Add support for generating Collision Data from Skinned Models
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@@ -5,6 +5,7 @@
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#include "CollisionCooking.h"
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#include "Engine/Threading/Task.h"
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#include "Engine/Graphics/Async/GPUTask.h"
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#include "Engine/Graphics/Models/MeshBase.h"
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#include "Engine/Core/Log.h"
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#include "Physics.h"
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#include <ThirdParty/PhysX/cooking/PxCooking.h>
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@@ -186,14 +187,15 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
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}
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// Pick a proper model LOD
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const int32 lodIndex = Math::Clamp(arg.ModelLodIndex, 0, arg.Model->LODs.Count());
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auto lod = &arg.Model->LODs[lodIndex];
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const int32 lodIndex = Math::Clamp(arg.ModelLodIndex, 0, arg.Model->GetLODsCount());
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Array<MeshBase*> meshes;
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arg.Model->GetMeshes(meshes, lodIndex);
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// Download model LOD data from the GPU.
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// It's easier than reading internal, versioned mesh storage format.
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// Also it works with virtual assets that have no dedicated storage.
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// Note: request all meshes data at once and wait for the tasks to be done.
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const int32 meshesCount = lod->Meshes.Count();
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const int32 meshesCount = meshes.Count();
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Array<BytesContainer> vertexBuffers;
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Array<BytesContainer> indexBuffers;
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vertexBuffers.Resize(meshesCount);
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@@ -205,9 +207,9 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
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Array<Task*> tasks(meshesCount + meshesCount);
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for (int32 i = 0; i < meshesCount; i++)
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{
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const auto& mesh = lod->Meshes[i];
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const auto& mesh = *meshes[i];
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auto task = mesh.ExtractDataAsync(MeshBufferType::Vertex0, vertexBuffers[i]);
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auto task = mesh.DownloadDataGPUAsync(MeshBufferType::Vertex0, vertexBuffers[i]);
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if (task == nullptr)
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return true;
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task->Start();
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@@ -216,7 +218,7 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
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if (needIndexBuffer)
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{
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task = mesh.ExtractDataAsync(MeshBufferType::Index, indexBuffers[i]);
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task = mesh.DownloadDataGPUAsync(MeshBufferType::Index, indexBuffers[i]);
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if (task == nullptr)
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return true;
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task->Start();
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@@ -236,7 +238,7 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
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int32 vertexCounter = 0, indexCounter = 0;
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for (int32 i = 0; i < meshesCount; i++)
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{
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const auto& mesh = lod->Meshes[i];
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const auto& mesh = *meshes[i];
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const auto& vData = vertexBuffers[i];
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const int32 firstVertexIndex = vertexCounter;
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@@ -251,7 +253,7 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
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if (mesh.Use16BitIndexBuffer())
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{
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auto dst = finalIndexData.Get() + indexCounter;
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auto src = (uint16*)iData.Get();
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auto src = iData.Get<uint16>();
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for (int32 j = 0; j < indexCount; j++)
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{
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*dst++ = firstVertexIndex + *src++;
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@@ -261,7 +263,7 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
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else
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{
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auto dst = finalIndexData.Get() + indexCounter;
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auto src = (uint32*)iData.Get();
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auto src = iData.Get<uint32>();
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for (int32 j = 0; j < indexCount; j++)
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{
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*dst++ = firstVertexIndex + *src++;
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@@ -7,7 +7,7 @@
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#include "Engine/Core/Types/DataContainer.h"
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#include "Engine/Physics/CollisionData.h"
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#include "Engine/Graphics/Models/ModelData.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Content/Assets/ModelBase.h"
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namespace physx
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{
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@@ -40,7 +40,7 @@ public:
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{
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CollisionDataType Type = CollisionDataType::None;
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ModelData* OverrideModelData = nullptr;
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AssetReference<Model> Model;
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AssetReference<ModelBase> Model;
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int32 ModelLodIndex = 0;
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ConvexMeshGenerationFlags ConvexFlags = ConvexMeshGenerationFlags::None;
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int32 ConvexVertexLimit = 255;
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@@ -23,7 +23,7 @@ CollisionData::CollisionData(const SpawnParams& params, const AssetInfo* info)
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#if COMPILE_WITH_PHYSICS_COOKING
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bool CollisionData::CookCollision(CollisionDataType type, Model* modelObj, int32 modelLodIndex, ConvexMeshGenerationFlags convexFlags, int32 convexVertexLimit)
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bool CollisionData::CookCollision(CollisionDataType type, ModelBase* modelObj, int32 modelLodIndex, ConvexMeshGenerationFlags convexFlags, int32 convexVertexLimit)
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{
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// Validate state
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if (!IsVirtual())
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@@ -4,11 +4,17 @@
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#include "Engine/Content/BinaryAsset.h"
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#include "Engine/Core/Math/BoundingBox.h"
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#include "Engine/Physics/Types.h"
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class Model;
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class ModelBase;
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class ModelData;
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namespace physx
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{
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class PxConvexMesh;
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class PxTriangleMesh;
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}
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/// <summary>
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/// A <see cref="CollisionData"/> storage data type.
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/// </summary>
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@@ -156,8 +162,8 @@ public:
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private:
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CollisionDataOptions _options;
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PxConvexMesh* _convexMesh;
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PxTriangleMesh* _triangleMesh;
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physx::PxConvexMesh* _convexMesh;
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physx::PxTriangleMesh* _triangleMesh;
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public:
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@@ -173,8 +179,7 @@ public:
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/// <summary>
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/// Gets the convex mesh object (valid only if asset is loaded and has cooked convex data).
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/// </summary>
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/// <returns>The convex mesh</returns>
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FORCE_INLINE PxConvexMesh* GetConvex() const
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FORCE_INLINE physx::PxConvexMesh* GetConvex() const
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{
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return _convexMesh;
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}
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@@ -182,8 +187,7 @@ public:
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/// <summary>
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/// Gets the triangle mesh object (valid only if asset is loaded and has cooked triangle data).
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/// </summary>
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/// <returns>The triangle mesh</returns>
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FORCE_INLINE PxTriangleMesh* GetTriangle() const
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FORCE_INLINE physx::PxTriangleMesh* GetTriangle() const
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{
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return _triangleMesh;
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}
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@@ -203,7 +207,7 @@ public:
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/// <param name="modelLodIndex">The source model LOD index.</param>
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/// <param name="convexFlags">The convex mesh generation flags.</param>
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/// <param name="convexVertexLimit">The convex mesh vertex limit. Use values in range [8;255]</param>
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API_FUNCTION() bool CookCollision(CollisionDataType type, Model* model, int32 modelLodIndex = 0, ConvexMeshGenerationFlags convexFlags = ConvexMeshGenerationFlags::None, int32 convexVertexLimit = 255);
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API_FUNCTION() bool CookCollision(CollisionDataType type, ModelBase* model, int32 modelLodIndex = 0, ConvexMeshGenerationFlags convexFlags = ConvexMeshGenerationFlags::None, int32 convexVertexLimit = 255);
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/// <summary>
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/// Cooks the mesh collision data and updates the virtual asset. action cannot be performed on a main thread.
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