/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include #include #include #include #include #include #include namespace PhysX { void CharacterGameplayConfiguration::Reflect(AZ::ReflectContext* context) { if (auto serializeContext = azrtti_cast(context)) { serializeContext->Class() ->Version(1) ->Field("GravityMultiplier", &CharacterGameplayConfiguration::m_gravityMultiplier) ; if (auto editContext = serializeContext->GetEditContext()) { editContext->Class( "PhysX Character Gameplay Configuration", "PhysX Character Gameplay Configuration") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->DataElement(AZ::Edit::UIHandlers::Default, &CharacterGameplayConfiguration::m_gravityMultiplier, "Gravity Multiplier", "Multiplier to be combined with the world gravity value for applying character gravity") ->Attribute(AZ::Edit::Attributes::Step, 0.1f) ; } } } void CharacterGameplayComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) { provided.push_back(AZ_CRC("PhysXCharacterGameplayService", 0xfacd7876)); } void CharacterGameplayComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) { incompatible.push_back(AZ_CRC("PhysXCharacterGameplayService", 0xfacd7876)); incompatible.push_back(AZ_CRC_CE("NonUniformScaleService")); } void CharacterGameplayComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) { required.push_back(AZ_CRC("PhysXCharacterControllerService", 0x428de4fa)); } void CharacterGameplayComponent::GetDependentServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& dependent) { } CharacterGameplayComponent::CharacterGameplayComponent(const CharacterGameplayConfiguration& config) : m_gravityMultiplier(config.m_gravityMultiplier) { } void CharacterGameplayComponent::Reflect(AZ::ReflectContext* context) { CharacterGameplayConfiguration::Reflect(context); if (auto serializeContext = azrtti_cast(context)) { serializeContext->Class() ->Version(1) ->Field("GravityMultiplier", &CharacterGameplayComponent::m_gravityMultiplier) ; } if (auto behaviorContext = azrtti_cast(context)) { behaviorContext->EBus("CharacterGameplayRequestBus", "Character Gameplay") ->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::RuntimeOwn) ->Attribute(AZ::Edit::Attributes::Category, "PhysX") ->Event("IsOnGround", &CharacterGameplayRequests::IsOnGround, "Is On Ground") ->Event("GetGravityMultiplier", &CharacterGameplayRequests::GetGravityMultiplier, "Get Gravity Multiplier") ->Event("SetGravityMultiplier", &CharacterGameplayRequests::SetGravityMultiplier, "Set Gravity Multiplier") ->Event("GetFallingVelocity", &CharacterGameplayRequests::GetFallingVelocity, "Get Falling Velocity") ->Event("SetFallingVelocity", &CharacterGameplayRequests::SetFallingVelocity, "Set Falling Velocity") ; } } // CharacterGameplayRequestBus bool CharacterGameplayComponent::IsOnGround() const { Physics::Character* character = nullptr; Physics::CharacterRequestBus::EventResult(character, GetEntityId(), &Physics::CharacterRequests::GetCharacter); if (!character) { return true; } auto pxController = static_cast(character->GetNativePointer()); if (!pxController) { return true; } physx::PxControllerState state; pxController->getState(state); return state.touchedActor != nullptr || (state.collisionFlags & physx::PxControllerCollisionFlag::eCOLLISION_DOWN) != 0; } float CharacterGameplayComponent::GetGravityMultiplier() const { return m_gravityMultiplier; } void CharacterGameplayComponent::SetGravityMultiplier(float gravityMultiplier) { m_gravityMultiplier = gravityMultiplier; } AZ::Vector3 CharacterGameplayComponent::GetFallingVelocity() const { return m_fallingVelocity; } void CharacterGameplayComponent::SetFallingVelocity(const AZ::Vector3& fallingVelocity) { m_fallingVelocity = fallingVelocity; } // AZ::Component void CharacterGameplayComponent::Init() { //setup AZ::events m_onGravityChangedHandler = AzPhysics::SceneEvents::OnSceneGravityChangedEvent::Handler( [this]([[maybe_unused]] AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& newGravity) { OnGravityChanged(newGravity); }); m_preSimulateHandler = AzPhysics::SystemEvents::OnPresimulateEvent::Handler( [this](float deltaTime) { OnPreSimulate(deltaTime); } ); } void CharacterGameplayComponent::Activate() { AzPhysics::SimulatedBody* worldBody = nullptr; AzPhysics::SimulatedBodyComponentRequestsBus::EventResult(worldBody, GetEntityId(), &AzPhysics::SimulatedBodyComponentRequests::GetSimulatedBody); if (worldBody) { if (auto* sceneInterface = AZ::Interface::Get()) { m_gravity = sceneInterface->GetGravity(worldBody->m_sceneOwner); sceneInterface->RegisterSceneGravityChangedEvent(worldBody->m_sceneOwner, m_onGravityChangedHandler); } } if (auto* physXSystem = GetPhysXSystem()) { physXSystem->RegisterPreSimulateEvent(m_preSimulateHandler); } Physics::Character* character = nullptr; Physics::CharacterRequestBus::EventResult(character, GetEntityId(), &Physics::CharacterRequests::GetCharacter); if (character) { auto controller = static_cast(character); controller->SetFilterFlags(physx::PxQueryFlag::eSTATIC | physx::PxQueryFlag::eDYNAMIC | physx::PxQueryFlag::ePREFILTER); if (auto callbackManager = controller->GetCallbackManager()) { callbackManager->SetControllerFilter(CollisionLayerBasedControllerFilter); callbackManager->SetObjectPreFilter(CollisionLayerBasedObjectPreFilter); } } CharacterGameplayRequestBus::Handler::BusConnect(GetEntityId()); } void CharacterGameplayComponent::Deactivate() { CharacterGameplayRequestBus::Handler::BusDisconnect(); m_onGravityChangedHandler.Disconnect(); m_preSimulateHandler.Disconnect(); } // Physics::SystemEvent void CharacterGameplayComponent::OnPreSimulate(float deltaTime) { ApplyGravity(deltaTime); } void CharacterGameplayComponent::OnGravityChanged(const AZ::Vector3& gravity) { // project the falling velocity onto the new gravity direction const float gravityMagnitudeSquared = gravity.GetLengthSq(); m_fallingVelocity = gravityMagnitudeSquared > AZ::Constants::FloatEpsilon ? m_fallingVelocity.Dot(gravity) * gravity / gravityMagnitudeSquared : AZ::Vector3::CreateZero(); m_gravity = gravity; } // CharacterGameplayComponent void CharacterGameplayComponent::ApplyGravity(float deltaTime) { if (IsOnGround()) { m_fallingVelocity = AZ::Vector3::CreateZero(); return; } m_fallingVelocity += m_gravityMultiplier * m_gravity * deltaTime; Physics::CharacterRequestBus::Event(GetEntityId(), &Physics::CharacterRequests::AddVelocity, m_fallingVelocity); } bool CollisionLayerBasedControllerFilter( const physx::PxController& controllerA, const physx::PxController& controllerB) { PHYSX_SCENE_READ_LOCK(controllerA.getActor()->getScene()); physx::PxRigidDynamic* actorA = controllerA.getActor(); physx::PxRigidDynamic* actorB = controllerB.getActor(); if (actorA && actorA->getNbShapes() > 0 && actorB && actorB->getNbShapes() > 0) { physx::PxShape* shapeA = nullptr; actorA->getShapes(&shapeA, 1, 0); physx::PxFilterData filterDataA = shapeA->getSimulationFilterData(); physx::PxShape* shapeB = nullptr; actorB->getShapes(&shapeB, 1, 0); physx::PxFilterData filterDataB = shapeB->getSimulationFilterData(); return PhysX::Utils::Collision::ShouldCollide(filterDataA, filterDataB); } return true; } physx::PxQueryHitType::Enum CollisionLayerBasedObjectPreFilter( const physx::PxFilterData& filterData, const physx::PxShape* shape, const physx::PxRigidActor* actor, [[maybe_unused]] physx::PxHitFlags& queryFlags) { // non-kinematic dynamic bodies should not impede the movement of the character if (actor->getConcreteType() == physx::PxConcreteType::eRIGID_DYNAMIC) { const physx::PxRigidDynamic* rigidDynamic = static_cast(actor); if (!(rigidDynamic->getRigidBodyFlags() & physx::PxRigidBodyFlag::eKINEMATIC)) { return physx::PxQueryHitType::eNONE; } } // all other cases should be determined by collision filters if (PhysX::Utils::Collision::ShouldCollide(filterData, shape->getSimulationFilterData())) { return physx::PxQueryHitType::eBLOCK; } return physx::PxQueryHitType::eNONE; } } // namespace PhysX