Vehicle usd collisions (#6459)

* Added collision shape generation for vehicles

* Fixed wrong physics asset assignment to skeletal mesh

* Fixed long line

* Fixed crash with missing optional data from USD

---------

Co-authored-by: Antonio Peris Sanchez <perissanchezantonio@gmail.com>
Co-authored-by: Blyron <53337103+Blyron@users.noreply.github.com>
This commit is contained in:
Axel1092 2023-11-06 09:52:03 +01:00 committed by GitHub
parent 80d3471171
commit f7dbdf8189
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 47 additions and 4 deletions

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@ -30,6 +30,7 @@
#include "Kismet2/BlueprintEditorUtils.h"
#include "BlueprintEditor.h"
#include "Carla/Vehicle/CarlaWheeledVehicle.h"
#include "EditorStaticMeshLibrary.h"
void UUSDImporterWidget::ImportUSDProp(
@ -71,7 +72,7 @@ void UUSDImporterWidget::ImportUSDVehicle(
-> TSubclassOf<UVehicleWheel>
{
// Get a reference to the editor subsystem
constexpr float MToCM = 0.01f;
constexpr float MToCM = 100.f;
constexpr float RadToDeg = 360.f/3.14159265359f;
FString BlueprintName = FPaths::GetBaseFilename(PackagePathName);
FString BlueprintPath = FPaths::GetPath(PackagePathName);
@ -430,6 +431,7 @@ AActor* UUSDImporterWidget::GenerateNewVehicleBlueprint(
UWorld* World,
UClass* BaseClass,
USkeletalMesh* NewSkeletalMesh,
UPhysicsAsset* NewPhysicsAsset,
const FString &DestPath,
const FMergedVehicleMeshParts& VehicleMeshes,
const FWheelTemplates& WheelTemplates)
@ -538,6 +540,16 @@ AActor* UUSDImporterWidget::GenerateNewVehicleBlueprint(
TemplateActor->AddInstanceComponent(LightComponent);
UE_LOG(LogCarlaTools, Log, TEXT("Spawn Light %s, %s, %s"), *Light.Name, *Light.Location.ToString(), *Light.Color.ToString());
}
// set the wheel radius
UVehicleWheel* WheelDefault;
WheelDefault = WheelTemplates.WheelFL->GetDefaultObject<UVehicleWheel>();
WheelDefault->ShapeRadius = VehicleMeshes.WheelFL->GetBounds().SphereRadius;
WheelDefault = WheelTemplates.WheelFR->GetDefaultObject<UVehicleWheel>();
WheelDefault->ShapeRadius = VehicleMeshes.WheelFR->GetBounds().SphereRadius;
WheelDefault = WheelTemplates.WheelRL->GetDefaultObject<UVehicleWheel>();
WheelDefault->ShapeRadius = VehicleMeshes.WheelRL->GetBounds().SphereRadius;
WheelDefault = WheelTemplates.WheelRR->GetDefaultObject<UVehicleWheel>();
WheelDefault->ShapeRadius = VehicleMeshes.WheelRR->GetBounds().SphereRadius;
// assign generated wheel types
TArray<FWheelSetup> WheelSetups;
FWheelSetup Setup;
@ -566,7 +578,12 @@ AActor* UUSDImporterWidget::GenerateNewVehicleBlueprint(
{
UE_LOG(LogCarlaTools, Error, TEXT("Null CarlaVehicle"));
}
// Set the vehicle collision in the new physicsasset object
UEditorStaticMeshLibrary::AddSimpleCollisions(
VehicleMeshes.Body, EScriptingCollisionShapeType::NDOP26);
CopyCollisionToPhysicsAsset(NewPhysicsAsset, VehicleMeshes.Body);
// assign the physics asset to the skeletal mesh
NewSkeletalMesh->PhysicsAsset = NewPhysicsAsset;
// Create the new blueprint vehicle
FKismetEditorUtilities::FCreateBlueprintFromActorParams Params;
Params.bReplaceActor = false;
@ -612,3 +629,15 @@ bool UUSDImporterWidget::EditSkeletalMeshBones(
EObjectFlags::RF_Public | EObjectFlags::RF_Standalone,
*(Package->GetName()), GError, nullptr, true, true, SAVE_NoError);
}
void UUSDImporterWidget::CopyCollisionToPhysicsAsset(
UPhysicsAsset* PhysicsAssetToEdit, UStaticMesh* StaticMesh)
{
UE_LOG(LogCarlaTools, Log, TEXT("Num bodysetups %d"), PhysicsAssetToEdit->SkeletalBodySetups.Num());
UBodySetup* BodySetupPhysicsAsset =
PhysicsAssetToEdit->SkeletalBodySetups[
PhysicsAssetToEdit->FindBodyIndex(FName("Vehicle_Base"))];
UBodySetup* BodySetupStaticMesh = StaticMesh->BodySetup;
BodySetupPhysicsAsset->AggGeom = BodySetupStaticMesh->AggGeom;
}

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@ -7,6 +7,7 @@
#include "Animation/Skeleton.h"
#include "VehicleWheel.h"
#include "Materials/MaterialInterface.h"
#include "PhysicsEngine/PhysicsAsset.h"
#include "USDImporterWidget.generated.h"
@ -165,6 +166,7 @@ public:
UWorld* World,
UClass* BaseClass,
USkeletalMesh* NewSkeletalMesh,
UPhysicsAsset* NewPhysicsAsset,
const FString &DestPath,
const FMergedVehicleMeshParts& VehicleMeshes,
const FWheelTemplates& WheelTemplates);
@ -172,5 +174,8 @@ public:
static bool EditSkeletalMeshBones(
USkeletalMesh* Skeleton,
const TMap<FString, FTransform> &NewBoneTransforms);
UFUNCTION(BlueprintCallable, Category="USD Importer")
static void CopyCollisionToPhysicsAsset(
UPhysicsAsset* PhysicsAssetToEdit, UStaticMesh* StaticMesh);
};

View File

@ -91,6 +91,7 @@ TArray<FUSDCARLAWheelData> UUSDCARLAInterface::GetUSDWheelData(const FString& Pa
if(!WheelPrim)
{
UE_LOG(LogOmniverseUsd, Warning, TEXT("Wheel prim fail"));
return false;
}
pxr::UsdRelationship WheelRelationship;
pxr::UsdRelationship TireRelationship;
@ -155,7 +156,15 @@ TArray<FUSDCARLAWheelData> UUSDCARLAInterface::GetUSDWheelData(const FString& Pa
return true;
};
FUSDCARLAWheelData Wheel0, Wheel1, Wheel2, Wheel3;
// default wheel values, overriden by ParseWheelData if physx data is present
FUSDCARLAWheelData Wheel0 =
{8.f, 16.f, 0.61f, 0.f, 0.f, 0.1f, 0.f, 20.f, 3000.f}; // front left
FUSDCARLAWheelData Wheel1 =
{8.f, 16.f, 0.61f, 0.f, 0.f, 0.1f, 0.f, 20.f, 3000.f}; // front right
FUSDCARLAWheelData Wheel2 =
{8.f, 16.f, 0.f, 0.f, 5.f, 0.1f, 0.f, 20.f, 3000.f}; // rear left
FUSDCARLAWheelData Wheel3 =
{8.f, 16.f, 0.f, 0.f, 5.f, 0.1f, 0.f, 20.f, 3000.f}; // rear right
ParseWheelData("wheel_0", Wheel0);
ParseWheelData("wheel_1", Wheel1);
ParseWheelData("wheel_2", Wheel2);