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o3de/Gems/Multiplayer/Code/Source/Components/NetworkHitVolumesComponent.cpp

222 lines
9.5 KiB
C++

/*
* 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) { OnPreRender(deltaTime); })
, 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)
{
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;
}
}