EM_Task/UnrealEd/Private/GeomFitUtils.h
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

135 lines
5.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
/*=============================================================================
GeomFitUtils.h: Utilities for fitting collision models to static meshes.
=============================================================================*/
// k-DOP (k-Discrete Oriented Polytopes) Direction Vectors
#define RCP_SQRT2 (0.70710678118654752440084436210485f)
#define RCP_SQRT3 (0.57735026918962576450914878050196f)
class UStaticMesh;
const FVector KDopDir10X[10] =
{
FVector(1.f, 0.f, 0.f),
FVector(-1.f, 0.f, 0.f),
FVector(0.f, 1.f, 0.f),
FVector(0.f, -1.f, 0.f),
FVector(0.f, 0.f, 1.f),
FVector(0.f, 0.f, -1.f),
FVector(0.f, RCP_SQRT2, RCP_SQRT2),
FVector(0.f, -RCP_SQRT2, -RCP_SQRT2),
FVector(0.f, RCP_SQRT2, -RCP_SQRT2),
FVector(0.f, -RCP_SQRT2, RCP_SQRT2)};
const FVector KDopDir10Y[10] =
{
FVector(1.f, 0.f, 0.f),
FVector(-1.f, 0.f, 0.f),
FVector(0.f, 1.f, 0.f),
FVector(0.f, -1.f, 0.f),
FVector(0.f, 0.f, 1.f),
FVector(0.f, 0.f, -1.f),
FVector(RCP_SQRT2, 0.f, RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector(RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, RCP_SQRT2)};
const FVector KDopDir10Z[10] =
{
FVector(1.f, 0.f, 0.f),
FVector(-1.f, 0.f, 0.f),
FVector(0.f, 1.f, 0.f),
FVector(0.f, -1.f, 0.f),
FVector(0.f, 0.f, 1.f),
FVector(0.f, 0.f, -1.f),
FVector(RCP_SQRT2, RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector(RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, RCP_SQRT2, 0.f)};
const FVector KDopDir18[18] =
{
FVector(1.f, 0.f, 0.f),
FVector(-1.f, 0.f, 0.f),
FVector(0.f, 1.f, 0.f),
FVector(0.f, -1.f, 0.f),
FVector(0.f, 0.f, 1.f),
FVector(0.f, 0.f, -1.f),
FVector(0.f, RCP_SQRT2, RCP_SQRT2),
FVector(0.f, -RCP_SQRT2, -RCP_SQRT2),
FVector(0.f, RCP_SQRT2, -RCP_SQRT2),
FVector(0.f, -RCP_SQRT2, RCP_SQRT2),
FVector(RCP_SQRT2, 0.f, RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector(RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, RCP_SQRT2),
FVector(RCP_SQRT2, RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector(RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, RCP_SQRT2, 0.f)};
const FVector KDopDir26[26] =
{
FVector(1.f, 0.f, 0.f),
FVector(-1.f, 0.f, 0.f),
FVector(0.f, 1.f, 0.f),
FVector(0.f, -1.f, 0.f),
FVector(0.f, 0.f, 1.f),
FVector(0.f, 0.f, -1.f),
FVector(0.f, RCP_SQRT2, RCP_SQRT2),
FVector(0.f, -RCP_SQRT2, -RCP_SQRT2),
FVector(0.f, RCP_SQRT2, -RCP_SQRT2),
FVector(0.f, -RCP_SQRT2, RCP_SQRT2),
FVector(RCP_SQRT2, 0.f, RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector(RCP_SQRT2, 0.f, -RCP_SQRT2),
FVector(-RCP_SQRT2, 0.f, RCP_SQRT2),
FVector(RCP_SQRT2, RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector(RCP_SQRT2, -RCP_SQRT2, 0.f),
FVector(-RCP_SQRT2, RCP_SQRT2, 0.f),
FVector(RCP_SQRT3, RCP_SQRT3, RCP_SQRT3),
FVector(RCP_SQRT3, RCP_SQRT3, -RCP_SQRT3),
FVector(RCP_SQRT3, -RCP_SQRT3, RCP_SQRT3),
FVector(RCP_SQRT3, -RCP_SQRT3, -RCP_SQRT3),
FVector(-RCP_SQRT3, RCP_SQRT3, RCP_SQRT3),
FVector(-RCP_SQRT3, RCP_SQRT3, -RCP_SQRT3),
FVector(-RCP_SQRT3, -RCP_SQRT3, RCP_SQRT3),
FVector(-RCP_SQRT3, -RCP_SQRT3, -RCP_SQRT3),
};
// Utilities
UNREALED_API int32 GenerateKDopAsSimpleCollision(UStaticMesh* StaticMesh, const TArray<FVector>& dirs);
UNREALED_API int32 GenerateBoxAsSimpleCollision(UStaticMesh* StaticMesh);
UNREALED_API int32 GenerateSphereAsSimpleCollision(UStaticMesh* StaticMesh);
UNREALED_API int32 GenerateSphylAsSimpleCollision(UStaticMesh* StaticMesh);
UNREALED_API void ComputeBoundingBox(UStaticMesh* StaticMesh, FVector& Center, FVector& Extents);
/**
* Refresh Collision Change
*
* Collision has been changed, so it will need to recreate physics state to reflect it
* Utilities functions to propagate BodySetup change for StaticMesh
*
* @param StaticMesh StaticMesh that collision has been changed for
*/
UNREALED_API void RefreshCollisionChange(UStaticMesh& StaticMesh);
/**
* Refresh Collision Changes for multiple static meshes
*
* Collision has been changed, so it will need to recreate physics state to reflect it
* Utilities functions to propagate BodySetup change for StaticMesh
*
* @param StaticMeshes Set of StaticMesh that collision has been changed for
*/
UNREALED_API void RefreshCollisionChanges(const TArray<UStaticMesh*>& StaticMeshes);
UE_DEPRECATED(4.15, "This version of RefreshCollisionChange is deprecated. Please use RefreshCollisionChange(UStaticMesh&) instead.")
UNREALED_API void RefreshCollisionChange(const UStaticMesh* StaticMesh);