merging latest development
Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
@@ -25,6 +25,9 @@ ly_add_target(
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AZ::AzCore
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AZ::AzFramework
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AZ::AzNetworking
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PRIVATE
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Gem::EMotionFXStaticLib
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Gem::PhysX.Static
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AUTOGEN_RULES
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*.AutoPackets.xml,AutoPackets_Header.jinja,$path/$fileprefix.AutoPackets.h
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*.AutoPackets.xml,AutoPackets_Inline.jinja,$path/$fileprefix.AutoPackets.inl
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@@ -0,0 +1,82 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Source/AutoGen/NetworkCharacterComponent.AutoComponent.h>
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#include <PhysX/CharacterGameplayBus.h>
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#include <Multiplayer/Components/NetBindComponent.h>
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namespace Physics
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{
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class Character;
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}
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namespace Multiplayer
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{
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//! NetworkCharacterComponent
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//! Provides multiplayer support for game-play player characters.
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class NetworkCharacterComponent
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: public NetworkCharacterComponentBase
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, private PhysX::CharacterGameplayRequestBus::Handler
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{
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friend class NetworkCharacterComponentController;
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public:
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AZ_MULTIPLAYER_COMPONENT(Multiplayer::NetworkCharacterComponent, s_networkCharacterComponentConcreteUuid, Multiplayer::NetworkCharacterComponentBase)
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static void Reflect(AZ::ReflectContext* context);
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NetworkCharacterComponent();
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static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
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{
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incompatible.push_back(AZ_CRC_CE("NetworkRigidBodyService"));
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}
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// AZ::Component
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void OnInit() override {}
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void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
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void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
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private:
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void OnTranslationChangedEvent(const AZ::Vector3& translation);
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void OnSyncRewind();
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// CharacterGameplayRequestBus
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bool IsOnGround() const override;
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float GetGravityMultiplier() const override { return {}; }
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void SetGravityMultiplier([[maybe_unused]] float gravityMultiplier) override {}
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AZ::Vector3 GetFallingVelocity() const override { return {}; }
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void SetFallingVelocity([[maybe_unused]] const AZ::Vector3& fallingVelocity) override {}
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Physics::Character* m_physicsCharacter = nullptr;
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Multiplayer::EntitySyncRewindEvent::Handler m_syncRewindHandler = Multiplayer::EntitySyncRewindEvent::Handler([this]() { OnSyncRewind(); });
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AZ::Event<AZ::Vector3>::Handler m_translationEventHandler;
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};
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//! NetworkCharacterComponentController
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//! This is the network controller for NetworkCharacterComponent.
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//! Class provides the ability to move characters in physical space while keeping the network in-sync.
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class NetworkCharacterComponentController
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: public NetworkCharacterComponentControllerBase
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{
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public:
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NetworkCharacterComponentController(NetworkCharacterComponent& parent);
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// NetworkCharacterComponentControllerBase
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void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
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void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
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//! TryMoveWithVelocity
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//! Will move this character entity kinematically through physical world while also ensuring the network stays in-sync.
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//! Velocity will be applied over delta-time to determine the movement amount.
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//! Returns this entity's world-space position after the move.
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AZ::Vector3 TryMoveWithVelocity(const AZ::Vector3& velocity, float deltaTime);
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};
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}
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@@ -0,0 +1,90 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.h>
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#include <Multiplayer/Components/NetBindComponent.h>
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#include <Integration/ActorComponentBus.h>
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#include <AzCore/Component/TransformBus.h>
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namespace Physics
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{
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class CharacterRequests;
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class CharacterHitDetectionConfiguration;
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}
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namespace Multiplayer
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{
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class NetworkHitVolumesComponent
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: public NetworkHitVolumesComponentBase
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, private EMotionFX::Integration::ActorComponentNotificationBus::Handler
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{
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public:
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struct AnimatedHitVolume final
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{
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AnimatedHitVolume
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(
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AzNetworking::ConnectionId connectionId,
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Physics::CharacterRequests* character,
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const char* hitVolumeName,
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const Physics::ColliderConfiguration* colliderConfig,
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const Physics::ShapeConfiguration* shapeConfig,
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const uint32_t jointIndex
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);
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~AnimatedHitVolume() = default;
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void UpdateTransform(const AZ::Transform& transform);
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void SyncToCurrentTransform();
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Multiplayer::RewindableObject<AZ::Transform, Multiplayer::RewindHistorySize> m_transform;
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AZStd::shared_ptr<Physics::Shape> m_physicsShape;
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// Cached so we don't have to do subsequent lookups by name
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const Physics::ColliderConfiguration* m_colliderConfig = nullptr;
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const Physics::ShapeConfiguration* m_shapeConfig = nullptr;
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AZ::Transform m_colliderOffSetTransform;
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const AZ::u32 m_jointIndex = 0;
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};
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AZ_MULTIPLAYER_COMPONENT(Multiplayer::NetworkHitVolumesComponent, s_networkHitVolumesComponentConcreteUuid, Multiplayer::NetworkHitVolumesComponentBase);
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static void Reflect(AZ::ReflectContext* context);
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NetworkHitVolumesComponent();
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void OnInit() override;
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void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
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void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
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private:
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void OnPreRender(float deltaTime, float blendFactor);
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void OnTransformUpdate(const AZ::Transform& transform);
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void OnSyncRewind();
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void CreateHitVolumes();
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void DestroyHitVolumes();
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//! ActorComponentNotificationBus::Handler
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//! @{
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void OnActorInstanceCreated(EMotionFX::ActorInstance* actorInstance) override;
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void OnActorInstanceDestroyed(EMotionFX::ActorInstance* actorInstance) override;
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//! @}
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Physics::CharacterRequests* m_physicsCharacter = nullptr;
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EMotionFX::Integration::ActorComponentRequests* m_actorComponent = nullptr;
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const Physics::CharacterColliderConfiguration* m_hitDetectionConfig = nullptr;
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AZStd::vector<AnimatedHitVolume> m_animatedHitVolumes;
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Multiplayer::EntitySyncRewindEvent::Handler m_syncRewindHandler;
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Multiplayer::EntityPreRenderEvent::Handler m_preRenderHandler;
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AZ::TransformChangedEvent::Handler m_transformChangedHandler;
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};
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}
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@@ -0,0 +1,68 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.h>
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#include <AzCore/Component/TransformBus.h>
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#include <Multiplayer/Components/NetBindComponent.h>
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namespace Physics
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{
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class RigidBodyRequests;
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}
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namespace Multiplayer
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{
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//! Bus for requests to the network rigid body component.
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class NetworkRigidBodyRequests : public AZ::ComponentBus
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{
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};
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using NetworkRigidBodyRequestBus = AZ::EBus<NetworkRigidBodyRequests>;
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class NetworkRigidBodyComponent final
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: public NetworkRigidBodyComponentBase
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, private NetworkRigidBodyRequestBus::Handler
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{
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friend class NetworkRigidBodyComponentController;
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public:
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AZ_MULTIPLAYER_COMPONENT(
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Multiplayer::NetworkRigidBodyComponent, s_networkRigidBodyComponentConcreteUuid, Multiplayer::NetworkRigidBodyComponentBase);
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static void Reflect(AZ::ReflectContext* context);
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static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
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static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
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static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
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NetworkRigidBodyComponent();
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void OnInit() override;
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void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
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void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
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private:
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void OnTransformUpdate(const AZ::Transform& worldTm);
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void OnSyncRewind();
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Multiplayer::EntitySyncRewindEvent::Handler m_syncRewindHandler;
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AZ::TransformChangedEvent::Handler m_transformChangedHandler;
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Physics::RigidBodyRequests* m_physicsRigidBodyComponent = nullptr;
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Multiplayer::RewindableObject<AZ::Transform, Multiplayer::RewindHistorySize> m_transform;
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};
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class NetworkRigidBodyComponentController
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: public NetworkRigidBodyComponentControllerBase
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{
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public:
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NetworkRigidBodyComponentController(NetworkRigidBodyComponent& parent);
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void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
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void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
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void HandleSendApplyImpulse(AzNetworking::IConnection* invokingConnection, const AZ::Vector3& impulse, const AZ::Vector3& worldPoint) override;
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};
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} // namespace Multiplayer
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@@ -14,7 +14,7 @@
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{% set Namespace = dataFiles[0].attrib['Namespace'] %}
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{% for Component in dataFiles %}
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{% if Component.attrib['Namespace'] != Namespace %}
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#error "mismatched component namespaces detected in declared multiplayer components, expected {{ Namespace }} but found {{ Component.attrib['Namespace'] }}"
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#error "mismatched component namespaces detected in declared multiplayer components, expected {{ Namespace }} but {{ Component.attrib['Name'] }} is using {{ Component.attrib['Namespace'] }} namespace."
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{% endif %}
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{% endfor %}
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namespace {{ Namespace }}
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@@ -0,0 +1,12 @@
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<?xml version="1.0"?>
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<Component
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Name="NetworkCharacterComponent"
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Namespace="Multiplayer"
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OverrideComponent="true"
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OverrideController="true"
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OverrideInclude="Multiplayer/Components/NetworkCharacterComponent.h"
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xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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<ComponentRelation Constraint="Required" HasController="true" Name="NetworkTransformComponent" Namespace="Multiplayer" Include="Multiplayer/Components/NetworkTransformComponent.h" />
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</Component>
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@@ -0,0 +1,12 @@
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<?xml version="1.0"?>
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<Component
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Name="NetworkHitVolumesComponent"
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Namespace="Multiplayer"
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OverrideComponent="true"
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OverrideController="false"
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OverrideInclude="Multiplayer/Components/NetworkHitVolumesComponent.h"
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xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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<ComponentRelation Constraint="Weak" HasController="false" Name="TransformComponent" Namespace="AzFramework" Include="AzFramework/Components/TransformComponent.h" />
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</Component>
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@@ -0,0 +1,18 @@
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<?xml version="1.0"?>
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<Component
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Name="NetworkRigidBodyComponent"
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Namespace="Multiplayer"
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OverrideComponent="true"
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OverrideController="true"
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OverrideInclude="Multiplayer/Components/NetworkRigidBodyComponent.h"
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xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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<ComponentRelation Constraint="Required" HasController="true" Name="NetworkTransformComponent" Namespace="Multiplayer" Include="Multiplayer/Components/NetworkTransformComponent.h" />
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<RemoteProcedure Name="SendApplyImpulse" InvokeFrom="Server" HandleOn="Authority" IsPublic="true" IsReliable="true" GenerateEventBindings="false" Description="Applies an impulse">
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<Param Type="AZ::Vector3" Name="impulse" />
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<Param Type="AZ::Vector3" Name="worldPoint" />
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</RemoteProcedure>
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</Component>
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@@ -0,0 +1,209 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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||||
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
*
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||||
* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Multiplayer/Components/NetworkCharacterComponent.h>
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#include <Multiplayer/Components/NetworkRigidBodyComponent.h>
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#include <AzFramework/Visibility/EntityBoundsUnionBus.h>
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#include <AzFramework/Physics/CharacterBus.h>
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#include <AzFramework/Physics/Character.h>
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#include <Multiplayer/Components/NetworkTransformComponent.h>
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#include <Multiplayer/NetworkTime/INetworkTime.h>
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#include <PhysXCharacters/API/CharacterController.h>
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#include <PhysX/PhysXLocks.h>
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#include <PhysX/Utils.h>
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namespace Multiplayer
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{
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bool CollisionLayerBasedControllerFilter(const physx::PxController& controllerA, const physx::PxController& controllerB)
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{
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PHYSX_SCENE_READ_LOCK(controllerA.getActor()->getScene());
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physx::PxRigidDynamic* actorA = controllerA.getActor();
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physx::PxRigidDynamic* actorB = controllerB.getActor();
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if (actorA && actorA->getNbShapes() > 0 && actorB && actorB->getNbShapes() > 0)
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{
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physx::PxShape* shapeA = nullptr;
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actorA->getShapes(&shapeA, 1, 0);
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physx::PxFilterData filterDataA = shapeA->getSimulationFilterData();
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physx::PxShape* shapeB = nullptr;
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actorB->getShapes(&shapeB, 1, 0);
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physx::PxFilterData filterDataB = shapeB->getSimulationFilterData();
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return PhysX::Utils::Collision::ShouldCollide(filterDataA, filterDataB);
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}
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return true;
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}
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physx::PxQueryHitType::Enum CollisionLayerBasedObjectPreFilter(
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const physx::PxFilterData& filterData,
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const physx::PxShape* shape,
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const physx::PxRigidActor* actor,
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[[maybe_unused]] physx::PxHitFlags& queryFlags)
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{
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// non-kinematic dynamic bodies should not impede the movement of the character
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if (actor->getConcreteType() == physx::PxConcreteType::eRIGID_DYNAMIC)
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{
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const physx::PxRigidDynamic* rigidDynamic = static_cast<const physx::PxRigidDynamic*>(actor);
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bool isKinematic = (rigidDynamic->getRigidBodyFlags() & physx::PxRigidBodyFlag::eKINEMATIC);
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if (isKinematic)
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{
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const PhysX::ActorData* actorData = PhysX::Utils::GetUserData(rigidDynamic);
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if (actorData)
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{
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const AZ::EntityId entityId = actorData->GetEntityId();
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if (Multiplayer::NetworkRigidBodyRequestBus::FindFirstHandler(entityId) != nullptr)
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{
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// Network rigid bodies are kinematic on the client but dynamic on the server,
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// hence filtering treats these actors as dynamic to support client prediction and avoid desyncs
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isKinematic = false;
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}
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}
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}
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if (!isKinematic)
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{
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return physx::PxQueryHitType::eNONE;
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}
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}
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// all other cases should be determined by collision filters
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if (PhysX::Utils::Collision::ShouldCollide(filterData, shape->getSimulationFilterData()))
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{
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return physx::PxQueryHitType::eBLOCK;
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}
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return physx::PxQueryHitType::eNONE;
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||||
}
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||||
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void NetworkCharacterComponent::NetworkCharacterComponent::Reflect(AZ::ReflectContext* context)
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||||
{
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||||
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
|
||||
if (serializeContext)
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||||
{
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serializeContext->Class<NetworkCharacterComponent, NetworkCharacterComponentBase>()
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->Version(1);
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||||
}
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NetworkCharacterComponentBase::Reflect(context);
|
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}
|
||||
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NetworkCharacterComponent::NetworkCharacterComponent()
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: m_translationEventHandler([this](const AZ::Vector3& translation) { OnTranslationChangedEvent(translation); })
|
||||
{
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||||
}
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||||
|
||||
void NetworkCharacterComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
|
||||
{
|
||||
Physics::CharacterRequests* characterRequests = Physics::CharacterRequestBus::FindFirstHandler(GetEntityId());
|
||||
m_physicsCharacter = (characterRequests != nullptr) ? characterRequests->GetCharacter() : nullptr;
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GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler);
|
||||
|
||||
if (m_physicsCharacter)
|
||||
{
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auto controller = static_cast<PhysX::CharacterController*>(m_physicsCharacter);
|
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controller->SetFilterFlags(physx::PxQueryFlag::eSTATIC | physx::PxQueryFlag::eDYNAMIC | physx::PxQueryFlag::ePREFILTER);
|
||||
if (auto callbackManager = controller->GetCallbackManager())
|
||||
{
|
||||
callbackManager->SetControllerFilter(CollisionLayerBasedControllerFilter);
|
||||
callbackManager->SetObjectPreFilter(CollisionLayerBasedObjectPreFilter);
|
||||
}
|
||||
}
|
||||
|
||||
if (!HasController())
|
||||
{
|
||||
GetNetworkTransformComponent()->TranslationAddEvent(m_translationEventHandler);
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkCharacterComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
void NetworkCharacterComponent::OnTranslationChangedEvent([[maybe_unused]] const AZ::Vector3& translation)
|
||||
{
|
||||
OnSyncRewind();
|
||||
}
|
||||
|
||||
void NetworkCharacterComponent::OnSyncRewind()
|
||||
{
|
||||
if (m_physicsCharacter == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const AZ::Vector3 currPosition = m_physicsCharacter->GetBasePosition();
|
||||
if (!currPosition.IsClose(GetNetworkTransformComponent()->GetTranslation()))
|
||||
{
|
||||
uint32_t frameId = static_cast<uint32_t>(Multiplayer::GetNetworkTime()->GetHostFrameId());
|
||||
m_physicsCharacter->SetFrameId(frameId);
|
||||
//m_physicsCharacter->SetBasePosition(GetNetworkTransformComponent()->GetTranslation());
|
||||
}
|
||||
}
|
||||
|
||||
bool NetworkCharacterComponent::IsOnGround() const
|
||||
{
|
||||
auto pxController = static_cast<physx::PxController*>(m_physicsCharacter->GetNativePointer());
|
||||
if (!pxController)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
physx::PxControllerState state;
|
||||
pxController->getState(state);
|
||||
return state.touchedActor != nullptr || (state.collisionFlags & physx::PxControllerCollisionFlag::eCOLLISION_DOWN) != 0;
|
||||
}
|
||||
|
||||
NetworkCharacterComponentController::NetworkCharacterComponentController(NetworkCharacterComponent& parent)
|
||||
: NetworkCharacterComponentControllerBase(parent)
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
void NetworkCharacterComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
void NetworkCharacterComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
AZ::Vector3 NetworkCharacterComponentController::TryMoveWithVelocity(const AZ::Vector3& velocity, [[maybe_unused]] float deltaTime)
|
||||
{
|
||||
// Ensure any entities that we might interact with are properly synchronized to their rewind state
|
||||
if (IsAuthority())
|
||||
{
|
||||
const AZ::Aabb entityStartBounds = AZ::Interface<AzFramework::IEntityBoundsUnion>::Get()->GetEntityLocalBoundsUnion(GetEntity()->GetId());
|
||||
const AZ::Aabb entityFinalBounds = entityStartBounds.GetTranslated(velocity);
|
||||
AZ::Aabb entitySweptBounds = entityStartBounds;
|
||||
entitySweptBounds.AddAabb(entityFinalBounds);
|
||||
Multiplayer::GetNetworkTime()->SyncEntitiesToRewindState(entitySweptBounds);
|
||||
}
|
||||
|
||||
if ((GetParent().m_physicsCharacter == nullptr) || (velocity.GetLengthSq() <= 0.0f))
|
||||
{
|
||||
return GetEntity()->GetTransform()->GetWorldTranslation();
|
||||
}
|
||||
GetParent().m_physicsCharacter->AddVelocity(velocity);
|
||||
GetParent().m_physicsCharacter->ApplyRequestedVelocity(deltaTime);
|
||||
GetEntity()->GetTransform()->SetWorldTranslation(GetParent().m_physicsCharacter->GetBasePosition());
|
||||
AZLOG
|
||||
(
|
||||
NET_Movement,
|
||||
"Moved to position %f x %f x %f",
|
||||
GetParent().m_physicsCharacter->GetBasePosition().GetX(),
|
||||
GetParent().m_physicsCharacter->GetBasePosition().GetY(),
|
||||
GetParent().m_physicsCharacter->GetBasePosition().GetZ()
|
||||
);
|
||||
return GetEntity()->GetTransform()->GetWorldTranslation();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,221 @@
|
||||
/*
|
||||
* Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
*
|
||||
* SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
*
|
||||
*/
|
||||
|
||||
#include <Multiplayer/Components/NetworkHitVolumesComponent.h>
|
||||
#include <AzFramework/Components/TransformComponent.h>
|
||||
#include <AzFramework/Physics/Common/PhysicsTypes.h>
|
||||
#include <AzFramework/Physics/CharacterBus.h>
|
||||
#include <AzFramework/Physics/Character.h>
|
||||
#include <AzFramework/Physics/SystemBus.h>
|
||||
#include <MCore/Source/AzCoreConversions.h>
|
||||
#include <Integration/ActorComponentBus.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
AZ_CVAR(bool, bg_DrawArticulatedHitVolumes, false, nullptr, AZ::ConsoleFunctorFlags::Null, "Enables debug draw of articulated hit volumes");
|
||||
AZ_CVAR(float, bg_DrawDebugHitVolumeLifetime, 0.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "The lifetime for hit volume draw-debug shapes");
|
||||
|
||||
AZ_CVAR(float, bg_RewindPositionTolerance, 0.0001f, nullptr, AZ::ConsoleFunctorFlags::Null, "Don't sync the physx entity if the square of delta position is less than this value");
|
||||
AZ_CVAR(float, bg_RewindOrientationTolerance, 0.001f, nullptr, AZ::ConsoleFunctorFlags::Null, "Don't sync the physx entity if the square of delta orientation is less than this value");
|
||||
|
||||
NetworkHitVolumesComponent::AnimatedHitVolume::AnimatedHitVolume
|
||||
(
|
||||
AzNetworking::ConnectionId connectionId,
|
||||
Physics::CharacterRequests* character,
|
||||
const char* hitVolumeName,
|
||||
const Physics::ColliderConfiguration* colliderConfig,
|
||||
const Physics::ShapeConfiguration* shapeConfig,
|
||||
const uint32_t jointIndex
|
||||
)
|
||||
: m_colliderConfig(colliderConfig)
|
||||
, m_shapeConfig(shapeConfig)
|
||||
, m_jointIndex(jointIndex)
|
||||
{
|
||||
m_transform.SetOwningConnectionId(connectionId);
|
||||
|
||||
m_colliderOffSetTransform = AZ::Transform::CreateFromQuaternionAndTranslation(m_colliderConfig->m_rotation, m_colliderConfig->m_position);
|
||||
|
||||
if (m_colliderConfig->m_isExclusive)
|
||||
{
|
||||
Physics::SystemRequestBus::BroadcastResult(m_physicsShape, &Physics::SystemRequests::CreateShape, *m_colliderConfig, *m_shapeConfig);
|
||||
}
|
||||
else
|
||||
{
|
||||
Physics::ColliderConfiguration colliderConfiguration = *m_colliderConfig;
|
||||
colliderConfiguration.m_isExclusive = true;
|
||||
colliderConfiguration.m_isSimulated = false;
|
||||
colliderConfiguration.m_isInSceneQueries = true;
|
||||
Physics::SystemRequestBus::BroadcastResult(m_physicsShape, &Physics::SystemRequests::CreateShape, colliderConfiguration, *m_shapeConfig);
|
||||
}
|
||||
|
||||
if (m_physicsShape)
|
||||
{
|
||||
m_physicsShape->SetName(hitVolumeName);
|
||||
character->GetCharacter()->AttachShape(m_physicsShape);
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::AnimatedHitVolume::UpdateTransform(const AZ::Transform& transform)
|
||||
{
|
||||
m_transform = transform;
|
||||
m_physicsShape->SetLocalPose(transform.GetTranslation(), transform.GetRotation());
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::AnimatedHitVolume::SyncToCurrentTransform()
|
||||
{
|
||||
AZ::Transform rewoundTransform;
|
||||
const AZ::Transform& targetTransform = m_transform.Get();
|
||||
const float blendFactor = Multiplayer::GetNetworkTime()->GetHostBlendFactor();
|
||||
if (blendFactor < 1.f)
|
||||
{
|
||||
// If a blend factor was supplied, interpolate the transform appropriately
|
||||
const AZ::Transform& previousTransform = m_transform.GetPrevious();
|
||||
rewoundTransform.SetRotation(previousTransform.GetRotation().Slerp(targetTransform.GetRotation(), blendFactor));
|
||||
rewoundTransform.SetTranslation(previousTransform.GetTranslation().Lerp(targetTransform.GetTranslation(), blendFactor));
|
||||
rewoundTransform.SetUniformScale(AZ::Lerp(previousTransform.GetUniformScale(), targetTransform.GetUniformScale(), blendFactor));
|
||||
}
|
||||
else
|
||||
{
|
||||
rewoundTransform = m_transform.Get();
|
||||
}
|
||||
|
||||
const AZ::Transform physicsTransform = AZ::Transform::CreateFromQuaternionAndTranslation(m_physicsShape->GetLocalPose().second, m_physicsShape->GetLocalPose().first);
|
||||
|
||||
// Don't call SetLocalPose unless the transforms are actually different
|
||||
const AZ::Vector3 positionDelta = physicsTransform.GetTranslation() - rewoundTransform.GetTranslation();
|
||||
const AZ::Quaternion orientationDelta = physicsTransform.GetRotation() - rewoundTransform.GetRotation();
|
||||
|
||||
if ((positionDelta.GetLengthSq() >= bg_RewindPositionTolerance) || (orientationDelta.GetLengthSq() >= bg_RewindOrientationTolerance))
|
||||
{
|
||||
m_physicsShape->SetLocalPose(rewoundTransform.GetTranslation(), rewoundTransform.GetRotation());
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::NetworkHitVolumesComponent::Reflect(AZ::ReflectContext* context)
|
||||
{
|
||||
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
|
||||
if (serializeContext)
|
||||
{
|
||||
serializeContext->Class<NetworkHitVolumesComponent, NetworkHitVolumesComponentBase>()
|
||||
->Version(1);
|
||||
}
|
||||
NetworkHitVolumesComponentBase::Reflect(context);
|
||||
}
|
||||
|
||||
NetworkHitVolumesComponent::NetworkHitVolumesComponent()
|
||||
: m_syncRewindHandler([this]() { OnSyncRewind(); })
|
||||
, m_preRenderHandler([this](float deltaTime, float blendFactor) { OnPreRender(deltaTime, blendFactor); })
|
||||
, m_transformChangedHandler([this](const AZ::Transform&, const AZ::Transform& worldTm) { OnTransformUpdate(worldTm); })
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::OnInit()
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
|
||||
{
|
||||
EMotionFX::Integration::ActorComponentNotificationBus::Handler::BusConnect(GetEntityId());
|
||||
GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler);
|
||||
m_physicsCharacter = Physics::CharacterRequestBus::FindFirstHandler(GetEntityId());
|
||||
GetTransformComponent()->BindTransformChangedEventHandler(m_transformChangedHandler);
|
||||
OnTransformUpdate(GetTransformComponent()->GetWorldTM());
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
|
||||
{
|
||||
DestroyHitVolumes();
|
||||
EMotionFX::Integration::ActorComponentNotificationBus::Handler::BusDisconnect();
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::OnPreRender([[maybe_unused]] float deltaTime, [[maybe_unused]] float blendFactor)
|
||||
{
|
||||
if (m_animatedHitVolumes.size() <= 0)
|
||||
{
|
||||
CreateHitVolumes();
|
||||
}
|
||||
|
||||
AZ::Vector3 position, scale;
|
||||
AZ::Quaternion rotation;
|
||||
for (AnimatedHitVolume& hitVolume : m_animatedHitVolumes)
|
||||
{
|
||||
m_actorComponent->GetJointTransformComponents(hitVolume.m_jointIndex, EMotionFX::Integration::Space::ModelSpace, position, rotation, scale);
|
||||
hitVolume.UpdateTransform(AZ::Transform::CreateFromQuaternionAndTranslation(rotation, position) * hitVolume.m_colliderOffSetTransform);
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::OnTransformUpdate([[maybe_unused]] const AZ::Transform& transform)
|
||||
{
|
||||
OnSyncRewind();
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::OnSyncRewind()
|
||||
{
|
||||
if (m_physicsCharacter && m_physicsCharacter->GetCharacter())
|
||||
{
|
||||
uint32_t frameId = static_cast<uint32_t>(Multiplayer::GetNetworkTime()->GetHostFrameId());
|
||||
m_physicsCharacter->GetCharacter()->SetFrameId(frameId);
|
||||
}
|
||||
|
||||
for (AnimatedHitVolume& hitVolume : m_animatedHitVolumes)
|
||||
{
|
||||
hitVolume.SyncToCurrentTransform();
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::CreateHitVolumes()
|
||||
{
|
||||
if (m_physicsCharacter == nullptr || m_actorComponent == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const Physics::AnimationConfiguration* physicsConfig = m_actorComponent->GetPhysicsConfig();
|
||||
if (physicsConfig == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_hitDetectionConfig = &physicsConfig->m_hitDetectionConfig;
|
||||
const AzNetworking::ConnectionId owningConnectionId = GetNetBindComponent()->GetOwningConnectionId();
|
||||
|
||||
m_animatedHitVolumes.reserve(m_hitDetectionConfig->m_nodes.size());
|
||||
for (const Physics::CharacterColliderNodeConfiguration& nodeConfig : m_hitDetectionConfig->m_nodes)
|
||||
{
|
||||
const AZStd::size_t jointIndex = m_actorComponent->GetJointIndexByName(nodeConfig.m_name.c_str());
|
||||
if (jointIndex == EMotionFX::Integration::ActorComponentRequests::s_invalidJointIndex)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
for (const AzPhysics::ShapeColliderPair& coliderPair : nodeConfig.m_shapes)
|
||||
{
|
||||
const Physics::ColliderConfiguration* colliderConfig = coliderPair.first.get();
|
||||
Physics::ShapeConfiguration* shapeConfig = coliderPair.second.get();
|
||||
m_animatedHitVolumes.emplace_back(owningConnectionId, m_physicsCharacter, nodeConfig.m_name.c_str(), colliderConfig, shapeConfig, aznumeric_cast<uint32_t>(jointIndex));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::DestroyHitVolumes()
|
||||
{
|
||||
m_animatedHitVolumes.clear();
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::OnActorInstanceCreated([[maybe_unused]] EMotionFX::ActorInstance* actorInstance)
|
||||
{
|
||||
m_actorComponent = EMotionFX::Integration::ActorComponentRequestBus::FindFirstHandler(GetEntity()->GetId());
|
||||
}
|
||||
|
||||
void NetworkHitVolumesComponent::OnActorInstanceDestroyed([[maybe_unused]] EMotionFX::ActorInstance* actorInstance)
|
||||
{
|
||||
m_actorComponent = nullptr;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,147 @@
|
||||
/*
|
||||
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
*
|
||||
* SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
*
|
||||
*/
|
||||
|
||||
#include <Multiplayer/Components/NetworkRigidBodyComponent.h>
|
||||
#include <AzFramework/Components/TransformComponent.h>
|
||||
#include <AzFramework/Physics/RigidBodyBus.h>
|
||||
#include <AzFramework/Physics/SimulatedBodies/RigidBody.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
AZ_CVAR_EXTERNED(float, bg_RewindPositionTolerance);
|
||||
AZ_CVAR_EXTERNED(float, bg_RewindOrientationTolerance);
|
||||
|
||||
void NetworkRigidBodyComponent::NetworkRigidBodyComponent::Reflect(AZ::ReflectContext* context)
|
||||
{
|
||||
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
|
||||
if (serializeContext)
|
||||
{
|
||||
serializeContext->Class<NetworkRigidBodyComponent, NetworkRigidBodyComponentBase>()->Version(1);
|
||||
}
|
||||
NetworkRigidBodyComponentBase::Reflect(context);
|
||||
}
|
||||
|
||||
void NetworkRigidBodyComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
|
||||
{
|
||||
provided.push_back(AZ_CRC_CE("NetworkRigidBodyService"));
|
||||
}
|
||||
|
||||
void NetworkRigidBodyComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
|
||||
{
|
||||
required.push_back(AZ_CRC_CE("PhysXRigidBodyService"));
|
||||
}
|
||||
|
||||
void NetworkRigidBodyComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
|
||||
{
|
||||
dependent.push_back(AZ_CRC_CE("TransformService"));
|
||||
dependent.push_back(AZ_CRC_CE("PhysXRigidBodyService"));
|
||||
}
|
||||
|
||||
NetworkRigidBodyComponent::NetworkRigidBodyComponent()
|
||||
: m_syncRewindHandler([this](){ OnSyncRewind(); })
|
||||
, m_transformChangedHandler([this]([[maybe_unused]] const AZ::Transform& localTm, const AZ::Transform& worldTm){ OnTransformUpdate(worldTm); })
|
||||
{
|
||||
}
|
||||
|
||||
void NetworkRigidBodyComponent::OnInit()
|
||||
{
|
||||
}
|
||||
|
||||
void NetworkRigidBodyComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
|
||||
{
|
||||
NetworkRigidBodyRequestBus::Handler::BusConnect(GetEntityId());
|
||||
|
||||
GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler);
|
||||
GetEntity()->FindComponent<AzFramework::TransformComponent>()->BindTransformChangedEventHandler(m_transformChangedHandler);
|
||||
|
||||
m_physicsRigidBodyComponent =
|
||||
Physics::RigidBodyRequestBus::FindFirstHandler(GetEntity()->GetId());
|
||||
AZ_Assert(m_physicsRigidBodyComponent, "PhysX Rigid Body Component is required on entity %s", GetEntity()->GetName().c_str());
|
||||
|
||||
if (!HasController())
|
||||
{
|
||||
m_physicsRigidBodyComponent->SetKinematic(true);
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkRigidBodyComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
|
||||
{
|
||||
NetworkRigidBodyRequestBus::Handler::BusDisconnect();
|
||||
}
|
||||
|
||||
void NetworkRigidBodyComponent::OnTransformUpdate(const AZ::Transform& worldTm)
|
||||
{
|
||||
m_transform = worldTm;
|
||||
|
||||
if (!HasController())
|
||||
{
|
||||
m_physicsRigidBodyComponent->SetKinematicTarget(worldTm);
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkRigidBodyComponent::OnSyncRewind()
|
||||
{
|
||||
uint32_t frameId = static_cast<uint32_t>(Multiplayer::GetNetworkTime()->GetHostFrameId());
|
||||
|
||||
AzPhysics::RigidBody* rigidBody = m_physicsRigidBodyComponent->GetRigidBody();
|
||||
rigidBody->SetFrameId(frameId);
|
||||
|
||||
AZ::Transform rewoundTransform;
|
||||
const AZ::Transform& targetTransform = m_transform.Get();
|
||||
const float blendFactor = Multiplayer::GetNetworkTime()->GetHostBlendFactor();
|
||||
if (blendFactor < 1.f)
|
||||
{
|
||||
// If a blend factor was supplied, interpolate the transform appropriately
|
||||
const AZ::Transform& previousTransform = m_transform.GetPrevious();
|
||||
rewoundTransform.SetRotation(previousTransform.GetRotation().Slerp(targetTransform.GetRotation(), blendFactor));
|
||||
rewoundTransform.SetTranslation(previousTransform.GetTranslation().Lerp(targetTransform.GetTranslation(), blendFactor));
|
||||
rewoundTransform.SetUniformScale(AZ::Lerp(previousTransform.GetUniformScale(), targetTransform.GetUniformScale(), blendFactor));
|
||||
}
|
||||
else
|
||||
{
|
||||
rewoundTransform = m_transform.Get();
|
||||
}
|
||||
const AZ::Transform& physicsTransform = rigidBody->GetTransform();
|
||||
|
||||
// Don't call SetLocalPose unless the transforms are actually different
|
||||
const AZ::Vector3 positionDelta = physicsTransform.GetTranslation() - rewoundTransform.GetTranslation();
|
||||
const AZ::Quaternion orientationDelta = physicsTransform.GetRotation() - rewoundTransform.GetRotation();
|
||||
|
||||
if ((positionDelta.GetLengthSq() >= bg_RewindPositionTolerance) ||
|
||||
(orientationDelta.GetLengthSq() >= bg_RewindOrientationTolerance))
|
||||
{
|
||||
rigidBody->SetTransform(rewoundTransform);
|
||||
}
|
||||
}
|
||||
|
||||
NetworkRigidBodyComponentController::NetworkRigidBodyComponentController(NetworkRigidBodyComponent& parent)
|
||||
: NetworkRigidBodyComponentControllerBase(parent)
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
void NetworkRigidBodyComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
void NetworkRigidBodyComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
void NetworkRigidBodyComponentController::HandleSendApplyImpulse
|
||||
(
|
||||
[[maybe_unused]] AzNetworking::IConnection* invokingConnection,
|
||||
const AZ::Vector3& impulse,
|
||||
const AZ::Vector3& worldPoint
|
||||
)
|
||||
{
|
||||
AzPhysics::RigidBody* rigidBody = GetParent().m_physicsRigidBodyComponent->GetRigidBody();
|
||||
rigidBody->ApplyLinearImpulseAtWorldPoint(impulse, worldPoint);
|
||||
}
|
||||
} // namespace Multiplayer
|
||||
@@ -18,6 +18,9 @@ set(FILES
|
||||
Include/Multiplayer/Components/MultiplayerController.h
|
||||
Include/Multiplayer/Components/MultiplayerComponentRegistry.h
|
||||
Include/Multiplayer/Components/NetBindComponent.h
|
||||
Include/Multiplayer/Components/NetworkCharacterComponent.h
|
||||
Include/Multiplayer/Components/NetworkHitVolumesComponent.h
|
||||
Include/Multiplayer/Components/NetworkRigidBodyComponent.h
|
||||
Include/Multiplayer/Components/NetworkTransformComponent.h
|
||||
Include/Multiplayer/ConnectionData/IConnectionData.h
|
||||
Include/Multiplayer/EntityDomains/IEntityDomain.h
|
||||
@@ -54,12 +57,18 @@ set(FILES
|
||||
Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.xml
|
||||
Source/AutoGen/Multiplayer.AutoPackets.xml
|
||||
Source/AutoGen/MultiplayerEditor.AutoPackets.xml
|
||||
Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml
|
||||
Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml
|
||||
Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml
|
||||
Source/AutoGen/NetworkTransformComponent.AutoComponent.xml
|
||||
Source/Components/LocalPredictionPlayerInputComponent.cpp
|
||||
Source/Components/MultiplayerComponent.cpp
|
||||
Source/Components/MultiplayerController.cpp
|
||||
Source/Components/MultiplayerComponentRegistry.cpp
|
||||
Source/Components/NetBindComponent.cpp
|
||||
Source/Components/NetworkCharacterComponent.cpp
|
||||
Source/Components/NetworkHitVolumesComponent.cpp
|
||||
Source/Components/NetworkRigidBodyComponent.cpp
|
||||
Source/Components/NetworkTransformComponent.cpp
|
||||
Source/ConnectionData/ClientToServerConnectionData.cpp
|
||||
Source/ConnectionData/ClientToServerConnectionData.h
|
||||
|
||||
Reference in New Issue
Block a user