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

161 lines
6.7 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/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()->GetTransform()->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());
// By default we're kinematic, activating a controller will allow us to simulate
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)
, m_transformChangedHandler([this](const AZ::Transform&, const AZ::Transform&) { OnTransformUpdate(); })
{
;
}
void NetworkRigidBodyComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
GetParent().m_physicsRigidBodyComponent->SetKinematic(false);
if (IsAuthority())
{
AzPhysics::RigidBody* rigidBody = GetParent().m_physicsRigidBodyComponent->GetRigidBody();
rigidBody->SetLinearVelocity(GetLinearVelocity());
rigidBody->SetAngularVelocity(GetAngularVelocity());
GetEntity()->GetTransform()->BindTransformChangedEventHandler(m_transformChangedHandler);
}
}
void NetworkRigidBodyComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
GetParent().m_physicsRigidBodyComponent->SetKinematic(true);
}
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);
}
void NetworkRigidBodyComponentController::OnTransformUpdate()
{
AzPhysics::RigidBody* rigidBody = GetParent().m_physicsRigidBodyComponent->GetRigidBody();
SetLinearVelocity(rigidBody->GetLinearVelocity());
SetAngularVelocity(rigidBody->GetAngularVelocity());
}
} // namespace Multiplayer