378 lines
14 KiB
C++
378 lines
14 KiB
C++
// Source/TengriPlatformer/Movement/TengriMovementComponent.cpp
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#include "TengriMovementComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "TengriPlatformer/Movement/Collision/TengriCollisionResolver.h"
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DEFINE_LOG_CATEGORY_STATIC(LogTengriMovement, Log, All);
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// ============================================================================
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// CONSTANTS
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// ============================================================================
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namespace TengriMovement
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{
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// Maximum physics iterations per frame (prevents infinite loop)
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constexpr int32 MaxPhysicsIterationsPerFrame = 5;
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// Ground snapping thresholds
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constexpr float FastFallThreshold = -200.0f; // cm/s, skip snap when falling fast
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constexpr float JumpingThreshold = 10.0f; // cm/s, skip snap when moving up
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}
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// ============================================================================
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// CONSTRUCTOR
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// ============================================================================
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UTengriMovementComponent::UTengriMovementComponent()
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{
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PrimaryComponentTick.bCanEverTick = true;
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Velocity = FVector::ZeroVector;
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bIsGrounded = false;
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}
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// ============================================================================
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// INITIALIZATION
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// ============================================================================
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void UTengriMovementComponent::BeginPlay()
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{
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Super::BeginPlay();
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InitializeSystem();
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}
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void UTengriMovementComponent::InitializeSystem()
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{
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AActor* Owner = GetOwner();
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if (!Owner)
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{
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UE_LOG(LogTengriMovement, Error, TEXT("InitializeSystem failed: No owner"));
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SetComponentTickEnabled(false);
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return;
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}
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OwnerCapsule = Cast<UCapsuleComponent>(Owner->GetRootComponent());
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if (!OwnerCapsule)
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{
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UE_LOG(LogTengriMovement, Error,
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TEXT("InitializeSystem failed: Owner root component is not a CapsuleComponent"));
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SetComponentTickEnabled(false);
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return;
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}
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if (!MovementConfig)
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{
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UE_LOG(LogTengriMovement, Warning,
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TEXT("InitializeSystem: No MovementConfig assigned"));
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return;
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}
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// Cache thresholds
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CachedThresholds = MovementConfig->GetThresholds();
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// Initialize fixed timestep parameters from config
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FixedTimeStep = 1.0f / MovementConfig->PhysicsTickRate;
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MaxAccumulatorTime = MovementConfig->MaxAccumulatedTime;
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TimeAccumulator = 0.0f;
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// Initialize physics state from current actor transform
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PhysicsLocation = Owner->GetActorLocation();
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PhysicsRotation = Owner->GetActorRotation();
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PhysicsVelocity = FVector::ZeroVector;
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// Initialize render state to match physics (no interpolation on first frame)
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RenderLocation = PhysicsLocation;
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RenderRotation = PhysicsRotation;
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PreviousPhysicsLocation = PhysicsLocation;
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PreviousPhysicsRotation = PhysicsRotation;
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UE_LOG(LogTengriMovement, Log,
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TEXT("System initialized. WalkableZ: %.3f, PhysicsRate: %.0f Hz, FixedStep: %.4f s"),
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CachedThresholds.WalkableZ,
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MovementConfig->PhysicsTickRate,
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FixedTimeStep);
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}
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// ============================================================================
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// BLUEPRINT API
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// ============================================================================
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void UTengriMovementComponent::SetInputVector(FVector NewInput)
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{
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InputVector = NewInput.GetClampedToMaxSize(1.0f);
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InputVector.Z = 0.0f;
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}
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// ============================================================================
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// TICK
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// ============================================================================
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void UTengriMovementComponent::TickComponent(
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float DeltaTime,
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ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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if (!MovementConfig || !OwnerCapsule)
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{
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return;
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}
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// ════════════════════════════════════════════════════════════════════
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// FIXED TIMESTEP ACCUMULATION
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// ════════════════════════════════════════════════════════════════════
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TimeAccumulator += DeltaTime;
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// Clamp accumulator to prevent "spiral of death"
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if (TimeAccumulator > MaxAccumulatorTime)
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{
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UE_LOG(LogTengriMovement, Warning,
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TEXT("TimeAccumulator clamped: %.3f -> %.3f (frame took too long)"),
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TimeAccumulator, MaxAccumulatorTime);
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TimeAccumulator = MaxAccumulatorTime;
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}
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// ════════════════════════════════════════════════════════════════════
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// DETERMINISTIC PHYSICS LOOP
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// ════════════════════════════════════════════════════════════════════
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int32 PhysicsIterations = 0;
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while (TimeAccumulator >= FixedTimeStep)
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{
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// Save state for interpolation BEFORE physics step
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SavePreviousPhysicsState();
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// Run deterministic physics at fixed rate
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TickPhysics(FixedTimeStep);
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// Consume fixed time from accumulator
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TimeAccumulator -= FixedTimeStep;
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PhysicsIterations++;
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// Safety: prevent runaway loop
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if (PhysicsIterations >= TengriMovement::MaxPhysicsIterationsPerFrame)
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{
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UE_LOG(LogTengriMovement, Warning,
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TEXT("Max physics iterations reached (%d), discarding remaining time"),
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TengriMovement::MaxPhysicsIterationsPerFrame);
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TimeAccumulator = 0.0f;
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break;
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}
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}
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// ════════════════════════════════════════════════════════════════════
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// INTERPOLATION & RENDERING
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// ════════════════════════════════════════════════════════════════════
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if (MovementConfig->bEnableInterpolation && PhysicsIterations > 0)
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{
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// Calculate interpolation factor [0..1]
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const float Alpha = TimeAccumulator / FixedTimeStep;
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InterpolateRenderState(Alpha);
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}
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else
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{
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// No interpolation: use physics state directly
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RenderLocation = PhysicsLocation;
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RenderRotation = PhysicsRotation;
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}
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// Apply visual transform to actor
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ApplyRenderState();
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// Sync public Velocity for Blueprint access
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Velocity = PhysicsVelocity;
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}
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// ============================================================================
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// PHYSICS TICK
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// ============================================================================
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void UTengriMovementComponent::TickPhysics(float FixedDeltaTime)
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{
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// ════════════════════════════════════════════════════════════════════
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// Phase 1: Acceleration & Friction
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// ════════════════════════════════════════════════════════════════════
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const float CurrentZ = PhysicsVelocity.Z;
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FVector HorizontalVelocity(PhysicsVelocity.X, PhysicsVelocity.Y, 0.f);
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if (!InputVector.IsNearlyZero())
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{
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const FVector TargetVelocity = InputVector * MovementConfig->MaxSpeed;
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HorizontalVelocity = FMath::VInterpTo(
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HorizontalVelocity,
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TargetVelocity,
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FixedDeltaTime,
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MovementConfig->Acceleration
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);
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}
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else
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{
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HorizontalVelocity = FMath::VInterpTo(
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HorizontalVelocity,
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FVector::ZeroVector,
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FixedDeltaTime,
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MovementConfig->Friction
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);
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}
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PhysicsVelocity = HorizontalVelocity;
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PhysicsVelocity.Z = CurrentZ;
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// ════════════════════════════════════════════════════════════════════
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// Phase 2: Rotation
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// ════════════════════════════════════════════════════════════════════
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const float MinSpeedSq = FMath::Square(MovementConfig->MinSpeedForRotation);
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if (PhysicsVelocity.SizeSquared2D() > MinSpeedSq)
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{
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FRotator TargetRot = PhysicsVelocity.ToOrientationRotator();
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TargetRot.Pitch = 0.0f;
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TargetRot.Roll = 0.0f;
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PhysicsRotation = FMath::RInterpConstantTo(
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PhysicsRotation,
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TargetRot,
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FixedDeltaTime,
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MovementConfig->RotationSpeed
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);
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}
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// ════════════════════════════════════════════════════════════════════
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// Phase 3: Gravity
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// ════════════════════════════════════════════════════════════════════
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if (!bIsGrounded)
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{
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PhysicsVelocity.Z -= MovementConfig->Gravity * FixedDeltaTime;
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}
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else
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{
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PhysicsVelocity.Z = 0.0f;
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}
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// ════════════════════════════════════════════════════════════════════
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// Phase 4: Collision Resolution
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// ════════════════════════════════════════════════════════════════════
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const FVector DesiredDelta = PhysicsVelocity * FixedDeltaTime;
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const FTengriSweepResult MoveResult = UTengriCollisionResolver::ResolveMovement(
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this,
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PhysicsLocation,
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DesiredDelta,
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OwnerCapsule,
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CachedThresholds,
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MovementConfig->MaxStepHeight,
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MovementConfig->MaxSlideIterations,
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false
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);
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PhysicsLocation = MoveResult.Location;
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// ════════════════════════════════════════════════════════════════════
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// Phase 5: Ground Snapping
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// ════════════════════════════════════════════════════════════════════
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FHitResult SnapHit;
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const bool bJustSnapped = PerformGroundSnapping(PhysicsLocation, SnapHit);
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if (bJustSnapped && !InputVector.IsNearlyZero())
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{
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// Preserve momentum along slope
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PhysicsVelocity = UTengriCollisionResolver::ProjectVelocity(
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PhysicsVelocity,
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SnapHit.ImpactNormal
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);
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}
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// ════════════════════════════════════════════════════════════════════
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// Phase 6: State Update
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// ════════════════════════════════════════════════════════════════════
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// Determine grounded state from snap or collision
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const bool bHitWalkable = MoveResult.bBlocked &&
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CachedThresholds.IsWalkable(MoveResult.Hit.ImpactNormal.Z);
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bIsGrounded = bJustSnapped || bHitWalkable;
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// Prevent Z velocity accumulation when grounded
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if (bIsGrounded && PhysicsVelocity.Z < 0.f)
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{
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PhysicsVelocity.Z = 0.f;
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}
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}
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// ============================================================================
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// INTERPOLATION
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// ============================================================================
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void UTengriMovementComponent::SavePreviousPhysicsState()
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{
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PreviousPhysicsLocation = PhysicsLocation;
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PreviousPhysicsRotation = PhysicsRotation;
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}
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void UTengriMovementComponent::InterpolateRenderState(float Alpha)
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{
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Alpha = FMath::Clamp(Alpha, 0.0f, 1.0f);
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// Linear interpolation for location
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RenderLocation = FMath::Lerp(PreviousPhysicsLocation, PhysicsLocation, Alpha);
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// Lerp for rotation (FMath::Lerp handles FRotator correctly)
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RenderRotation = FMath::Lerp(PreviousPhysicsRotation, PhysicsRotation, Alpha);
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}
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void UTengriMovementComponent::ApplyRenderState() const
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{
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if (AActor* Owner = GetOwner())
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{
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Owner->SetActorLocation(RenderLocation, false, nullptr, ETeleportType::None);
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Owner->SetActorRotation(RenderRotation, ETeleportType::None);
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}
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}
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// ============================================================================
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// GROUND SNAPPING
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// ============================================================================
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bool UTengriMovementComponent::PerformGroundSnapping(
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FVector& InOutLocation,
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FHitResult& OutSnapHit) const
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{
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// Skip snap when clearly airborne intentionally
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const bool bIsFallingFast = PhysicsVelocity.Z < TengriMovement::FastFallThreshold;
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if (const bool bIsJumping = PhysicsVelocity.Z > TengriMovement::JumpingThreshold; !bIsGrounded && (bIsFallingFast || bIsJumping))
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{
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return false;
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}
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// Use physics location as start point (NOT render position!)
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const FVector Start = InOutLocation;
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const FVector End = Start - FVector(0.f, 0.f, MovementConfig->GroundSnapDistance);
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const FTengriSweepResult Sweep = UTengriCollisionResolver::PerformSweep(
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this,
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Start,
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End,
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OwnerCapsule,
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false
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);
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if (Sweep.bBlocked && CachedThresholds.IsWalkable(Sweep.Hit.ImpactNormal.Z))
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{
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// Apply micro-offset to prevent floor penetration
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InOutLocation = Sweep.Location + FVector(0.f, 0.f, MovementConfig->GroundSnapOffset);
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OutSnapHit = Sweep.Hit;
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return true;
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}
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return false;
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} |