182 lines
5.2 KiB
C++
182 lines
5.2 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/Core/Math/Ray.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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#if USE_EDITOR
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#include "Engine/Debug/DebugLog.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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#if USE_EDITOR || !BUILD_RELEASE
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if (type == CollisionDataType::TriangleMesh)
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{
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LOG(Warning, "Cannot attach '{0}' using Triangle Mesh collider '{1}' to Rigid Body (not supported)", GetNamePath(), CollisionData->ToString());
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}
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#endif
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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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#include "Engine/Graphics/RenderView.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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if (view.Mode == ViewMode::PhysicsColliders && !GetIsTrigger())
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{
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Array<Vector3>* vertexBuffer;
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Array<int32>* indexBuffer;
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CollisionData->GetDebugTriangles(vertexBuffer, indexBuffer);
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DebugDraw::DrawTriangles(*vertexBuffer, *indexBuffer, _transform.GetWorld(), _staticActor ? Color::CornflowerBlue : Color::Orchid, 0, true);
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}
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else
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{
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DebugDraw::DrawLines(CollisionData->GetDebugLines(), _transform.GetWorld(), Color::GreenYellow * 0.8f, 0, true);
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}
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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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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::GetGeometry(PxGeometryHolder& geometry)
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{
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// Prepare 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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// 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 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 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 sphere(minSize);
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geometry.storeAny(sphere);
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}
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}
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