Semi-functional gravity direction changing

This commit is contained in:
Kevin Poretti 2023-01-04 17:03:58 -05:00
parent f7a263d2c2
commit 01f88914cd
8 changed files with 416 additions and 9 deletions

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GravityStomp/Content/Input/Actions/IA_ChangeGravity.uasset (Stored with Git LFS) Normal file

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@ -7,7 +7,10 @@
{
"Name": "GravityStompGame",
"Type": "Runtime",
"LoadingPhase": "Default"
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
},
{
"Name": "GravityStompEditor",

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@ -9,13 +9,15 @@
#include "GameFramework/SpringArmComponent.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "GSCharacterMovementComponent.h"
#include "Kismet/KismetMathLibrary.h"
//////////////////////////////////////////////////////////////////////////
// AGravityStompCharacter
AGSCharacter::AGSCharacter()
AGSCharacter::AGSCharacter(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer.SetDefaultSubobjectClass<UGSCharacterMovementComponent>(ACharacter::CharacterMovementComponentName))
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
@ -80,6 +82,7 @@ void AGSCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputC
{
//Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AGSCharacter::Move);
EnhancedInputComponent->BindAction(ChangeGravityAction, ETriggerEvent::Triggered, this, &AGSCharacter::ChangeGravityDirection);
}
}
@ -93,4 +96,12 @@ void AGSCharacter::Move(const FInputActionValue& Value)
// add movement
AddMovementInput(FVector::UpVector, MovementVector.Y);
AddMovementInput(FVector::RightVector, MovementVector.X);
}
}
void AGSCharacter::ChangeGravityDirection(const FInputActionValue& Value)
{
FVector2D GravityDirection = Value.Get<FVector2D>();
FVector NewCharacterUpDirection(0.0f, -GravityDirection.X, -GravityDirection.Y);
GetCharacterMovement<UGSCharacterMovementComponent>()->SetCharacterUpDirection(NewCharacterUpDirection);
}

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@ -27,16 +27,22 @@ class AGSCharacter : public ACharacter
/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* MoveAction;;
class UInputAction* MoveAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* ChangeGravityAction;
public:
AGSCharacter();
AGSCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
protected:
/** Called for movement input */
void Move(const FInputActionValue& Value);
/** Called when the player changes the gravity direction */
void ChangeGravityDirection(const FInputActionValue& Value);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

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@ -0,0 +1,355 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Character/GSCharacterMovementComponent.h"
// UE includes
#include "GameFramework/Character.h"
// These are defined in CharacterMovementComponent.cpp and inaccessible here. Just copy and paste too make the PhysFalling work
namespace CharacterMovementConstants
{
// MAGIC NUMBERS
const float VERTICAL_SLOPE_NORMAL_Z = 0.001f; // Slope is vertical if Abs(Normal.Z) <= this threshold. Accounts for precision problems that sometimes angle normals slightly off horizontal for vertical surface.
}
namespace CharacterMovementCVars
{
int32 ForceJumpPeakSubstep = 1;
FAutoConsoleVariableRef CVarForceJumpPeakSubstep(
TEXT("gs.ForceJumpPeakSubstep"),
ForceJumpPeakSubstep,
TEXT("If 1, force a jump substep to always reach the peak position of a jump, which can often be cut off as framerate lowers."),
ECVF_Default);
}
UGSCharacterMovementComponent::UGSCharacterMovementComponent()
{
}
void UGSCharacterMovementComponent::PhysFalling(float deltaTime, int32 Iterations)
{
if (deltaTime < MIN_TICK_TIME)
{
return;
}
FVector FallAcceleration = GetFallingLateralAcceleration(deltaTime);
FallAcceleration.Z = 0.f;
const bool bHasLimitedAirControl = ShouldLimitAirControl(deltaTime, FallAcceleration);
float remainingTime = deltaTime;
while( (remainingTime >= MIN_TICK_TIME) && (Iterations < MaxSimulationIterations) )
{
Iterations++;
float timeTick = GetSimulationTimeStep(remainingTime, Iterations);
remainingTime -= timeTick;
const FVector OldLocation = UpdatedComponent->GetComponentLocation();
const FQuat PawnRotation = UpdatedComponent->GetComponentQuat();
bJustTeleported = false;
const FVector OldVelocityWithRootMotion = Velocity;
RestorePreAdditiveRootMotionVelocity();
const FVector OldVelocity = Velocity;
// Apply input
const float MaxDecel = GetMaxBrakingDeceleration();
if (!HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity())
{
// Compute Velocity
{
// Acceleration = FallAcceleration for CalcVelocity(), but we restore it after using it.
TGuardValue<FVector> RestoreAcceleration(Acceleration, FallAcceleration);
Velocity.Z = 0.f;
CalcVelocity(timeTick, FallingLateralFriction, false, MaxDecel);
Velocity.Z = OldVelocity.Z;
}
}
// Compute current gravity
const FVector Gravity = CharacterUpDirection * GetGravityZ();
float GravityTime = timeTick;
// If jump is providing force, gravity may be affected.
bool bEndingJumpForce = false;
if (CharacterOwner->JumpForceTimeRemaining > 0.0f)
{
// Consume some of the force time. Only the remaining time (if any) is affected by gravity when bApplyGravityWhileJumping=false.
const float JumpForceTime = FMath::Min(CharacterOwner->JumpForceTimeRemaining, timeTick);
GravityTime = bApplyGravityWhileJumping ? timeTick : FMath::Max(0.0f, timeTick - JumpForceTime);
// Update Character state
CharacterOwner->JumpForceTimeRemaining -= JumpForceTime;
if (CharacterOwner->JumpForceTimeRemaining <= 0.0f)
{
CharacterOwner->ResetJumpState();
bEndingJumpForce = true;
}
}
// Apply gravity
Velocity = NewFallVelocity(Velocity, Gravity, GravityTime);
//UE_LOG(LogCharacterMovement, Log, TEXT("dt=(%.6f) OldLocation=(%s) OldVelocity=(%s) OldVelocityWithRootMotion=(%s) NewVelocity=(%s)"), timeTick, *(UpdatedComponent->GetComponentLocation()).ToString(), *OldVelocity.ToString(), *OldVelocityWithRootMotion.ToString(), *Velocity.ToString());
ApplyRootMotionToVelocity(timeTick);
DecayFormerBaseVelocity(timeTick);
// See if we need to sub-step to exactly reach the apex. This is important for avoiding "cutting off the top" of the trajectory as framerate varies.
if (CharacterMovementCVars::ForceJumpPeakSubstep && OldVelocityWithRootMotion.Z > 0.f && Velocity.Z <= 0.f && NumJumpApexAttempts < MaxJumpApexAttemptsPerSimulation)
{
const FVector DerivedAccel = (Velocity - OldVelocityWithRootMotion) / timeTick;
if (!FMath::IsNearlyZero(DerivedAccel.Z))
{
const float TimeToApex = -OldVelocityWithRootMotion.Z / DerivedAccel.Z;
// The time-to-apex calculation should be precise, and we want to avoid adding a substep when we are basically already at the apex from the previous iteration's work.
const float ApexTimeMinimum = 0.0001f;
if (TimeToApex >= ApexTimeMinimum && TimeToApex < timeTick)
{
const FVector ApexVelocity = OldVelocityWithRootMotion + (DerivedAccel * TimeToApex);
Velocity = ApexVelocity;
Velocity.Z = 0.f; // Should be nearly zero anyway, but this makes apex notifications consistent.
// We only want to move the amount of time it takes to reach the apex, and refund the unused time for next iteration.
const float TimeToRefund = (timeTick - TimeToApex);
remainingTime += TimeToRefund;
timeTick = TimeToApex;
Iterations--;
NumJumpApexAttempts++;
// Refund time to any active Root Motion Sources as well
for (TSharedPtr<FRootMotionSource> RootMotionSource : CurrentRootMotion.RootMotionSources)
{
const float RewoundRMSTime = FMath::Max(0.0f, RootMotionSource->GetTime() - TimeToRefund);
RootMotionSource->SetTime(RewoundRMSTime);
}
}
}
}
if (bNotifyApex && (Velocity.Z < 0.f))
{
// Just passed jump apex since now going down
bNotifyApex = false;
NotifyJumpApex();
}
// Compute change in position (using midpoint integration method).
FVector Adjusted = 0.5f * (OldVelocityWithRootMotion + Velocity) * timeTick;
// Special handling if ending the jump force where we didn't apply gravity during the jump.
if (bEndingJumpForce && !bApplyGravityWhileJumping)
{
// We had a portion of the time at constant speed then a portion with acceleration due to gravity.
// Account for that here with a more correct change in position.
const float NonGravityTime = FMath::Max(0.f, timeTick - GravityTime);
Adjusted = (OldVelocityWithRootMotion * NonGravityTime) + (0.5f*(OldVelocityWithRootMotion + Velocity) * GravityTime);
}
// Move
FHitResult Hit(1.f);
SafeMoveUpdatedComponent( Adjusted, PawnRotation, true, Hit);
if (!HasValidData())
{
return;
}
float LastMoveTimeSlice = timeTick;
float subTimeTickRemaining = timeTick * (1.f - Hit.Time);
if ( IsSwimming() ) //just entered water
{
remainingTime += subTimeTickRemaining;
StartSwimming(OldLocation, OldVelocity, timeTick, remainingTime, Iterations);
return;
}
else if ( Hit.bBlockingHit )
{
if (IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit))
{
remainingTime += subTimeTickRemaining;
ProcessLanded(Hit, remainingTime, Iterations);
return;
}
else
{
// Compute impact deflection based on final velocity, not integration step.
// This allows us to compute a new velocity from the deflected vector, and ensures the full gravity effect is included in the slide result.
Adjusted = Velocity * timeTick;
// See if we can convert a normally invalid landing spot (based on the hit result) to a usable one.
if (!Hit.bStartPenetrating && ShouldCheckForValidLandingSpot(timeTick, Adjusted, Hit))
{
const FVector PawnLocation = UpdatedComponent->GetComponentLocation();
FFindFloorResult FloorResult;
FindFloor(PawnLocation, FloorResult, false);
if (FloorResult.IsWalkableFloor() && IsValidLandingSpot(PawnLocation, FloorResult.HitResult))
{
remainingTime += subTimeTickRemaining;
ProcessLanded(FloorResult.HitResult, remainingTime, Iterations);
return;
}
}
HandleImpact(Hit, LastMoveTimeSlice, Adjusted);
// If we've changed physics mode, abort.
if (!HasValidData() || !IsFalling())
{
return;
}
// Limit air control based on what we hit.
// We moved to the impact point using air control, but may want to deflect from there based on a limited air control acceleration.
FVector VelocityNoAirControl = OldVelocity;
FVector AirControlAccel = Acceleration;
if (bHasLimitedAirControl)
{
// Compute VelocityNoAirControl
{
// Find velocity *without* acceleration.
TGuardValue<FVector> RestoreAcceleration(Acceleration, FVector::ZeroVector);
TGuardValue<FVector> RestoreVelocity(Velocity, OldVelocity);
Velocity.Z = 0.f;
CalcVelocity(timeTick, FallingLateralFriction, false, MaxDecel);
VelocityNoAirControl = FVector(Velocity.X, Velocity.Y, OldVelocity.Z);
VelocityNoAirControl = NewFallVelocity(VelocityNoAirControl, Gravity, GravityTime);
}
const bool bCheckLandingSpot = false; // we already checked above.
AirControlAccel = (Velocity - VelocityNoAirControl) / timeTick;
const FVector AirControlDeltaV = LimitAirControl(LastMoveTimeSlice, AirControlAccel, Hit, bCheckLandingSpot) * LastMoveTimeSlice;
Adjusted = (VelocityNoAirControl + AirControlDeltaV) * LastMoveTimeSlice;
}
const FVector OldHitNormal = Hit.Normal;
const FVector OldHitImpactNormal = Hit.ImpactNormal;
FVector Delta = ComputeSlideVector(Adjusted, 1.f - Hit.Time, OldHitNormal, Hit);
// Compute velocity after deflection (only gravity component for RootMotion)
const UPrimitiveComponent* HitComponent = Hit.GetComponent();
if (/*CharacterMovementCVars::UseTargetVelocityOnImpact &&*/ !Velocity.IsNearlyZero() && MovementBaseUtility::IsSimulatedBase(HitComponent))
{
const FVector ContactVelocity = MovementBaseUtility::GetMovementBaseVelocity(HitComponent, NAME_None) + MovementBaseUtility::GetMovementBaseTangentialVelocity(HitComponent, NAME_None, Hit.ImpactPoint);
const FVector NewVelocity = Velocity - Hit.ImpactNormal * FVector::DotProduct(Velocity - ContactVelocity, Hit.ImpactNormal);
Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity;
}
else if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && !bJustTeleported)
{
const FVector NewVelocity = (Delta / subTimeTickRemaining);
Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity;
}
if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && (Delta | Adjusted) > 0.f)
{
// Move in deflected direction.
SafeMoveUpdatedComponent( Delta, PawnRotation, true, Hit);
if (Hit.bBlockingHit)
{
// hit second wall
LastMoveTimeSlice = subTimeTickRemaining;
subTimeTickRemaining = subTimeTickRemaining * (1.f - Hit.Time);
if (IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit))
{
remainingTime += subTimeTickRemaining;
ProcessLanded(Hit, remainingTime, Iterations);
return;
}
HandleImpact(Hit, LastMoveTimeSlice, Delta);
// If we've changed physics mode, abort.
if (!HasValidData() || !IsFalling())
{
return;
}
// Act as if there was no air control on the last move when computing new deflection.
if (bHasLimitedAirControl && Hit.Normal.Z > CharacterMovementConstants::VERTICAL_SLOPE_NORMAL_Z)
{
const FVector LastMoveNoAirControl = VelocityNoAirControl * LastMoveTimeSlice;
Delta = ComputeSlideVector(LastMoveNoAirControl, 1.f, OldHitNormal, Hit);
}
FVector PreTwoWallDelta = Delta;
TwoWallAdjust(Delta, Hit, OldHitNormal);
// Limit air control, but allow a slide along the second wall.
if (bHasLimitedAirControl)
{
const bool bCheckLandingSpot = false; // we already checked above.
const FVector AirControlDeltaV = LimitAirControl(subTimeTickRemaining, AirControlAccel, Hit, bCheckLandingSpot) * subTimeTickRemaining;
// Only allow if not back in to first wall
if (FVector::DotProduct(AirControlDeltaV, OldHitNormal) > 0.f)
{
Delta += (AirControlDeltaV * subTimeTickRemaining);
}
}
// Compute velocity after deflection (only gravity component for RootMotion)
if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && !bJustTeleported)
{
const FVector NewVelocity = (Delta / subTimeTickRemaining);
Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity;
}
// bDitch=true means that pawn is straddling two slopes, neither of which it can stand on
bool bDitch = ( (OldHitImpactNormal.Z > 0.f) && (Hit.ImpactNormal.Z > 0.f) && (FMath::Abs(Delta.Z) <= UE_KINDA_SMALL_NUMBER) && ((Hit.ImpactNormal | OldHitImpactNormal) < 0.f) );
SafeMoveUpdatedComponent( Delta, PawnRotation, true, Hit);
if ( Hit.Time == 0.f )
{
// if we are stuck then try to side step
FVector SideDelta = (OldHitNormal + Hit.ImpactNormal).GetSafeNormal2D();
if ( SideDelta.IsNearlyZero() )
{
SideDelta = FVector(OldHitNormal.Y, -OldHitNormal.X, 0).GetSafeNormal();
}
SafeMoveUpdatedComponent( SideDelta, PawnRotation, true, Hit);
}
if ( bDitch || IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit) || Hit.Time == 0.f )
{
remainingTime = 0.f;
ProcessLanded(Hit, remainingTime, Iterations);
return;
}
else if (GetPerchRadiusThreshold() > 0.f && Hit.Time == 1.f && OldHitImpactNormal.Z >= GetWalkableFloorZ())
{
// We might be in a virtual 'ditch' within our perch radius. This is rare.
const FVector PawnLocation = UpdatedComponent->GetComponentLocation();
const float ZMovedDist = FMath::Abs(PawnLocation.Z - OldLocation.Z);
const float MovedDist2DSq = (PawnLocation - OldLocation).SizeSquared2D();
if (ZMovedDist <= 0.2f * timeTick && MovedDist2DSq <= 4.f * timeTick)
{
Velocity.X += 0.25f * GetMaxSpeed() * (RandomStream.FRand() - 0.5f);
Velocity.Y += 0.25f * GetMaxSpeed() * (RandomStream.FRand() - 0.5f);
Velocity.Z = FMath::Max<float>(JumpZVelocity * 0.25f, 1.f);
Delta = Velocity * timeTick;
SafeMoveUpdatedComponent(Delta, PawnRotation, true, Hit);
}
}
}
}
}
}
if (Velocity.SizeSquared2D() <= UE_KINDA_SMALL_NUMBER * 10.f)
{
Velocity.X = 0.f;
Velocity.Y = 0.f;
}
}
}
void UGSCharacterMovementComponent::SetCharacterUpDirection(FVector NewUpDirection)
{
NewUpDirection.Normalize();
CharacterUpDirection = NewUpDirection;
}

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@ -0,0 +1,29 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
// UE includes
#include "CoreMinimal.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GSCharacterMovementComponent.generated.h"
/**
* Subclass of CharacterMovementComponent which allows for a custom gravity direction to be applied to the character while falling
*/
UCLASS()
class GRAVITYSTOMPGAME_API UGSCharacterMovementComponent : public UCharacterMovementComponent
{
GENERATED_BODY()
public:
UGSCharacterMovementComponent();
virtual void PhysFalling(float deltaTime, int32 Iterations) override;
UFUNCTION(BlueprintCallable)
void SetCharacterUpDirection(FVector NewUpDirection);
private:
FVector CharacterUpDirection = FVector::UpVector;
};