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UnrealEngine/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Physics/ComponentCollisionUtil.h
2025-05-18 13:04:45 +08:00

220 lines
9.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/PrimitiveComponent.h"
#include "TransformTypes.h"
#include "TransformSequence.h"
#include "DynamicMesh/DynamicMesh3.h"
class UBodySetup;
class UStaticMesh;
struct FKAggregateGeom;
class IInterface_CollisionDataProvider;
namespace UE
{
namespace Geometry
{
struct FSimpleShapeSet3d;
/**
* Component/BodySetup collision settings (eg StaticMeshComponent) we might need to pass through the functions below
*/
struct FComponentCollisionSettings
{
int32 CollisionTypeFlag = 0; // this is ECollisionTraceFlag
bool bIsGeneratedCollision = true;
};
enum EComponentCollisionSupportLevel
{
ReadOnly = 0,
ReadWrite = 1
};
/**
* @return true if the component type supports collision settings
*/
MODELINGCOMPONENTS_API bool ComponentTypeSupportsCollision(
const UPrimitiveComponent* Component, EComponentCollisionSupportLevel SupportLevel = EComponentCollisionSupportLevel::ReadWrite);
/**
* @return current Component collision settings
*/
MODELINGCOMPONENTS_API FComponentCollisionSettings GetCollisionSettings(
const UPrimitiveComponent* Component);
/**
* Get current Component collision shapes
*/
MODELINGCOMPONENTS_API bool GetCollisionShapes(const UPrimitiveComponent* Component, FKAggregateGeom& AggGeomOut);
/**
* Get current Component collision shapes
*/
MODELINGCOMPONENTS_API bool GetCollisionShapes(const UPrimitiveComponent* Component, FSimpleShapeSet3d& ShapeSetOut);
/**
* Apply Transform to any Simple Collision geometry owned by Component.
* Note that Nonuniform scaling support is very limited and will generally enlarge collision volumes.
*/
MODELINGCOMPONENTS_API bool TransformSimpleCollision(
UPrimitiveComponent* Component,
const FTransform3d& Transform);
/**
* Replace existing Simple Collision geometry in Component with that defined by ShapeSet,
* and update the Component/BodySetup collision settings
*/
MODELINGCOMPONENTS_API bool SetSimpleCollision(
UPrimitiveComponent* Component,
const FSimpleShapeSet3d* ShapeSet,
FComponentCollisionSettings CollisionSettings = FComponentCollisionSettings() );
/**
* Apply Transform to the existing Simple Collision geometry in Component and then append to to ShapeSetOut
*/
MODELINGCOMPONENTS_API bool AppendSimpleCollision(
const UPrimitiveComponent* SourceComponent,
FSimpleShapeSet3d* ShapeSetOut,
const FTransform3d& Transform);
/**
* Apply TransformSequence (in-order) to the existing Simple Collision geometry in Component and then append to to ShapeSetOut
*/
MODELINGCOMPONENTS_API bool AppendSimpleCollision(
const UPrimitiveComponent* SourceComponent,
FSimpleShapeSet3d* ShapeSetOut,
const TArray<FTransform3d>& TransformSeqeuence);
/**
* Replace existing Simple Collision geometry in BodySetup with that defined by NewGeometry,
* and update the Component/BodySetup collision settings. StaticMesh argument allows
* for necessary updates to it and any active UStaticMeshComponent that reference it
*/
MODELINGCOMPONENTS_API void UpdateSimpleCollision(
UBodySetup* BodySetup,
const FKAggregateGeom* NewGeometry,
UStaticMesh* StaticMesh,
FComponentCollisionSettings NewCollisionSettings = FComponentCollisionSettings() );
/**
* @return BodySetup on the given SourceComponent, or nullptr if no BodySetup was found
*/
MODELINGCOMPONENTS_API const UBodySetup* GetBodySetup(const UPrimitiveComponent* SourceComponent);
/**
* @return BodySetup on the given SourceComponent, or nullptr if no BodySetup was found
*/
MODELINGCOMPONENTS_API UBodySetup* GetBodySetup(UPrimitiveComponent* SourceComponent);
/**
* Extract the simple collision geometry from AggGeom as meshes (ie spheres and capsules are tessellated) and
* accumulate into MeshOut. TransformSequence is applied to the meshes as they are accumulated, and not to the meshes passed to the PerElementMeshCallback.
* @param bSetToPerTriangleNormals if true and the mesh has a normals attribute overlay, the mesh is set to face normals, otherwise averaged vertex normals
* @param bInitializeConvexUVs if true convex hulls have their UVs initialized to per-face planar projections, otherwise no UVs are set
* @param PerElementMeshCallback if provided, called with each element mesh before transforming/appending to MeshOut. The int parameter is the shape type (EAggCollisionShape::Type), 0=Sphere, 1=Box, 2=Capsule, 3=Convex
* @param bApproximateLevelSetWithCubes if true, level sets will be approximated with cubes; otherwise, marching cubes will be used to triangulate level set surfaces
* @param ExternalScale if provided, apply external component scaling according to the simple collision shapes, in limited way that UE does so (e.g., so spheres w/ non-uniform scaling will still remain spheres)
*/
MODELINGCOMPONENTS_API void ConvertSimpleCollisionToMeshes(
const FKAggregateGeom& AggGeom,
UE::Geometry::FDynamicMesh3& MeshOut,
const FTransformSequence3d& TransformSequence,
int32 SphereResolution = 16,
bool bSetToPerTriangleNormals = false,
bool bInitializeConvexUVs = false,
TFunction<void(int, const FDynamicMesh3&)> PerElementMeshCallback = nullptr,
bool bApproximateLevelSetWithCubes = true,
FVector ExternalScale = FVector::OneVector);
// Settings to define how simple collision shapes are triangulated
struct FSimpleCollisionTriangulationSettings
{
// Steps to use per side if bUseBoxSphere is true
int32 BoxSphereStepsPerSide = 5;
// Steps to use along circumference if bUseBoxSphere is false
int32 LatLongSphereSteps = 16;
// Steps to use along the capsule hemisphere arc
int32 CapsuleHemisphereSteps = 5;
// Steps to use radially on the capsule
int32 CapsuleCircleSteps = 16;
// Whether to use a box-sphere triangulation for spheres (otherwise, uses a lat/long sphere triangulation)
bool bUseBoxSphere = false;
// Whether to cheaply approximate level set meshes with voxel cubes. Otherwise the level set will be triangulated using marching cubes.
bool bApproximateLevelSetWithCubes = true;
// Init sphere-related settings from a single resolution parameter
void InitFromSphereResolution(int32 SphereResolution)
{
bUseBoxSphere = false;
LatLongSphereSteps = SphereResolution;
CapsuleHemisphereSteps = SphereResolution / 4 + 1;
CapsuleCircleSteps = SphereResolution;
}
};
// Settings to define how attributes such as UVs and normals are set when converting simple collision shapes to dynamic meshes
struct FSimpleCollisionToMeshAttributeSettings
{
// Whether to enable any attributes on the constructed dynamic meshes. If false, settings for normals and UVs below will be ignored.
bool bEnableAttributes = true;
// Whether to create faceted meshes where each triangle has a separate normal
bool bSetToPerTriangleNormals = false;
// Whether to generate UVs to convex hulls and level sets
bool bInitializeConvexAndLevelSetUVs = false;
FSimpleCollisionToMeshAttributeSettings(bool bEnableAttributes = true, bool bSetToPerTriangleNormals = false, bool bInitializeConvexAndLevelSetUVs = false)
: bEnableAttributes(bEnableAttributes), bSetToPerTriangleNormals(bSetToPerTriangleNormals), bInitializeConvexAndLevelSetUVs(bInitializeConvexAndLevelSetUVs)
{}
};
// Similar to ConvertSimpleCollisionToMeshes but without aggregating to an output mesh.
// @param PerElementMeshCallback Called with each shape element and the corresponding mesh
MODELINGCOMPONENTS_API void ConvertSimpleCollisionToDynamicMeshes(
const FKAggregateGeom& AggGeom, FVector ExternalScale,
TFunctionRef<void(int32 Index, const FKShapeElem&, FDynamicMesh3& Mesh)> PerElementMeshCallback,
const FSimpleCollisionTriangulationSettings& TriangulationSettings,
const FSimpleCollisionToMeshAttributeSettings& MeshAttributeSettings = FSimpleCollisionToMeshAttributeSettings()
);
// Similar to ConvertSimpleCollisionToMeshes but without aggregating to an output mesh, and with the option to filter by Shape Element
// @param PerElementMeshCallback Called with each shape element and the corresponding mesh
// @param IncludeElement Filters Shape Elements: The PerElementMeshCallback will only be called if this function returns true
MODELINGCOMPONENTS_API void ConvertSimpleCollisionToDynamicMeshes(
const FKAggregateGeom& AggGeom, FVector ExternalScale,
TFunctionRef<void(int32 Index, const FKShapeElem&, FDynamicMesh3& Mesh)> PerElementMeshCallback,
TFunctionRef<bool(const FKShapeElem&)> IncludeElement,
const FSimpleCollisionTriangulationSettings& TriangulationSettings,
const FSimpleCollisionToMeshAttributeSettings& MeshAttributeSettings = FSimpleCollisionToMeshAttributeSettings()
);
/**
* Extract the complex collision geometry from CollisionDataProvider as a dynamic mesh.
* TransformSequence is applied to the mesh.
* @param bFoundMeshErrorsOut will be returned as true if potential non-manifold geometry was detected during construction (in that case some triangles will be disconnected)
* @param bWeldEdges if true the mesh edges are welded
* @param bSetToPerTriangleNormals if true and the mesh has a normals attribute overlay, the mesh is set to face normals, otherwise averaged vertex normals
*/
MODELINGCOMPONENTS_API bool ConvertComplexCollisionToMeshes(
IInterface_CollisionDataProvider* CollisionDataProvider,
UE::Geometry::FDynamicMesh3& MeshOut,
const FTransformSequence3d& TransformSeqeuence,
bool& bFoundMeshErrorsOut,
bool bWeldEdges = true,
bool bSetToPerTriangleNormals = false);
} // end namespace Geometry
} // end namespace UE