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511a267 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 | #include "SingularitySharedBody.h"
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Engine/World.h"
#include "Engine/StaticMesh.h"
#include "Materials/MaterialInterface.h"
#include "PhysicsEngine/PhysicsConstraintComponent.h"
namespace
{
const FName RoleNames[] = {
TEXT("EyesHead"), TEXT("LeftArm"), TEXT("RightArm"),
TEXT("TorsoBack"), TEXT("LeftLeg"), TEXT("RightLeg")};
}
ASingularitySharedBody::ASingularitySharedBody()
{
PrimaryActorTick.bCanEverTick = true;
BodyRoot = CreateDefaultSubobject<USceneComponent>(TEXT("BodyRoot"));
RootComponent = BodyRoot;
for (int32 Index = 0; Index < UE_ARRAY_COUNT(RoleNames); ++Index)
{
UStaticMeshComponent* Part = CreateDefaultSubobject<UStaticMeshComponent>(RoleNames[Index]);
Part->SetupAttachment(BodyRoot);
// Ranked presentation follows server snapshots, never local Chaos forces.
Part->SetSimulatePhysics(false);
const FVector Rest[] = {FVector(0,0,300), FVector(0,-100,200),
FVector(0,100,200), FVector(0,0,200), FVector(0,-45,35), FVector(0,45,35)};
Part->SetRelativeLocation(Rest[Index]);
Part->SetEnableGravity(true);
Part->SetCollisionProfileName(TEXT("PhysicsActor"));
RoleBodies.Add(Part);
CurrentInputs.Add(FSingularityRoleInput());
InputAge.Add(1.0f);
PreviousAction.Add(false);
}
const FName ConstraintNames[] = {
TEXT("ConstraintTorsoHead"), TEXT("ConstraintTorsoLeftArm"),
TEXT("ConstraintTorsoRightArm"), TEXT("ConstraintTorsoLeftLeg"),
TEXT("ConstraintTorsoRightLeg"), TEXT("ConstraintLegs"),
TEXT("ConstraintHeadLeftArm"), TEXT("ConstraintHeadRightArm")};
for (const FName& Name : ConstraintNames)
{
UPhysicsConstraintComponent* Constraint = CreateDefaultSubobject<UPhysicsConstraintComponent>(Name);
Constraint->SetupAttachment(BodyRoot);
Constraint->SetDisableCollision(true);
Constraints.Add(Constraint);
}
}
void ASingularitySharedBody::BeginPlay()
{
Super::BeginPlay();
LoadImportedArt();
ConfigureConstraints();
}
void ASingularitySharedBody::LoadImportedArt()
{
for (int32 Index = 0; Index < RoleBodies.Num(); ++Index)
{
if (RoleMeshes.IsValidIndex(Index))
{
if (UStaticMesh* Mesh = RoleMeshes[Index].LoadSynchronous())
{
RoleBodies[Index]->SetStaticMesh(Mesh);
}
}
if (UMaterialInterface* Material = TeamMaterial.LoadSynchronous())
{
for (int32 Slot = 0; Slot < RoleBodies[Index]->GetNumMaterials(); ++Slot)
{
const UMaterialInterface* Existing = RoleBodies[Index]->GetMaterial(Slot);
if (Existing && (Existing->GetName().Contains(TEXT("TeamCoral")) ||
Existing->GetName().Contains(TEXT("TeamMint"))))
RoleBodies[Index]->SetMaterial(Slot, Material);
}
}
}
}
void ASingularitySharedBody::ConfigureConstraints()
{
if (RoleBodies.Num() != 6 || Constraints.Num() != 8)
{
return;
}
const int32 Pairs[][2] = {{3, 0}, {3, 1}, {3, 2}, {3, 4},
{3, 5}, {4, 5}, {0, 1}, {0, 2}};
for (int32 Index = 0; Index < Constraints.Num(); ++Index)
{
const FVector A = RoleBodies[Pairs[Index][0]]->GetComponentLocation();
const FVector B = RoleBodies[Pairs[Index][1]]->GetComponentLocation();
Constraints[Index]->SetWorldLocation((A + B) * 0.5);
Constraints[Index]->SetLinearXLimit(LCM_Locked, 0);
Constraints[Index]->SetLinearYLimit(LCM_Locked, 0);
Constraints[Index]->SetLinearZLimit(LCM_Locked, 0);
Constraints[Index]->SetAngularSwing1Limit(ACM_Limited, 35);
Constraints[Index]->SetAngularSwing2Limit(ACM_Limited, 35);
Constraints[Index]->SetAngularTwistLimit(ACM_Limited, 25);
Constraints[Index]->SetConstrainedComponents(
RoleBodies[Pairs[Index][0]], NAME_None,
RoleBodies[Pairs[Index][1]], NAME_None);
}
}
void ASingularitySharedBody::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
for (int32 Index = 0; Index < RoleBodies.Num(); ++Index)
{
const FSingularityRoleInput& Input = CurrentInputs[Index];
const ESingularityBodyRole Role = static_cast<ESingularityBodyRole>(Index);
InputAge[Index] += DeltaSeconds;
if (!RoleBodies[Index]->IsSimulatingPhysics()) continue;
if (InputAge[Index] > 0.5f) { PreviousAction[Index] = false; continue; }
const FVector Force(Input.Z * RoleForce, Input.X * RoleForce, 0.0f);
RoleBodies[Index]->AddForce(Force);
RoleBodies[Index]->AddTorqueInRadians(FVector(0.0f, Input.X * RoleForce * 0.08f, 0.0f));
FHitResult Ground;
const FVector Foot = RoleBodies[Index]->GetComponentLocation();
FCollisionQueryParams Query;
Query.AddIgnoredActor(this);
const bool bGrounded = GetWorld()->LineTraceSingleByChannel(
Ground, Foot, Foot - FVector(0,0,55), ECC_Visibility, Query);
if (Input.bAction && !PreviousAction[Index] && IsLeg(Role) && bGrounded)
{
RoleBodies[Index]->AddImpulse(FVector(0.0f, 0.0f, LegHopImpulse));
}
PreviousAction[Index] = Input.bAction;
}
}
void ASingularitySharedBody::ApplyRoleInput(ESingularityBodyRole Role, const FSingularityRoleInput& Input)
{
const int32 Index = RoleIndex(Role);
if (CurrentInputs.IsValidIndex(Index))
{
if (!FMath::IsFinite(Input.X) || !FMath::IsFinite(Input.Z)) return;
InputAge[Index] = 0.0f;
CurrentInputs[Index] = Input;
CurrentInputs[Index].X = FMath::Clamp(CurrentInputs[Index].X, -1.0f, 1.0f);
CurrentInputs[Index].Z = FMath::Clamp(CurrentInputs[Index].Z, -1.0f, 1.0f);
}
}
void ASingularitySharedBody::ApplyRoleInputPacket(const FSingularityRoleInput& Input)
{
ApplyRoleInput(Input.Role, Input);
}
void ASingularitySharedBody::ApplyAuthoritativeSnapshot(const FSingularityTeamSnapshot& Snapshot)
{
if (Snapshot.Nodes.Num() != 6) return;
for (const FVector& Node : Snapshot.Nodes) if (Node.ContainsNaN()) return;
// SpacetimeDB's shared solver stores torso/head before the role list used
// by the Unreal actor. Keep this translation at the transport boundary.
const int32 NodeToRole[] = {3, 0, 1, 2, 4, 5};
for (int32 NodeIndex = 0; NodeIndex < Snapshot.Nodes.Num() && NodeIndex < UE_ARRAY_COUNT(NodeToRole); ++NodeIndex)
{
const int32 Role = NodeToRole[NodeIndex];
const FVector Node = Snapshot.Nodes[NodeIndex];
RoleBodies[Role]->SetSimulatePhysics(false);
RoleBodies[Role]->SetWorldLocation(GetActorTransform().TransformPosition(
FVector(Node.Z, Node.X, Node.Y) * 100.0));
}
}
UStaticMeshComponent* ASingularitySharedBody::GetRoleComponent(ESingularityBodyRole Role) const
{
const int32 Index = RoleIndex(Role);
return RoleBodies.IsValidIndex(Index) ? RoleBodies[Index] : nullptr;
}
int32 ASingularitySharedBody::RoleIndex(ESingularityBodyRole Role)
{
return static_cast<int32>(Role);
}
bool ASingularitySharedBody::IsLeg(ESingularityBodyRole Role)
{
return Role == ESingularityBodyRole::LeftLeg || Role == ESingularityBodyRole::RightLeg;
}
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