Files
UnrealEngine/Engine/Source/Runtime/Experimental/Chaos/Private/Framework/PhysicsProxyBase.cpp
2025-05-18 13:04:45 +08:00

53 lines
3.9 KiB
C++

// 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<Chaos::FPhysicsSolverBase>())
{
GetSolver<Chaos::FPhysicsSolverBase>()->RemoveDirtyProxyFromHistory_Internal(this);
GetSolver<Chaos::FPhysicsSolverBase>()->RemoveDirtyProxy(this);
}
}
int32 IPhysicsProxyBase::GetSolverSyncTimestamp_External() const
{
if (Chaos::FPhysicsSolverBase* SolverBase = GetSolverBase())
{
return SolverBase->GetMarshallingManager().GetExternalTimestamp_External();
}
return INDEX_NONE;
}