Files
o3de/Gems/PhysX/Code/Source/ForceRegionForces.h
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
*
*/
#pragma once
#include <AzCore/Math/Spline.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <PhysX/ForceRegionComponentBus.h>
#include <AzCore/Math/Aabb.h>
namespace PhysX
{
/// Parameters of an entity in the force region.
/// Used to calculate final force.
struct EntityParams
{
AZ::EntityId m_id;
AZ::Vector3 m_position;
AZ::Vector3 m_velocity;
AZ::Aabb m_aabb;
float m_mass;
};
/// Parameters of the force region.
/// Used to calculate final force.
struct RegionParams
{
AZ::EntityId m_id;
AZ::Vector3 m_position;
AZ::Quaternion m_rotation;
float m_scale;
AZ::SplinePtr m_spline;
AZ::Aabb m_aabb;
};
/// Requests serviced by all forces used by force regions.
class BaseForce
{
public:
AZ_CLASS_ALLOCATOR(BaseForce, AZ::SystemAllocator, 0);
AZ_RTTI(BaseForce, "{0D1DFFE1-16C1-425B-972B-DC70FDC61B56}");
static void Reflect(AZ::SerializeContext& context);
virtual ~BaseForce() = default;
/// Connect to any buses.
virtual void Activate(AZ::EntityId entityId)
{
m_entityId = entityId;
}
/// Disconnect from any buses.
virtual void Deactivate()
{
m_entityId.SetInvalid();
}
/// Calculate the size and direction the force.
virtual AZ::Vector3 CalculateForce(const EntityParams& entityParams
, const RegionParams& volumeParams) const = 0;
protected:
void NotifyChanged();
AZ::EntityId m_entityId;
};
/// Class for a world space force exerted on bodies in a force region.
class ForceWorldSpace final
: public BaseForce
, private ForceWorldSpaceRequestBus::Handler
{
public:
AZ_CLASS_ALLOCATOR(ForceWorldSpace, AZ::SystemAllocator, 0);
AZ_RTTI(ForceWorldSpace, "{A6C17DD3-7A09-4BC7-8ACC-C0BD04EA8F7C}", BaseForce);
ForceWorldSpace() = default;
ForceWorldSpace(const AZ::Vector3& direction, float magnitude);
static void Reflect(AZ::ReflectContext* context);
AZ::Vector3 CalculateForce(const EntityParams& entity, const RegionParams& region) const override;
// BaseForce
void Activate(AZ::EntityId entityId) override
{
BaseForce::Activate(entityId);
ForceWorldSpaceRequestBus::Handler::BusConnect(entityId);
}
void Deactivate() override
{
ForceWorldSpaceRequestBus::Handler::BusDisconnect();
BaseForce::Deactivate();
}
private:
// ForceWorldSpaceRequestBus
void SetDirection(const AZ::Vector3& direction) override;
AZ::Vector3 GetDirection() const override;
void SetMagnitude(float magnitude) override;
float GetMagnitude() const override;
AZ::Vector3 m_direction = AZ::Vector3::CreateAxisZ();
float m_magnitude = 10.f;
};
/// Class for a local space force exerted on bodies in a force region.
class ForceLocalSpace final
: public BaseForce
, private ForceLocalSpaceRequestBus::Handler
{
public:
AZ_CLASS_ALLOCATOR(ForceLocalSpace, AZ::SystemAllocator, 0);
AZ_RTTI(ForceLocalSpace, "{F0EAFB7C-1BC7-4497-99AE-ECBF7169AB81}", BaseForce);
ForceLocalSpace() = default;
ForceLocalSpace(const AZ::Vector3& direction, float magnitude);
static void Reflect(AZ::ReflectContext* context);
AZ::Vector3 CalculateForce(const EntityParams& entity, const RegionParams& region) const override;
// BaseForce
void Activate(AZ::EntityId entityId) override
{
BaseForce::Activate(entityId);
ForceLocalSpaceRequestBus::Handler::BusConnect(entityId);
}
void Deactivate() override
{
ForceLocalSpaceRequestBus::Handler::BusDisconnect();
BaseForce::Deactivate();
}
private:
// ForceLocalSpaceRequestBus
void SetDirection(const AZ::Vector3& direction) override;
AZ::Vector3 GetDirection() const override;
void SetMagnitude(float magnitude) override;
float GetMagnitude() const override;
AZ::Vector3 m_direction = AZ::Vector3::CreateAxisZ();
float m_magnitude = 10.0f;
};
/// Class for a point force exerted on bodies in a force region.
/// Bodies in a force region with a point force are repelled away from the center of the force region.
class ForcePoint final
: public BaseForce
, private ForcePointRequestBus::Handler
{
public:
AZ_CLASS_ALLOCATOR(ForcePoint, AZ::SystemAllocator, 0);
AZ_RTTI(ForcePoint, "{3F8ABEAC-6972-4845-A131-EA9831029E68}", BaseForce);
ForcePoint() = default;
explicit ForcePoint(float magnitude);
static void Reflect(AZ::ReflectContext* context);
AZ::Vector3 CalculateForce(const EntityParams& entity, const RegionParams& region) const override;
// BaseForce
void Activate(AZ::EntityId entityId) override
{
BaseForce::Activate(entityId);
ForcePointRequestBus::Handler::BusConnect(entityId);
}
void Deactivate() override
{
ForcePointRequestBus::Handler::BusDisconnect();
BaseForce::Deactivate();
}
private:
// ForcePointRequestBus
void SetMagnitude(float magnitude) override;
float GetMagnitude() const override;
float m_magnitude = 1.0f;
};
/// Class for a spline follow force.
/// Bodies in a force region with a spline follow force tend to follow the path of the spline.
class ForceSplineFollow final
: public BaseForce
, private ForceSplineFollowRequestBus::Handler
{
public:
AZ_CLASS_ALLOCATOR(ForceSplineFollow, AZ::SystemAllocator, 0);
AZ_RTTI(ForceSplineFollow, "{AB397D4C-62DA-43F0-8CF1-9BD9013129BB}", BaseForce);
ForceSplineFollow() = default;
ForceSplineFollow(float dampingRatio
, float frequency
, float targetSpeed
, float lookAhead);
static void Reflect(AZ::ReflectContext* context);
AZ::Vector3 CalculateForce(const EntityParams& entity, const RegionParams& region) const override;
// BaseForce
void Activate(AZ::EntityId entityId) override;
void Deactivate() override
{
ForceSplineFollowRequestBus::Handler::BusDisconnect();
BaseForce::Deactivate();
}
private:
// ForceSplineFollowRequestBus
void SetDampingRatio(float ratio) override;
float GetDampingRatio() const override;
void SetFrequency(float frequency) override;
float GetFrequency() const override;
void SetTargetSpeed(float targetSpeed) override;
float GetTargetSpeed() const override;
void SetLookAhead(float lookAhead) override;
float GetLookAhead() const override;
float m_dampingRatio = 1.0f;
float m_frequency = 3.0f;
float m_targetSpeed = 1.0f;
float m_lookAhead = 0.0f;
bool m_loggedMissingSplineWarning = false;
};
/// Class for a simple drag force.
class ForceSimpleDrag final
: public BaseForce
, private ForceSimpleDragRequestBus::Handler
{
public:
AZ_CLASS_ALLOCATOR(ForceSimpleDrag, AZ::SystemAllocator, 0);
AZ_RTTI(ForceSimpleDrag, "{56A4E393-4724-4486-B4C0-E02C4EF1534C}", BaseForce);
ForceSimpleDrag() = default;
ForceSimpleDrag(float dragCoefficient, float volumeDensity);
static void Reflect(AZ::ReflectContext* context);
AZ::Vector3 CalculateForce(const EntityParams& entity, const RegionParams& region) const override;
// BaseForce
void Activate(AZ::EntityId entityId) override
{
BaseForce::Activate(entityId);
ForceSimpleDragRequestBus::Handler::BusConnect(entityId);
}
void Deactivate() override
{
ForceSimpleDragRequestBus::Handler::BusDisconnect();
BaseForce::Deactivate();
}
private:
// ForceSimpleDragRequests
void SetDensity(float density) override;
float GetDensity() const override;
//Wikipedia: https://en.wikipedia.org/wiki/Drag_coefficient
float m_dragCoefficient = 0.47f;
float m_volumeDensity = 1.0f;
};
/// Class for a linear damping force.
class ForceLinearDamping final
: public BaseForce
, private ForceLinearDampingRequestBus::Handler
{
public:
AZ_CLASS_ALLOCATOR(ForceLinearDamping, AZ::SystemAllocator, 0);
AZ_RTTI(ForceLinearDamping, "{7EECFBD7-0942-4960-A54A-7582159CFFA3}", BaseForce);
ForceLinearDamping() = default;
explicit ForceLinearDamping(float damping);
static void Reflect(AZ::ReflectContext* context);
AZ::Vector3 CalculateForce(const EntityParams& entity, const RegionParams& region) const override;
// BaseForce
void Activate(AZ::EntityId entityId) override
{
BaseForce::Activate(entityId);
ForceLinearDampingRequestBus::Handler::BusConnect(entityId);
}
void Deactivate() override
{
ForceLinearDampingRequestBus::Handler::BusDisconnect();
BaseForce::Deactivate();
}
private:
// ForceLinearDampingRequests
void SetDamping(float damping) override;
float GetDamping() const override;
float m_damping = 1.0f;
};
}