2549 lines
92 KiB
C++
2549 lines
92 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Chaos/ChaosEngineInterface.h"
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#include "PhysicalMaterials/PhysicalMaterial.h"
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#include "PhysicsSettingsCore.h"
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#include "PhysicsPublicCore.h"
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#include "BodyInstanceCore.h"
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#include "Chaos/ChaosScene.h"
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#include "Chaos/KinematicTargets.h"
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#include "PhysicsInterfaceDeclaresCore.h"
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#include "PhysicsObjectPhysicsCoreInterface.h"
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#include "Chaos/Serialization/SerializationUtils.h"
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#include "Chaos/Serialization/SerializedDataBuffer.h"
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#include "Chaos/Serialization/SolverSerializer.h"
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#include "Containers/AnsiString.h"
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#include "Chaos/PhysicsObject.h"
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FPhysicsDelegatesCore::FOnUpdatePhysXMaterial FPhysicsDelegatesCore::OnUpdatePhysXMaterial;
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#include "ChaosInterfaceWrapperCore.h"
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#include "Chaos/TriangleMeshImplicitObject.h"
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#include "Chaos/Sphere.h"
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#include "Chaos/Capsule.h"
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#include "Chaos/Convex.h"
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#include "CollisionShape.h"
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#include "Chaos/ParticleHandleFwd.h"
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#include "Chaos/PBDJointConstraintData.h"
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#include "Chaos/PBDSuspensionConstraintData.h"
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#include "Chaos/Collision/CollisionConstraintFlags.h"
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#include "PhysicsProxy/SingleParticlePhysicsProxy.h"
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#include "Chaos/ImplicitObject.h"
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#include "Chaos/ImplicitObjectUnion.h"
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#include "Chaos/PhysicsObjectInterface.h"
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#include "PBDRigidsSolver.h"
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#include "PhysicsProxy/SingleParticlePhysicsProxy.h"
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#include "Chaos/CastingUtilities.h"
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#include "Math/UnitConversion.h"
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namespace Chaos
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{
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extern CHAOS_API int32 AccelerationStructureSplitStaticAndDynamic;
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extern CHAOS_API int32 AccelerationStructureIsolateQueryOnlyObjects;
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extern CHAOS_API int32 SyncKinematicOnGameThread;
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}
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bool bEnableChaosJointConstraints = true;
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FAutoConsoleVariableRef CVarEnableChaosJointConstraints(TEXT("p.ChaosSolverEnableJointConstraints"), bEnableChaosJointConstraints, TEXT("Enable Joint Constraints defined within the Physics Asset Editor"));
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bool bEnableChaosCollisionManager = true;
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FAutoConsoleVariableRef CVarEnableChaosCollisionManager(TEXT("p.Chaos.Collision.EnableCollisionManager"), bEnableChaosCollisionManager, TEXT("Enable Chaos's Collision Manager for ignoring collisions between rigid bodies. [def:1]"));
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bool FPhysicsConstraintReference_Chaos::IsValid() const
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{
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return Constraint!=nullptr ? Constraint->IsValid() : false;
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}
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const Chaos::FImplicitObject& FPhysicsShapeReference_Chaos::GetGeometry() const
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{
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check(IsValid()); return *Shape->GetGeometry();
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}
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FPhysicsGeometryCollection_Chaos::~FPhysicsGeometryCollection_Chaos() = default;
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FPhysicsGeometryCollection_Chaos::FPhysicsGeometryCollection_Chaos(FPhysicsGeometryCollection_Chaos&& Steal) = default;
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ECollisionShapeType FPhysicsGeometryCollection_Chaos::GetType() const
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{
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return ChaosInterface::GetImplicitType(Geom);
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}
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const Chaos::FImplicitObject& FPhysicsGeometryCollection_Chaos::GetGeometry() const
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{
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return Geom;
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}
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template<typename InnerType>
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const InnerType& GetInnerGeometryChecked(const Chaos::FImplicitObject& InGeometry)
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{
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const Chaos::FImplicitObject& InnerObject = Chaos::Utilities::CastHelper(InGeometry,
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[](const Chaos::FImplicitObject& CastGeom) -> const Chaos::FImplicitObject&
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{
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return CastGeom;
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});
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return InnerObject.GetObjectChecked<InnerType>();
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}
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const Chaos::TBox<Chaos::FReal,3>& FPhysicsGeometryCollection_Chaos::GetBoxGeometry() const
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{
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return GetInnerGeometryChecked<Chaos::TBox<Chaos::FReal, 3>>(Geom);
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}
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const Chaos::TSphere<Chaos::FReal,3>& FPhysicsGeometryCollection_Chaos::GetSphereGeometry() const
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{
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return GetInnerGeometryChecked<Chaos::FSphere>(Geom);
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}
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const Chaos::FCapsule& FPhysicsGeometryCollection_Chaos::GetCapsuleGeometry() const
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{
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return GetInnerGeometryChecked<Chaos::FCapsule>(Geom);
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}
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const Chaos::FConvex& FPhysicsGeometryCollection_Chaos::GetConvexGeometry() const
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{
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return GetInnerGeometryChecked<Chaos::FConvex>(Geom);
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}
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const Chaos::FTriangleMeshImplicitObject& FPhysicsGeometryCollection_Chaos::GetTriMeshGeometry() const
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{
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return GetInnerGeometryChecked<Chaos::FTriangleMeshImplicitObject>(Geom);
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}
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FPhysicsGeometryCollection_Chaos::FPhysicsGeometryCollection_Chaos(const FPhysicsShapeReference_Chaos& InShape)
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: Geom(InShape.GetGeometry())
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{
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}
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FPhysicsGeometryCollection_Chaos::FPhysicsGeometryCollection_Chaos(const FPhysicsGeometry& InGeom)
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: Geom(InGeom)
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{
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}
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FPhysicsShapeAdapter_Chaos::FPhysicsShapeAdapter_Chaos(const FQuat& Rot,const FCollisionShape& CollisionShape)
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: GeometryRotation(Rot)
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{
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switch(CollisionShape.ShapeType)
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{
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case ECollisionShape::Capsule:
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{
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const float CapsuleRadius = CollisionShape.GetCapsuleRadius();
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const float CapsuleHalfHeight = CollisionShape.GetCapsuleHalfHeight();
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if(CapsuleRadius < CapsuleHalfHeight)
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{
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const float UseHalfHeight = FMath::Max(CollisionShape.GetCapsuleAxisHalfLength(),FCollisionShape::MinCapsuleAxisHalfHeight());
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const FVector Bot = FVector(0.f,0.f,-UseHalfHeight);
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const FVector Top = FVector(0.f,0.f,UseHalfHeight);
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const float UseRadius = FMath::Max(CapsuleRadius,FCollisionShape::MinCapsuleRadius());
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Geometry = TRefCountPtr<FPhysicsGeometry>(new Chaos::FCapsule(Bot,Top,UseRadius));
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} else
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{
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// Use a sphere instead.
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const float UseRadius = FMath::Max(CapsuleRadius,FCollisionShape::MinSphereRadius());
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Geometry = TRefCountPtr<FPhysicsGeometry>(new Chaos::TSphere<Chaos::FReal,3>(Chaos::FVec3(0),UseRadius));
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}
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break;
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}
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case ECollisionShape::Box:
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{
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Chaos::FVec3 HalfExtents = CollisionShape.GetBox();
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HalfExtents.X = FMath::Max(HalfExtents.X,FCollisionShape::MinBoxExtent());
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HalfExtents.Y = FMath::Max(HalfExtents.Y,FCollisionShape::MinBoxExtent());
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HalfExtents.Z = FMath::Max(HalfExtents.Z,FCollisionShape::MinBoxExtent());
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Geometry = TRefCountPtr<FPhysicsGeometry>(new Chaos::TBox<Chaos::FReal,3>(-HalfExtents,HalfExtents));
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break;
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}
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case ECollisionShape::Sphere:
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{
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const float UseRadius = FMath::Max(CollisionShape.GetSphereRadius(),FCollisionShape::MinSphereRadius());
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Geometry = TRefCountPtr<FPhysicsGeometry>(new Chaos::TSphere<Chaos::FReal,3>(Chaos::FVec3(0),UseRadius));
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break;
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}
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default:
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ensure(false);
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break;
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}
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}
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FPhysicsShapeAdapter_Chaos::~FPhysicsShapeAdapter_Chaos() = default;
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const FPhysicsGeometry& FPhysicsShapeAdapter_Chaos::GetGeometry() const
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{
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return *Geometry;
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}
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FTransform FPhysicsShapeAdapter_Chaos::GetGeomPose(const FVector& Pos) const
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{
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return FTransform(GeometryRotation,Pos);
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}
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const FQuat& FPhysicsShapeAdapter_Chaos::GetGeomOrientation() const
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{
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return GeometryRotation;
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}
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void FChaosEngineInterface::AddActorToSolver(const FPhysicsActorHandle& Handle,Chaos::FPhysicsSolver* Solver)
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{
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Solver->RegisterObject(Handle);
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}
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void FChaosEngineInterface::RemoveActorFromSolver(const FPhysicsActorHandle& Handle,Chaos::FPhysicsSolver* Solver)
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{
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// Should we stop passing solver in? (need to check it's not null regardless in case proxy was never registered)
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if(Solver && Handle && Handle->GetSolverBase() == Solver)
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{
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Solver->UnregisterObject(Handle);
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}
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else
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{
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delete Handle;
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}
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}
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// Aggregate is not relevant for Chaos yet
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FPhysicsAggregateReference_Chaos FChaosEngineInterface::CreateAggregate(int32 MaxBodies)
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{
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// #todo : Implement
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FPhysicsAggregateReference_Chaos NewAggregate;
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return NewAggregate;
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}
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void FChaosEngineInterface::ReleaseAggregate(FPhysicsAggregateReference_Chaos& InAggregate) {}
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int32 FChaosEngineInterface::GetNumActorsInAggregate(const FPhysicsAggregateReference_Chaos& InAggregate) { return 0; }
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void FChaosEngineInterface::AddActorToAggregate_AssumesLocked(const FPhysicsAggregateReference_Chaos& InAggregate,const FPhysicsActorHandle& InActor) {}
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Chaos::FChaosPhysicsMaterial::ECombineMode UToCCombineMode(EFrictionCombineMode::Type Mode)
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{
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using namespace Chaos;
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switch(Mode)
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{
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case EFrictionCombineMode::Average: return FChaosPhysicsMaterial::ECombineMode::Avg;
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case EFrictionCombineMode::Min: return FChaosPhysicsMaterial::ECombineMode::Min;
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case EFrictionCombineMode::Multiply: return FChaosPhysicsMaterial::ECombineMode::Multiply;
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case EFrictionCombineMode::Max: return FChaosPhysicsMaterial::ECombineMode::Max;
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default: ensure(false);
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}
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return FChaosPhysicsMaterial::ECombineMode::Avg;
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}
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FPhysicsMaterialHandle FChaosEngineInterface::CreateMaterial(const UPhysicalMaterial* InMaterial)
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{
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Chaos::FMaterialHandle NewHandle = Chaos::FPhysicalMaterialManager::Get().Create();
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return NewHandle;
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}
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void FChaosEngineInterface::UpdateMaterial(FPhysicsMaterialHandle& InHandle,UPhysicalMaterial* InMaterial)
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{
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if(Chaos::FChaosPhysicsMaterial* Material = InHandle.Get())
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{
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Material->Friction = InMaterial->Friction;
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Material->StaticFriction = InMaterial->StaticFriction;
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Material->FrictionCombineMode = UToCCombineMode(InMaterial->FrictionCombineMode);
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Material->Restitution = InMaterial->Restitution;
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Material->RestitutionCombineMode = UToCCombineMode(InMaterial->RestitutionCombineMode);
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Material->Density = InMaterial->Density;
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Material->SleepingLinearThreshold = InMaterial->SleepLinearVelocityThreshold;
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Material->SleepingAngularThreshold = InMaterial->SleepAngularVelocityThreshold;
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Material->SleepCounterThreshold = InMaterial->SleepCounterThreshold;
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Material->Strength.TensileStrength = Chaos::MegaPascalToKgPerCmS2(InMaterial->Strength.TensileStrength);
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Material->Strength.CompressionStrength = Chaos::MegaPascalToKgPerCmS2(InMaterial->Strength.CompressionStrength);
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Material->Strength.ShearStrength = Chaos::MegaPascalToKgPerCmS2(InMaterial->Strength.ShearStrength);
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Material->DamageModifier.DamageThresholdMultiplier = InMaterial->DamageModifier.DamageThresholdMultiplier;
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Material->BaseFrictionImpulse = InMaterial->BaseFrictionImpulse;
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Material->SoftCollisionMode = (Chaos::EChaosPhysicsMaterialSoftCollisionMode)InMaterial->SoftCollisionMode;
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Material->SoftCollisionThickness = InMaterial->SoftCollisionThickness;
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}
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Chaos::FPhysicalMaterialManager::Get().UpdateMaterial(InHandle);
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}
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void FChaosEngineInterface::ReleaseMaterial(FPhysicsMaterialHandle& InHandle)
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{
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Chaos::FPhysicalMaterialManager::Get().Destroy(InHandle);
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}
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void FChaosEngineInterface::SetUserData(const FPhysicsShapeHandle& InShape,void* InUserData)
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{
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if(CHAOS_ENSURE(InShape.Shape))
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{
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InShape.Shape->SetUserData(InUserData);
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}
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}
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void FChaosEngineInterface::SetUserData(FPhysicsMaterialHandle& InHandle,void* InUserData)
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{
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if(Chaos::FChaosPhysicsMaterial* Material = InHandle.Get())
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{
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Material->UserData = InUserData;
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}
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Chaos::FPhysicalMaterialManager::Get().UpdateMaterial(InHandle);
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}
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void FChaosEngineInterface::ReleaseMaterialMask(FPhysicsMaterialMaskHandle& InHandle)
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{
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Chaos::FPhysicalMaterialManager::Get().Destroy(InHandle);
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}
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void* FChaosEngineInterface::GetUserData(const FPhysicsShapeHandle& InShape)
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{
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if(ensure(InShape.Shape))
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{
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return InShape.Shape->GetUserData();
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}
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return nullptr;
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}
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int32 FChaosEngineInterface::GetNumShapes(const FPhysicsActorHandle& InHandle)
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{
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// #todo : Implement
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return InHandle->GetGameThreadAPI().ShapesArray().Num();
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}
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void FChaosEngineInterface::ReleaseShape(const FPhysicsShapeHandle& InShape)
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{
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check(!IsValid(InShape.ActorRef));
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//no need to delete because ownership is on actor. Is this an invalid assumption with the current API?
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//delete InShape.Shape;
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}
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void FChaosEngineInterface::AttachShape(const FPhysicsActorHandle& InActor,const FPhysicsShapeHandle& InNewShape)
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{
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// #todo : Implement - this path is never used welding actually goes through FPhysInterface_Chaos::AddGeometry
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CHAOS_ENSURE(false);
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}
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void FChaosEngineInterface::DetachShape(const FPhysicsActorHandle& InActor,FPhysicsShapeHandle& InShape,bool bWakeTouching)
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{
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if (CHAOS_ENSURE(InShape.Shape))
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{
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InActor->GetGameThreadAPI().RemoveShape(InShape.Shape, bWakeTouching);
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}
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}
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void FChaosEngineInterface::SetSmoothEdgeCollisionsEnabled_AssumesLocked(const FPhysicsActorHandle& InActor, const bool bSmoothEdgeCollisionsEnabled)
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{
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InActor->GetGameThreadAPI().SetSmoothEdgeCollisionsEnabled(bSmoothEdgeCollisionsEnabled);
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}
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void FChaosEngineInterface::AddDisabledCollisionsFor_AssumesLocked(const TMap<FPhysicsActorHandle, TArray< FPhysicsActorHandle > >& InMap)
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{
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if (bEnableChaosCollisionManager)
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{
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for (auto Elem : InMap)
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{
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FPhysicsActorHandle& ActorReference = Elem.Key;
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Chaos::FUniqueIdx ActorIndex = ActorReference->GetGameThreadAPI().UniqueIdx();
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Chaos::FPhysicsSolver* Solver = ActorReference->GetSolver<Chaos::FPhysicsSolver>();
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Chaos::FIgnoreCollisionManager& CollisionManager = Solver->GetEvolution()->GetBroadPhase().GetIgnoreCollisionManager();
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int32 ExternalTimestamp = Solver->GetMarshallingManager().GetExternalTimestamp_External();
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Chaos::FIgnoreCollisionManager::FPendingMap& ActivationMap = CollisionManager.GetPendingActivationsForGameThread(ExternalTimestamp);
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if (ActivationMap.Contains(ActorIndex))
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{
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ActivationMap.Remove(ActorIndex);
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}
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TArray< Chaos::FUniqueIdx > DisabledCollisions;
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DisabledCollisions.Reserve(Elem.Value.Num());
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if (Chaos::FPBDRigidParticle* Rigid0 = ActorReference->GetParticle_LowLevel()->CastToRigidParticle())
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{
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for (auto Handle1 : Elem.Value)
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{
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if (Chaos::FPBDRigidParticle* Rigid1 = Handle1->GetParticle_LowLevel()->CastToRigidParticle())
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{
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DisabledCollisions.Add(Handle1->GetGameThreadAPI().UniqueIdx());
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}
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}
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}
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ActivationMap.Add(ActorIndex, DisabledCollisions);
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}
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}
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}
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void FChaosEngineInterface::RemoveDisabledCollisionsFor_AssumesLocked(TArray< FPhysicsActorHandle >& InPhysicsActors)
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{
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if (bEnableChaosCollisionManager)
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{
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for (const FPhysicsActorHandle& ActorReference : InPhysicsActors)
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{
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Chaos::FUniqueIdx ActorIndex = ActorReference->GetGameThreadAPI().UniqueIdx();
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Chaos::FPhysicsSolver* Solver = ActorReference->GetSolver<Chaos::FPhysicsSolver>();
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Chaos::FIgnoreCollisionManager& CollisionManager = Solver->GetEvolution()->GetBroadPhase().GetIgnoreCollisionManager();
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int32 ExternalTimestamp = Solver->GetMarshallingManager().GetExternalTimestamp_External();
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Chaos::FIgnoreCollisionManager::FDeactivationSet& DeactivationMap = CollisionManager.GetPendingDeactivationsForGameThread(ExternalTimestamp);
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DeactivationMap.Add(ActorReference->GetGameThreadAPI().UniqueIdx());
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}
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}
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}
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void FChaosEngineInterface::SetDisabled(const FPhysicsActorHandle& InPhysicsActor, bool bSetDisabled)
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{
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InPhysicsActor->GetGameThreadAPI().SetDisabled(bSetDisabled);
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}
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bool FChaosEngineInterface::IsDisabled(const FPhysicsActorHandle& InPhysicsActor)
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{
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return InPhysicsActor->GetGameThreadAPI().Disabled();
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}
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void FChaosEngineInterface::SetActorUserData_AssumesLocked(const FPhysicsActorHandle& InActorReference,FPhysicsUserData* InUserData)
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{
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InActorReference->GetGameThreadAPI().SetUserData(InUserData);
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}
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bool FChaosEngineInterface::IsRigidBody(const FPhysicsActorHandle& InActorReference)
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{
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return !IsStatic(InActorReference);
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}
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bool FChaosEngineInterface::IsDynamic(const FPhysicsActorHandle& InActorReference)
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{
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return !IsStatic(InActorReference);
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}
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bool FChaosEngineInterface::IsStatic(const FPhysicsActorHandle& InActorReference)
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{
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if(FChaosEngineInterface::IsValid(InActorReference))
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{
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return InActorReference->GetGameThreadAPI().ObjectState() == Chaos::EObjectStateType::Static;
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}
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return false;
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}
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bool FChaosEngineInterface::IsKinematic(const FPhysicsActorHandle& InActorReference)
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{
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return InActorReference->GetGameThreadAPI().ObjectState() == Chaos::EObjectStateType::Kinematic;
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}
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bool FChaosEngineInterface::IsKinematic_AssumesLocked(const FPhysicsActorHandle& InActorReference)
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{
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return IsKinematic(InActorReference);
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}
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bool FChaosEngineInterface::IsSleeping(const FPhysicsActorHandle& InActorReference)
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{
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return InActorReference->GetGameThreadAPI().ObjectState() != Chaos::EObjectStateType::Dynamic;
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}
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bool FChaosEngineInterface::IsCcdEnabled(const FPhysicsActorHandle& InActorReference)
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{
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return InActorReference->GetGameThreadAPI().CCDEnabled();
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}
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bool FChaosEngineInterface::CanSimulate_AssumesLocked(const FPhysicsActorHandle& InActorReference)
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{
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// #todo : Implement
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return true;
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}
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float FChaosEngineInterface::GetMass_AssumesLocked(const FPhysicsActorHandle& InActorReference)
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{
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return InActorReference->GetGameThreadAPI().M();
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}
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void FChaosEngineInterface::SetSendsSleepNotifies_AssumesLocked(const FPhysicsActorHandle& InActorReference,bool bSendSleepNotifies)
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{
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// # todo: Implement
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//check(bSendSleepNotifies == false);
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}
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void FChaosEngineInterface::PutToSleep_AssumesLocked(const FPhysicsActorHandle& InActorReference)
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{
|
|
// NOTE: We want to set the state whether or not it's asleep - if we currently think we're
|
|
// asleep but the physics thread has queued up a wake event, then we still need to call
|
|
// SetObjectState, so that this manual call will take priority.
|
|
Chaos::FRigidBodyHandle_External& BodyHandle_External = InActorReference->GetGameThreadAPI();
|
|
if (BodyHandle_External.ObjectState() == Chaos::EObjectStateType::Dynamic || BodyHandle_External.ObjectState() == Chaos::EObjectStateType::Sleeping)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetObjectState(Chaos::EObjectStateType::Sleeping);
|
|
}
|
|
|
|
}
|
|
|
|
void FChaosEngineInterface::WakeUp_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
// NOTE: We want to set the state whether or not it's asleep - if we currently think we're
|
|
// dynamic but the physics thread has queued up a sleep event, then we still need to call
|
|
// SetObjectState, so that this manual call will take priority.
|
|
Chaos::FRigidBodyHandle_External& BodyHandle_External = InActorReference->GetGameThreadAPI();
|
|
if(BodyHandle_External.ObjectState() == Chaos::EObjectStateType::Dynamic || BodyHandle_External.ObjectState() == Chaos::EObjectStateType::Sleeping)
|
|
{
|
|
BodyHandle_External.SetObjectState(Chaos::EObjectStateType::Dynamic);
|
|
BodyHandle_External.ClearEvents();
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetIsKinematic_AssumesLocked(const FPhysicsActorHandle& InActorReference,bool bIsKinematic)
|
|
{
|
|
using namespace Chaos;
|
|
{
|
|
const EObjectStateType NewState
|
|
= bIsKinematic
|
|
? EObjectStateType::Kinematic
|
|
: EObjectStateType::Dynamic;
|
|
|
|
bool AllowedToChangeToNewState = false;
|
|
|
|
switch(InActorReference->GetGameThreadAPI().ObjectState())
|
|
{
|
|
case EObjectStateType::Kinematic:
|
|
// from kinematic we can only go dynamic
|
|
if(NewState == EObjectStateType::Dynamic)
|
|
{
|
|
AllowedToChangeToNewState = true;
|
|
}
|
|
break;
|
|
|
|
case EObjectStateType::Dynamic:
|
|
// from dynamic we can go to sleeping or to kinematic
|
|
if(NewState == EObjectStateType::Kinematic)
|
|
{
|
|
AllowedToChangeToNewState = true;
|
|
}
|
|
break;
|
|
|
|
case EObjectStateType::Sleeping:
|
|
// this case was not allowed from CL 10506092, but it needs to in order for
|
|
// FBodyInstance::SetInstanceSimulatePhysics to work on dynamic bodies which
|
|
// have fallen asleep.
|
|
if (NewState == EObjectStateType::Kinematic)
|
|
{
|
|
AllowedToChangeToNewState = true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(AllowedToChangeToNewState)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetObjectState(NewState);
|
|
//we mark as full resim only if going from kinematic to simulated
|
|
//going from simulated to kinematic we assume user is doing some optimization so we leave it up to them
|
|
if(NewState == EObjectStateType::Dynamic)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetResimType(EResimType::FullResim);
|
|
}
|
|
else if (NewState == Chaos::EObjectStateType::Kinematic)
|
|
{
|
|
// Reset velocity on a state change here
|
|
InActorReference->GetGameThreadAPI().SetV(Chaos::FVec3((Chaos::FReal) 0));
|
|
InActorReference->GetGameThreadAPI().SetW(Chaos::FVec3((Chaos::FReal) 0));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetCcdEnabled_AssumesLocked(const FPhysicsActorHandle& InActorReference,bool bIsCcdEnabled)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetCCDEnabled(bIsCcdEnabled);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetMACDEnabled_AssumesLocked(const FPhysicsActorHandle& InActorReference, bool bIsMACDEnabled)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetMACDEnabled(bIsMACDEnabled);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetPositionSolverIterationCount_AssumesLocked(const FPhysicsActorHandle& InActorReference, uint8 PositionSolverIterationCount)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetPositionSolverIterationCount(PositionSolverIterationCount);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetVelocitySolverIterationCount_AssumesLocked(const FPhysicsActorHandle& InActorReference, uint8 VelocitySolverIterationCount)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetVelocitySolverIterationCount(VelocitySolverIterationCount);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetProjectionSolverIterationCount_AssumesLocked(const FPhysicsActorHandle& InActorReference, uint8 ProjectionSolverIterationCount)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetProjectionSolverIterationCount(ProjectionSolverIterationCount);
|
|
}
|
|
|
|
|
|
void FChaosEngineInterface::SetIgnoreAnalyticCollisions_AssumesLocked(const FPhysicsActorHandle& InActorReference,bool bIgnoreAnalyticCollisions)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetIgnoreAnalyticCollisions(bIgnoreAnalyticCollisions);
|
|
}
|
|
|
|
FTransform FChaosEngineInterface::GetGlobalPose_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
return Chaos::FRigidTransform3(InActorReference->GetGameThreadAPI().X(),InActorReference->GetGameThreadAPI().R());
|
|
}
|
|
|
|
FTransform FChaosEngineInterface::GetTransform_AssumesLocked(const FPhysicsActorHandle& InRef,bool bForceGlobalPose /*= false*/)
|
|
{
|
|
if(!bForceGlobalPose)
|
|
{
|
|
if(IsDynamic(InRef))
|
|
{
|
|
if(HasKinematicTarget_AssumesLocked(InRef))
|
|
{
|
|
return GetKinematicTarget_AssumesLocked(InRef);
|
|
}
|
|
}
|
|
}
|
|
|
|
return GetGlobalPose_AssumesLocked(InRef);
|
|
}
|
|
|
|
bool FChaosEngineInterface::HasKinematicTarget_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
return IsStatic(InActorReference);
|
|
}
|
|
|
|
FTransform FChaosEngineInterface::GetKinematicTarget_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
// #todo : Implement
|
|
//for now just use global pose
|
|
return FChaosEngineInterface::GetGlobalPose_AssumesLocked(InActorReference);
|
|
}
|
|
|
|
FVector FChaosEngineInterface::GetLinearVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
return InActorReference->GetGameThreadAPI().V();
|
|
}
|
|
|
|
return FVector(0);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetLinearVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InNewVelocity,bool bAutoWake)
|
|
{
|
|
// TODO: Implement bAutoWake == false.
|
|
// For now we don't support auto-awake == false.
|
|
// This feature is meant to detect when velocity change small
|
|
// and the velocity is nearly zero, and to not wake up the
|
|
// body in that case.
|
|
ensure(bAutoWake);
|
|
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetV(InNewVelocity);
|
|
}
|
|
}
|
|
|
|
FVector FChaosEngineInterface::GetAngularVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
return InActorReference->GetGameThreadAPI().W();
|
|
}
|
|
|
|
return FVector(0);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetAngularVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InNewAngularVelocity,bool bAutoWake)
|
|
{
|
|
// TODO: Implement bAutoWake == false.
|
|
ensure(bAutoWake);
|
|
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetW(InNewAngularVelocity);
|
|
}
|
|
}
|
|
|
|
float FChaosEngineInterface::GetMaxAngularVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
return FMath::Sqrt(InActorReference->GetGameThreadAPI().GetMaxAngularSpeedSq());
|
|
}
|
|
|
|
return TNumericLimits<float>::Max();
|
|
}
|
|
|
|
float FChaosEngineInterface::GetMaxLinearVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
return FMath::Sqrt(InActorReference->GetGameThreadAPI().GetMaxLinearSpeedSq());
|
|
}
|
|
|
|
return TNumericLimits<float>::Max();
|
|
}
|
|
|
|
void FChaosEngineInterface::SetMaxAngularVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference,float InMaxAngularVelocityRadians)
|
|
{
|
|
// We're about to square the input so we clamp to this maximum
|
|
static const float MaxInput = FMath::Sqrt(TNumericLimits<float>::Max());
|
|
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetMaxAngularSpeedSq(InMaxAngularVelocityRadians > MaxInput ? TNumericLimits<float>::Max() : InMaxAngularVelocityRadians * InMaxAngularVelocityRadians);
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetMaxLinearVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference, float InMaxLinearVelocity)
|
|
{
|
|
// We're about to square the input so we clamp to this maximum
|
|
static const float MaxInput = FMath::Sqrt(TNumericLimits<float>::Max());
|
|
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetMaxLinearSpeedSq(InMaxLinearVelocity > MaxInput ? TNumericLimits<float>::Max() : InMaxLinearVelocity * InMaxLinearVelocity);
|
|
}
|
|
}
|
|
|
|
float FChaosEngineInterface::GetMaxDepenetrationVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
if (ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
return FMath::Sqrt(InActorReference->GetGameThreadAPI().GetInitialOverlapDepenetrationVelocity());
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void FChaosEngineInterface::SetMaxDepenetrationVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference,float InMaxDepenetrationVelocity)
|
|
{
|
|
if (ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetInitialOverlapDepenetrationVelocity(InMaxDepenetrationVelocity);
|
|
}
|
|
}
|
|
|
|
FVector FChaosEngineInterface::GetWorldVelocityAtPoint_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InPoint)
|
|
{
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
const Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
|
|
if(Body_External.CanTreatAsKinematic())
|
|
{
|
|
const bool bIsRigid = Body_External.CanTreatAsRigid();
|
|
const Chaos::FVec3 COM = bIsRigid ? Chaos::FParticleUtilitiesGT::GetCoMWorldPosition(&Body_External) : (Chaos::FVec3)Chaos::FParticleUtilitiesGT::GetActorWorldTransform(&Body_External).GetTranslation();
|
|
const Chaos::FVec3 Diff = InPoint - COM;
|
|
return Body_External.V() - Chaos::FVec3::CrossProduct(Diff, Body_External.W());
|
|
}
|
|
}
|
|
return FVector(0);
|
|
}
|
|
|
|
FVector FChaosEngineInterface::GetWorldVelocityAtPoint_AssumesLocked(const Chaos::FRigidBodyHandle_Internal* Body_Internal, const FVector& InPoint)
|
|
{
|
|
const Chaos::FVec3 COM = Body_Internal->CanTreatAsRigid() ? Chaos::FParticleUtilitiesGT::GetCoMWorldPosition(Body_Internal) : (Chaos::FVec3)Chaos::FParticleUtilitiesGT::GetActorWorldTransform(Body_Internal).GetTranslation();
|
|
const Chaos::FVec3 Diff = InPoint - COM;
|
|
return Body_Internal->V() - Chaos::FVec3::CrossProduct(Diff, Body_Internal->W());
|
|
}
|
|
|
|
FTransform FChaosEngineInterface::GetComTransform_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
return Chaos::FParticleUtilitiesGT::GetCoMWorldTransform(&InActorReference->GetGameThreadAPI());
|
|
}
|
|
return FTransform();
|
|
}
|
|
|
|
FTransform FChaosEngineInterface::GetComTransformLocal_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
return FTransform(InActorReference->GetGameThreadAPI().RotationOfMass(),InActorReference->GetGameThreadAPI().CenterOfMass());
|
|
}
|
|
return FTransform();
|
|
}
|
|
|
|
FVector FChaosEngineInterface::GetLocalInertiaTensor_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
return FVector(InActorReference->GetGameThreadAPI().I());
|
|
}
|
|
|
|
FBox FChaosEngineInterface::GetBounds_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
using namespace Chaos;
|
|
const Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
|
|
|
|
const FTransform WorldTM(Body_External.R(), Body_External.X());
|
|
return GetBounds_AssumesLocked(InActorReference, WorldTM);
|
|
}
|
|
|
|
FBox FChaosEngineInterface::GetBounds_AssumesLocked(const FPhysicsActorHandle& InActorReference, const FTransform& InTransform)
|
|
{
|
|
using namespace Chaos;
|
|
const Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
|
|
if (const FImplicitObjectRef Geometry = Body_External.GetGeometry())
|
|
{
|
|
if (Geometry->HasBoundingBox())
|
|
{
|
|
const FAABB3 LocalBounds = Geometry->BoundingBox();
|
|
const FRigidTransform3 WorldTM(InTransform);
|
|
const FAABB3 WorldBounds = LocalBounds.TransformedAABB(WorldTM);
|
|
return FBox(WorldBounds.Min(), WorldBounds.Max());
|
|
}
|
|
}
|
|
|
|
return FBox(EForceInit::ForceInitToZero);
|
|
}
|
|
|
|
FBox FChaosEngineInterface::GetBoundsLocal_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
using namespace Chaos;
|
|
const Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
|
|
if (const FImplicitObjectRef Geometry = Body_External.GetGeometry())
|
|
{
|
|
if (Geometry->HasBoundingBox())
|
|
{
|
|
const FAABB3 LocalBounds = Geometry->BoundingBox();
|
|
return FBox(LocalBounds.Min(), LocalBounds.Max());
|
|
}
|
|
}
|
|
|
|
return FBox(EForceInit::ForceInitToZero);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetLinearDamping_AssumesLocked(const FPhysicsActorHandle& InActorReference,float InDrag)
|
|
{
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetLinearEtherDrag(InDrag);
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetAngularDamping_AssumesLocked(const FPhysicsActorHandle& InActorReference,float InDamping)
|
|
{
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetAngularEtherDrag(InDamping);
|
|
}
|
|
}
|
|
|
|
template<typename BodyHandleType>
|
|
struct FChaosStateOps
|
|
{
|
|
static void AddImpulse(BodyHandleType& BodyHandle, const FVector& InForce)
|
|
{
|
|
BodyHandle.SetLinearImpulse(BodyHandle.LinearImpulse() + InForce, /*bIsVelocity=*/false);
|
|
}
|
|
|
|
static void AddAngularImpulseInRadians(BodyHandleType& BodyHandle, const FVector& InTorque)
|
|
{
|
|
BodyHandle.SetAngularImpulse(BodyHandle.AngularImpulse() + InTorque, /*bIsVelocity=*/false);
|
|
}
|
|
|
|
static void AddVelocity(BodyHandleType& BodyHandle, const FVector& InVelocityDelta)
|
|
{
|
|
AddImpulse(BodyHandle, BodyHandle.M() * InVelocityDelta);
|
|
}
|
|
|
|
static void AddAngularVelocityInRadians(BodyHandleType& BodyHandle, const FVector& InAngularVelocityDeltaRad)
|
|
{
|
|
const Chaos::FMatrix33 WorldI = Chaos::FParticleUtilitiesXR::GetWorldInertia(&BodyHandle);
|
|
AddAngularImpulseInRadians(BodyHandle, WorldI * InAngularVelocityDeltaRad);
|
|
}
|
|
|
|
static void AddImpulseAtLocation(BodyHandleType& BodyHandle, const FVector& InImpulse, const FVector& InLocation)
|
|
{
|
|
const Chaos::FVec3 WorldCOM = Chaos::FParticleUtilitiesGT::GetCoMWorldPosition(&BodyHandle);
|
|
const Chaos::FVec3 AngularImpulse = Chaos::FVec3::CrossProduct(InLocation - WorldCOM, InImpulse);
|
|
AddImpulse(BodyHandle, InImpulse);
|
|
AddAngularImpulseInRadians(BodyHandle, AngularImpulse);
|
|
}
|
|
|
|
static void AddVelocityChangeImpulseAtLocation(BodyHandleType& BodyHandle, const FVector& InVelocityDelta, const FVector& InLocation)
|
|
{
|
|
AddImpulseAtLocation(BodyHandle, BodyHandle.M() * InVelocityDelta, InLocation);
|
|
}
|
|
|
|
static void AddRadialImpulse(BodyHandleType& BodyHandle, const FVector& InOrigin, float InRadius, float InStrength, ERadialImpulseFalloff InFalloff, bool bInVelChange)
|
|
{
|
|
const Chaos::FVec3 WorldCOM = Chaos::FParticleUtilitiesGT::GetCoMWorldPosition(&BodyHandle);
|
|
const Chaos::FVec3 OriginToActor = WorldCOM - InOrigin;
|
|
const Chaos::FReal OriginToActorDistance = OriginToActor.Size();
|
|
if (OriginToActorDistance < InRadius)
|
|
{
|
|
Chaos::FVec3 FinalImpulse = FVector::ZeroVector;
|
|
if (OriginToActorDistance > 0)
|
|
{
|
|
const Chaos::FVec3 OriginToActorNorm = OriginToActor / OriginToActorDistance;
|
|
|
|
if (InFalloff == ERadialImpulseFalloff::RIF_Constant)
|
|
{
|
|
FinalImpulse = OriginToActorNorm * InStrength;
|
|
}
|
|
else if (InFalloff == ERadialImpulseFalloff::RIF_Linear)
|
|
{
|
|
const Chaos::FReal DistanceOverlapping = InRadius - OriginToActorDistance;
|
|
if (DistanceOverlapping > 0)
|
|
{
|
|
FinalImpulse = OriginToActorNorm * FMath::Lerp(0.0f, InStrength, DistanceOverlapping / InRadius);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Unimplemented falloff type
|
|
ensure(false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Sphere and actor center are coincident, just pick a direction and apply maximum strength impulse.
|
|
FinalImpulse = FVector::ForwardVector * InStrength;
|
|
}
|
|
|
|
if (bInVelChange)
|
|
{
|
|
AddVelocity(BodyHandle, FinalImpulse);
|
|
}
|
|
else
|
|
{
|
|
AddImpulse(BodyHandle, FinalImpulse);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void AddForce(BodyHandleType& BodyHandle, const FVector& Force, bool bAllowSubstepping, bool bAccelChange)
|
|
{
|
|
Chaos::EObjectStateType ObjectState = BodyHandle.ObjectState();
|
|
|
|
if (!Force.IsZero())
|
|
{
|
|
BodyHandle.SetObjectState(Chaos::EObjectStateType::Dynamic, true);
|
|
}
|
|
|
|
if (bAccelChange)
|
|
{
|
|
const Chaos::FReal Mass = BodyHandle.M();
|
|
const Chaos::FVec3 Acceleration = Force * Mass;
|
|
BodyHandle.AddForce(Acceleration);
|
|
}
|
|
else
|
|
{
|
|
BodyHandle.AddForce(Force);
|
|
}
|
|
}
|
|
|
|
static void AddForceAtPosition(BodyHandleType& BodyHandle, const FVector& Force, const FVector& Position, bool bAllowSubstepping, bool bIsLocalForce /*= false*/)
|
|
{
|
|
|
|
Chaos::EObjectStateType ObjectState = BodyHandle.ObjectState();
|
|
const Chaos::FVec3 WorldCOM = Chaos::FParticleUtilitiesGT::GetCoMWorldPosition(&BodyHandle);
|
|
|
|
BodyHandle.SetObjectState(Chaos::EObjectStateType::Dynamic);
|
|
|
|
if (bIsLocalForce)
|
|
{
|
|
const Chaos::FRigidTransform3 CurrentTransform = Chaos::FParticleUtilitiesGT::GetActorWorldTransform(&BodyHandle);
|
|
const Chaos::FVec3 WorldPosition = CurrentTransform.TransformPosition(Position);
|
|
const Chaos::FVec3 WorldForce = CurrentTransform.TransformVector(Force);
|
|
const Chaos::FVec3 WorldTorque = Chaos::FVec3::CrossProduct(WorldPosition - WorldCOM, WorldForce);
|
|
BodyHandle.AddForce(WorldForce);
|
|
BodyHandle.AddTorque(WorldTorque);
|
|
}
|
|
else
|
|
{
|
|
const Chaos::FVec3 WorldTorque = Chaos::FVec3::CrossProduct(Position - WorldCOM, Force);
|
|
BodyHandle.AddForce(Force);
|
|
BodyHandle.AddTorque(WorldTorque);
|
|
}
|
|
}
|
|
|
|
static void AddRadialForce(BodyHandleType& BodyHandle, const FVector& Origin, const float Radius, const float Strength, const uint8 Falloff, bool bAccelChange, bool bAllowSubstepping)
|
|
{
|
|
Chaos::EObjectStateType ObjectState = BodyHandle.ObjectState();
|
|
if (CHAOS_ENSURE(ObjectState == Chaos::EObjectStateType::Dynamic || ObjectState == Chaos::EObjectStateType::Sleeping))
|
|
{
|
|
const Chaos::FVec3 WorldCOM = Chaos::FParticleUtilitiesGT::GetCoMWorldPosition(&BodyHandle);
|
|
|
|
Chaos::FVec3 Direction = WorldCOM - Origin;
|
|
const Chaos::FReal Distance = Direction.Size();
|
|
if (Distance > Radius)
|
|
{
|
|
return;
|
|
}
|
|
|
|
BodyHandle.SetObjectState(Chaos::EObjectStateType::Dynamic);
|
|
|
|
if (Distance < 1e-4)
|
|
{
|
|
Direction = Chaos::FVec3(1, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
Direction = Direction.GetUnsafeNormal();
|
|
}
|
|
Chaos::FVec3 Force(0, 0, 0);
|
|
CHAOS_ENSURE(Falloff < RIF_MAX);
|
|
if (Falloff == ERadialImpulseFalloff::RIF_Constant)
|
|
{
|
|
Force = Strength * Direction;
|
|
}
|
|
if (Falloff == ERadialImpulseFalloff::RIF_Linear)
|
|
{
|
|
Force = (Radius - Distance) / Radius * Strength * Direction;
|
|
}
|
|
if (bAccelChange)
|
|
{
|
|
const Chaos::FReal Mass = BodyHandle.M();
|
|
const Chaos::FVec3 Acceleration = Force * Mass;
|
|
BodyHandle.AddForce(Acceleration);
|
|
}
|
|
else
|
|
{
|
|
BodyHandle.AddForce(Force);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void AddTorque(BodyHandleType& BodyHandle, const FVector& Torque, bool bAllowSubstepping, bool bAccelChange)
|
|
{
|
|
Chaos::EObjectStateType ObjectState = BodyHandle.ObjectState();
|
|
if (CHAOS_ENSURE(ObjectState == Chaos::EObjectStateType::Dynamic || ObjectState == Chaos::EObjectStateType::Sleeping))
|
|
{
|
|
if (bAccelChange)
|
|
{
|
|
BodyHandle.AddTorque(Chaos::FParticleUtilitiesXR::GetWorldInertia(&BodyHandle) * Torque);
|
|
}
|
|
else
|
|
{
|
|
BodyHandle.AddTorque(Torque);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
void FChaosEngineInterface::AddImpulse_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InForce, bool bIsInternal)
|
|
{
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
if (bIsInternal)
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_Internal>::AddImpulse(*InActorReference->GetPhysicsThreadAPI(), InForce);
|
|
}
|
|
else
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_External>::AddImpulse(InActorReference->GetGameThreadAPI(), InForce);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::AddAngularImpulseInRadians_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InTorque, bool bIsInternal)
|
|
{
|
|
if(ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
if (bIsInternal)
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_Internal>::AddAngularImpulseInRadians(*InActorReference->GetPhysicsThreadAPI(), InTorque);
|
|
}
|
|
else
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_External>::AddAngularImpulseInRadians(InActorReference->GetGameThreadAPI(), InTorque);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::AddVelocity_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InVelocityDelta, bool bIsInternal)
|
|
{
|
|
if (ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
if (bIsInternal)
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_Internal>::AddVelocity(*InActorReference->GetPhysicsThreadAPI(), InVelocityDelta);
|
|
}
|
|
else
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_External>::AddVelocity(InActorReference->GetGameThreadAPI(), InVelocityDelta);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::AddAngularVelocityInRadians_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InAngularVelocityDeltaRad, bool bIsInternal)
|
|
{
|
|
if (ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
if (bIsInternal)
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_Internal>::AddAngularVelocityInRadians(*InActorReference->GetPhysicsThreadAPI(), InAngularVelocityDeltaRad);
|
|
}
|
|
else
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_External>::AddAngularVelocityInRadians(InActorReference->GetGameThreadAPI(), InAngularVelocityDeltaRad);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::AddImpulseAtLocation_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InImpulse,const FVector& InLocation, bool bIsInternal)
|
|
{
|
|
if (ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
if (bIsInternal)
|
|
{
|
|
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_Internal>::AddImpulseAtLocation(*InActorReference->GetPhysicsThreadAPI(), InImpulse, InLocation);
|
|
//UE_LOG(LogTemp, Warning, TEXT("AddImpulseAtLocation_AssumesLocked Impulse = %s | State = %d"), *InImpulse.ToString(), InActorReference->GetPhysicsThreadAPI()->ObjectState());
|
|
}
|
|
else
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_External>::AddImpulseAtLocation(InActorReference->GetGameThreadAPI(), InImpulse, InLocation);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::AddVelocityChangeImpulseAtLocation_AssumesLocked(const FPhysicsActorHandle& InActorReference, const FVector& InVelocityDelta, const FVector& InLocation, bool bIsInternal)
|
|
{
|
|
if (ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
if (bIsInternal)
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_Internal>::AddVelocityChangeImpulseAtLocation(*InActorReference->GetPhysicsThreadAPI(), InVelocityDelta, InLocation);
|
|
}
|
|
else
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_External>::AddVelocityChangeImpulseAtLocation(InActorReference->GetGameThreadAPI(), InVelocityDelta, InLocation);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::AddRadialImpulse_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InOrigin,float InRadius,float InStrength,ERadialImpulseFalloff InFalloff,bool bInVelChange, bool bIsInternal)
|
|
{
|
|
if (ensure(FChaosEngineInterface::IsValid(InActorReference)) && ensure(InActorReference->GetGameThreadAPI().CanTreatAsRigid()))
|
|
{
|
|
if (bIsInternal)
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_Internal>::AddRadialImpulse(*InActorReference->GetPhysicsThreadAPI(), InOrigin, InRadius, InStrength, InFalloff, bInVelChange);
|
|
}
|
|
else
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_External>::AddRadialImpulse(InActorReference->GetGameThreadAPI(), InOrigin, InRadius, InStrength, InFalloff, bInVelChange);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::AddForce_AssumesLocked(const FPhysicsActorHandle& InActorReference, const FVector& Force, bool bAllowSubstepping, bool bAccelChange, bool bIsInternal)
|
|
{
|
|
if (ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
if (bIsInternal)
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_Internal>::AddForce(*InActorReference->GetPhysicsThreadAPI(), Force, bAllowSubstepping, bAccelChange);
|
|
}
|
|
else
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_External>::AddForce(InActorReference->GetGameThreadAPI(), Force, bAllowSubstepping, bAccelChange);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::AddForceAtPosition_AssumesLocked(const FPhysicsActorHandle& InActorReference, const FVector& Force, const FVector& Position, bool bAllowSubstepping, bool bIsLocalForce, bool bIsInternal)
|
|
{
|
|
if (ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
if (bIsInternal)
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_Internal>::AddForceAtPosition(*InActorReference->GetPhysicsThreadAPI(), Force, Position, bAllowSubstepping, bIsLocalForce);
|
|
//UE_LOG(LogTemp, Warning, TEXT("AddForceAtPosition_AssumesLocked Force = %s | State = %d"), *Force.ToString(), InActorReference->GetPhysicsThreadAPI()->ObjectState());
|
|
}
|
|
else
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_External>::AddForceAtPosition(InActorReference->GetGameThreadAPI(), Force, Position, bAllowSubstepping, bIsLocalForce);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::AddRadialForce_AssumesLocked(const FPhysicsActorHandle& InActorReference, const FVector& Origin, const float Radius, const float Strength, const uint8 Falloff, bool bAccelChange, bool bAllowSubstepping, bool bIsInternal)
|
|
{
|
|
if (ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
if (bIsInternal)
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_Internal>::AddRadialForce(*InActorReference->GetPhysicsThreadAPI(), Origin, Radius, Strength, Falloff, bAccelChange, bAllowSubstepping);
|
|
}
|
|
else
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_External>::AddRadialForce(InActorReference->GetGameThreadAPI(), Origin, Radius, Strength, Falloff, bAccelChange, bAllowSubstepping);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::AddTorque_AssumesLocked(const FPhysicsActorHandle& InActorReference, const FVector& Torque, bool bAllowSubstepping, bool bAccelChange, bool bIsInternal)
|
|
{
|
|
if (ensure(FChaosEngineInterface::IsValid(InActorReference)))
|
|
{
|
|
if (bIsInternal)
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_Internal>::AddTorque(*InActorReference->GetPhysicsThreadAPI(), Torque, bAllowSubstepping, bAccelChange);
|
|
}
|
|
else
|
|
{
|
|
FChaosStateOps<Chaos::FRigidBodyHandle_External>::AddTorque(InActorReference->GetGameThreadAPI(), Torque, bAllowSubstepping, bAccelChange);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FChaosEngineInterface::IsGravityEnabled_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
return InActorReference->GetGameThreadAPI().GravityEnabled();
|
|
}
|
|
void FChaosEngineInterface::SetGravityEnabled_AssumesLocked(const FPhysicsActorHandle& InActorReference,bool bEnabled)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetGravityEnabled(bEnabled);
|
|
}
|
|
|
|
PHYSICSCORE_API int32 FChaosEngineInterface::GetGravityGroupIndex_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
return InActorReference->GetGameThreadAPI().GravityGroupIndex();
|
|
}
|
|
|
|
void FChaosEngineInterface::SetGravityGroupIndex_AssumesLocked(const FPhysicsActorHandle& InActorReference, uint32 Index)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetGravityGroupIndex(Index);
|
|
}
|
|
|
|
bool FChaosEngineInterface::GetUpdateKinematicFromSimulation_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
return InActorReference->GetGameThreadAPI().UpdateKinematicFromSimulation();
|
|
}
|
|
void FChaosEngineInterface::SetUpdateKinematicFromSimulation_AssumesLocked(const FPhysicsActorHandle& InActorReference, bool bUpdateKinematicFromSimulation)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetUpdateKinematicFromSimulation(bUpdateKinematicFromSimulation);
|
|
}
|
|
|
|
bool FChaosEngineInterface::GetGyroscopicTorqueEnabled_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
return InActorReference->GetGameThreadAPI().GyroscopicTorqueEnabled();
|
|
}
|
|
void FChaosEngineInterface::SetGyroscopicTorqueEnabled_AssumesLocked(const FPhysicsActorHandle& InActorReference, bool bGyroscopicTorqueEnabled)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetGyroscopicTorqueEnabled(bGyroscopicTorqueEnabled);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetOneWayInteraction_AssumesLocked(const FPhysicsActorHandle& InHandle, bool InOneWayInteraction)
|
|
{
|
|
InHandle->GetGameThreadAPI().SetOneWayInteraction(InOneWayInteraction);
|
|
}
|
|
|
|
float FChaosEngineInterface::GetSleepEnergyThreshold_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
return 0;
|
|
}
|
|
void FChaosEngineInterface::SetSleepEnergyThreshold_AssumesLocked(const FPhysicsActorHandle& InActorReference,float InEnergyThreshold)
|
|
{
|
|
}
|
|
|
|
void FChaosEngineInterface::SetSleepThresholdMultiplier_AssumesLocked(const FPhysicsActorHandle& InActorReference, float InThresholdMultiplier)
|
|
{
|
|
return InActorReference->GetGameThreadAPI().SetSleepThresholdMultiplier(InThresholdMultiplier);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetMass_AssumesLocked(const FPhysicsActorHandle& InActorReference,float InMass)
|
|
{
|
|
Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
|
|
Body_External.SetM(InMass);
|
|
if(CHAOS_ENSURE(!FMath::IsNearlyZero(InMass)))
|
|
{
|
|
Body_External.SetInvM(1./InMass);
|
|
} else
|
|
{
|
|
Body_External.SetInvM(0);
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetMassSpaceInertiaTensor_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FVector& InTensor)
|
|
{
|
|
if(CHAOS_ENSURE(!FMath::IsNearlyZero(InTensor.X)) && CHAOS_ENSURE(!FMath::IsNearlyZero(InTensor.Y)) && CHAOS_ENSURE(!FMath::IsNearlyZero(InTensor.Z)))
|
|
{
|
|
Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
|
|
Body_External.SetI(Chaos::TVec3<Chaos::FRealSingle>(InTensor.X,InTensor.Y,InTensor.Z));
|
|
Body_External.SetInvI(Chaos::TVec3<Chaos::FRealSingle>(1./InTensor.X,1./InTensor.Y,1./InTensor.Z));
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetComLocalPose_AssumesLocked(const FPhysicsActorHandle& InHandle,const FTransform& InComLocalPose)
|
|
{
|
|
Chaos::FRigidBodyHandle_External& Body_External = InHandle->GetGameThreadAPI();
|
|
Body_External.SetCenterOfMass(InComLocalPose.GetLocation());
|
|
Body_External.SetRotationOfMass(InComLocalPose.GetRotation());
|
|
}
|
|
|
|
bool FChaosEngineInterface::IsInertiaConditioningEnabled_AssumesLocked(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
return InActorReference->GetGameThreadAPI().InertiaConditioningEnabled();
|
|
}
|
|
void FChaosEngineInterface::SetInertiaConditioningEnabled_AssumesLocked(const FPhysicsActorHandle& InActorReference, bool bEnabled)
|
|
{
|
|
InActorReference->GetGameThreadAPI().SetInertiaConditioningEnabled(bEnabled);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetIsSimulationShape(const FPhysicsShapeHandle& InShape,bool bIsSimShape)
|
|
{
|
|
InShape.Shape->SetSimEnabled(bIsSimShape);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetIsProbeShape(const FPhysicsShapeHandle& InShape, bool bIsProbeShape)
|
|
{
|
|
InShape.Shape->SetIsProbe(bIsProbeShape);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetIsQueryShape(const FPhysicsShapeHandle& InShape,bool bIsQueryShape)
|
|
{
|
|
InShape.Shape->SetQueryEnabled(bIsQueryShape);
|
|
}
|
|
|
|
float FChaosEngineInterface::GetStabilizationEnergyThreshold_AssumesLocked(const FPhysicsActorHandle& InHandle)
|
|
{
|
|
// #todo : Implement
|
|
return 0.0f;
|
|
}
|
|
|
|
void FChaosEngineInterface::SetStabilizationEnergyThreshold_AssumesLocked(const FPhysicsActorHandle& InHandle,float InThreshold)
|
|
{
|
|
// #todo : Implement
|
|
}
|
|
|
|
void FChaosEngineInterface::SetSolverPositionIterationCount_AssumesLocked(const FPhysicsActorHandle& InHandle,uint32 InSolverIterationCount)
|
|
{
|
|
Chaos::FRigidBodyHandle_External& Body_External = InHandle->GetGameThreadAPI();
|
|
Body_External.SetPositionSolverIterationCount(InSolverIterationCount);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetSolverVelocityIterationCount_AssumesLocked(const FPhysicsActorHandle& InHandle, uint32 InSolverIterationCount)
|
|
{
|
|
Chaos::FRigidBodyHandle_External& Body_External = InHandle->GetGameThreadAPI();
|
|
Body_External.SetVelocitySolverIterationCount(InSolverIterationCount);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetSolverProjectionIterationCount_AssumesLocked(const FPhysicsActorHandle& InHandle, uint32 InSolverIterationCount)
|
|
{
|
|
Chaos::FRigidBodyHandle_External& Body_External = InHandle->GetGameThreadAPI();
|
|
Body_External.SetProjectionSolverIterationCount(InSolverIterationCount);
|
|
}
|
|
|
|
|
|
float FChaosEngineInterface::GetWakeCounter_AssumesLocked(const FPhysicsActorHandle& InHandle)
|
|
{
|
|
// #todo : Implement
|
|
return 0.0f;
|
|
}
|
|
|
|
void FChaosEngineInterface::SetWakeCounter_AssumesLocked(const FPhysicsActorHandle& InHandle,float InWakeCounter)
|
|
{
|
|
// #todo : Implement
|
|
}
|
|
|
|
void FChaosEngineInterface::SetInitialized_AssumesLocked(const FPhysicsActorHandle& InHandle,bool InInitialized)
|
|
{
|
|
//why is this needed?
|
|
Chaos::FPBDRigidParticle* Rigid = InHandle->GetParticle_LowLevel()->CastToRigidParticle();
|
|
if(Rigid)
|
|
{
|
|
Rigid->SetInitialized(InInitialized);
|
|
}
|
|
}
|
|
|
|
SIZE_T FChaosEngineInterface::GetResourceSizeEx(const FPhysicsActorHandle& InActorRef)
|
|
{
|
|
return sizeof(FPhysicsActorHandle);
|
|
}
|
|
|
|
// Constraints
|
|
FPhysicsConstraintHandle FChaosEngineInterface::CreateConstraint(Chaos::FPhysicsObject* Body1, Chaos::FPhysicsObject* Body2, const FTransform& InLocalFrame1, const FTransform& InLocalFrame2)
|
|
{
|
|
FPhysicsConstraintHandle ConstraintRef;
|
|
|
|
if (bEnableChaosJointConstraints)
|
|
{
|
|
Chaos::FPhysicsSolver* Solver1 = Chaos::FPhysicsObjectInterface::GetSolver({ &Body1, 1 });
|
|
Chaos::FPhysicsSolver* Solver2 = Chaos::FPhysicsObjectInterface::GetSolver({ &Body2, 1 });
|
|
|
|
if (Body1 && Body2 && Solver1 && Solver2)
|
|
{
|
|
LLM_SCOPE(ELLMTag::ChaosConstraint);
|
|
|
|
auto* JointConstraint = new Chaos::FJointConstraint();
|
|
ConstraintRef.Constraint = JointConstraint;
|
|
|
|
JointConstraint->SetPhysicsBodies({ Body1, Body2 });
|
|
JointConstraint->SetJointTransforms({ InLocalFrame1,InLocalFrame2 });
|
|
|
|
checkSlow(Solver1 == Solver2);
|
|
Solver1->RegisterObject(JointConstraint);
|
|
}
|
|
else if (Body1 || Body2)
|
|
{
|
|
LLM_SCOPE(ELLMTag::ChaosConstraint);
|
|
|
|
Chaos::FPhysicsObject* ValidObject = Body1;
|
|
Chaos::FPhysicsSolver* ValidSolver = Solver1;
|
|
bool bSwapped = false;
|
|
if (!ValidObject || !ValidSolver)
|
|
{
|
|
bSwapped = true;
|
|
ValidObject = Body2;
|
|
ValidSolver = Solver2;
|
|
}
|
|
|
|
if (ValidSolver)
|
|
{
|
|
FChaosScene* Scene = PhysicsObjectPhysicsCoreInterface::GetScene({ &ValidObject, 1 });
|
|
|
|
// Create kinematic actor to attach to joint
|
|
FPhysicsActorHandle KinematicEndPoint;
|
|
FActorCreationParams Params;
|
|
Params.bSimulatePhysics = false;
|
|
Params.bQueryOnly = false;
|
|
Params.Scene = Scene;
|
|
Params.bStatic = false;
|
|
Params.InitialTM = FTransform::Identity;
|
|
|
|
#if CHAOS_DEBUG_NAME
|
|
TAnsiStringBuilder<256> EndPointDebugNameBuilder;
|
|
EndPointDebugNameBuilder.Appendf("Constraint Kinematic Endpoint - [%s]", TCHAR_TO_ANSI(*Chaos::FPhysicsObjectInterface::GetDebugName(ValidObject)));
|
|
|
|
Params.DebugName = EndPointDebugNameBuilder.GetData();
|
|
#endif
|
|
|
|
FChaosEngineInterface::CreateActor(Params, KinematicEndPoint);
|
|
|
|
// Chaos requires our particles have geometry.
|
|
auto Sphere = MakeImplicitObjectPtr<Chaos::FImplicitSphere3>(FVector(0, 0, 0), 0);
|
|
KinematicEndPoint->GetGameThreadAPI().SetGeometry(Sphere);
|
|
KinematicEndPoint->GetGameThreadAPI().SetUserData(nullptr);
|
|
|
|
auto* JointConstraint = new Chaos::FJointConstraint();
|
|
JointConstraint->SetKinematicEndPoint(KinematicEndPoint, Scene->GetSolver());
|
|
ConstraintRef.Constraint = JointConstraint;
|
|
|
|
// Disable collision on shape to ensure it is not added to acceleration structure.
|
|
for (const TUniquePtr<Chaos::FPerShapeData>& Shape : KinematicEndPoint->GetGameThreadAPI().ShapesArray())
|
|
{
|
|
Chaos::FCollisionData CollisionData = Shape->GetCollisionData();
|
|
CollisionData.bQueryCollision = false;
|
|
CollisionData.bSimCollision = false;
|
|
Shape->SetCollisionData(CollisionData);
|
|
}
|
|
|
|
JointConstraint->SetPhysicsBodies({ ValidObject, KinematicEndPoint->GetPhysicsObject() });
|
|
|
|
Chaos::FTransformPair TransformPair = { InLocalFrame1, InLocalFrame2 };
|
|
if (bSwapped)
|
|
{
|
|
Swap(TransformPair[0], TransformPair[1]);
|
|
}
|
|
JointConstraint->SetJointTransforms(TransformPair);
|
|
|
|
checkSlow(ValidSolver == KinematicEndPoint->GetSolver<Chaos::FPhysicsSolver>());
|
|
ValidSolver->RegisterObject(JointConstraint);
|
|
}
|
|
}
|
|
}
|
|
|
|
return ConstraintRef;
|
|
}
|
|
|
|
FPhysicsConstraintHandle FChaosEngineInterface::CreateConstraint(const FPhysicsActorHandle& InActorRef1,const FPhysicsActorHandle& InActorRef2,const FTransform& InLocalFrame1,const FTransform& InLocalFrame2)
|
|
{
|
|
Chaos::FPhysicsObject* Body1 = InActorRef1 ? InActorRef1->GetPhysicsObject() : nullptr;
|
|
Chaos::FPhysicsObject* Body2 = InActorRef2 ? InActorRef2->GetPhysicsObject() : nullptr;
|
|
return FChaosEngineInterface::CreateConstraint(Body1, Body2, InLocalFrame1, InLocalFrame2);
|
|
}
|
|
|
|
FPhysicsConstraintHandle FChaosEngineInterface::CreateSuspension(const FPhysicsActorHandle& InActorRef, const FVector& InLocalFrame)
|
|
{
|
|
Chaos::FPhysicsObject* Body = InActorRef ? InActorRef->GetPhysicsObject() : nullptr;
|
|
return FChaosEngineInterface::CreateSuspension(Body, InLocalFrame);
|
|
}
|
|
|
|
FPhysicsConstraintHandle FChaosEngineInterface::CreateSuspension(Chaos::FPhysicsObject* Body, const FVector& InLocalFrame)
|
|
{
|
|
FPhysicsConstraintHandle ConstraintRef;
|
|
|
|
if (bEnableChaosJointConstraints)
|
|
{
|
|
if (Body)
|
|
{
|
|
Chaos::FPhysicsSolver* Solver = Chaos::FPhysicsObjectInterface::GetSolver({ &Body, 1 });
|
|
|
|
if (Solver)
|
|
{
|
|
LLM_SCOPE(ELLMTag::ChaosConstraint);
|
|
|
|
auto* SuspensionConstraint = new Chaos::FSuspensionConstraint();
|
|
ConstraintRef.Constraint = SuspensionConstraint;
|
|
|
|
SuspensionConstraint->SetPhysicsBody(Body);
|
|
SuspensionConstraint->SetLocation(InLocalFrame);
|
|
|
|
Solver->RegisterObject(SuspensionConstraint);
|
|
}
|
|
}
|
|
}
|
|
return ConstraintRef;
|
|
}
|
|
|
|
|
|
void FChaosEngineInterface::SetConstraintUserData(const FPhysicsConstraintHandle& InConstraintRef,void* InUserData)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetUserData(InUserData);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::ReleaseConstraint(FPhysicsConstraintHandle& InConstraintRef)
|
|
{
|
|
using namespace Chaos;
|
|
if (bEnableChaosJointConstraints)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (FJointConstraint* Constraint = static_cast<FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
if (FJointConstraintPhysicsProxy* Proxy = Constraint->GetProxy<FJointConstraintPhysicsProxy>())
|
|
{
|
|
check(Proxy->GetSolver<FPhysicsSolver>());
|
|
FPhysicsSolver* Solver = Proxy->GetSolver<FPhysicsSolver>();
|
|
// TODO: we should probably figure out a way to call this from within UnregisterObject, to match
|
|
// what RegisterObject does
|
|
if (FChaosScene* Scene = FChaosEngineInterface::GetCurrentScene(Constraint->GetKinematicEndPoint()))
|
|
{
|
|
Scene->RemoveActorFromAccelerationStructure(Constraint->GetKinematicEndPoint());
|
|
}
|
|
Solver->UnregisterObject(Constraint);
|
|
|
|
InConstraintRef.Constraint = nullptr; // freed by the joint constraint physics proxy
|
|
}
|
|
}
|
|
}
|
|
else if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(EConstraintType::SuspensionConstraintType))
|
|
{
|
|
if (Chaos::FSuspensionConstraint* Constraint = static_cast<FSuspensionConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
if (FSuspensionConstraintPhysicsProxy* Proxy = Constraint->GetProxy<FSuspensionConstraintPhysicsProxy>())
|
|
{
|
|
check(Proxy->GetSolver<FPhysicsSolver>());
|
|
FPhysicsSolver* Solver = Proxy->GetSolver<FPhysicsSolver>();
|
|
|
|
Solver->UnregisterObject(Constraint);
|
|
|
|
InConstraintRef.Constraint = nullptr; // freed by the joint constraint physics proxy
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
FTransform FChaosEngineInterface::GetLocalPose(const FPhysicsConstraintHandle& InConstraintRef,EConstraintFrame::Type InFrame)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
const Chaos::FTransformPair& M = Constraint->GetJointTransforms();
|
|
if (InFrame == EConstraintFrame::Frame1)
|
|
{
|
|
return M[0];
|
|
}
|
|
else if (InFrame == EConstraintFrame::Frame2)
|
|
{
|
|
return M[1];
|
|
}
|
|
}
|
|
}
|
|
return FTransform::Identity;
|
|
}
|
|
|
|
Chaos::FGeometryParticle*
|
|
GetParticleFromProxy(IPhysicsProxyBase* ProxyBase)
|
|
{
|
|
if (ProxyBase)
|
|
{
|
|
if (ProxyBase->GetType() == EPhysicsProxyType::SingleParticleProxy)
|
|
{
|
|
return ((Chaos::FSingleParticlePhysicsProxy*)ProxyBase)->GetParticle_LowLevel();
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
|
|
FTransform FChaosEngineInterface::GetGlobalPose(const FPhysicsConstraintHandle& InConstraintRef, EConstraintFrame::Type InFrame)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Chaos::FProxyBasePair BasePairs = Constraint->GetParticleProxies();
|
|
const Chaos::FTransformPair& M = Constraint->GetJointTransforms();
|
|
|
|
if (InFrame == EConstraintFrame::Frame1)
|
|
{
|
|
if (Chaos::FGeometryParticle* Particle = GetParticleFromProxy(BasePairs[0]))
|
|
{
|
|
return M[0] * FTransform(Particle->R(), Particle->X());
|
|
}
|
|
}
|
|
else if (InFrame == EConstraintFrame::Frame2)
|
|
{
|
|
if (Chaos::FGeometryParticle* Particle = GetParticleFromProxy(BasePairs[1]))
|
|
{
|
|
return M[1] * FTransform(Particle->R(), Particle->X());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return FTransform::Identity;
|
|
}
|
|
|
|
FVector FChaosEngineInterface::GetLocation(const FPhysicsConstraintHandle& InConstraintRef)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
return 0.5 * (GetGlobalPose(InConstraintRef, EConstraintFrame::Frame1).GetTranslation() + GetGlobalPose(InConstraintRef, EConstraintFrame::Frame2).GetTranslation());
|
|
}
|
|
}
|
|
return FVector::ZeroVector;
|
|
|
|
}
|
|
|
|
void FChaosEngineInterface::GetForce(const FPhysicsConstraintHandle& InConstraintRef, FVector& OutLinForce, FVector& OutAngForce)
|
|
{
|
|
OutLinForce = FVector::ZeroVector;
|
|
OutAngForce = FVector::ZeroVector;
|
|
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
OutLinForce = Constraint->GetOutputData().Force;
|
|
OutAngForce = Constraint->GetOutputData().Torque;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::GetDriveLinearVelocity(const FPhysicsConstraintHandle& InConstraintRef,FVector& OutLinVelocity)
|
|
{
|
|
OutLinVelocity = FVector::ZeroVector;
|
|
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
OutLinVelocity = Constraint->GetLinearDriveVelocityTarget();
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::GetDriveAngularVelocity(const FPhysicsConstraintHandle& InConstraintRef,FVector& OutAngVelocity)
|
|
{
|
|
OutAngVelocity = FVector::ZeroVector;
|
|
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
OutAngVelocity = Constraint->GetAngularDriveVelocityTarget();
|
|
}
|
|
}
|
|
}
|
|
|
|
FTransform GetConstraintBodiesRelativeTransform(const FPhysicsConstraintHandle& InConstraintRef)
|
|
{
|
|
const FTransform ChildTransform = FChaosEngineInterface::GetGlobalPose(InConstraintRef, EConstraintFrame::Frame1);
|
|
const FTransform ParentTransform = FChaosEngineInterface::GetGlobalPose(InConstraintRef, EConstraintFrame::Frame2);
|
|
return ChildTransform.GetRelativeTransform(ParentTransform);
|
|
}
|
|
|
|
float FChaosEngineInterface::GetCurrentSwing1(const FPhysicsConstraintHandle& InConstraintRef)
|
|
{
|
|
return GetConstraintBodiesRelativeTransform(InConstraintRef).GetRotation().GetTwistAngle(Chaos::FJointConstants::Swing1Axis());
|
|
}
|
|
|
|
float FChaosEngineInterface::GetCurrentSwing2(const FPhysicsConstraintHandle& InConstraintRef)
|
|
{
|
|
return GetConstraintBodiesRelativeTransform(InConstraintRef).GetRotation().GetTwistAngle(Chaos::FJointConstants::Swing2Axis());
|
|
}
|
|
|
|
float FChaosEngineInterface::GetCurrentTwist(const FPhysicsConstraintHandle& InConstraintRef)
|
|
{
|
|
return GetConstraintBodiesRelativeTransform(InConstraintRef).GetRotation().GetTwistAngle(Chaos::FJointConstants::TwistAxis());
|
|
}
|
|
|
|
void FChaosEngineInterface::SetCanVisualize(const FPhysicsConstraintHandle& InConstraintRef,bool bInCanVisualize)
|
|
{
|
|
// @todo(chaos) : Joint Constraints : Debug Tools
|
|
}
|
|
|
|
void FChaosEngineInterface::SetCollisionEnabled(const FPhysicsConstraintHandle& InConstraintRef,bool bInCollisionEnabled)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetCollisionEnabled(bInCollisionEnabled);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetProjectionEnabled_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef,bool bInProjectionEnabled,float InLinearAlpha,float InAngularAlpha, float InLinearTolerance, float InAngularToleranceDeg)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetProjectionEnabled(bInProjectionEnabled);
|
|
Constraint->SetProjectionLinearAlpha(InLinearAlpha);
|
|
Constraint->SetProjectionAngularAlpha(InAngularAlpha);
|
|
Constraint->SetProjectionLinearTolerance(InLinearTolerance);
|
|
Constraint->SetProjectionAngularTolerance(FMath::DegreesToRadians(InAngularToleranceDeg));
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetShockPropagationEnabled_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef, bool bInShockPropagationEnabled, float InShockPropagationAlpha)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetShockPropagationEnabled(bInShockPropagationEnabled);
|
|
Constraint->SetShockPropagationAlpha(InShockPropagationAlpha);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetParentDominates_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef,bool bInParentDominates)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
if(bInParentDominates)
|
|
{
|
|
Constraint->SetParentInvMassScale(0.f);
|
|
} else
|
|
{
|
|
Constraint->SetParentInvMassScale(1.f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetMassConditioningEnabled_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef, bool bInMassConditioningEnabled)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetMassConditioningEnabled(bInMassConditioningEnabled);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetUseLinearJointSolver_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef, bool bInUseLinearJointSolver)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetUseLinearSolver(bInUseLinearJointSolver);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetBreakForces_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef,float InLinearBreakForce,float InAngularBreakTorque)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetLinearBreakForce(InLinearBreakForce);
|
|
Constraint->SetAngularBreakTorque(InAngularBreakTorque);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetViolationCallbackThresholds_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef,float InLinearViolationCallbackThreshold,float InAngularViolationCallbackThreshold)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetLinearViolationCallbackThreshold(InLinearViolationCallbackThreshold);
|
|
Constraint->SetAngularViolationCallbackThreshold(InAngularViolationCallbackThreshold);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetPlasticityLimits_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef, float InLinearPlasticityLimit, float InAngularPlasticityLimit, EConstraintPlasticityType InLinearPlasticityType)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetLinearPlasticityType((Chaos::EPlasticityType)InLinearPlasticityType);
|
|
Constraint->SetLinearPlasticityLimit(InLinearPlasticityLimit);
|
|
Constraint->SetAngularPlasticityLimit(InAngularPlasticityLimit);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetContactTransferScale_AssumesLocked(const FPhysicsConstraintHandle& InConstraintRef, float InContactTransferScale)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetContactTransferScale(InContactTransferScale);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetLocalPose(const FPhysicsConstraintHandle& InConstraintRef,const FTransform& InPose,EConstraintFrame::Type InFrame)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Chaos::FTransformPair JointTransforms = Constraint->GetJointTransforms();
|
|
if (InFrame == EConstraintFrame::Frame1)
|
|
{
|
|
JointTransforms[0] = InPose;
|
|
}
|
|
else
|
|
{
|
|
JointTransforms[1] = InPose;
|
|
}
|
|
Constraint->SetJointTransforms(JointTransforms);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetDrivePosition(const FPhysicsConstraintHandle& InConstraintRef,const FVector& InPosition)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetLinearDrivePositionTarget(InPosition);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetDriveOrientation(const FPhysicsConstraintHandle& InConstraintRef,const FQuat& InOrientation)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetAngularDrivePositionTarget(InOrientation);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetDriveLinearVelocity(const FPhysicsConstraintHandle& InConstraintRef,const FVector& InLinVelocity)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetLinearDriveVelocityTarget(InLinVelocity);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetDriveAngularVelocity(const FPhysicsConstraintHandle& InConstraintRef,const FVector& InAngVelocity)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetAngularDriveVelocityTarget(InAngVelocity);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetTwistLimit(const FPhysicsConstraintHandle& InConstraintRef,float InLowerLimit,float InUpperLimit,float InContactDistance)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Chaos::FVec3 Limit = Constraint->GetAngularLimits();
|
|
Limit[(int32)Chaos::EJointAngularConstraintIndex::Twist] = FMath::DegreesToRadians(InUpperLimit - InLowerLimit);
|
|
Constraint->SetAngularLimits(Limit);
|
|
Constraint->SetTwistContactDistance(InContactDistance);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetSwingLimit(const FPhysicsConstraintHandle& InConstraintRef,float InYLimit,float InZLimit,float InContactDistance)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Chaos::FVec3 Limit = Constraint->GetAngularLimits();
|
|
Limit[(int32)Chaos::EJointAngularConstraintIndex::Swing1] = FMath::DegreesToRadians(InYLimit);
|
|
Limit[(int32)Chaos::EJointAngularConstraintIndex::Swing2] = FMath::DegreesToRadians(InZLimit);
|
|
Constraint->SetAngularLimits(Limit);
|
|
Constraint->SetSwingContactDistance(InContactDistance);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetLinearLimit(const FPhysicsConstraintHandle& InConstraintRef,float InLinearLimit)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
Constraint->SetLinearLimit(InLinearLimit);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FChaosEngineInterface::IsBroken(const FPhysicsConstraintHandle& InConstraintRef)
|
|
{
|
|
if (InConstraintRef.IsValid() && InConstraintRef.Constraint->IsType(Chaos::EConstraintType::JointConstraintType))
|
|
{
|
|
if (Chaos::FJointConstraint* Constraint = static_cast<Chaos::FJointConstraint*>(InConstraintRef.Constraint))
|
|
{
|
|
return Constraint->GetOutputData().bIsBroken;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
void FChaosEngineInterface::SetGeometry(FPhysicsShapeHandle& InShape, Chaos::FImplicitObjectPtr&& InGeometry)
|
|
{
|
|
using namespace Chaos;
|
|
|
|
// This sucks, we build a new union with input geometry. All other geo is copied.
|
|
// Cannot modify union as it is shared between threads.
|
|
const FShapesArray& ShapeArray = InShape.ActorRef->GetGameThreadAPI().ShapesArray();
|
|
|
|
TArray<Chaos::FImplicitObjectPtr> NewGeometry;
|
|
NewGeometry.Reserve(ShapeArray.Num());
|
|
|
|
int32 ShapeIdx = 0;
|
|
for (const TUniquePtr<Chaos::FPerShapeData>& Shape : ShapeArray)
|
|
{
|
|
if (Shape.Get() == InShape.Shape)
|
|
{
|
|
NewGeometry.Emplace(MoveTemp(InGeometry));
|
|
}
|
|
else
|
|
{
|
|
NewGeometry.Emplace(Shape->GetGeometry()->CopyGeometry());
|
|
}
|
|
|
|
ShapeIdx++;
|
|
}
|
|
|
|
if (ensure(NewGeometry.Num() == ShapeArray.Num()))
|
|
{
|
|
Chaos::FImplicitObjectPtr ImplicitUnion = MakeImplicitObjectPtr<Chaos::FImplicitObjectUnion>(MoveTemp(NewGeometry));
|
|
InShape.ActorRef->GetGameThreadAPI().SetGeometry(ImplicitUnion);
|
|
|
|
FChaosScene* Scene = FChaosEngineInterface::GetCurrentScene(InShape.ActorRef);
|
|
if (ensure(Scene))
|
|
{
|
|
Scene->UpdateActorInAccelerationStructure(InShape.ActorRef);
|
|
}
|
|
}
|
|
}
|
|
|
|
// @todo(chaos): We probably need to actually duplicate the data here, add virtual TImplicitObject::NewCopy()
|
|
FPhysicsShapeHandle FChaosEngineInterface::CloneShape(const FPhysicsShapeHandle& InShape)
|
|
{
|
|
FPhysicsActorHandle NewActor = nullptr;
|
|
return {InShape.Shape,NewActor};
|
|
}
|
|
|
|
FPhysicsGeometryCollection_Chaos FChaosEngineInterface::GetGeometryCollection(const FPhysicsShapeHandle& InShape)
|
|
{
|
|
FPhysicsGeometryCollection_Chaos NewCollection(InShape);
|
|
return NewCollection;
|
|
}
|
|
|
|
FPhysicsGeometryCollection_Chaos FChaosEngineInterface::GetGeometryCollection(const FPhysicsGeometry& InShape)
|
|
{
|
|
return FPhysicsGeometryCollection_Chaos{ InShape };
|
|
}
|
|
|
|
void FChaosEngineInterface::SetMaskFilter(const FPhysicsShapeHandle& InShape, FMaskFilter InFilter)
|
|
{
|
|
FCollisionFilterData SimFilter = GetSimulationFilter(InShape);
|
|
FCollisionFilterData QueryFilter = GetQueryFilter(InShape);
|
|
|
|
auto ApplyMask = [](uint32& Word3, FMaskFilter Mask)
|
|
{
|
|
// #CHAOSTODO - definitions for filter behavior are in the Engine module.
|
|
// Move all to PhysicsCore so we handle things in a safe way here.
|
|
static constexpr int32 LocalNumExtraBits = 6;
|
|
static_assert(LocalNumExtraBits <= 8, "Only up to 8 extra filter bits are supported.");
|
|
Word3 &= (0xFFFFFFFFu >> LocalNumExtraBits); //we drop the top NumExtraFilterBits bits because that's where the new mask filter is going
|
|
Word3 |= uint32(Mask) << (32 - LocalNumExtraBits);
|
|
};
|
|
ApplyMask(SimFilter.Word3, InFilter);
|
|
ApplyMask(QueryFilter.Word3, InFilter);
|
|
|
|
SetSimulationFilter(InShape, SimFilter);
|
|
SetQueryFilter(InShape, QueryFilter);
|
|
}
|
|
|
|
FCollisionFilterData FChaosEngineInterface::GetSimulationFilter(const FPhysicsShapeReference_Chaos& InShape)
|
|
{
|
|
if(ensure(InShape.Shape))
|
|
{
|
|
return InShape.Shape->GetSimData();
|
|
} else
|
|
{
|
|
return FCollisionFilterData();
|
|
}
|
|
}
|
|
|
|
FCollisionFilterData FChaosEngineInterface::GetQueryFilter(const FPhysicsShapeReference_Chaos& InShape)
|
|
{
|
|
if(ensure(InShape.Shape))
|
|
{
|
|
return InShape.Shape->GetQueryData();
|
|
} else
|
|
{
|
|
return FCollisionFilterData();
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetQueryFilter(const FPhysicsShapeReference_Chaos& InShapeRef,const FCollisionFilterData& InFilter)
|
|
{
|
|
InShapeRef.Shape->SetQueryData(InFilter);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetSimulationFilter(const FPhysicsShapeReference_Chaos& InShapeRef,const FCollisionFilterData& InFilter)
|
|
{
|
|
InShapeRef.Shape->SetSimData(InFilter);
|
|
}
|
|
|
|
bool FChaosEngineInterface::IsSimulationShape(const FPhysicsShapeHandle& InShape)
|
|
{
|
|
return InShape.Shape->GetSimEnabled();
|
|
}
|
|
|
|
bool FChaosEngineInterface::IsQueryShape(const FPhysicsShapeHandle& InShape)
|
|
{
|
|
// This data is not stored on concrete shape. TODO: Remove ensure if we actually use this flag when constructing shape handles.
|
|
CHAOS_ENSURE(false);
|
|
return InShape.Shape->GetQueryEnabled();
|
|
}
|
|
|
|
ECollisionShapeType FChaosEngineInterface::GetShapeType(const FPhysicsShapeReference_Chaos& InShapeRef)
|
|
{
|
|
return ChaosInterface::GetImplicitType(*InShapeRef.Shape->GetGeometry());
|
|
}
|
|
|
|
FTransform FChaosEngineInterface::GetLocalTransform(const FPhysicsShapeReference_Chaos& InShapeRef)
|
|
{
|
|
// Transforms are baked into the object so there is never a local transform
|
|
if(InShapeRef.Shape->GetGeometry()->GetType() == Chaos::ImplicitObjectType::Transformed && FChaosEngineInterface::IsValid(InShapeRef.ActorRef))
|
|
{
|
|
return InShapeRef.Shape->GetGeometry()->GetObject<Chaos::TImplicitObjectTransformed<Chaos::FReal,3>>()->GetTransform();
|
|
} else
|
|
{
|
|
return FTransform();
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SetLocalTransform(const FPhysicsShapeHandle& InShape,const FTransform& NewLocalTransform)
|
|
{
|
|
using namespace Chaos;
|
|
|
|
FSingleParticlePhysicsProxy* Particle = InShape.ActorRef;
|
|
if(Particle)
|
|
{
|
|
Chaos::FRigidBodyHandle_External& BodyHandle = Particle->GetGameThreadAPI();
|
|
|
|
const FImplicitObjectRef CurrentGeom = BodyHandle.GetGeometry();
|
|
if(ensure(CurrentGeom && CurrentGeom->GetType() == FImplicitObjectUnion::StaticType()))
|
|
{
|
|
const FImplicitObjectUnion* AsUnion = static_cast<const FImplicitObjectUnion*>(CurrentGeom);
|
|
const int32 ShapeIndex = InShape.Shape->GetShapeIndex();
|
|
const TArray<Chaos::FImplicitObjectPtr>& ObjectArray = AsUnion->GetObjects();
|
|
|
|
if(ensure(ShapeIndex < ObjectArray.Num()))
|
|
{
|
|
TArray<Chaos::FImplicitObjectPtr> NewGeoms;
|
|
NewGeoms.Reserve(ObjectArray.Num());
|
|
|
|
// Duplicate the union and either set transforms, or wrap in transforms
|
|
int32 CurrentIndex = 0;
|
|
for(const Chaos::FImplicitObjectPtr& Obj : ObjectArray)
|
|
{
|
|
if(CurrentIndex == ShapeIndex)
|
|
{
|
|
NewGeoms.Emplace(Utilities::DuplicateGeometryWithTransform(Obj.GetReference(), NewLocalTransform));
|
|
}
|
|
else
|
|
{
|
|
NewGeoms.Emplace(Obj->CopyGeometry());
|
|
}
|
|
|
|
CurrentIndex++;
|
|
}
|
|
|
|
if(ensure(NewGeoms.Num() == ObjectArray.Num()))
|
|
{
|
|
Chaos::FImplicitObjectPtr ImplicitUnion = MakeImplicitObjectPtr<FImplicitObjectUnion>(MoveTemp(NewGeoms));
|
|
BodyHandle.SetGeometry(ImplicitUnion);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SerializeParticleStateToBuffer(const FPhysicsActorHandle& InActorHandle, Chaos::FSerializedDataBuffer& OutSerializedData, Chaos::ESerializedDataContext DataContext)
|
|
{
|
|
if (!IsValid(InActorHandle))
|
|
{
|
|
UE_LOG(LogChaos, Warning, TEXT("[%hs]: Failed to serialize particle | Invalid Actor Handle."), __func__);
|
|
return;
|
|
}
|
|
|
|
using namespace Chaos;
|
|
|
|
auto SerializeInternalStateToBuffer = [InActorHandle](FPBDRigidsSolver& Solver, FSerializedDataBuffer& OutData)
|
|
{
|
|
if (InActorHandle->GetHandle_LowLevel())
|
|
{
|
|
Solver.GetSerializer().SerializeParticleStateToBuffer(InActorHandle->GetHandle_LowLevel(), OutData);
|
|
}
|
|
else
|
|
{
|
|
if (FSerializedDataBufferPtr PendingDataHandle = Solver.GetSerializer().PopPendingInternalSerializedStateForProxy(InActorHandle))
|
|
{
|
|
OutData.GetDataAsByteArrayRef().Append(PendingDataHandle->GetDataAsByteArrayRef());
|
|
}
|
|
else
|
|
{
|
|
SerializeParticleStateToBuffer(InActorHandle, OutData, ESerializedDataContext::External);
|
|
UE_LOG(LogChaos, Warning, TEXT("[%hs]: Failed to get a valid Internal physics state. Falling back to the external state | Owner [%s]."), __func__, *GetNameSafe(InActorHandle->GetOwner()));
|
|
}
|
|
}
|
|
};
|
|
|
|
if (FPBDRigidsSolver* Solver = InActorHandle->GetSolver<FPBDRigidsSolver>())
|
|
{
|
|
switch (DataContext)
|
|
{
|
|
case ESerializedDataContext::External:
|
|
Solver->GetSerializer().SerializeParticleStateToBuffer(InActorHandle->GetParticle_LowLevel(), OutSerializedData);
|
|
break;
|
|
case ESerializedDataContext::Internal:
|
|
SerializeInternalStateToBuffer(*Solver, OutSerializedData);
|
|
break;
|
|
case ESerializedDataContext::Invalid:
|
|
case ESerializedDataContext::Both:
|
|
default:
|
|
{
|
|
// Note: We don't support serialize data from both states into a single buffer yet. But we do support apply the same state to External and Internal during deserialization if ESerializedDataContext::Both is used.
|
|
UE_LOG(LogChaos, Warning, TEXT("[%hs]: Failed to serialize particle | Unsupported Data Context [%s]."), __func__, Chaos::LexToString(DataContext));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::ApplySerializedStateToParticle(const FPhysicsActorHandle& InActorHandle, Chaos::FSerializedDataBufferPtr&& InSerializedData, Chaos::ESerializedDataContext DataContext)
|
|
{
|
|
if (!IsValid(InActorHandle) || !InSerializedData)
|
|
{
|
|
return;
|
|
}
|
|
|
|
using namespace Chaos;
|
|
|
|
auto ApplySerializedPTSerializedState = [&InActorHandle](FPBDRigidsSolver& Solver, Chaos::FSerializedDataBufferPtr&& InSerializedData)
|
|
{
|
|
if (FGeometryParticleHandle* ParticleHandle = InActorHandle->GetHandle_LowLevel())
|
|
{
|
|
Solver.GetSerializer().ApplySerializedStateToParticle(ParticleHandle, *InSerializedData);
|
|
}
|
|
else
|
|
{
|
|
Solver.GetSerializer().PushPendingInternalSerializedStateForProxy(InActorHandle, MoveTemp(InSerializedData));
|
|
}
|
|
};
|
|
|
|
if (FPBDRigidsSolver* Solver = InActorHandle->GetSolver<FPBDRigidsSolver>())
|
|
{
|
|
switch (DataContext)
|
|
{
|
|
case ESerializedDataContext::External:
|
|
Solver->GetSerializer().ApplySerializedStateToParticle(InActorHandle->GetParticle_LowLevel(), *InSerializedData);
|
|
break;
|
|
case ESerializedDataContext::Internal:
|
|
{
|
|
ApplySerializedPTSerializedState(*Solver, MoveTemp(InSerializedData));
|
|
break;
|
|
}
|
|
case ESerializedDataContext::Both:
|
|
{
|
|
Solver->GetSerializer().ApplySerializedStateToParticle(InActorHandle->GetParticle_LowLevel(), *InSerializedData);
|
|
ApplySerializedPTSerializedState(*Solver, MoveTemp(InSerializedData));
|
|
break;
|
|
}
|
|
case ESerializedDataContext::Invalid:
|
|
default:
|
|
UE_LOG(LogChaos, Warning, TEXT("[%hs]: Failed to apply serialized state to particle | Unsupported Data Context [%s]."), __func__, Chaos::LexToString(DataContext));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::SerializeConstraintStateToBuffer(const FPhysicsConstraintHandle& ConstraintHandle, Chaos::FSerializedDataBuffer& OutSerializedData, Chaos::ESerializedDataContext DataContext)
|
|
{
|
|
if (!ConstraintHandle.IsValid())
|
|
{
|
|
UE_LOG(LogChaos, Warning, TEXT("[%hs]: Failed to constraint particle | Invalid Actor Handle."), __func__);
|
|
return;
|
|
}
|
|
|
|
using namespace Chaos;
|
|
|
|
IPhysicsProxyBase* Proxy = ConstraintHandle.Constraint->GetProxy();
|
|
|
|
if (FPBDRigidsSolver* Solver = Proxy ? Proxy->GetSolver<FPBDRigidsSolver>() : nullptr)
|
|
{
|
|
const bool bIsConstraintProxy = Proxy->GetType() == EPhysicsProxyType::CharacterGroundConstraintType ||
|
|
Proxy->GetType() == EPhysicsProxyType::JointConstraintType ||
|
|
Proxy->GetType() == EPhysicsProxyType::SuspensionConstraintType;
|
|
if (!ensure(bIsConstraintProxy))
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto SerializeInternalStateToBuffer = [&ConstraintHandle](IPhysicsProxyBase* Proxy, FPBDRigidsSolver& Solver, FSerializedDataBuffer& OutData)
|
|
{
|
|
if (FConstraintHandle* PTConstraintHandle = static_cast<FConstraintHandle*>(Proxy->GetHandleUnsafe()))
|
|
{
|
|
Solver.GetSerializer().SerializeConstraintStateToBuffer(PTConstraintHandle, OutData);
|
|
}
|
|
else
|
|
{
|
|
if (FSerializedDataBufferPtr PendingDataHandle = Solver.GetSerializer().PopPendingInternalSerializedStateForProxy(Proxy))
|
|
{
|
|
OutData.GetDataAsByteArrayRef().Append(PendingDataHandle->GetDataAsByteArrayRef());
|
|
}
|
|
else
|
|
{
|
|
SerializeConstraintStateToBuffer(ConstraintHandle, OutData, ESerializedDataContext::External);
|
|
UE_LOG(LogChaos, Warning, TEXT("[%hs]: Failed to get a valid Internal physics state. Falling back to the external state | Owner [%s]."), __func__, *GetNameSafe(Proxy->GetOwner()));
|
|
}
|
|
}
|
|
};
|
|
|
|
switch (DataContext)
|
|
{
|
|
case ESerializedDataContext::External:
|
|
Solver->GetSerializer().SerializeConstraintStateToBuffer(ConstraintHandle.Constraint, OutSerializedData);
|
|
break;
|
|
case ESerializedDataContext::Internal:
|
|
SerializeInternalStateToBuffer(Proxy, *Solver, OutSerializedData);
|
|
break;
|
|
case ESerializedDataContext::Invalid:
|
|
case ESerializedDataContext::Both:
|
|
default:
|
|
{
|
|
// Note: We don't support serialize data from both states into a single buffer yet. But we do support apply the same state to External and Internal during deserialization if ESerializedDataContext::Both is used.
|
|
UE_LOG(LogChaos, Warning, TEXT("[%hs]: Failed to serialize constraint | Unsupported Data Context [%s]."), __func__, Chaos::LexToString(DataContext));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FChaosEngineInterface::ApplySerializedStateToConstraint(const FPhysicsConstraintHandle& ConstraintHandle, Chaos::FSerializedDataBufferPtr&& InSerializedData, Chaos::ESerializedDataContext DataContext)
|
|
{
|
|
if (!ConstraintHandle.IsValid() || !InSerializedData)
|
|
{
|
|
return;
|
|
}
|
|
|
|
using namespace Chaos;
|
|
|
|
IPhysicsProxyBase* Proxy = ConstraintHandle.Constraint->GetProxy();
|
|
|
|
auto ApplySerializedPTSerializedState = [](IPhysicsProxyBase* Proxy, FPBDRigidsSolver& Solver, Chaos::FSerializedDataBufferPtr&& InSerializedData)
|
|
{
|
|
if (FConstraintHandle* PTConstraintHandle = static_cast<FConstraintHandle*>(Proxy->GetHandleUnsafe()))
|
|
{
|
|
Solver.GetSerializer().ApplySerializedStateToConstraint(PTConstraintHandle, *InSerializedData);
|
|
}
|
|
else
|
|
{
|
|
Solver.GetSerializer().PushPendingInternalSerializedStateForProxy(Proxy, MoveTemp(InSerializedData));
|
|
}
|
|
};
|
|
|
|
if (FPBDRigidsSolver* Solver = Proxy ? Proxy->GetSolver<FPBDRigidsSolver>() : nullptr)
|
|
{
|
|
switch (DataContext)
|
|
{
|
|
case ESerializedDataContext::External:
|
|
Solver->GetSerializer().ApplySerializedStateToConstraint(ConstraintHandle.Constraint, *InSerializedData);
|
|
break;
|
|
case ESerializedDataContext::Internal:
|
|
{
|
|
ApplySerializedPTSerializedState(Proxy, *Solver, MoveTemp(InSerializedData));
|
|
break;
|
|
}
|
|
case ESerializedDataContext::Both:
|
|
{
|
|
Solver->GetSerializer().ApplySerializedStateToConstraint(ConstraintHandle.Constraint, *InSerializedData);
|
|
ApplySerializedPTSerializedState(Proxy, *Solver, MoveTemp(InSerializedData));
|
|
break;
|
|
}
|
|
case ESerializedDataContext::Invalid:
|
|
default:
|
|
UE_LOG(LogChaos, Warning, TEXT("[%hs]: Failed to apply serialized state to particle | Unsupported Data Context [%s]."), __func__, Chaos::LexToString(DataContext));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
template<typename AllocatorType>
|
|
int32 GetAllShapesInternalImp_AssumedLocked(const FPhysicsActorHandle& InActorHandle,TArray<FPhysicsShapeReference_Chaos,AllocatorType>& OutShapes)
|
|
{
|
|
if(InActorHandle)
|
|
{
|
|
const Chaos::FShapesArray& ShapesArray = InActorHandle->GetGameThreadAPI().ShapesArray();
|
|
const int32 NumRelevantShapes = ShapesArray.Num();
|
|
OutShapes.Reset(NumRelevantShapes);
|
|
|
|
//todo: can we avoid this construction?
|
|
for(int32 ShapeIndex = 0; ShapeIndex < NumRelevantShapes; ++ShapeIndex)
|
|
{
|
|
OutShapes.Add(FPhysicsShapeReference_Chaos(ShapesArray[ShapeIndex].Get(),InActorHandle));
|
|
}
|
|
|
|
return OutShapes.Num();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int32 FChaosEngineInterface::GetAllShapes_AssumedLocked(const FPhysicsActorHandle& InActorHandle,TArray<FPhysicsShapeReference_Chaos,FDefaultAllocator>& OutShapes)
|
|
{
|
|
return GetAllShapesInternalImp_AssumedLocked(InActorHandle,OutShapes);
|
|
}
|
|
|
|
int32 FChaosEngineInterface::GetAllShapes_AssumedLocked(const FPhysicsActorHandle& InActorHandle,PhysicsInterfaceTypes::FInlineShapeArray& OutShapes)
|
|
{
|
|
return GetAllShapesInternalImp_AssumedLocked(InActorHandle,OutShapes);
|
|
}
|
|
|
|
void FChaosEngineInterface::CreateActor(const FActorCreationParams& InParams,FPhysicsActorHandle& Handle, UObject* InOwner)
|
|
{
|
|
LLM_SCOPE(ELLMTag::ChaosActor);
|
|
using namespace Chaos;
|
|
|
|
TUniquePtr<FGeometryParticle> Particle;
|
|
// Set object state based on the requested particle type
|
|
if(InParams.bStatic)
|
|
{
|
|
Particle = FGeometryParticle::CreateParticle();
|
|
Particle->SetResimType(EResimType::ResimAsFollower);
|
|
}
|
|
else
|
|
{
|
|
// Create an underlying dynamic particle
|
|
TUniquePtr<FPBDRigidParticle> Rigid = FPBDRigidParticle::CreateParticle();
|
|
Rigid->SetGravityEnabled(InParams.bEnableGravity);
|
|
Rigid->SetUpdateKinematicFromSimulation(InParams.bUpdateKinematicFromSimulation);
|
|
if(InParams.bSimulatePhysics)
|
|
{
|
|
if(InParams.bStartAwake)
|
|
{
|
|
Rigid->SetObjectState(EObjectStateType::Dynamic);
|
|
} else
|
|
{
|
|
Rigid->SetObjectState(EObjectStateType::Sleeping);
|
|
}
|
|
Rigid->SetResimType(EResimType::FullResim);
|
|
} else
|
|
{
|
|
Rigid->SetObjectState(EObjectStateType::Kinematic);
|
|
Rigid->SetResimType(EResimType::ResimAsFollower); //for now kinematics are never changed during resim
|
|
}
|
|
//Particle.Reset(Rigid.Release());
|
|
Particle = MoveTemp(Rigid);
|
|
}
|
|
|
|
// Set the particle acceleration structure spatial index here
|
|
{
|
|
FSpatialAccelerationIdx SpatialIndex{0, ESpatialAccelerationCollectionBucketInnerIdx::Default };
|
|
if (AccelerationStructureSplitStaticAndDynamic == 1)
|
|
{
|
|
if (AccelerationStructureIsolateQueryOnlyObjects == 1)
|
|
{
|
|
if (InParams.bStatic && InParams.bQueryOnly)
|
|
{
|
|
SpatialIndex = FSpatialAccelerationIdx{0, ESpatialAccelerationCollectionBucketInnerIdx::DefaultQueryOnly};
|
|
}
|
|
else if (!InParams.bStatic && InParams.bQueryOnly)
|
|
{
|
|
SpatialIndex = FSpatialAccelerationIdx{ 0, ESpatialAccelerationCollectionBucketInnerIdx::DynamicQueryOnly};
|
|
}
|
|
else if (!InParams.bStatic && !InParams.bQueryOnly)
|
|
{
|
|
SpatialIndex = FSpatialAccelerationIdx{ 0, ESpatialAccelerationCollectionBucketInnerIdx::Dynamic };
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!InParams.bStatic)
|
|
{
|
|
SpatialIndex = FSpatialAccelerationIdx{ 0, ESpatialAccelerationCollectionBucketInnerIdx::Dynamic };
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (AccelerationStructureIsolateQueryOnlyObjects == 1)
|
|
{
|
|
if (InParams.bQueryOnly)
|
|
{
|
|
SpatialIndex = FSpatialAccelerationIdx{ 0, ESpatialAccelerationCollectionBucketInnerIdx::DefaultQueryOnly };
|
|
}
|
|
}
|
|
}
|
|
Particle->SetSpatialIdx(SpatialIndex);
|
|
}
|
|
|
|
Handle = Chaos::FSingleParticlePhysicsProxy::Create(MoveTemp(Particle), InOwner);
|
|
Chaos::FRigidBodyHandle_External& Body_External = Handle->GetGameThreadAPI();
|
|
|
|
// Set up the new particle's game-thread data. This will be sent to physics-thread when
|
|
// the particle is added to the scene later.
|
|
Body_External.SetX(InParams.InitialTM.GetLocation(), /*bInvalidate=*/false); //do not generate wake event since this is part of initialization
|
|
Body_External.SetR(InParams.InitialTM.GetRotation(), /*bInvalidate=*/false);
|
|
#if CHAOS_DEBUG_NAME
|
|
Body_External.SetDebugName(MakeShareable(new FString(InParams.DebugName)));
|
|
#endif
|
|
}
|
|
|
|
void FChaosEngineInterface::ReleaseActor(FPhysicsActorHandle& Handle,FChaosScene* InScene,bool bNeverDerferRelease)
|
|
{
|
|
if(!Handle)
|
|
{
|
|
UE_LOG(LogChaos, Verbose, TEXT("Attempting to release an actor with a null handle"));
|
|
|
|
return;
|
|
}
|
|
|
|
if(InScene)
|
|
{
|
|
InScene->RemoveActorFromAccelerationStructure(Handle);
|
|
RemoveActorFromSolver(Handle,InScene->GetSolver());
|
|
}
|
|
else
|
|
{
|
|
delete Handle;
|
|
}
|
|
|
|
|
|
Handle = nullptr;
|
|
}
|
|
|
|
|
|
FChaosScene* FChaosEngineInterface::GetCurrentScene(const FPhysicsActorHandle& InHandle)
|
|
{
|
|
if(!InHandle)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
Chaos::FPBDRigidsSolver* Solver = InHandle->GetSolver<Chaos::FPBDRigidsSolver>();
|
|
return static_cast<FChaosScene*>(Solver ? Solver->PhysSceneHack : nullptr);
|
|
}
|
|
|
|
void FChaosEngineInterface::SetGlobalPose_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FTransform& InNewPose,bool bAutoWake)
|
|
{
|
|
Chaos::FRigidBodyHandle_External& Body_External = InActorReference->GetGameThreadAPI();
|
|
if (!IsKinematic(InActorReference) && !IsSleeping(InActorReference) && Chaos::FVec3::IsNearlyEqual(InNewPose.GetLocation(), Body_External.X(), SMALL_NUMBER) && Chaos::FRotation3::IsNearlyEqual(InNewPose.GetRotation(), Body_External.R(), SMALL_NUMBER))
|
|
{
|
|
// if simulating, don't update X/R if they haven't changed. this allows scale to be set on simulating body without overriding async position/rotation.
|
|
return;
|
|
}
|
|
|
|
if (IsKinematic(InActorReference))
|
|
{
|
|
// NOTE: SetGlobalPose is a teleport for kinematics. Use SetKinematicTarget_AssumesLocked
|
|
// if the kinematic should calculate its velocity from the transform delta.
|
|
Body_External.SetKinematicTarget(InNewPose);
|
|
Body_External.SetV(FVector::Zero());
|
|
Body_External.SetW(FVector::Zero());
|
|
}
|
|
|
|
Body_External.SetX(InNewPose.GetLocation());
|
|
Body_External.SetR(InNewPose.GetRotation());
|
|
|
|
Body_External.UpdateShapeBounds();
|
|
|
|
if (FChaosScene* Scene = GetCurrentScene(InActorReference))
|
|
{
|
|
Scene->UpdateActorInAccelerationStructure(InActorReference);
|
|
}
|
|
}
|
|
|
|
// Match the logic in places that use SyncKinematicOnGameThread (like
|
|
// FSingleParticlePhysicsProxy::PullFromPhysicsState) - to see if that will be updating the
|
|
// position. If not, then we need to do it here.
|
|
bool ShouldSetKinematicTargetSetGameTransform(const FPhysicsActorHandle& InActorReference)
|
|
{
|
|
Chaos::FPBDRigidParticle* Rigid = InActorReference->GetRigidParticleUnsafe();
|
|
if (Rigid && Rigid->ObjectState() == Chaos::EObjectStateType::Kinematic)
|
|
{
|
|
switch (Chaos::SyncKinematicOnGameThread)
|
|
{
|
|
case 0:
|
|
return true;
|
|
case 1:
|
|
return false;
|
|
default:
|
|
return !Rigid->UpdateKinematicFromSimulation();
|
|
}
|
|
}
|
|
// Historically the game TM gets set through using the kinematic target even if called with a
|
|
// non-kinematic object, so preserve that behavior.
|
|
return true;
|
|
}
|
|
|
|
void FChaosEngineInterface::SetKinematicTarget_AssumesLocked(const FPhysicsActorHandle& InActorReference,const FTransform& InNewTarget)
|
|
{
|
|
// SetKinematicTarget_AssumesLocked could be called multiple times in one time step
|
|
const Chaos::FKinematicTarget NewKinematicTarget = Chaos::FKinematicTarget::MakePositionTarget(InNewTarget);
|
|
InActorReference->GetGameThreadAPI().SetKinematicTarget(NewKinematicTarget);
|
|
|
|
// If enabled for this body, immediately update the body transforms to match the kinematic target.
|
|
// @todo(chaos): Velocity is not updated here and never will be because we don't read back from the physics thread.
|
|
// We should fix this, but it is awkward to handle multiple calls to SetKinematicTarget on the same frame if we
|
|
// don't have a "previous transform" from which to calculate the velocity and we have overwritten X/R already.
|
|
if (ShouldSetKinematicTargetSetGameTransform(InActorReference))
|
|
{
|
|
// IMPORTANT : we do not invalidate X and R as they will be properly computed using the kinematic target information
|
|
InActorReference->GetGameThreadAPI().SetX(InNewTarget.GetLocation(), false);
|
|
InActorReference->GetGameThreadAPI().SetR(InNewTarget.GetRotation(), false);
|
|
InActorReference->GetGameThreadAPI().UpdateShapeBounds();
|
|
|
|
FChaosScene* Scene = GetCurrentScene(InActorReference);
|
|
Scene->UpdateActorInAccelerationStructure(InActorReference);
|
|
}
|
|
}
|