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C++ PxTransform::isValid方法代码示例

本文整理汇总了C++中PxTransform::isValid方法的典型用法代码示例。如果您正苦于以下问题:C++ PxTransform::isValid方法的具体用法?C++ PxTransform::isValid怎么用?C++ PxTransform::isValid使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在PxTransform的用法示例。


在下文中一共展示了PxTransform::isValid方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: SetKinematicTarget

void FPhysScene::SetKinematicTarget(FBodyInstance * BodyInstance, const FTransform & TargetTransform)
{
	TargetTransform.DiagnosticCheckNaN_All();

#if WITH_PHYSX
	if (PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic())
	{
#if WITH_SUBSTEPPING
		if (IsSubstepping())
		{
			FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[SceneType(BodyInstance)];
			PhysSubStepper->SetKinematicTarget(BodyInstance, TargetTransform);
		}
		else
#endif
		{
			const PxTransform PNewPose = U2PTransform(TargetTransform);
			check(PNewPose.isValid());

			SCOPED_SCENE_WRITE_LOCK(PRigidDynamic->getScene());
			PRigidDynamic->setKinematicTarget(PNewPose);
		}
	}
#endif
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:25,代码来源:PhysScene.cpp

示例2: InterpolateKinematicActor_AssumesLocked

/** Interpolates kinematic actor transform - Assumes caller has obtained writer lock */
void FPhysSubstepTask::InterpolateKinematicActor_AssumesLocked(const FPhysTarget& PhysTarget, FBodyInstance* BodyInstance, float InAlpha)
{
#if WITH_PHYSX
	PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic_AssumesLocked();
	InAlpha = FMath::Clamp(InAlpha, 0.f, 1.f);

	/** Interpolate kinematic actors */
	if (PhysTarget.bKinematicTarget)
	{
		//It's possible that the actor is no longer kinematic and is now simulating. In that case do nothing
		if (!BodyInstance->IsNonKinematic())
		{
			const FKinematicTarget& KinematicTarget = PhysTarget.KinematicTarget;
			const FTransform& TargetTM = KinematicTarget.TargetTM;
			const FTransform& StartTM = KinematicTarget.OriginalTM;
			FTransform InterTM = FTransform::Identity;

			InterTM.SetLocation(FMath::Lerp(StartTM.GetLocation(), TargetTM.GetLocation(), InAlpha));
			InterTM.SetRotation(FMath::Lerp(StartTM.GetRotation(), TargetTM.GetRotation(), InAlpha));

			const PxTransform PNewPose = U2PTransform(InterTM);
			check(PNewPose.isValid());
			PRigidDynamic->setKinematicTarget(PNewPose);
		}
	}
#endif
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:28,代码来源:PhysSubstepTasks.cpp

示例3: InterpolateKinematicActor

/** Interpolates kinematic actor transform - Assumes caller has obtained writer lock */
void FPhysSubstepTask::InterpolateKinematicActor(const FPhysTarget & PhysTarget, FBodyInstance * BodyInstance, float Alpha)
{
#if WITH_PHYSX
    PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic();
    Alpha = FMath::Clamp(Alpha, 0.f, 1.f);

    /** Interpolate kinematic actors */
    if (PhysTarget.bKinematicTarget)
    {
        //We should only be interpolating kinematic actors
        check(!IsRigidDynamicNonKinematic(PRigidDynamic));
        const FKinematicTarget & KinematicTarget = PhysTarget.KinematicTarget;
        const FTransform & TargetTM = KinematicTarget.TargetTM;
        const FTransform & StartTM = KinematicTarget.OriginalTM;
        FTransform InterTM = FTransform::Identity;

        InterTM.SetLocation(FMath::Lerp(StartTM.GetLocation(), TargetTM.GetLocation(), Alpha));
        InterTM.SetRotation(FMath::Lerp(StartTM.GetRotation(), TargetTM.GetRotation(), Alpha));

        const PxTransform PNewPose = U2PTransform(InterTM);
        check(PNewPose.isValid());
        PRigidDynamic->setKinematicTarget(PNewPose);
    }
#endif
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:26,代码来源:PhysSubstepTasks.cpp

示例4: AddConvexElemsToRigidActor_AssumesLocked

	void AddConvexElemsToRigidActor_AssumesLocked() const
	{
		float ContactOffsetFactor, MaxContactOffset;
		GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);

		for (int32 i = 0; i < BodySetup->AggGeom.ConvexElems.Num(); i++)
		{
			const FKConvexElem& ConvexElem = BodySetup->AggGeom.ConvexElems[i];

			if (ConvexElem.ConvexMesh)
			{
				PxTransform PLocalPose;
				bool bUseNegX = CalcMeshNegScaleCompensation(Scale3D, PLocalPose);

				PxConvexMeshGeometry PConvexGeom;
				PConvexGeom.convexMesh = bUseNegX ? ConvexElem.ConvexMeshNegX : ConvexElem.ConvexMesh;
				PConvexGeom.scale.scale = U2PVector(Scale3DAbs * ConvexElem.GetTransform().GetScale3D().GetAbs());
				FTransform ConvexTransform = ConvexElem.GetTransform();
				if (ConvexTransform.GetScale3D().X < 0 || ConvexTransform.GetScale3D().Y < 0 || ConvexTransform.GetScale3D().Z < 0)
				{
					UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] has negative scale. Not currently supported"), *GetPathNameSafe(BodySetup->GetOuter()), i);
				}
				if (ConvexTransform.IsValid())
				{
					PxTransform PElementTransform = U2PTransform(ConvexTransform * RelativeTM);
					PLocalPose.q *= PElementTransform.q;
					PLocalPose.p = PElementTransform.p;
					PLocalPose.p.x *= Scale3D.X;
					PLocalPose.p.y *= Scale3D.Y;
					PLocalPose.p.z *= Scale3D.Z;

					if (PConvexGeom.isValid())
					{
						PxVec3 PBoundsExtents = PConvexGeom.convexMesh->getLocalBounds().getExtents();

						ensure(PLocalPose.isValid());
						{
							const float ContactOffset = FMath::Min(MaxContactOffset, ContactOffsetFactor * PBoundsExtents.minElement());
							AttachShape_AssumesLocked(PConvexGeom, PLocalPose, ContactOffset);
						}
					}
					else
					{
						UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] invalid"), *GetPathNameSafe(BodySetup->GetOuter()), i);
					}
				}
				else
				{
					UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] has invalid transform"), *GetPathNameSafe(BodySetup->GetOuter()), i);
				}
			}
			else
			{
				UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: ConvexElem is missing ConvexMesh (%d: %s)"), i, *BodySetup->GetPathName());
			}
		}
	}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:57,代码来源:BodySetup.cpp

示例5: AddTriMeshToRigidActor

void UBodySetup::AddTriMeshToRigidActor(PxRigidActor* PDestActor, const FVector& Scale3D, const FVector& Scale3DAbs) const
{
	float ContactOffsetFactor, MaxContactOffset;
	GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);
	PxMaterial* PDefaultMat = GetDefaultPhysMaterial();

	if(TriMesh || TriMeshNegX)
	{
		PxTransform PLocalPose;
		bool bUseNegX = CalcMeshNegScaleCompensation(Scale3D, PLocalPose);

		// Only case where TriMeshNegX should be null is BSP, which should not require negX version
		if (bUseNegX && TriMeshNegX == NULL)
		{
			UE_LOG(LogPhysics, Log, TEXT("AddTriMeshToRigidActor: Want to use NegX but it doesn't exist! %s"), *GetPathName());
		}

		PxTriangleMesh* UseTriMesh = bUseNegX ? TriMeshNegX : TriMesh;
		if (UseTriMesh != NULL)
		{


			PxTriangleMeshGeometry PTriMeshGeom;
			PTriMeshGeom.triangleMesh = bUseNegX ? TriMeshNegX : TriMesh;
			PTriMeshGeom.scale.scale = U2PVector(Scale3DAbs);
			if (bDoubleSidedGeometry)
			{
				PTriMeshGeom.meshFlags |= PxMeshGeometryFlag::eDOUBLE_SIDED;
			}


			if (PTriMeshGeom.isValid())
			{
				ensure(PLocalPose.isValid());

				// Create without 'sim shape' flag, problematic if it's kinematic, and it gets set later anyway.
				PxShape* NewShape = PDestActor->createShape(PTriMeshGeom, *PDefaultMat, PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eVISUALIZATION);
				if (NewShape)
				{
					NewShape->setLocalPose(PLocalPose);
					NewShape->setContactOffset(MaxContactOffset);
				}
				else
				{
					UE_LOG(LogPhysics, Log, TEXT("Can't create new mesh shape in AddShapesToRigidActor"));
				}
			}
			else
			{
				UE_LOG(LogPhysics, Log, TEXT("AddTriMeshToRigidActor: TriMesh invalid"));
			}
		}
	}
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:54,代码来源:BodySetup.cpp

示例6: sweep

void NpBatchQuery::sweep(
	const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, const PxReal distance, PxU16 maxTouchHits,
	PxHitFlags hitFlags, const PxQueryFilterData& fd, void* userData, const PxQueryCache* cache, const PxReal inflation)
{
	PX_CHECK_AND_RETURN(pose.isValid(), "Batch sweep input check: pose is not valid.");
	PX_CHECK_AND_RETURN(unitDir.isFinite(), "Batch sweep input check: unitDir is not valid.");
	PX_CHECK_AND_RETURN(unitDir.isNormalized(), "Batch sweep input check: direction must be normalized");
	PX_CHECK_AND_RETURN(distance >= 0.0f, "Batch sweep input check: distance cannot be negative");
	PX_CHECK_AND_RETURN(distance != 0.0f || !(hitFlags & PxHitFlag::eASSUME_NO_INITIAL_OVERLAP),
		"Batch sweep input check: zero-length sweep only valid without the PxHitFlag::eASSUME_NO_INITIAL_OVERLAP flag");

	if (mNbSweeps >= mDesc.queryMemory.getMaxSweepsPerExecute())
	{
		PX_CHECK_AND_RETURN(mNbSweeps < mDesc.queryMemory.getMaxSweepsPerExecute(),
			"PxBatchQuery: number of sweep() calls exceeds PxBatchQueryMemory::sweepResultBufferSize, query discarded");
		return;
	}

	
	CHECK_RUNNING("PxBatchQuery::sweep: This batch is still executing, skipping query.")
	mNbSweeps++;

	writeBatchHeader(BatchStreamHeader(hitFlags, cache, fd, userData, maxTouchHits, QTypeROS::eSWEEP));

	//set the MTD flag
	mHasMtdSweep |= !!(hitFlags & PxHitFlag::eMTD);

	if((hitFlags & PxHitFlag::ePRECISE_SWEEP) && (hitFlags & PxHitFlag::eMTD))
	{
		Ps::getFoundation().error(PxErrorCode::eINVALID_PARAMETER, __FILE__, __LINE__, " Precise sweep doesn't support MTD. Perform MTD with default sweep");
		hitFlags &= ~PxHitFlag::ePRECISE_SWEEP;
	}

	if((hitFlags & PxHitFlag::eASSUME_NO_INITIAL_OVERLAP) && (hitFlags & PxHitFlag::eMTD))
	{
		Ps::getFoundation().error(PxErrorCode::eINVALID_PARAMETER, __FILE__, __LINE__, " eMTD cannot be used in conjunction with eASSUME_NO_INITIAL_OVERLAP. eASSUME_NO_INITIAL_OVERLAP will be ignored");
		hitFlags &= ~PxHitFlag::eASSUME_NO_INITIAL_OVERLAP;
	}

	PxReal realInflation = inflation;
	if((hitFlags & PxHitFlag::ePRECISE_SWEEP)&& inflation > 0.f)
	{
		realInflation = 0.f;
		Ps::getFoundation().error(PxErrorCode::eINVALID_PARAMETER, __FILE__, __LINE__, " Precise sweep doesn't support inflation, inflation will be overwritten to be zero");
	}
	
	writeQueryInput(mStream, MultiQueryInput(&geometry, &pose, unitDir, distance, realInflation));
	
	Ps::atomicExchange(&mBatchQueryIsRunning, 0);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:50,代码来源:NpBatchQuery.cpp

示例7: AddTriMeshToRigidActor_AssumesLocked

	void AddTriMeshToRigidActor_AssumesLocked() const
	{
		float ContactOffsetFactor, MaxContactOffset;
		GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);

		if (BodySetup->TriMesh || BodySetup->TriMeshNegX)
		{
			PxTransform PLocalPose;
			bool bUseNegX = CalcMeshNegScaleCompensation(Scale3D, PLocalPose);

			// Only case where TriMeshNegX should be null is BSP, which should not require negX version
			if (bUseNegX && BodySetup->TriMeshNegX == NULL)
			{
				UE_LOG(LogPhysics, Log, TEXT("AddTriMeshToRigidActor: Want to use NegX but it doesn't exist! %s"), *BodySetup->GetPathName());
			}

			PxTriangleMesh* UseTriMesh = bUseNegX ? BodySetup->TriMeshNegX : BodySetup->TriMesh;
			if (UseTriMesh != NULL)
			{
				PxTriangleMeshGeometry PTriMeshGeom;
				PTriMeshGeom.triangleMesh = bUseNegX ? BodySetup->TriMeshNegX : BodySetup->TriMesh;
				PTriMeshGeom.scale.scale = U2PVector(Scale3DAbs);
				if (BodySetup->bDoubleSidedGeometry)
				{
					PTriMeshGeom.meshFlags |= PxMeshGeometryFlag::eDOUBLE_SIDED;
				}


				if (PTriMeshGeom.isValid())
				{
					ensure(PLocalPose.isValid());

					// Create without 'sim shape' flag, problematic if it's kinematic, and it gets set later anyway.
					{
						if (!AttachShape_AssumesLocked(PTriMeshGeom, PLocalPose, MaxContactOffset, PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eVISUALIZATION))
						{
							UE_LOG(LogPhysics, Log, TEXT("Can't create new mesh shape in AddShapesToRigidActor"));
						}
					}
				}
				else
				{
					UE_LOG(LogPhysics, Log, TEXT("AddTriMeshToRigidActor: TriMesh invalid"));
				}
			}
		}
	}
开发者ID:johndpope,项目名称:UE4,代码行数:47,代码来源:BodySetup.cpp

示例8: setGlobalPose

void NpArticulationLink::setGlobalPose(const PxTransform& pose, bool autowake)
{
	NpScene* scene = NpActor::getOwnerScene(*this);

	PX_CHECK_AND_RETURN(pose.isValid(), "NpArticulationLink::setGlobalPose pose is not valid.");

	NP_WRITE_CHECK(scene);
	
#if PX_CHECKED
	if(scene)
		scene->checkPositionSanity(*this, pose, "PxArticulationLink::setGlobalPose");
#endif

	PxTransform body2World = pose * getScbBodyFast().getBody2Actor();
	getScbBodyFast().setBody2World(body2World, false);

	if (scene && autowake)
		mRoot->wakeUpInternal(false, true);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:19,代码来源:NpArticulationLink.cpp

示例9: overlap

void NpBatchQuery::overlap(
	const PxGeometry& geometry, const PxTransform& pose, PxU16 maxTouchHits,
	const PxQueryFilterData& fd, void* userData, const PxQueryCache* cache)
{
	PX_CHECK_AND_RETURN(pose.isValid(), "NpBatchQuery::overlapMultiple pose is not valid.");
	if (mNbOverlaps >= mDesc.queryMemory.getMaxOverlapsPerExecute())
	{
		PX_CHECK_AND_RETURN(mNbOverlaps < mDesc.queryMemory.getMaxOverlapsPerExecute(),
			"PxBatchQuery: number of overlap() calls exceeds PxBatchQueryMemory::overlapResultBufferSize, query discarded");
		return;
	}
	CHECK_RUNNING("PxBatchQuery::overlap: This batch is still executing, skipping query.")
	mNbOverlaps++;

	writeBatchHeader(BatchStreamHeader(PxHitFlags(), cache, fd, userData, maxTouchHits, QTypeROS::eOVERLAP));
	writeQueryInput(mStream, MultiQueryInput(&geometry, &pose));
	
	Ps::atomicExchange(&mBatchQueryIsRunning, 0);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:19,代码来源:NpBatchQuery.cpp

示例10: SetKinematicTarget_AssumesLocked

void FPhysScene::SetKinematicTarget_AssumesLocked(FBodyInstance* BodyInstance, const FTransform& TargetTransform, bool bAllowSubstepping)
{
	TargetTransform.DiagnosticCheckNaN_All();

#if WITH_PHYSX
	if (PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic_AssumesLocked())
	{
#if WITH_SUBSTEPPING
		uint32 BodySceneType = SceneType_AssumesLocked(BodyInstance);
		if (bAllowSubstepping && IsSubstepping(BodySceneType))
		{
			FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[BodySceneType];
			PhysSubStepper->SetKinematicTarget_AssumesLocked(BodyInstance, TargetTransform);
		}
		else
#endif
		{
			const PxTransform PNewPose = U2PTransform(TargetTransform);
			check(PNewPose.isValid());
			PRigidDynamic->setKinematicTarget(PNewPose);
		}
	}
#endif
}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:24,代码来源:PhysScene.cpp

示例11: capsuleGeom

bool physx::PxMeshQuery::sweep(	const PxVec3& unitDir, const PxReal maxDistance,
								const PxGeometry& geom, const PxTransform& pose,
								PxU32 triangleCount, const PxTriangle* triangles,
								PxSweepHit& sweepHit, PxHitFlags hintFlags_,
								const PxU32* cachedIndex, const PxReal inflation, bool doubleSided)
{
	PX_SIMD_GUARD;
	PX_CHECK_AND_RETURN_VAL(pose.isValid(), "Gu::GeometryQuery::sweep(): pose is not valid.", false);
	PX_CHECK_AND_RETURN_VAL(unitDir.isFinite(), "Gu::GeometryQuery::sweep(): unitDir is not valid.", false);
	PX_CHECK_AND_RETURN_VAL(PxIsFinite(maxDistance), "Gu::GeometryQuery::sweep(): distance is not valid.", false);
	PX_CHECK_AND_RETURN_VAL(maxDistance > 0, "Gu::GeometryQuery::sweep(): sweep distance must be greater than 0.", false);

	const PxReal distance = PxMin(maxDistance, PX_MAX_SWEEP_DISTANCE);

	// PT: the doc says that validity flags are not used, but internally some functions still check them. So
	// to make sure the code works even when no validity flags are passed, we set them all here.
	const PxHitFlags hintFlags = hintFlags_ | PxHitFlag::ePOSITION|PxHitFlag::eNORMAL|PxHitFlag::eDISTANCE;

	switch(geom.getType())
	{
		case PxGeometryType::eSPHERE:
		{
			const PxSphereGeometry& sphereGeom = static_cast<const PxSphereGeometry&>(geom);

			// PT: TODO: technically this capsule with 0.0 half-height is invalid ("isValid" returns false)
			const PxCapsuleGeometry capsuleGeom(sphereGeom.radius, 0.0f);

			return SweepCapsuleTriangles(	triangleCount, triangles, doubleSided, capsuleGeom, pose, unitDir, distance,
											cachedIndex, sweepHit.position, sweepHit.normal, sweepHit.distance, sweepHit.faceIndex, inflation, hintFlags);
		}

		case PxGeometryType::eCAPSULE:
		{
			const PxCapsuleGeometry& capsuleGeom = static_cast<const PxCapsuleGeometry&>(geom);

			return SweepCapsuleTriangles(	triangleCount, triangles, doubleSided, capsuleGeom, pose, unitDir, distance,
											cachedIndex, sweepHit.position, sweepHit.normal, sweepHit.distance, sweepHit.faceIndex, inflation, hintFlags);
		}

		case PxGeometryType::eBOX:
		{
			const PxBoxGeometry& boxGeom = static_cast<const PxBoxGeometry&>(geom);

			if(!PX_IS_SPU && (hintFlags & PxHitFlag::ePRECISE_SWEEP))
			{
				return sweepCCTBoxTriangles(triangleCount, triangles, doubleSided, boxGeom, pose, 
											unitDir, distance, sweepHit.position, sweepHit.normal, sweepHit.distance,
											sweepHit.faceIndex, cachedIndex, inflation, hintFlags);
			}
			else
			{
				return SweepBoxTriangles(	triangleCount, triangles, doubleSided, boxGeom, pose, 
											unitDir, distance, sweepHit.position, sweepHit.normal, sweepHit.distance,
											sweepHit.faceIndex, cachedIndex, inflation, hintFlags);
			}
		}	
		case PxGeometryType::ePLANE:
		case PxGeometryType::eCONVEXMESH:
		case PxGeometryType::eTRIANGLEMESH:
		case PxGeometryType::eHEIGHTFIELD:
		case PxGeometryType::eGEOMETRY_COUNT:
		case PxGeometryType::eINVALID:
		default :
			PX_CHECK_MSG(false, "Gu::GeometryQuery::sweep(): geometry object parameter must be sphere, capsule or box geometry.");
	}
	return false;
}
开发者ID:Eorgregix,项目名称:Destruction,代码行数:67,代码来源:GuMeshQuery.cpp

示例12:

void D6Joint::setDrivePosition(const PxTransform& pose)
{	
	PX_CHECK_AND_RETURN(pose.isValid(), "PxD6Joint::setDrivePosition: pose invalid");
	data().drivePosition = pose; 
	markDirty(); 
}
开发者ID:rudysnow,项目名称:SimbiconPlatform,代码行数:6,代码来源:ExtD6Joint.cpp

示例13: AddConvexElemsToRigidActor

void UBodySetup::AddConvexElemsToRigidActor(PxRigidActor* PDestActor, const FTransform& RelativeTM, const FVector& Scale3D, const FVector& Scale3DAbs, TArray<PxShape*>* NewShapes) const
{
	float ContactOffsetFactor, MaxContactOffset;
	GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);
	PxMaterial* PDefaultMat = GetDefaultPhysMaterial();

	for (int32 i = 0; i < AggGeom.ConvexElems.Num(); i++)
	{
		const FKConvexElem& ConvexElem = AggGeom.ConvexElems[i];

		if (ConvexElem.ConvexMesh)
		{
			PxTransform PLocalPose;
			bool bUseNegX = CalcMeshNegScaleCompensation(Scale3D, PLocalPose);

			PxConvexMeshGeometry PConvexGeom;
			PConvexGeom.convexMesh = bUseNegX ? ConvexElem.ConvexMeshNegX : ConvexElem.ConvexMesh;
			PConvexGeom.scale.scale = U2PVector(Scale3DAbs * ConvexElem.GetTransform().GetScale3D().GetAbs());
			FTransform ConvexTransform = ConvexElem.GetTransform();
			if (ConvexTransform.GetScale3D().X < 0 || ConvexTransform.GetScale3D().Y < 0 || ConvexTransform.GetScale3D().Z < 0)
			{
				UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] has negative scale. Not currently supported"), *GetPathNameSafe(GetOuter()), i);
			}
			if (ConvexTransform.IsValid())
			{
				PxTransform PElementTransform = U2PTransform(ConvexTransform * RelativeTM);
				PLocalPose.q *= PElementTransform.q;
				PLocalPose.p = PElementTransform.p;
				PLocalPose.p.x *= Scale3D.X;
				PLocalPose.p.y *= Scale3D.Y;
				PLocalPose.p.z *= Scale3D.Z;

				if (PConvexGeom.isValid())
				{
					PxVec3 PBoundsExtents = PConvexGeom.convexMesh->getLocalBounds().getExtents();

					ensure(PLocalPose.isValid());
					PxShape* NewShape = PDestActor->createShape(PConvexGeom, *PDefaultMat, PLocalPose);

					if (NewShapes)
					{
						NewShapes->Add(NewShape);
					}

					const float ContactOffset = FMath::Min(MaxContactOffset, ContactOffsetFactor * PBoundsExtents.minElement());
					NewShape->setContactOffset(ContactOffset);
				}
				else
				{
					UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] invalid"), *GetPathNameSafe(GetOuter()), i);
				}
			}
			else
			{
				UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] has invalid transform"), *GetPathNameSafe(GetOuter()), i);
			}
		}
		else
		{
			UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: ConvexElem is missing ConvexMesh (%d: %s)"), i, *GetPathName());
		}
	}
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:63,代码来源:BodySetup.cpp

示例14: UpdateKinematicBonesToAnim


//.........这里部分代码省略.........

			if (bHasBodiesInAsyncScene)
			{
				SCENE_LOCK_WRITE(PhysScene->GetPhysXScene(PST_Async))
			}
#endif

			// Iterate over each body
			for (int32 i = 0; i < Bodies.Num(); i++)
			{
				// If we have a physics body, and its kinematic...
				FBodyInstance* BodyInst = Bodies[i];
				check(BodyInst);

				if (bTeleport || (BodyInst->IsValidBodyInstance() && !BodyInst->IsInstanceSimulatingPhysics()))
				{
					const int32 BoneIndex = BodyInst->InstanceBoneIndex;

					// If we could not find it - warn.
					if (BoneIndex == INDEX_NONE || BoneIndex >= GetNumSpaceBases())
					{
						const FName BodyName = PhysicsAsset->BodySetup[i]->BoneName;
						UE_LOG(LogPhysics, Log, TEXT("UpdateRBBones: WARNING: Failed to find bone '%s' need by PhysicsAsset '%s' in SkeletalMesh '%s'."), *BodyName.ToString(), *PhysicsAsset->GetName(), *SkeletalMesh->GetName());
					}
					else
					{
#if WITH_PHYSX
						// update bone transform to world
						const FTransform BoneTransform = InSpaceBases[BoneIndex] * CurrentLocalToWorld;
						if(BoneTransform.ContainsNaN())
						{
							const FName BodyName = PhysicsAsset->BodySetup[i]->BoneName;
							UE_LOG(LogPhysics, Warning, TEXT("UpdateKinematicBonesToAnim: Trying to set transform with bad data %s on PhysicsAsset '%s' in SkeletalMesh '%s' for bone '%s'"), *BoneTransform.ToHumanReadableString(), *PhysicsAsset->GetName(), *SkeletalMesh->GetName(), *BodyName.ToString());
							continue;
						}					

						// If kinematic and not teleporting, set kinematic target
						PxRigidDynamic* PRigidDynamic = BodyInst->GetPxRigidDynamic_AssumesLocked();
						if (!IsRigidBodyNonKinematic_AssumesLocked(PRigidDynamic) && !bTeleport)
						{
							PhysScene->SetKinematicTarget_AssumesLocked(BodyInst, BoneTransform, true);
						}
						// Otherwise, set global pose
						else
						{
							const PxTransform PNewPose = U2PTransform(BoneTransform);
							ensure(PNewPose.isValid());
							PRigidDynamic->setGlobalPose(PNewPose);
						}
#endif


						// now update scale
						// if uniform, we'll use BoneTranform
						if (MeshScale3D.IsUniform())
						{
							// @todo UE4 should we update scale when it's simulated?
							BodyInst->UpdateBodyScale(BoneTransform.GetScale3D());
						}
						else
						{
							// @note When you have non-uniform scale on mesh base,
							// hierarchical bone transform can update scale too often causing performance issue
							// So we just use mesh scale for all bodies when non-uniform
							// This means physics representation won't be accurate, but
							// it is performance friendly by preventing too frequent physics update
							BodyInst->UpdateBodyScale(MeshScale3D);
						}
					}
				}
				else
				{
					//make sure you have physics weight or blendphysics on, otherwise, you'll have inconsistent representation of bodies
					// @todo make this to be kismet log? But can be too intrusive
					if (!bBlendPhysics && BodyInst->PhysicsBlendWeight <= 0.f && BodyInst->BodySetup.IsValid())
					{
						UE_LOG(LogPhysics, Warning, TEXT("%s(Mesh %s, PhysicsAsset %s, Bone %s) is simulating, but no blending. "),
							*GetName(), *GetNameSafe(SkeletalMesh), *GetNameSafe(PhysicsAsset), *BodyInst->BodySetup.Get()->BoneName.ToString());
					}
				}
			}

#if WITH_PHYSX
			// Unlock the scenes 
			if (bHasBodiesInSyncScene)
			{
				SCENE_UNLOCK_WRITE(PhysScene->GetPhysXScene(PST_Sync))
			}

			if (bHasBodiesInAsyncScene)
			{
				SCENE_UNLOCK_WRITE(PhysScene->GetPhysXScene(PST_Async))
			}
#endif
		}
	}
	else
	{
		//per poly update requires us to update all vertex positions
		if (MeshObject)
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:101,代码来源:PhysAnim.cpp


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