Refactor Collider base class to improve code sharing across collider shape types
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@@ -5,11 +5,6 @@
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Physics/Utilities.h"
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#include "Engine/Physics/Physics.h"
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#include <ThirdParty/PhysX/PxShape.h>
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#include <ThirdParty/PhysX/PxRigidActor.h>
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#if USE_EDITOR
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#include "Engine/Level/Scene/SceneRendering.h"
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#endif
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MeshCollider::MeshCollider(const SpawnParams& params)
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: Collider(params)
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@@ -117,26 +112,6 @@ void MeshCollider::Deserialize(DeserializeStream& stream, ISerializeModifier* mo
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DESERIALIZE(CollisionData);
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}
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#if USE_EDITOR
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void MeshCollider::OnEnable()
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{
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GetSceneRendering()->AddPhysicsDebug<MeshCollider, &MeshCollider::DrawPhysicsDebug>(this);
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// Base
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Collider::OnEnable();
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}
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void MeshCollider::OnDisable()
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{
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GetSceneRendering()->RemovePhysicsDebug<MeshCollider, &MeshCollider::DrawPhysicsDebug>(this);
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// Base
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Collider::OnDisable();
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}
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#endif
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void MeshCollider::UpdateBounds()
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{
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// Cache bounds
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@@ -149,11 +124,10 @@ void MeshCollider::UpdateBounds()
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BoundingSphere::FromBox(_box, _sphere);
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}
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void MeshCollider::CreateShape()
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void MeshCollider::GetGeometry(PxGeometryHolder& geometry)
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{
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// Prepare scale
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Vector3 scale = GetScale();
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_cachedScale = scale;
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Vector3 scale = _cachedScale;
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scale.Absolute();
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const float minSize = 0.001f;
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scale = Vector3::Max(scale, minSize);
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@@ -165,100 +139,23 @@ void MeshCollider::CreateShape()
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if (type == CollisionDataType::ConvexMesh)
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{
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// Convex mesh
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PxConvexMeshGeometry geometry;
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geometry.scale.scale = C2P(scale);
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geometry.convexMesh = CollisionData->GetConvex();
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CreateShapeBase(geometry);
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PxConvexMeshGeometry convexMesh;
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convexMesh.scale.scale = C2P(scale);
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convexMesh.convexMesh = CollisionData->GetConvex();
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geometry.storeAny(convexMesh);
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}
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else if (type == CollisionDataType::TriangleMesh)
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{
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// Triangle mesh
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PxTriangleMeshGeometry geometry;
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geometry.scale.scale = C2P(scale);
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geometry.triangleMesh = CollisionData->GetTriangle();
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CreateShapeBase(geometry);
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PxTriangleMeshGeometry triangleMesh;
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triangleMesh.scale.scale = C2P(scale);
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triangleMesh.triangleMesh = CollisionData->GetTriangle();
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geometry.storeAny(triangleMesh);
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}
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else
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{
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// Dummy geometry
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const PxSphereGeometry geometry(0.01f);
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CreateShapeBase(geometry);
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}
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}
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void MeshCollider::UpdateGeometry()
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{
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// Check if has no shape created
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if (_shape == nullptr)
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return;
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// Recreate shape if geometry has different type
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CollisionDataType type = CollisionDataType::None;
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if (CollisionData && CollisionData->IsLoaded())
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type = CollisionData->GetOptions().Type;
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if ((type == CollisionDataType::ConvexMesh && _shape->getGeometryType() != PxGeometryType::eCONVEXMESH)
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|| (type == CollisionDataType::TriangleMesh && _shape->getGeometryType() != PxGeometryType::eTRIANGLEMESH)
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|| (type == CollisionDataType::None && _shape->getGeometryType() != PxGeometryType::eSPHERE)
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)
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{
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// Detach from the actor
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auto actor = _shape->getActor();
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if (actor)
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actor->detachShape(*_shape);
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// Release shape
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Physics::RemoveCollider(this);
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_shape->release();
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_shape = nullptr;
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// Recreate shape
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CreateShape();
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// Reattach again (only if can, see CanAttach function)
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if (actor)
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{
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if (_staticActor != nullptr || type != CollisionDataType::TriangleMesh)
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{
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actor->attachShape(*_shape);
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}
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else
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{
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// Be static triangle mesh
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CreateStaticActor();
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}
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}
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return;
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}
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// Prepare scale
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Vector3 scale = GetScale();
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_cachedScale = scale;
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scale.Absolute();
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const float minSize = 0.001f;
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scale = Vector3::Max(scale, minSize);
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// Setup shape (based on type)
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if (type == CollisionDataType::ConvexMesh)
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{
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// Convex mesh
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PxConvexMeshGeometry geometry;
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geometry.scale.scale = C2P(scale);
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geometry.convexMesh = CollisionData->GetConvex();
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_shape->setGeometry(geometry);
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}
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else if (type == CollisionDataType::TriangleMesh)
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{
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// Triangle mesh
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PxTriangleMeshGeometry geometry;
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geometry.scale.scale = C2P(scale);
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geometry.triangleMesh = CollisionData->GetTriangle();
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_shape->setGeometry(geometry);
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}
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else
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{
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// Dummy geometry
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const PxSphereGeometry geometry(0.01f);
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_shape->setGeometry(geometry);
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const PxSphereGeometry sphere(minSize);
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geometry.storeAny(sphere);
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}
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}
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