Files
o3de/Gems/PhysX/Code/Source/PhysXCharacters/Components/CharacterGameplayComponent.cpp
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

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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.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <PhysXCharacters/Components/CharacterGameplayComponent.h>
#include <AzFramework/Physics/CharacterBus.h>
#include <AzFramework/Physics/Common/PhysicsSimulatedBody.h>
#include <AzCore/Serialization/EditContext.h>
#include <PhysX/PhysXLocks.h>
#include <PhysX/Utils.h>
#include <PhysX/Debug/PhysXDebugConfiguration.h>
#include <System/PhysXSystem.h>
namespace PhysX
{
void CharacterGameplayConfiguration::Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<CharacterGameplayConfiguration>()
->Version(1)
->Field("GravityMultiplier", &CharacterGameplayConfiguration::m_gravityMultiplier)
;
if (auto editContext = serializeContext->GetEditContext())
{
editContext->Class<CharacterGameplayConfiguration>(
"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<AZ::SerializeContext*>(context))
{
serializeContext->Class<CharacterGameplayComponent, AZ::Component>()
->Version(1)
->Field("GravityMultiplier", &CharacterGameplayComponent::m_gravityMultiplier)
;
}
if (auto behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->EBus<CharacterGameplayRequestBus>("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<physx::PxController*>(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<AzPhysics::SceneInterface>::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<PhysX::CharacterController*>(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<const physx::PxRigidDynamic*>(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