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UnrealEngine/Engine/Source/Editor/UnrealEd/Private/GeomFitUtils.h
2025-05-18 13:04:45 +08:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
/*=============================================================================
GeomFitUtils.h: Utilities for fitting collision models to static meshes.
=============================================================================*/
// k-DOP (k-Discrete Oriented Polytopes) Direction Vectors
#define RCP_SQRT2 (0.70710678118654752440084436210485f)
#define RCP_SQRT3 (0.57735026918962576450914878050196f)
class UStaticMesh;
const FVector KDopDir10X[10] =
{
FVector( 1.f, 0.f, 0.f),
FVector(-1.f, 0.f, 0.f),
FVector( 0.f, 1.f, 0.f),
FVector( 0.f,-1.f, 0.f),
FVector( 0.f, 0.f, 1.f),
FVector( 0.f, 0.f,-1.f),
FVector( 0.f, RCP_SQRT2, RCP_SQRT2),
FVector( 0.f,-RCP_SQRT2, -RCP_SQRT2),
FVector( 0.f, RCP_SQRT2, -RCP_SQRT2),
FVector( 0.f,-RCP_SQRT2, RCP_SQRT2)
};
const FVector KDopDir10Y[10] =
{
FVector( 1.f, 0.f, 0.f),
FVector(-1.f, 0.f, 0.f),
FVector( 0.f, 1.f, 0.f),
FVector( 0.f,-1.f, 0.f),
FVector( 0.f, 0.f, 1.f),
FVector( 0.f, 0.f,-1.f),
FVector( RCP_SQRT2, 0.f, RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector( RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, RCP_SQRT2)
};
const FVector KDopDir10Z[10] =
{
FVector( 1.f, 0.f, 0.f),
FVector(-1.f, 0.f, 0.f),
FVector( 0.f, 1.f, 0.f),
FVector( 0.f,-1.f, 0.f),
FVector( 0.f, 0.f, 1.f),
FVector( 0.f, 0.f,-1.f),
FVector( RCP_SQRT2, RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector( RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, RCP_SQRT2, 0.f)
};
const FVector KDopDir18[18] =
{
FVector( 1.f, 0.f, 0.f),
FVector(-1.f, 0.f, 0.f),
FVector( 0.f, 1.f, 0.f),
FVector( 0.f,-1.f, 0.f),
FVector( 0.f, 0.f, 1.f),
FVector( 0.f, 0.f,-1.f),
FVector( 0.f, RCP_SQRT2, RCP_SQRT2),
FVector( 0.f,-RCP_SQRT2, -RCP_SQRT2),
FVector( 0.f, RCP_SQRT2, -RCP_SQRT2),
FVector( 0.f,-RCP_SQRT2, RCP_SQRT2),
FVector( RCP_SQRT2, 0.f, RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector( RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, RCP_SQRT2),
FVector( RCP_SQRT2, RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector( RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, RCP_SQRT2, 0.f)
};
const FVector KDopDir26[26] =
{
FVector( 1.f, 0.f, 0.f),
FVector(-1.f, 0.f, 0.f),
FVector( 0.f, 1.f, 0.f),
FVector( 0.f,-1.f, 0.f),
FVector( 0.f, 0.f, 1.f),
FVector( 0.f, 0.f,-1.f),
FVector( 0.f, RCP_SQRT2, RCP_SQRT2),
FVector( 0.f,-RCP_SQRT2, -RCP_SQRT2),
FVector( 0.f, RCP_SQRT2, -RCP_SQRT2),
FVector( 0.f,-RCP_SQRT2, RCP_SQRT2),
FVector( RCP_SQRT2, 0.f, RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector( RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, RCP_SQRT2),
FVector( RCP_SQRT2, RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector( RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, RCP_SQRT2, 0.f),
FVector( RCP_SQRT3, RCP_SQRT3, RCP_SQRT3),
FVector( RCP_SQRT3, RCP_SQRT3, -RCP_SQRT3),
FVector( RCP_SQRT3, -RCP_SQRT3, RCP_SQRT3),
FVector( RCP_SQRT3, -RCP_SQRT3, -RCP_SQRT3),
FVector(-RCP_SQRT3, RCP_SQRT3, RCP_SQRT3),
FVector(-RCP_SQRT3, RCP_SQRT3, -RCP_SQRT3),
FVector(-RCP_SQRT3, -RCP_SQRT3, RCP_SQRT3),
FVector(-RCP_SQRT3, -RCP_SQRT3, -RCP_SQRT3),
};
// Utilities
UNREALED_API int32 GenerateKDopAsSimpleCollision(UStaticMesh* StaticMesh, const TArray<FVector>& dirs, bool bUpdate = true);
UNREALED_API int32 GenerateBoxAsSimpleCollision(UStaticMesh* StaticMesh, bool bUpdate = true);
UNREALED_API int32 GenerateSphereAsSimpleCollision(UStaticMesh* StaticMesh, bool bUpdate = true);
UNREALED_API int32 GenerateSphylAsSimpleCollision(UStaticMesh* StaticMesh, bool bUpdate = true);
UNREALED_API void ComputeBoundingBox(UStaticMesh* StaticMesh, FVector& Center, FVector& Extents);
/**
* Refresh Collision Change
*
* Collision has been changed, so it will need to recreate physics state to reflect it
* Utilities functions to propagate BodySetup change for StaticMesh
*
* @param StaticMesh StaticMesh that collision has been changed for
*/
UNREALED_API void RefreshCollisionChange(UStaticMesh& StaticMesh);
/**
* Refresh Collision Changes for multiple static meshes
*
* Collision has been changed, so it will need to recreate physics state to reflect it
* Utilities functions to propagate BodySetup change for StaticMesh
*
* @param StaticMeshes Set of StaticMesh that collision has been changed for
*/
UNREALED_API void RefreshCollisionChanges(const TArray<UStaticMesh*>& StaticMeshes);
/**
* Refresh Collision Change Components Only
*
* Collision has been changed, so it will need to recreate physics state to reflect it
* Utilities functions to propagate BodySetup change for StaticMesh to its component
* Use this method if static mesh nav collision has already been updated elsewhere.
*
* @param StaticMesh StaticMesh that collision has been changed for
*/
UNREALED_API void RefreshCollisionChangeComponentsOnly(UStaticMesh& StaticMesh);