Files
UnrealEngine/Engine/Plugins/FX/Niagara/Shaders/Private/NiagaraDataInterfaceRigidMeshCollisionQuery.ush
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

686 lines
30 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
NiagaraDataInterfaceRigidMeshCollisionQuery.ush
=============================================================================*/
#include "/Plugin/FX/Niagara/Private/NiagaraDistanceFieldQueries.ush"
/* -----------------------------------------------------------------
* static mesh constants and context
* -----------------------------------------------------------------
*/
#define BOX_INDEX 0
#define SPHERE_INDEX 1
#define CAPSULE_INDEX 2
#define NUM_ELEMENTS_INDEX 3
uint {ParameterName}_MaxTransforms;
uint {ParameterName}_CurrentOffset;
uint {ParameterName}_PreviousOffset;
uint4 {ParameterName}_ElementOffsets;
Buffer<float4> {ParameterName}_WorldTransformBuffer;
Buffer<float4> {ParameterName}_InverseTransformBuffer;
Buffer<float4> {ParameterName}_MeshScaleBuffer;
Buffer<float4> {ParameterName}_ElementExtentBuffer;
Buffer<uint> {ParameterName}_PhysicsTypeBuffer;
Buffer<uint> {ParameterName}_DFIndexBuffer;
float3 {ParameterName}_CombinedBBoxWorldMin;
float3 {ParameterName}_CombinedBBoxWorldMax;
/* -----------------------------------------------------------------
* Element accessors
* -----------------------------------------------------------------
*/
void GetNumBoxes_{ParameterName}(out int OutNumBoxes)
{
OutNumBoxes = {ParameterName}_ElementOffsets[BOX_INDEX+1] - {ParameterName}_ElementOffsets[BOX_INDEX];
}
void GetNumSpheres_{ParameterName}(out int OutNumSpheres)
{
OutNumSpheres = {ParameterName}_ElementOffsets[SPHERE_INDEX+1] - {ParameterName}_ElementOffsets[SPHERE_INDEX];
}
void GetNumCapsules_{ParameterName}(out int OutNumCapsules)
{
OutNumCapsules = {ParameterName}_ElementOffsets[CAPSULE_INDEX+1] - {ParameterName}_ElementOffsets[CAPSULE_INDEX];
}
void GetNumElements_{ParameterName}(out int OutNumElements)
{
OutNumElements = {ParameterName}_ElementOffsets[NUM_ELEMENTS_INDEX];
}
void GetBoxElementsStartIndex_{ParameterName}(out int OutStartIndex)
{
OutStartIndex = {ParameterName}_ElementOffsets[BOX_INDEX];
}
void GetSphereElementsStartIndex_{ParameterName}(out int OutStartIndex)
{
OutStartIndex = {ParameterName}_ElementOffsets[SPHERE_INDEX];
}
void GetCapsuleElementsStartIndex_{ParameterName}(out int OutStartIndex)
{
OutStartIndex = {ParameterName}_ElementOffsets[CAPSULE_INDEX];
}
void GetSphereRadius_{ParameterName}(in int ElementIndex, out float OutRadius)
{
OutRadius = {ParameterName}_ElementExtentBuffer[ElementIndex].x;
}
void GetCapsuleSize_{ParameterName}(in int ElementIndex, out float2 OutSize)
{
OutSize = {ParameterName}_ElementExtentBuffer[ElementIndex].xy;
}
void GetBoxSize_{ParameterName}(in int ElementIndex, out float3 OutSize)
{
OutSize = {ParameterName}_ElementExtentBuffer[ElementIndex].xyz;
}
/* -----------------------------------------------------------------
* Position / Transform utils
* -----------------------------------------------------------------
*/
float3x4 GetCurrentTransform_{ParameterName}(in int ElementIndex)
{
const int BufferOffset = 3 * ElementIndex + {ParameterName}_CurrentOffset;
return float3x4({ParameterName}_WorldTransformBuffer[BufferOffset], {ParameterName}_WorldTransformBuffer[BufferOffset+1], {ParameterName}_WorldTransformBuffer[BufferOffset+2]);
}
float3x4 GetInverseTransform_{ParameterName}(in int ElementIndex)
{
const int BufferOffset = 3 * ElementIndex + {ParameterName}_CurrentOffset;
return float3x4({ParameterName}_InverseTransformBuffer[BufferOffset], {ParameterName}_InverseTransformBuffer[BufferOffset+1], {ParameterName}_InverseTransformBuffer[BufferOffset+2]);
}
float3x4 GetPreviousTransform_{ParameterName}(in int ElementIndex)
{
const int BufferOffset = 3 * ElementIndex + {ParameterName}_PreviousOffset;
return float3x4({ParameterName}_WorldTransformBuffer[BufferOffset], {ParameterName}_WorldTransformBuffer[BufferOffset+1], {ParameterName}_WorldTransformBuffer[BufferOffset+2]);
}
float3x4 GetPreviousInverse_{ParameterName}(in int ElementIndex)
{
const int BufferOffset = 3 * ElementIndex + {ParameterName}_PreviousOffset;
return float3x4({ParameterName}_InverseTransformBuffer[BufferOffset], {ParameterName}_InverseTransformBuffer[BufferOffset+1], {ParameterName}_InverseTransformBuffer[BufferOffset+2]);
}
float3 GetMeshScale_{ParameterName}(in int ElementIndex)
{
return {ParameterName}_MeshScaleBuffer[ElementIndex].xyz;
}
void IsWorldPositionInsideCombinedBounds_{ParameterName}(in float3 WorldPosition, out bool IsInside)
{
const FDFVector3 LWCWorldPosition = DFFromTileOffset_Hack(MakeLWCVector3(GetEngineOwnerLWCTile(), WorldPosition));
IsInside =
WorldPosition.x >= {ParameterName}_CombinedBBoxWorldMin.x &&
WorldPosition.y >= {ParameterName}_CombinedBBoxWorldMin.y &&
WorldPosition.z >= {ParameterName}_CombinedBBoxWorldMin.z &&
WorldPosition.x <= {ParameterName}_CombinedBBoxWorldMax.x &&
WorldPosition.y <= {ParameterName}_CombinedBBoxWorldMax.y &&
WorldPosition.z <= {ParameterName}_CombinedBBoxWorldMax.z;
}
/* -----------------------------------------------------------------
* Collision detection utils
* -----------------------------------------------------------------
*/
// Given a world space position (WorldPosition) compute the sphere closest point (position,normal,velocity)
float GetSphereProjection_{ParameterName}(in float3 LocalPosition, in float3 SphereCenter, in float SphereRadius, in int SphereIndex,
inout float3 OutClosestPosition, inout float3 OutClosestNormal, inout int OutElementIndex, inout float OutMinDistance)
{
const float3 DeltaPosition = LocalPosition - SphereCenter;
const float DeltaLength = length(DeltaPosition);
const float SphereDistance = DeltaLength - SphereRadius;
if (SphereDistance < OutMinDistance)
{
OutMinDistance = SphereDistance;
OutElementIndex = SphereIndex;
OutClosestNormal = (DeltaLength > SMALL_NUMBER) ? DeltaPosition / DeltaLength : float3(0,0,0);
OutClosestPosition = LocalPosition - OutClosestNormal*SphereDistance;
}
return SphereDistance;
}
// Given a world space position (WorldPosition) compute the sphere closest point (position,normal,velocity)
float GetCapsuleProjection_{ParameterName}(in float3 LocalPosition, in float2 CapsuleSize, in int CapsuleIndex,
inout float3 OutClosestPosition, inout float3 OutClosestNormal, inout int OutElementIndex, inout float OutMinDistance)
{
const float HalfLength = 0.5 * CapsuleSize.y;
const float3 SphereCenter = float3(0,0,clamp(LocalPosition.z, -HalfLength, HalfLength));
return GetSphereProjection_{ParameterName}(LocalPosition,SphereCenter,CapsuleSize.x,CapsuleIndex,
OutClosestPosition,OutClosestNormal,OutElementIndex,OutMinDistance);
}
// Given a world space position (WorldPosition) compute the sphere closest point (position,normal,velocity)
float GetBoxProjection_{ParameterName}(in float3 LocalPosition, in float3 BoxExtent, in int BoxIndex,
inout float3 OutClosestPosition, inout float3 OutClosestNormal, inout int OutElementIndex, inout float OutMinDistance)
{
const float3 HalfExtent = 0.5 * BoxExtent;
const float3 DeltaPosition = abs(LocalPosition) - HalfExtent;
const int ClosestAxis = ((DeltaPosition.x > DeltaPosition.y) && (DeltaPosition.x > DeltaPosition.z)) ? 0 : ( DeltaPosition.y > DeltaPosition.z) ? 1 : 2;
const float OutsideDistance = length(max(DeltaPosition,0.0));
const float BoxDistance = OutsideDistance + min(DeltaPosition[ClosestAxis],0.0);
if (BoxDistance < OutMinDistance)
{
OutMinDistance = BoxDistance;
OutElementIndex = BoxIndex;
if (BoxDistance <= 0)
{
const bool NegativeSide = LocalPosition[ClosestAxis] < 0.0;
OutClosestPosition = LocalPosition;
OutClosestNormal = float3(0,0,0);
if( ClosestAxis == 0)
{
OutClosestPosition.x = NegativeSide ? -HalfExtent.x : HalfExtent.x;
OutClosestNormal.x = NegativeSide ? -1.0 : 1.0;
}
else if( ClosestAxis == 1)
{
OutClosestPosition.y = NegativeSide ? -HalfExtent.y : HalfExtent.y;
OutClosestNormal.y = NegativeSide ? -1.0 : 1.0;
}
else if( ClosestAxis == 2)
{
OutClosestPosition.z = NegativeSide ? -HalfExtent.z : HalfExtent.z;
OutClosestNormal.z = NegativeSide ? -1.0 : 1.0;
}
}
else
{
OutClosestPosition = clamp(LocalPosition,-HalfExtent,HalfExtent);
OutClosestNormal = (LocalPosition - OutClosestPosition) / OutsideDistance;
}
}
return BoxDistance;
}
/* -----------------------------------------------------------------
* Get the closest element to the world position
* -----------------------------------------------------------------
*/
float3 GetLocalPosition_{ParameterName}(in float3 WorldPosition, in int ElementIndex, in float TimeFraction )
{
const float3 CurrentLocal = mul(GetInverseTransform_{ParameterName}(ElementIndex), float4(WorldPosition,1.0)).xyz;
const float3 PreviousLocal = mul(GetPreviousInverse_{ParameterName}(ElementIndex), float4(WorldPosition,1.0)).xyz;
return PreviousLocal + TimeFraction * (CurrentLocal-PreviousLocal);
}
float3 GetCurrentLocalPosition_{ParameterName}(in float3 WorldPosition, in int ElementIndex )
{
return mul(GetInverseTransform_{ParameterName}(ElementIndex), float4(WorldPosition,1.0)).xyz;
}
// Given a world space position (WorldPosition) compute the sphere closest point (position,normal,velocity)
int GetClosestElement_{ParameterName}(in float3 WorldPosition, out float3 OutClosestPosition, out float3 OutClosestNormal, out float OutMinDistance, in float TimeFraction)
{
float MinDistance = MAX_DISTANCE;
int ElementIndex = -1;
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
const int SpheresBegin = {ParameterName}_ElementOffsets[SPHERE_INDEX];
const int SpheresEnd = {ParameterName}_ElementOffsets[SPHERE_INDEX+1];
for (int SphereIndex = SpheresBegin; SphereIndex < SpheresEnd; ++SphereIndex)
{
const float3 LocalPosition = GetLocalPosition_{ParameterName}(WorldPosition,SphereIndex,TimeFraction);
GetSphereProjection_{ParameterName}(LocalPosition, float3(0,0,0), {ParameterName}_ElementExtentBuffer[SphereIndex].x, SphereIndex,
CollisionPosition, CollisionNormal, ElementIndex, MinDistance);
}
const int CapsulesBegin = {ParameterName}_ElementOffsets[CAPSULE_INDEX];
const int CapsulesEnd = {ParameterName}_ElementOffsets[CAPSULE_INDEX+1];
for (int CapsuleIndex = CapsulesBegin; CapsuleIndex < CapsulesEnd; ++CapsuleIndex)
{
const float3 LocalPosition = GetLocalPosition_{ParameterName}(WorldPosition,CapsuleIndex,TimeFraction);
GetCapsuleProjection_{ParameterName}(LocalPosition, {ParameterName}_ElementExtentBuffer[CapsuleIndex].xy, CapsuleIndex,
CollisionPosition, CollisionNormal, ElementIndex, MinDistance);
}
const int BoxesBegin = {ParameterName}_ElementOffsets[BOX_INDEX];
const int BoxesEnd = {ParameterName}_ElementOffsets[BOX_INDEX+1];
for (int BoxIndex = BoxesBegin; BoxIndex < BoxesEnd; ++BoxIndex)
{
const float3 LocalPosition = GetLocalPosition_{ParameterName}(WorldPosition,BoxIndex,TimeFraction);
GetBoxProjection_{ParameterName}(LocalPosition, {ParameterName}_ElementExtentBuffer[BoxIndex].xyz, BoxIndex,
CollisionPosition, CollisionNormal, ElementIndex, MinDistance);
}
OutClosestPosition = CollisionPosition;
OutClosestNormal = CollisionNormal;
OutMinDistance = MinDistance;
return ElementIndex;
}
// Given a world space position (WorldPosition) compute the sphere closest point (position,normal,velocity)
int GetClosestElementSimple_{ParameterName}(in float3 WorldPosition, out float3 OutClosestPosition, out float OutMinDistance)
{
float MinDistance = MAX_DISTANCE;
int ElementIndex = -1;
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
const int SpheresBegin = {ParameterName}_ElementOffsets[SPHERE_INDEX];
const int SpheresEnd = {ParameterName}_ElementOffsets[SPHERE_INDEX+1];
for (int SphereIndex = SpheresBegin; SphereIndex < SpheresEnd; ++SphereIndex)
{
const float3 LocalPosition = GetCurrentLocalPosition_{ParameterName}(WorldPosition,SphereIndex);
GetSphereProjection_{ParameterName}(LocalPosition, float3(0,0,0), {ParameterName}_ElementExtentBuffer[SphereIndex].x, SphereIndex,
CollisionPosition, CollisionNormal, ElementIndex, MinDistance);
}
const int CapsulesBegin = {ParameterName}_ElementOffsets[CAPSULE_INDEX];
const int CapsulesEnd = {ParameterName}_ElementOffsets[CAPSULE_INDEX+1];
for (int CapsuleIndex = CapsulesBegin; CapsuleIndex < CapsulesEnd; ++CapsuleIndex)
{
const float3 LocalPosition = GetCurrentLocalPosition_{ParameterName}(WorldPosition,CapsuleIndex);
GetCapsuleProjection_{ParameterName}(LocalPosition, {ParameterName}_ElementExtentBuffer[CapsuleIndex].xy, CapsuleIndex,
CollisionPosition, CollisionNormal, ElementIndex, MinDistance);
}
const int BoxesBegin = {ParameterName}_ElementOffsets[BOX_INDEX];
const int BoxesEnd = {ParameterName}_ElementOffsets[BOX_INDEX+1];
for (int BoxIndex = BoxesBegin; BoxIndex < BoxesEnd; ++BoxIndex)
{
const float3 LocalPosition = GetCurrentLocalPosition_{ParameterName}(WorldPosition,BoxIndex);
GetBoxProjection_{ParameterName}(LocalPosition, {ParameterName}_ElementExtentBuffer[BoxIndex].xyz, BoxIndex,
CollisionPosition, CollisionNormal, ElementIndex, MinDistance);
}
OutClosestPosition = CollisionPosition;
OutMinDistance = MinDistance;
return ElementIndex;
}
/* -----------------------------------------------------------------
* Get the closest point to the static mesh
* -----------------------------------------------------------------
*/
// Given a world space position (WorldPosition) and an element index compute the static mesh closest point (position,normal,velocity)
void GetElementPoint_{ParameterName}(in float3 WorldPosition, in float DeltaTime, in float TimeFraction, in int ElementIndex, out float3 OutClosestPosition, out float3 OutClosestNormal, out float3 OutClosestVelocity)
{
OutClosestNormal = float3(0,0,0);
OutClosestPosition = float3(0,0,0);
OutClosestVelocity = float3(0,0,0);
if (ElementIndex >= 0)
{
const uint ElementIndexUint = uint(ElementIndex);
const float3 LocalPosition = GetLocalPosition_{ParameterName}(WorldPosition,ElementIndex,TimeFraction);
float MinDistance = MAX_DISTANCE;
int OutputIndex = -1;
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
if ( ElementIndexUint >= {ParameterName}_ElementOffsets[SPHERE_INDEX] && ElementIndexUint < {ParameterName}_ElementOffsets[SPHERE_INDEX+1] )
{
GetSphereProjection_{ParameterName}(LocalPosition, float3(0,0,0), {ParameterName}_ElementExtentBuffer[ElementIndex].x, ElementIndex,
CollisionPosition, CollisionNormal, OutputIndex, MinDistance);
}
else if ( ElementIndexUint >= {ParameterName}_ElementOffsets[CAPSULE_INDEX] && ElementIndexUint < {ParameterName}_ElementOffsets[CAPSULE_INDEX+1] )
{
GetCapsuleProjection_{ParameterName}(LocalPosition, {ParameterName}_ElementExtentBuffer[ElementIndex].xy, ElementIndex,
CollisionPosition, CollisionNormal, OutputIndex, MinDistance);
}
else if ( ElementIndexUint >= {ParameterName}_ElementOffsets[BOX_INDEX] && ElementIndexUint < {ParameterName}_ElementOffsets[BOX_INDEX+1] )
{
GetBoxProjection_{ParameterName}(LocalPosition, {ParameterName}_ElementExtentBuffer[ElementIndex].xyz, ElementIndex,
CollisionPosition, CollisionNormal, OutputIndex, MinDistance);
}
if (ElementIndex != -1)
{
const float3 PreviousPosition = mul(GetPreviousTransform_{ParameterName}(ElementIndex), float4(CollisionPosition,1.0)).xyz;
const float3 CurrentPosition = mul(GetCurrentTransform_{ParameterName}(ElementIndex), float4(CollisionPosition,1.0)).xyz;
const float3 PreviousNormal = mul(GetPreviousTransform_{ParameterName}(ElementIndex), float4(CollisionNormal,0.0)).xyz;
const float3 CurrentNormal = mul(GetCurrentTransform_{ParameterName}(ElementIndex), float4(CollisionNormal,0.0)).xyz;
OutClosestPosition = PreviousPosition + TimeFraction * (CurrentPosition-PreviousPosition);
OutClosestNormal = normalize(PreviousNormal + TimeFraction * (CurrentNormal-PreviousNormal));
OutClosestVelocity = ( CurrentPosition - PreviousPosition ) / DeltaTime;
}
}
}
// Given a world space position (WorldPosition) and an element index compute the static mesh closest point using distance fields (position,velocity)
void GetElementPointMeshDistanceFieldNoNormal_{ParameterName}(in float3 WorldPosition, in float DeltaTime, in float TimeFraction, in float MaxDistance, in int ElementIndex, out float OutClosestDistance, out float3 OutClosestVelocity)
{
OutClosestVelocity = float3(0,0,0);
OutClosestDistance = MAX_DISTANCE;
if (ElementIndex >= 0)
{
const uint ElementIndexUint = uint(ElementIndex);
const float3 LocalPosition = GetLocalPosition_{ParameterName}(WorldPosition,ElementIndex,TimeFraction);
int OutputIndex = -1;
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
if ( ElementIndexUint >= {ParameterName}_ElementOffsets[SPHERE_INDEX] && ElementIndexUint < {ParameterName}_ElementOffsets[SPHERE_INDEX+1] )
{
GetSphereProjection_{ParameterName}(LocalPosition, float3(0,0,0), {ParameterName}_ElementExtentBuffer[ElementIndex].x, ElementIndex,
CollisionPosition, CollisionNormal, OutputIndex, OutClosestDistance);
}
else if ( ElementIndexUint >= {ParameterName}_ElementOffsets[CAPSULE_INDEX] && ElementIndexUint < {ParameterName}_ElementOffsets[CAPSULE_INDEX+1] )
{
GetCapsuleProjection_{ParameterName}(LocalPosition, {ParameterName}_ElementExtentBuffer[ElementIndex].xy, ElementIndex,
CollisionPosition, CollisionNormal, OutputIndex, OutClosestDistance);
}
else if ( ElementIndexUint >= {ParameterName}_ElementOffsets[BOX_INDEX] && ElementIndexUint < {ParameterName}_ElementOffsets[BOX_INDEX+1] )
{
GetBoxProjection_{ParameterName}(LocalPosition, {ParameterName}_ElementExtentBuffer[ElementIndex].xyz, ElementIndex,
CollisionPosition, CollisionNormal, OutputIndex, OutClosestDistance);
}
uint DFIndex = {ParameterName}_DFIndexBuffer[ElementIndex];
if (DFIndex >= 0 && DFIndex < NumSceneObjects)
{
MaxDistance = max(.001, MaxDistance);
const FDFVector3 LWCWorldPosition = DFFromTileOffset_Hack(MakeLWCVector3(GetEngineOwnerLWCTile(), WorldPosition));
OutClosestDistance = DistanceToNearestSurfaceForObject(DFIndex, LWCWorldPosition, MaxDistance);
}
const float3 PreviousPosition = mul(GetPreviousTransform_{ParameterName}(ElementIndex), float4(CollisionPosition,1.0)).xyz;
const float3 CurrentPosition = mul(GetCurrentTransform_{ParameterName}(ElementIndex), float4(CollisionPosition,1.0)).xyz;
OutClosestVelocity = ( CurrentPosition - PreviousPosition ) / DeltaTime;
}
}
// Given a world space position (WorldPosition) and an element index compute the static mesh closest distance
void GetElementDistance_{ParameterName}(in float3 WorldPosition, in float TimeFraction, in int ElementIndex, out float OutClosestDistance)
{
OutClosestDistance = 0.0;
if (ElementIndex >= 0)
{
const uint ElementIndexUint = uint(ElementIndex);
const float3 LocalPosition = GetLocalPosition_{ParameterName}(WorldPosition,ElementIndex,TimeFraction);
float MinDistance = MAX_DISTANCE;
int OutputIndex = -1;
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
if ( ElementIndexUint >= {ParameterName}_ElementOffsets[SPHERE_INDEX] && ElementIndexUint < {ParameterName}_ElementOffsets[SPHERE_INDEX+1] )
{
GetSphereProjection_{ParameterName}(LocalPosition, float3(0,0,0), {ParameterName}_ElementExtentBuffer[ElementIndex].x, ElementIndex,
CollisionPosition, CollisionNormal, OutputIndex, MinDistance);
}
else if ( ElementIndexUint >= {ParameterName}_ElementOffsets[CAPSULE_INDEX] && ElementIndexUint < {ParameterName}_ElementOffsets[CAPSULE_INDEX+1] )
{
GetCapsuleProjection_{ParameterName}(LocalPosition, {ParameterName}_ElementExtentBuffer[ElementIndex].xy, ElementIndex,
CollisionPosition, CollisionNormal, OutputIndex, MinDistance);
}
else if ( ElementIndexUint >= {ParameterName}_ElementOffsets[BOX_INDEX] && ElementIndexUint < {ParameterName}_ElementOffsets[BOX_INDEX+1] )
{
GetBoxProjection_{ParameterName}(LocalPosition, {ParameterName}_ElementExtentBuffer[ElementIndex].xyz, ElementIndex,
CollisionPosition, CollisionNormal, OutputIndex, MinDistance);
}
if (ElementIndex != -1)
{
OutClosestDistance = ({ParameterName}_PhysicsTypeBuffer[ElementIndex] == 1) ? MinDistance : 0;
}
}
}
// Given a world space position (WorldPosition) compute the static mesh closest element
void GetClosestElement_{ParameterName}(in float3 WorldPosition, in float TimeFraction, out int OutElementIndex)
{
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
float MinDistance = 0.0;
OutElementIndex = GetClosestElement_{ParameterName}(WorldPosition,CollisionPosition,CollisionNormal,MinDistance,TimeFraction);
}
// Given a world space position (WorldPosition) compute the static mesh closest point (position,normal,velocity)
void GetClosestPoint_{ParameterName}(in float3 WorldPosition, in float DeltaTime, in float TimeFraction, out float OutClosestDistance, out float3 OutClosestPosition, out float3 OutClosestNormal, out float3 OutClosestVelocity)
{
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
OutClosestDistance = 0.0;
const int ElementIndex = GetClosestElement_{ParameterName}(WorldPosition,CollisionPosition,CollisionNormal,OutClosestDistance,TimeFraction);
OutClosestNormal = float3(0,0,0);
OutClosestPosition = float3(0,0,0);
OutClosestVelocity = float3(0,0,0);
if (ElementIndex != -1)
{
const float3 PreviousPosition = mul(GetPreviousTransform_{ParameterName}(ElementIndex), float4(CollisionPosition,1.0)).xyz;
const float3 CurrentPosition = mul(GetCurrentTransform_{ParameterName}(ElementIndex), float4(CollisionPosition,1.0)).xyz;
const float3 PreviousNormal = mul(GetPreviousTransform_{ParameterName}(ElementIndex), float4(CollisionNormal,0.0)).xyz;
const float3 CurrentNormal = mul(GetCurrentTransform_{ParameterName}(ElementIndex), float4(CollisionNormal,0.0)).xyz;
OutClosestPosition = PreviousPosition + TimeFraction * (CurrentPosition-PreviousPosition);
OutClosestNormal = normalize(PreviousNormal + TimeFraction * (CurrentNormal-PreviousNormal));
OutClosestVelocity = ( CurrentPosition - PreviousPosition ) / DeltaTime;
}
}
// Given a world space position (WorldPosition) compute the static mesh closest point (position,normal,velocity)
void GetClosestPointSimple_{ParameterName}(in float3 WorldPosition, in float DeltaTime, out float OutClosestDistance, out float3 OutClosestVelocity)
{
float3 CollisionPosition = float3(0,0,0);
OutClosestDistance = 0.0;
const int ElementIndex = GetClosestElementSimple_{ParameterName}(WorldPosition,CollisionPosition,OutClosestDistance);
OutClosestVelocity = float3(0,0,0);
if (ElementIndex != -1)
{
const float3 PreviousPosition = mul(GetPreviousTransform_{ParameterName}(ElementIndex), float4(CollisionPosition,1.0)).xyz;
const float3 CurrentPosition = mul(GetCurrentTransform_{ParameterName}(ElementIndex), float4(CollisionPosition,1.0)).xyz;
OutClosestVelocity = ( CurrentPosition - PreviousPosition ) / DeltaTime;
}
}
// Given a world space position (WorldPosition) compute the static mesh closest distance
void GetClosestDistance_{ParameterName}(in float3 WorldPosition, in float TimeFraction, out float OutClosestDistance)
{
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
float MinDistance = 0.0;
const int ElementIndex = GetClosestElement_{ParameterName}(WorldPosition,CollisionPosition,CollisionNormal,MinDistance,TimeFraction);
OutClosestDistance = 0.0;
if (ElementIndex != -1)
{
OutClosestDistance = ({ParameterName}_PhysicsTypeBuffer[ElementIndex] == 1) ? MinDistance : 0;
}
}
void EvaluateWorldPositionOnElement_{ParameterName}(int ElementIndex, float3 WorldPosition, float DeltaTime, float TimeFraction, out float3 OutPosition, out float3 OutVelocity)
{
const float3 LocalPosition = mul(GetInverseTransform_{ParameterName}(ElementIndex), float4(WorldPosition,1.0)).xyz;
const float3 PreviousPosition = mul(GetPreviousTransform_{ParameterName}(ElementIndex), float4(LocalPosition,1.0)).xyz;
const float3 CurrentPosition = mul(GetCurrentTransform_{ParameterName}(ElementIndex), float4(LocalPosition,1.0)).xyz;
OutVelocity = ( CurrentPosition - PreviousPosition ) / DeltaTime;
OutPosition = PreviousPosition + TimeFraction * (CurrentPosition-PreviousPosition);
}
// Given a world space position (WorldPosition) compute the static mesh closest point (position,normal,velocity)
void GetClosestPointMeshDistanceField_{ParameterName}(in float3 WorldPosition, in float DeltaTime, in float TimeFraction, in float MaxDistance, out float OutClosestDistance, out float3 OutClosestPosition, out float3 OutClosestNormal, out float3 OutClosestVelocity, out bool NormalIsValid, out float MaxEncodedDistance)
{
const FDFVector3 LWCWorldPosition = DFFromTileOffset_Hack(MakeLWCVector3(GetEngineOwnerLWCTile(), WorldPosition));
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
OutClosestDistance = MAX_DISTANCE;
OutClosestNormal = float3(0,0,0);
OutClosestPosition = float3(0,0,0);
OutClosestVelocity = float3(0,0,0);
MaxEncodedDistance = 0;
NormalIsValid = false;
float OutClosestDistanceTmp;
const int ElementIndex = GetClosestElement_{ParameterName}(WorldPosition,CollisionPosition,CollisionNormal,OutClosestDistanceTmp,TimeFraction);
if (ElementIndex != -1)
{
uint DFIndex = {ParameterName}_DFIndexBuffer[ElementIndex];
if (DFIndex >= 0 && DFIndex < NumSceneObjects)
{
MaxDistance = max(0.001f, MaxDistance);
OutClosestDistance = GetDistanceToMeshDistanceField(DFIndex, LWCWorldPosition, MaxDistance);
float3 SampledWorldPosition;
ComputeClosestPointMeshDistanceField(DFIndex, LWCWorldPosition, OutClosestDistance, SampledWorldPosition, OutClosestNormal, MaxEncodedDistance, NormalIsValid);
if (NormalIsValid)
{
EvaluateWorldPositionOnElement_{ParameterName}(ElementIndex, SampledWorldPosition, DeltaTime, TimeFraction, OutClosestPosition, OutClosestVelocity);
OutClosestDistance = length(WorldPosition - SampledWorldPosition) * sign(OutClosestDistanceTmp);
}
}
}
}
// Given a world space position (WorldPosition) compute the static mesh closest point (position,normal,velocity) by querying all overlapping mesh distance fields
void GetClosestPointMeshDistanceFieldAccurate_{ParameterName}(in float3 WorldPosition, in float DeltaTime, in float TimeFraction, in float MaxDistance, out float OutClosestDistance, out float3 OutClosestPosition, out float3 OutClosestNormal, out float3 OutClosestVelocity, out bool NormalIsValid, out float MaxEncodedDistance)
{
const FDFVector3 LWCWorldPosition = DFFromTileOffset_Hack(MakeLWCVector3(GetEngineOwnerLWCTile(), WorldPosition));
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
OutClosestDistance = MAX_DISTANCE;
OutClosestNormal = float3(0,0,0);
OutClosestPosition = float3(0,0,0);
OutClosestVelocity = float3(0,0,0);
MaxEncodedDistance = 0;
NormalIsValid = false;
for (int ElementIndex = 0; ElementIndex < {ParameterName}_ElementOffsets[NUM_ELEMENTS_INDEX]; ++ElementIndex)
{
uint DFIndex = {ParameterName}_DFIndexBuffer[ElementIndex];
// #todo(dmp): this does a dynamic branch based on intersecting the bbox. Maybe we can factor that out due to the broadphase here?
// #todo(dmp): Check the distance from the physics asset for a speedup?
MaxDistance = max(.001, MaxDistance);
float OutClosestDistanceTmp = GetDistanceToMeshDistanceField(DFIndex, LWCWorldPosition, MaxDistance);
if (OutClosestDistanceTmp < OutClosestDistance)
{
OutClosestDistance = OutClosestDistanceTmp;
float3 SampledWorldPosition;
ComputeClosestPointMeshDistanceField(DFIndex, LWCWorldPosition, OutClosestDistance, SampledWorldPosition, OutClosestNormal, MaxEncodedDistance, NormalIsValid);
if (NormalIsValid)
{
EvaluateWorldPositionOnElement_{ParameterName}(ElementIndex, SampledWorldPosition, DeltaTime, TimeFraction, OutClosestPosition, OutClosestVelocity);
OutClosestDistance = length(WorldPosition - SampledWorldPosition) * sign(OutClosestDistanceTmp);
}
}
}
}
// Given a world space position (WorldPosition) compute the static mesh closest point (position,normal,velocity)
void GetClosestPointMeshDistanceFieldNoNormal_{ParameterName}(in float3 WorldPosition, in float DeltaTime, in float TimeFraction, in float MaxDistance, out float OutClosestDistance, out float3 OutClosestPosition, out float3 OutClosestVelocity)
{
const FDFVector3 LWCWorldPosition = DFFromTileOffset_Hack(MakeLWCVector3(GetEngineOwnerLWCTile(), WorldPosition));
float3 CollisionPosition = float3(0,0,0);
float3 CollisionNormal = float3(0,0,0);
OutClosestDistance = MAX_DISTANCE;
OutClosestPosition = float3(0,0,0);
OutClosestVelocity = float3(0,0,0);
float OutClosestDistanceTmp;
const int ElementIndex = GetClosestElement_{ParameterName}(WorldPosition,CollisionPosition,CollisionNormal,OutClosestDistanceTmp,TimeFraction);
if (ElementIndex != -1)
{
uint DFIndex = {ParameterName}_DFIndexBuffer[ElementIndex];
if (DFIndex >= 0 && DFIndex < NumSceneObjects)
{
// #todo(dmp): this does a dynamic branch based on intersecting the bbox. Maybe we can factor that out due to the broadphase here?
// #todo(dmp): Check the distance from the physics asset for a speedup?
MaxDistance = max(.001, MaxDistance);
OutClosestDistance = DistanceToNearestSurfaceForObject(DFIndex, LWCWorldPosition, MaxDistance);
}
else
{
OutClosestDistance = OutClosestDistanceTmp;
}
const float3 PreviousPosition = mul(GetPreviousTransform_{ParameterName}(ElementIndex), float4(CollisionPosition,1.0)).xyz;
const float3 CurrentPosition = mul(GetCurrentTransform_{ParameterName}(ElementIndex), float4(CollisionPosition,1.0)).xyz;
OutClosestVelocity = ( CurrentPosition - PreviousPosition ) / DeltaTime;
OutClosestPosition = PreviousPosition + TimeFraction * (CurrentPosition-PreviousPosition);
}
}
void GetMaxEncodedDistanceMeshDistanceField_{ParameterName}(in int ElementIndex, out float MaxEncodedDistance)
{
MaxEncodedDistance = 0;
if (ElementIndex != -1)
{
uint DFIndex = {ParameterName}_DFIndexBuffer[ElementIndex];
if (DFIndex >= 0 && DFIndex < NumSceneObjects)
{
FDFObjectData DFObjectData = LoadDFObjectData(DFIndex);
uint NumMips = LoadDFAssetData(DFObjectData.AssetIndex, 0).NumMips;
FDFAssetData DFAssetData = LoadDFAssetData(DFObjectData.AssetIndex, NumMips - 1);
MaxEncodedDistance = (DFAssetData.DistanceFieldToVolumeScaleBias.x + DFAssetData.DistanceFieldToVolumeScaleBias.y) * DFObjectData.VolumeScale;
}
}
}
#undef BOX_INDEX
#undef SPHERE_INDEX
#undef CAPSULE_INDEX