91 lines
4.3 KiB
C++
91 lines
4.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/ContainersFwd.h"
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#include "Math/UnrealMathSSE.h"
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#include "Templates/Tuple.h"
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#include "UObject/Class.h"
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#include "UObject/ObjectMacros.h"
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#include "ClothTetherData.generated.h"
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class FArchive;
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/**
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* Long range attachment tether pathfinding based on Dijkstra's algorithm.
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* For more information about the long range attachment, see:
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* https://matthias-research.github.io/pages/publications/sca2012cloth.pdf
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*/
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USTRUCT()
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struct FClothTetherData
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{
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GENERATED_BODY()
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/** Long range attachment tether start/end/length, sorted in sequential batches of independant tethers. */
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TArray<TArray<TTuple<int32, int32, float>>> Tethers;
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/**
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* Generate the tethers by following the triangle mesh network from the closest kinematic to each dynamic point.
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* Inside array items can be processed concurrently, but the outside array must be iterated on sequentially.
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*/
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CLOTHINGSYSTEMRUNTIMECOMMON_API void GenerateTethers(
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const TConstArrayView<FVector3f>& Points, // Reference pose
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const TConstArrayView<uint32>& Indices, // Triangle mesh
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const TConstArrayView<float>& MaxDistances, // Mask for sorting the kinematic from the dynamic points
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bool bUseGeodesicDistance); // Whether to use geodesic (walking along the surface) or euclidean (beeline) distances to find the tethers.
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/**
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* Generate the tethers by following the triangle mesh network from the closest kinematic tether end to each dynamic point.
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* Inside array items can be processed concurrently, but the outside array must be iterated on sequentially.
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*/
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CLOTHINGSYSTEMRUNTIMECOMMON_API void GenerateTethers(
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const TConstArrayView<FVector3f>& Points, // Reference pose
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const TConstArrayView<uint32>& Indices, // Triangle mesh
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const TConstArrayView<float>& MaxDistances, // Mask for sorting the kinematic from the dynamic points
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const TConstArrayView<float>& TetherEnds, // Separate mask for specifying tether ends (using same < 0.1 cutoff as MaxDistances). Actual tether end set is the intersection of tether ends and kinematic points.
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bool bUseGeodesicDistance); // Whether to use geodesic (walking along the surface) or euclidean (beeline) distances to find the tethers.
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/**
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* Generate the tethers by following the triangle mesh network from the closest kinematic to each dynamic point.
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* Inside array items can be processed concurrently, but the outside array must be iterated on sequentially.
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*/
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CLOTHINGSYSTEMRUNTIMECOMMON_API void GenerateTethers(
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const TConstArrayView<FVector3f>& Points, // Reference pose
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const TConstArrayView<uint32>& Indices, // Triangle mesh
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const TSet<int32>& KinematicNodes, // kinematic indices
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bool bUseGeodesicDistance); // Whether to use geodesic (walking along the surface) or euclidean (beeline) distances to find the tethers.
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/**
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* Generate the tethers by following the triangle mesh network from the closest kinematic to each dynamic point.
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* Inside array items can be processed concurrently, but the outside array must be iterated on sequentially.
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*/
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CLOTHINGSYSTEMRUNTIMECOMMON_API void GenerateTethers(
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const TConstArrayView<FVector3f>& Points, // Reference pose
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const TConstArrayView<uint32>& Indices, // Triangle mesh
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const TSet<int32>& KinematicNodes, // all kinematic indices
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const TSet<int32>& FixedEndNodes, // subset of kinematic indices used for fixed end.
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const TSet<int32>& DynamicEndNodes, // subset of dynamic indices to create tethers for.
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bool bUseGeodesicDistance); // Whether to use geodesic (walking along the surface) or euclidean (beeline) distances to find the tethers.
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/**
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* Generate the tether batches from existing tether data.
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* PerDynamicNodeTethers is an array where Index = DynamicIndex, and Value is an array of TPair<float, int32> = {Distance, KinematicIndex}
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*/
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CLOTHINGSYSTEMRUNTIMECOMMON_API void GenerateTethers(
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TArray<TArray<TPair<float, int32>>>&& PerDynamicNodeTethers);
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/** Custom serializer, since neiher an array of array nor a tuple can be set as a UPROPERTY. */
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bool Serialize(FArchive& Ar);
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};
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template<>
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struct TStructOpsTypeTraits<FClothTetherData> : public TStructOpsTypeTraitsBase2<FClothTetherData>
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{
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enum
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{
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WithSerializer = true,
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};
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static constexpr EPropertyObjectReferenceType WithSerializerObjectReferences = EPropertyObjectReferenceType::None;
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};
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