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o3de/Gems/Blast/Code/Source/Family/DamageManager.cpp

206 lines
9.9 KiB
C++

/*
* 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 <StdAfx.h>
#include <Family/DamageManager.h>
#include <AzFramework/Physics/PhysicsScene.h>
#include <Blast/BlastActor.h>
#include <Blast/BlastSystemBus.h>
#include <Family/ActorTracker.h>
#include <Family/BlastFamily.h>
namespace Blast
{
template<typename T>
using DamagePair = DamageManager::DamagePair<T>;
DamagePair<NvBlastExtRadialDamageDesc> DamageManager::RadialDamageInternal(
BlastActor& actor, float damage, const AZ::Vector3& localPosition, float minRadius, float maxRadius)
{
auto desc = AZStd::make_unique<NvBlastExtRadialDamageDesc>(NvBlastExtRadialDamageDesc{
damage,
{localPosition.GetX(), localPosition.GetY(), localPosition.GetZ()},
minRadius,
maxRadius,
});
auto programParams = AZStd::make_unique<NvBlastExtProgramParams>(NvBlastExtProgramParams{
desc.get(), m_blastMaterial.GetNativePointer(), actor.GetFamily().GetPxAsset().getAccelerator()});
const NvBlastDamageProgram program{NvBlastExtFalloffGraphShader, NvBlastExtFalloffSubgraphShader};
actor.Damage(program, programParams.get());
return AZStd::make_pair(AZStd::move(desc), AZStd::move(programParams));
}
DamagePair<NvBlastExtShearDamageDesc> DamageManager::ShearDamageInternal(
BlastActor& actor, float damage, const AZ::Vector3& localPosition, float minRadius, float maxRadius,
const AZ::Vector3& normal)
{
auto desc = AZStd::make_unique<NvBlastExtShearDamageDesc>(NvBlastExtShearDamageDesc{
damage,
{normal.GetX(), normal.GetY(), normal.GetZ()},
{localPosition.GetX(), localPosition.GetY(), localPosition.GetZ()},
minRadius,
maxRadius,
});
auto programParams = AZStd::make_unique<NvBlastExtProgramParams>(NvBlastExtProgramParams{
desc.get(), m_blastMaterial.GetNativePointer(), actor.GetFamily().GetPxAsset().getAccelerator()});
const NvBlastDamageProgram program{NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader};
actor.Damage(program, programParams.get());
return AZStd::make_pair(AZStd::move(desc), AZStd::move(programParams));
}
DamagePair<NvBlastExtImpactSpreadDamageDesc> DamageManager::ImpactSpreadDamageInternal(
BlastActor& actor, float damage, const AZ::Vector3& localPosition, float minRadius, float maxRadius)
{
auto desc = AZStd::make_unique<NvBlastExtImpactSpreadDamageDesc>(NvBlastExtImpactSpreadDamageDesc{
damage,
{localPosition.GetX(), localPosition.GetY(), localPosition.GetZ()},
minRadius,
maxRadius,
});
auto programParams = AZStd::make_unique<NvBlastExtProgramParams>(NvBlastExtProgramParams{
desc.get(), m_blastMaterial.GetNativePointer(), actor.GetFamily().GetPxAsset().getAccelerator()});
const NvBlastDamageProgram program{NvBlastExtImpactSpreadGraphShader, NvBlastExtImpactSpreadSubgraphShader};
actor.Damage(program, programParams.get());
return AZStd::make_pair(AZStd::move(desc), AZStd::move(programParams));
}
DamagePair<NvBlastExtCapsuleRadialDamageDesc> DamageManager::CapsuleDamageInternal(
BlastActor& actor, float damage, const AZ::Vector3& localPosition0, const AZ::Vector3& localPosition1,
float minRadius, float maxRadius)
{
auto desc = AZStd::make_unique<NvBlastExtCapsuleRadialDamageDesc>(NvBlastExtCapsuleRadialDamageDesc{
damage,
{localPosition0.GetX(), localPosition0.GetY(), localPosition0.GetZ()},
{localPosition1.GetX(), localPosition1.GetY(), localPosition1.GetZ()},
minRadius,
maxRadius,
});
auto programParams = AZStd::make_unique<NvBlastExtProgramParams>(NvBlastExtProgramParams{
desc.get(), m_blastMaterial.GetNativePointer(), actor.GetFamily().GetPxAsset().getAccelerator()});
const NvBlastDamageProgram program{NvBlastExtCapsuleFalloffGraphShader, NvBlastExtCapsuleFalloffSubgraphShader};
actor.Damage(program, programParams.get());
return AZStd::make_pair(AZStd::move(desc), AZStd::move(programParams));
}
DamagePair<NvBlastExtTriangleIntersectionDamageDesc> DamageManager::TriangleDamageInternal(
BlastActor& actor, float damage, const AZ::Vector3& localPosition0, const AZ::Vector3& localPosition1,
const AZ::Vector3& localPosition2)
{
auto desc =
AZStd::make_unique<NvBlastExtTriangleIntersectionDamageDesc>(NvBlastExtTriangleIntersectionDamageDesc{
damage,
{localPosition0.GetX(), localPosition0.GetY(), localPosition0.GetZ()},
{localPosition1.GetX(), localPosition1.GetY(), localPosition1.GetZ()},
{localPosition2.GetX(), localPosition2.GetY(), localPosition2.GetZ()},
});
auto programParams = AZStd::make_unique<NvBlastExtProgramParams>(NvBlastExtProgramParams{
desc.get(), m_blastMaterial.GetNativePointer(), actor.GetFamily().GetPxAsset().getAccelerator()});
const NvBlastDamageProgram program
{NvBlastExtTriangleIntersectionGraphShader, NvBlastExtTriangleIntersectionSubgraphShader};
actor.Damage(program, programParams.get());
return AZStd::make_pair(AZStd::move(desc), AZStd::move(programParams));
}
AZ::Vector3 DamageManager::TransformToLocal(BlastActor& actor, const AZ::Vector3& globalPosition)
{
const AZ::Transform hitToActorTransform(actor.GetWorldBody()->GetTransform().GetInverse());
const AZ::Vector3 hitPos = hitToActorTransform.TransformPoint(globalPosition);
return hitPos;
}
AZStd::vector<BlastActor*> DamageManager::OverlapSphere(
[[maybe_unused]] ActorTracker& actorTracker, [[maybe_unused]] const float radius, [[maybe_unused]] const AZ::Transform& pose)
{
AZStd::vector<BlastActor*> overlappedActors;
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
if (AzPhysics::SceneHandle sceneHandle = sceneInterface->GetSceneHandle(AzPhysics::DefaultPhysicsSceneName);
sceneHandle != AzPhysics::InvalidSceneHandle)
{
AzPhysics::OverlapRequest request = AzPhysics::OverlapRequestHelpers::CreateSphereOverlapRequest(
radius,
pose,
[&actorTracker](const AzPhysics::SimulatedBody* worldBody, [[maybe_unused]] const Physics::Shape* shape) -> bool
{
return actorTracker.GetActorByBody(worldBody) != nullptr;
});
AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &request);
if (result)
{
AZStd::transform(
result.m_hits.begin(), result.m_hits.end(), AZStd::back_inserter(overlappedActors),
[&actorTracker, sceneInterface, sceneHandle](const AzPhysics::SceneQueryHit& overlapHit) -> BlastActor*
{
const AzPhysics::SimulatedBody* body = sceneInterface->GetSimulatedBodyFromHandle(sceneHandle, overlapHit.m_bodyHandle);
return actorTracker.GetActorByBody(body);
});
}
}
}
return overlappedActors;
}
AZStd::vector<BlastActor*> DamageManager::OverlapCapsule(
[[maybe_unused]] ActorTracker& actorTracker, const AZ::Vector3& position0, const AZ::Vector3& position1, [[maybe_unused]] float radius)
{
AZStd::vector<BlastActor*> overlappedActors;
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
if (AzPhysics::SceneHandle sceneHandle = sceneInterface->GetSceneHandle(AzPhysics::DefaultPhysicsSceneName);
sceneHandle != AzPhysics::InvalidSceneHandle)
{
const float height = position0.GetDistance(position1);
const auto pose = AZ::Transform::CreateFromQuaternionAndTranslation(
AZ::Quaternion::CreateFromVector3(position1 - position0), (position0 + position1) / 2.);
AzPhysics::OverlapRequest request = AzPhysics::OverlapRequestHelpers::CreateCapsuleOverlapRequest(
height,
radius,
pose,
[&actorTracker](const AzPhysics::SimulatedBody* worldBody, [[maybe_unused]] const Physics::Shape* shape) -> bool
{
return actorTracker.GetActorByBody(worldBody) != nullptr;
});
AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &request);
if (result)
{
AZStd::transform(
result.m_hits.begin(), result.m_hits.end(), AZStd::back_inserter(overlappedActors),
[&actorTracker, sceneInterface, sceneHandle](const AzPhysics::SceneQueryHit& overlapHit) -> BlastActor*
{
const AzPhysics::SimulatedBody* body = sceneInterface->GetSimulatedBodyFromHandle(sceneHandle, overlapHit.m_bodyHandle);
return actorTracker.GetActorByBody(body);
});
}
}
}
return overlappedActors;
}
} // namespace Blast