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Requirements for box collision

What are the requirements for a collision to be usable as box collision? For example..

  • Must it be 6 equally large sides?

  • Does the box have to be straight e.g. no rotated faces?

And what happens if the box isn't usable as a box collision? Will the Engine let me know or will it simply be converted to e.g. a convex collision?

Product Version: UE 4.14
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asked Nov 22 '16 at 09:25 PM in Using UE4

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Bart Pelle
46 1 4 8

(comments are locked)
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1 answer: sort voted first

You can read the code here, responsible for the checks:

 /** 
  *    Function for adding a box collision primitive to the supplied collision geometry based on the mesh of the box.
  * 
  *    We keep a list of triangle normals found so far. For each normal direction,
  *    we should have 2 distances from the origin (2 parallel box faces). If the 
  *    mesh is a box, we should have 3 distinct normal directions, and 2 distances
  *    found for each. The difference between these distances should be the box
  *    dimensions. The 3 directions give us the key axes, and therefore the
  *    box transformation matrix. This shouldn't rely on any vertex-ordering on 
  *    the triangles (normals are compared +ve & -ve). It also shouldn't matter 
  *    about how many triangles make up each side (but it will take longer). 
  *    We get the centre of the box from the centre of its AABB.
  */
 void AddBoxGeomFromTris( const TArray<FPoly>& Tris, FKAggregateGeom* AggGeom, const TCHAR* ObjName )
 {
     TArray<FPlaneInfo> Planes;
 
     for(int32 i=0; i<Tris.Num(); i++)
     {
         bool bFoundPlane = false;
         for(int32 j=0; j<Planes.Num() && !bFoundPlane; j++)
         {
             // if this triangle plane is already known...
             if( AreParallel( Tris[i].Normal, Planes[j].Normal ) )
             {
                 // Always use the same normal when comparing distances, to ensure consistent sign.
                 float Dist = Tris[i].Vertices[0] | Planes[j].Normal;
 
                 // we only have one distance, and its not that one, add it.
                 if( Planes[j].DistCount == 1 && !AreEqual(Dist, Planes[j].PlaneDist[0]) )
                 {
                     Planes[j].PlaneDist[1] = Dist;
                     Planes[j].DistCount = 2;
                 }
                 // if we have a second distance, and its not that either, something is wrong.
                 else if( Planes[j].DistCount == 2 && !AreEqual(Dist, Planes[j].PlaneDist[1]) )
                 {
                     UE_LOG(LogStaticMeshEdit, Log, TEXT("AddBoxGeomFromTris (%s): Found more than 2 planes with different distances."), ObjName);
                     return;
                 }
 
                 bFoundPlane = true;
             }
         }
 
         // If this triangle does not match an existing plane, add to list.
         if(!bFoundPlane)
         {
             check( Planes.Num() < Tris.Num() );
 
             FPlaneInfo NewPlane;
             NewPlane.Normal = Tris[i].Normal;
             NewPlane.DistCount = 1;
             NewPlane.PlaneDist[0] = Tris[i].Vertices[0] | NewPlane.Normal;
             
             Planes.Add(NewPlane);
         }
     }
 
     // Now we have our candidate planes, see if there are any problems
 
     // Wrong number of planes.
     if(Planes.Num() != 3)
     {
         UE_LOG(LogStaticMeshEdit, Log, TEXT("AddBoxGeomFromTris (%s): Not very box-like (need 3 sets of planes)."), ObjName);
         return;
     }
 
     // If we don't have 3 pairs, we can't carry on.
     if((Planes[0].DistCount != 2) || (Planes[1].DistCount != 2) || (Planes[2].DistCount != 2))
     {
         UE_LOG(LogStaticMeshEdit, Log, TEXT("AddBoxGeomFromTris (%s): Incomplete set of planes (need 2 per axis)."), ObjName);
         return;
     }
 
     FMatrix BoxTM = FMatrix::Identity;
 
     BoxTM.SetAxis(0, Planes[0].Normal);
     BoxTM.SetAxis(1, Planes[1].Normal);
 
     // ensure valid TM by cross-product
     FVector ZAxis = Planes[0].Normal ^ Planes[1].Normal;
 
     if( !AreParallel(ZAxis, Planes[2].Normal) )
     {
         UE_LOG(LogStaticMeshEdit, Log, TEXT("AddBoxGeomFromTris (%s): Box axes are not perpendicular."), ObjName);
         return;
     }
 
     BoxTM.SetAxis(2, ZAxis);
 
     // OBB centre == AABB centre.
     FBox Box(0);
     for(int32 i=0; i<Tris.Num(); i++)
     {
         Box += Tris[i].Vertices[0];
         Box += Tris[i].Vertices[1];
         Box += Tris[i].Vertices[2];
     }
 
     BoxTM.SetOrigin( Box.GetCenter() );
 
     // Allocate box in array
     FKBoxElem BoxElem;
     BoxElem.SetTransform( FTransform( BoxTM ) );    
     // distance between parallel planes is box edge lengths.
     BoxElem.X = FMath::Abs(Planes[0].PlaneDist[0] - Planes[0].PlaneDist[1]);
     BoxElem.Y = FMath::Abs(Planes[1].PlaneDist[0] - Planes[1].PlaneDist[1]);
     BoxElem.Z = FMath::Abs(Planes[2].PlaneDist[0] - Planes[2].PlaneDist[1]);
     AggGeom->BoxElems.Add(BoxElem);
 }

To summarize:

  • You need 3 sets of 2 planes, no more no less;

  • Each plane must have an associated plane with normals pointing the same (or inversed) way (parallel normals)

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answered Nov 24 '16 at 11:59 AM

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Bart Pelle
46 1 4 8

(comments are locked)
10|2000 characters needed characters left
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