelocity, ElementIndex);
}
#undef BOX_INDEX
#undef SPHERE_INDEX
#undef CAPSULE_INDEX