Add support for generating Collision Data from Skinned Models

This commit is contained in:
Wojtek Figat
2021-03-30 17:58:24 +02:00
parent e01a0585a8
commit a6d488c4ef
8 changed files with 160 additions and 33 deletions

View File

@@ -5,6 +5,7 @@
#include "CollisionCooking.h"
#include "Engine/Threading/Task.h"
#include "Engine/Graphics/Async/GPUTask.h"
#include "Engine/Graphics/Models/MeshBase.h"
#include "Engine/Core/Log.h"
#include "Physics.h"
#include <ThirdParty/PhysX/cooking/PxCooking.h>
@@ -186,14 +187,15 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
}
// Pick a proper model LOD
const int32 lodIndex = Math::Clamp(arg.ModelLodIndex, 0, arg.Model->LODs.Count());
auto lod = &arg.Model->LODs[lodIndex];
const int32 lodIndex = Math::Clamp(arg.ModelLodIndex, 0, arg.Model->GetLODsCount());
Array<MeshBase*> meshes;
arg.Model->GetMeshes(meshes, lodIndex);
// Download model LOD data from the GPU.
// It's easier than reading internal, versioned mesh storage format.
// Also it works with virtual assets that have no dedicated storage.
// Note: request all meshes data at once and wait for the tasks to be done.
const int32 meshesCount = lod->Meshes.Count();
const int32 meshesCount = meshes.Count();
Array<BytesContainer> vertexBuffers;
Array<BytesContainer> indexBuffers;
vertexBuffers.Resize(meshesCount);
@@ -205,9 +207,9 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
Array<Task*> tasks(meshesCount + meshesCount);
for (int32 i = 0; i < meshesCount; i++)
{
const auto& mesh = lod->Meshes[i];
const auto& mesh = *meshes[i];
auto task = mesh.ExtractDataAsync(MeshBufferType::Vertex0, vertexBuffers[i]);
auto task = mesh.DownloadDataGPUAsync(MeshBufferType::Vertex0, vertexBuffers[i]);
if (task == nullptr)
return true;
task->Start();
@@ -216,7 +218,7 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
if (needIndexBuffer)
{
task = mesh.ExtractDataAsync(MeshBufferType::Index, indexBuffers[i]);
task = mesh.DownloadDataGPUAsync(MeshBufferType::Index, indexBuffers[i]);
if (task == nullptr)
return true;
task->Start();
@@ -236,7 +238,7 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
int32 vertexCounter = 0, indexCounter = 0;
for (int32 i = 0; i < meshesCount; i++)
{
const auto& mesh = lod->Meshes[i];
const auto& mesh = *meshes[i];
const auto& vData = vertexBuffers[i];
const int32 firstVertexIndex = vertexCounter;
@@ -251,7 +253,7 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
if (mesh.Use16BitIndexBuffer())
{
auto dst = finalIndexData.Get() + indexCounter;
auto src = (uint16*)iData.Get();
auto src = iData.Get<uint16>();
for (int32 j = 0; j < indexCount; j++)
{
*dst++ = firstVertexIndex + *src++;
@@ -261,7 +263,7 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
else
{
auto dst = finalIndexData.Get() + indexCounter;
auto src = (uint32*)iData.Get();
auto src = iData.Get<uint32>();
for (int32 j = 0; j < indexCount; j++)
{
*dst++ = firstVertexIndex + *src++;