265 lines
7.1 KiB
C++
265 lines
7.1 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "MeshCollider.h"
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#include "Engine/Core/Math/Matrix.h"
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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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{
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CollisionData.Changed.Bind<MeshCollider, &MeshCollider::OnCollisionDataChanged>(this);
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CollisionData.Loaded.Bind<MeshCollider, &MeshCollider::OnCollisionDataLoaded>(this);
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}
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void MeshCollider::OnCollisionDataChanged()
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{
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// This should not be called during physics simulation, if it happened use write lock on physx scene
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ASSERT(!Physics::IsDuringSimulation());
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if (CollisionData)
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{
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// Ensure that collision asset is loaded (otherwise objects might fall though collider that is not yet loaded on play begin)
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CollisionData->WaitForLoaded();
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}
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UpdateGeometry();
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UpdateBounds();
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}
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void MeshCollider::OnCollisionDataLoaded()
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{
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UpdateGeometry();
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UpdateBounds();
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}
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bool MeshCollider::CanAttach(RigidBody* rigidBody) const
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{
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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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return type != CollisionDataType::TriangleMesh;
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}
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bool MeshCollider::CanBeTrigger() const
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{
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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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return type != CollisionDataType::TriangleMesh;
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}
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#if USE_EDITOR
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#include "Engine/Debug/DebugDraw.h"
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void MeshCollider::DrawPhysicsDebug(RenderView& view)
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{
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if (CollisionData && CollisionData->IsLoaded())
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{
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const auto& debugLines = CollisionData->GetDebugLines();
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DEBUG_DRAW_LINES(Span<Vector3>(debugLines.Get(), debugLines.Count()), _transform.GetWorld(), Color::GreenYellow * 0.8f, 0, true);
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}
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}
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void MeshCollider::OnDebugDrawSelected()
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{
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if (CollisionData && CollisionData->IsLoaded())
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{
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const auto& debugLines = CollisionData->GetDebugLines();
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DEBUG_DRAW_LINES(Span<Vector3>(debugLines.Get(), debugLines.Count()), _transform.GetWorld(), Color::GreenYellow, 0, false);
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}
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// Base
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Collider::OnDebugDrawSelected();
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}
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#endif
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bool MeshCollider::IntersectsItself(const Ray& ray, float& distance, Vector3& normal)
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{
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// Use detailed hit
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if (_shape)
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{
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RayCastHit hitInfo;
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if (!RayCast(ray.Position, ray.Direction, hitInfo))
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return false;
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distance = hitInfo.Distance;
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normal = hitInfo.Normal;
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return true;
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}
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// Fallback to AABB
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return _box.Intersects(ray, distance, normal);
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}
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void MeshCollider::Serialize(SerializeStream& stream, const void* otherObj)
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{
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// Base
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Collider::Serialize(stream, otherObj);
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SERIALIZE_GET_OTHER_OBJ(MeshCollider);
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SERIALIZE(CollisionData);
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}
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void MeshCollider::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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{
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// Base
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Collider::Deserialize(stream, modifier);
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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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BoundingBox box;
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if (CollisionData && CollisionData->IsLoaded())
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box = CollisionData->GetOptions().Box;
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else
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box = BoundingBox::Zero;
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BoundingBox::Transform(box, _transform.GetWorld(), _box);
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BoundingSphere::FromBox(_box, _sphere);
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}
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void MeshCollider::CreateShape()
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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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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)
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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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}
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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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}
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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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}
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}
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