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#ifndef COLLISION_MESH_DATA
#define COLLISION_MESH_DATA
#include "Runtime/Utilities/dynamic_array.h"
#include "Runtime/BaseClasses/BaseObject.h"
#include "Runtime/Math/Matrix4x4.h"
#include "Editor/Interfaces/IPhysicsEditor.h"
class Mesh;
enum
{
kMeshMustKeepVertexAndIndexData = 1 << 0,
kRequiresSharedConvexCollisionMesh = 1 << 1, // Mesh can be shared and should be precomputed on standalone platforms
kRequiresSharedTriangleCollisionMesh = 1 << 2, // Mesh can be shared and should be precomputed on standalone platforms
kRequiresScaledCollisionMesh = 1 << 3 // Mesh is used as mesh collider but is scaled
};
class EXPORT_COREMODULE CollisionMeshData
{
void* m_NxConvexMesh;
void* m_NxTriangleMesh;
bool m_SharedPhysicsMeshDirty;
public:
#if USE_PREBAKED_COLLISIONMESH
dynamic_array<UInt8> m_BakedTriangleCollisionMesh;
dynamic_array<UInt8> m_BakedConvexCollisionMesh;
#endif
CollisionMeshData ();
~CollisionMeshData ();
void Cleanup ();
template<class TransferFunction>
void Transfer (TransferFunction& transfer, Mesh& mesh);
void VertexDataHasChanged ();
void AwakeFromLoad (AwakeFromLoadMode awake);
void AwakeFromLoadThreaded(Mesh& meshData);
void* GetSharedNxMesh (Mesh& mesh);
void* GetSharedNxConvexMesh (Mesh& mesh);
bool IsSharedPhysicsMeshDirty () { return m_SharedPhysicsMeshDirty; }
};
EXPORT_COREMODULE void* CreateNxMeshFromUnityMesh (Mesh* mesh, bool convex, const Matrix4x4f& scalematrix, TransformType transformType );
template<class TransferFunction>
inline void CollisionMeshData::Transfer (TransferFunction& transfer, Mesh& mesh)
{
#if UNITY_EDITOR
// When building player we precalcuate mesh usage based on who uses the different MeshColliders in different scenes.
if (transfer.IsWritingGameReleaseData())
{
int buildMeshUsageFlags = transfer.GetBuildUsage().meshUsageFlags;
// Bake physX meshes
if (transfer.GetFlags() & kGenerateBakedPhysixMeshes)
{
IPhysicsEditor* physicsEditor = GetIPhysicsEditor();
Assert(physicsEditor != NULL) ;
dynamic_array<UInt8> bakedConvex;
if (buildMeshUsageFlags & kRequiresSharedConvexCollisionMesh)
physicsEditor->BakeMesh (&mesh, true, ShouldSerializeForBigEndian(transfer), bakedConvex);
transfer.Transfer (bakedConvex, "m_BakedConvexCollisionMesh", kHideInEditorMask);
dynamic_array<UInt8> bakedConcave;
if (buildMeshUsageFlags & kRequiresSharedTriangleCollisionMesh)
physicsEditor->BakeMesh (&mesh, false, ShouldSerializeForBigEndian(transfer), bakedConcave);
transfer.Transfer (bakedConcave, "m_BakedTriangleCollisionMesh", kHideInEditorMask);
}
}
#endif
#if USE_PREBAKED_COLLISIONMESH
transfer.Transfer (m_BakedConvexCollisionMesh, "m_BakedConvexCollisionMesh", kHideInEditorMask);
transfer.Transfer (m_BakedTriangleCollisionMesh, "m_BakedTriangleCollisionMesh", kHideInEditorMask);
#endif
}
#endif
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