288 lines
13 KiB
C++
288 lines
13 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Content/BinaryAsset.h"
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#include "Engine/Core/Math/BoundingBox.h"
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class Model;
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class ModelBase;
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class ModelData;
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class MeshBase;
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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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API_ENUM() enum class CollisionDataType
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{
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/// <summary>
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/// Nothing.
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/// </summary>
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None = 0,
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/// <summary>
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/// A convex polyhedron represented as a set of vertices and polygonal faces. The number of vertices and faces of a convex mesh is limited to 255.
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/// </summary>
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ConvexMesh = 1,
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/// <summary>
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/// A collision triangle mesh consists of a collection of vertices and the triangle indices.
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/// </summary>
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TriangleMesh = 2,
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};
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/// <summary>
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/// Set of flags used to generate model convex mesh. Allows to customize process.
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/// </summary>
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API_ENUM(Attributes="Flags") enum class ConvexMeshGenerationFlags
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{
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/// <summary>
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/// Nothing.
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/// </summary>
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None = 0,
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/// <summary>
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/// Disables the convex mesh validation to speed-up hull creation. Creating a convex mesh with invalid input data without prior validation may result in undefined behavior.
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/// </summary>
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SkipValidation = 1,
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/// <summary>
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/// Enables plane shifting vertex limit algorithm.
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///
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/// Plane shifting is an alternative algorithm for the case when the computed hull has more vertices
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/// than the specified vertex limit.
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///
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/// The default algorithm computes the full hull, and an OBB around the input vertices. This OBB is then sliced
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/// with the hull planes until the vertex limit is reached. The default algorithm requires the vertex limit
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/// to be set to at least 8, and typically produces results that are much better quality than are produced
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/// by plane shifting.
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///
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/// When plane shifting is enabled, the hull computation stops when vertex limit is reached.The hull planes
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/// are then shifted to contain all input vertices, and the new plane intersection points are then used to
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/// generate the final hull with the given vertex limit.Plane shifting may produce sharp edges to vertices
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/// very far away from the input cloud, and does not guarantee that all input vertices are inside the resulting
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/// hull. However, it can be used with a vertex limit as low as 4.
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/// </summary>
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UsePlaneShifting = 2,
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/// <summary>
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/// Inertia tensor computation is faster using SIMD code, but the precision is lower, which may result in incorrect inertia for very thin hulls.
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/// </summary>
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UseFastInteriaComputation = 4,
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/// <summary>
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/// Convex hull input vertices are shifted to be around origin to provide better computation stability.
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/// It is recommended to provide input vertices around the origin, otherwise use this flag to improve numerical stability.
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/// </summary>
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ShiftVertices = 8,
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/// <summary>
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/// If checked, the face remap table is not created. This saves a significant amount of memory, but disabled ability to remap the cooked collision geometry into original mesh using raycast hit info.
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/// </summary>
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SuppressFaceRemapTable = 16,
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/// <summary>
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/// The combination of flags that improve the collision data cooking performance at the cost of quality and features. Recommend for runtime dynamic or deformable objects that need quick collision updates.
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/// </summary>
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FastCook = SkipValidation | UseFastInteriaComputation | SuppressFaceRemapTable,
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};
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DECLARE_ENUM_OPERATORS(ConvexMeshGenerationFlags);
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/// <summary>
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/// The collision data asset cooking options.
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/// </summary>
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API_STRUCT() struct CollisionDataOptions
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{
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(CollisionDataOptions);
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/// <summary>
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/// The data type.
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/// </summary>
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API_FIELD() CollisionDataType Type = CollisionDataType::None;
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/// <summary>
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/// The source model asset id.
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/// </summary>
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API_FIELD() Guid Model = Guid::Empty;
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/// <summary>
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/// The source model LOD index.
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/// </summary>
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API_FIELD() int32 ModelLodIndex = 0;
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/// <summary>
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/// The cooked collision bounds.
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/// </summary>
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API_FIELD() BoundingBox Box = BoundingBox::Zero;
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/// <summary>
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/// The convex generation flags.
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/// </summary>
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API_FIELD() ConvexMeshGenerationFlags ConvexFlags = ConvexMeshGenerationFlags::None;
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/// <summary>
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/// The convex vertices limit (maximum amount).
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/// </summary>
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API_FIELD() int32 ConvexVertexLimit = 0;
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/// <summary>
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/// The source model material slots mask. One bit per-slot. Can be used to exclude particular material slots from collision cooking.
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/// </summary>
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API_FIELD() uint32 MaterialSlotsMask = MAX_uint32;
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};
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/// <summary>
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/// Represents a physics mesh that can be used with a MeshCollider. Physics mesh can be a generic triangle mesh or a convex mesh.
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/// </summary>
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API_CLASS(NoSpawn) class FLAXENGINE_API CollisionData : public BinaryAsset
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{
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DECLARE_BINARY_ASSET_HEADER(CollisionData, 1);
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public:
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/// <summary>
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/// A raw structure stored in the binary asset. It has fixed size so it's easier to add new parameters to it. It's loaded and changed into Options structure used at runtime.
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/// </summary>
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struct SerializedOptions
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{
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CollisionDataType Type;
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Guid Model;
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int32 ModelLodIndex;
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ConvexMeshGenerationFlags ConvexFlags;
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int32 ConvexVertexLimit;
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uint32 MaterialSlotsMask;
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byte Padding[92];
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};
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static_assert(sizeof(SerializedOptions) == 128, "Invalid collision data options size. Change the padding.");
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private:
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CollisionDataOptions _options;
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void* _convexMesh;
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void* _triangleMesh;
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public:
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/// <summary>
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/// Gets the options.
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/// </summary>
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API_PROPERTY() FORCE_INLINE const CollisionDataOptions& GetOptions() const
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{
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return _options;
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}
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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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FORCE_INLINE void* GetConvex() const
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{
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return _convexMesh;
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}
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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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FORCE_INLINE void* GetTriangle() const
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{
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return _triangleMesh;
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}
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public:
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#if COMPILE_WITH_PHYSICS_COOKING
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/// <summary>
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/// Cooks the mesh collision data and updates the virtual asset.
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/// </summary>
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/// <remarks>
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/// Can be used only for virtual assets (see <see cref="Asset.IsVirtual"/> and <see cref="Content.CreateVirtualAsset{T}"/>).
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/// </remarks>
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/// <param name="type">The collision data type.</param>
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/// <param name="model">The source model. If model is virtual then this method cannot be called from the main thread.</param>
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/// <param name="modelLodIndex">The source model LOD index.</param>
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/// <param name="materialSlotsMask">The source model material slots mask. One bit per-slot. Can be used to exclude particular material slots from collision cooking.</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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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() bool CookCollision(CollisionDataType type, ModelBase* model, int32 modelLodIndex = 0, uint32 materialSlotsMask = MAX_uint32, 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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/// </summary>
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/// <remarks>
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/// Can be used only for virtual assets (see <see cref="Asset.IsVirtual"/> and <see cref="Content.CreateVirtualAsset{T}"/>).
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/// </remarks>
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/// <param name="type">The collision data type.</param>
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/// <param name="vertices">The source geometry vertex buffer with vertices positions. Cannot be empty.</param>
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/// <param name="triangles">The source data index buffer (triangles list). Uses 32-bit stride buffer. Cannot be empty. Length must be multiple of 3 (as 3 vertices build a triangle).</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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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() bool CookCollision(CollisionDataType type, const Span<Float3>& vertices, const Span<uint32>& triangles, 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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/// </summary>
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/// <remarks>
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/// Can be used only for virtual assets (see <see cref="Asset.IsVirtual"/> and <see cref="Content.CreateVirtualAsset{T}"/>).
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/// </remarks>
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/// <param name="type">The collision data type.</param>
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/// <param name="vertices">The source geometry vertex buffer with vertices positions. Cannot be empty.</param>
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/// <param name="triangles">The source data index buffer (triangles list). Uses 32-bit stride buffer. Cannot be empty. Length must be multiple of 3 (as 3 vertices build a triangle).</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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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() bool CookCollision(CollisionDataType type, const Span<Float3>& vertices, const Span<int32>& triangles, 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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/// </summary>
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/// <remarks>
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/// Can be used only for virtual assets (see <see cref="Asset.IsVirtual"/> and <see cref="Content.CreateVirtualAsset{T}"/>).
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/// </remarks>
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/// <param name="type">The collision data type.</param>
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/// <param name="modelData">The custom geometry.</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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/// <returns>True if failed, otherwise false.</returns>
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bool CookCollision(CollisionDataType type, ModelData* modelData, ConvexMeshGenerationFlags convexFlags, int32 convexVertexLimit);
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#endif
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/// <summary>
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/// Extracts the triangle index of the original mesh data used for cooking this collision data. Can be used to get vertex attributes of the triangle mesh hit by the raycast.
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/// </summary>
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/// <remarks>Supported only for collision data built as triangle mesh and without <see cref="ConvexMeshGenerationFlags.SuppressFaceRemapTable"/> flag set.</remarks>
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/// <param name="faceIndex">The face index of the collision mesh.</param>
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/// <param name="mesh">The result source mesh used to build this collision data (can be null if collision data was cooked using custom geometry without source Model set).</param>
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/// <param name="meshTriangleIndex">The result triangle index of the source geometry used to build this collision data.</param>
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/// <returns>True if got a valid triangle index, otherwise false.</returns>
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API_FUNCTION() bool GetModelTriangle(uint32 faceIndex, API_PARAM(Out) MeshBase*& mesh, API_PARAM(Out) uint32& meshTriangleIndex) const;
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/// <summary>
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/// Extracts the collision data geometry into list of triangles.
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/// </summary>
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/// <param name="vertexBuffer">The output vertex buffer.</param>
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/// <param name="indexBuffer">The output index buffer.</param>
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API_FUNCTION() void ExtractGeometry(API_PARAM(Out) Array<Float3>& vertexBuffer, API_PARAM(Out) Array<int32>& indexBuffer) const;
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public:
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// MeshCollider is drawing debug view of the collision data, allow to share it across instances
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#if USE_EDITOR
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private:
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bool _hasMissingDebugLines = true;
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Array<Float3> _debugLines;
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Array<Float3> _debugVertexBuffer;
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Array<int32> _debugIndexBuffer;
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public:
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const Array<Float3>& GetDebugLines();
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void GetDebugTriangles(Array<Float3>*& vertexBuffer, Array<int32>*& indexBuffer);
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#endif
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private:
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LoadResult load(const SerializedOptions* options, byte* dataPtr, int32 dataSize);
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protected:
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// [BinaryAsset]
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LoadResult load() override;
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void unload(bool isReloading) override;
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AssetChunksFlag getChunksToPreload() const override;
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};
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