97 lines
2.9 KiB
C++
97 lines
2.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "UObject/Interface.h"
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
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#include "Engine/HitResult.h"
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#endif // UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
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#include "ChaosNotifyHandlerInterface.generated.h"
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struct FHitResult;
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USTRUCT(BlueprintType)
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struct FChaosPhysicsCollisionInfo
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{
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GENERATED_BODY()
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public:
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CHAOSSOLVERENGINE_API FChaosPhysicsCollisionInfo();
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Chaos")
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TObjectPtr<UPrimitiveComponent> Component = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Chaos")
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TObjectPtr<UPrimitiveComponent> OtherComponent = nullptr;
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/** Location of the impact */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Chaos")
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FVector Location;
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/** Normal at the impact */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Chaos")
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FVector Normal;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Chaos")
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FVector AccumulatedImpulse;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Chaos")
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FVector Velocity;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Chaos")
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FVector OtherVelocity;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Chaos")
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FVector AngularVelocity;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Chaos")
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FVector OtherAngularVelocity;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Chaos")
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float Mass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Chaos")
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float OtherMass;
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnChaosPhysicsCollision, const FChaosPhysicsCollisionInfo&, CollisionInfo);
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/** Interface for objects that want collision and trailing notifies from the Chaos solver */
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UINTERFACE(BlueprintType, MinimalAPI)
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class UChaosNotifyHandlerInterface : public UInterface
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{
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GENERATED_UINTERFACE_BODY()
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};
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class IChaosNotifyHandlerInterface : public IInterface
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{
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GENERATED_IINTERFACE_BODY()
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public:
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/** Override for native handling of a physics collision */
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virtual void NotifyPhysicsCollision(const FChaosPhysicsCollisionInfo& CollisionInfo) {};
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/** Implementing classes should override to dispatch whatever blueprint events they choose to offer */
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virtual void DispatchChaosPhysicsCollisionBlueprintEvents(const FChaosPhysicsCollisionInfo& CollisionInfo) {};
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/** Entry point for collision notifications, called by the underlying system. Not for overriding. */
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CHAOSSOLVERENGINE_API void HandlePhysicsCollision(const FChaosPhysicsCollisionInfo& CollisionInfo);
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};
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/**
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*
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*/
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UCLASS(MinimalAPI)
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class UChaosSolverEngineBlueprintLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintPure, Category = "Chaos", meta = (WorldContext = "WorldContextObject"))
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static CHAOSSOLVERENGINE_API FHitResult ConvertPhysicsCollisionToHitResult(const FChaosPhysicsCollisionInfo& PhysicsCollision);
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};
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