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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "Ragdoll/GGS_RagdollComponent.h"
#include "GGS_LogChannels.h"
#include "TimerManager.h"
#include "Components/CapsuleComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/SkinnedAsset.h"
#include "Animation/AnimInstance.h"
#include "GameFramework/Pawn.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Net/UnrealNetwork.h"
#include "Net/Core/PushModel/PushModel.h"
// Sets default values for this component's properties
UGGS_RagdollComponent::UGGS_RagdollComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
SetIsReplicatedByDefault(true);
// ...
}
const FGGS_RagdollState& UGGS_RagdollComponent::GetRagdollState() const
{
return RagdollState;
}
bool UGGS_RagdollComponent::IsRagdollAllowedToStart() const
{
if (!IsValid(MeshComponent))
{
GGS_CLOG(Warning, "Missing skeletal mesh component for the Ragdoll to work.")
return false;
}
if (bRagdolling)
{
return false;
}
FBodyInstance* PelvisBodyInstance = MeshComponent->GetBodyInstance(PelvisBoneName);
FBodyInstance* SpineBodyInstance = MeshComponent->GetBodyInstance(SpineBoneName);
if (PelvisBodyInstance == nullptr || SpineBodyInstance == nullptr)
{
GGS_CLOG(Warning, "A physics asset with the %s and %s bones are required for the Ragdoll to work.(Also ensure mesh component has collision enabled)", *PelvisBoneName.ToString(),
*SpineBoneName.ToString())
return false;
}
return true;
}
void UGGS_RagdollComponent::SetMeshComponent_Implementation(USkeletalMeshComponent* InMeshComponent)
{
MeshComponent = InMeshComponent;
}
bool UGGS_RagdollComponent::IsRagdolling_Implementation() const
{
return bRagdolling;
}
void UGGS_RagdollComponent::StartRagdoll()
{
if (GetOwner()->GetLocalRole() <= ROLE_SimulatedProxy || !IsRagdollAllowedToStart())
{
return;
}
if (GetOwner()->GetLocalRole() >= ROLE_Authority)
{
MulticastStartRagdoll();
}
else
{
if (ACharacter* Character = Cast<ACharacter>(GetOwner()))
{
Character->GetCharacterMovement()->FlushServerMoves();
}
ServerStartRagdoll();
}
}
void UGGS_RagdollComponent::ServerStartRagdoll_Implementation()
{
if (IsRagdollAllowedToStart())
{
MulticastStartRagdoll();
GetOwner()->ForceNetUpdate();
}
}
void UGGS_RagdollComponent::MulticastStartRagdoll_Implementation()
{
LocalStartRagdoll();
}
void UGGS_RagdollComponent::LocalStartRagdoll()
{
if (!IsRagdollAllowedToStart())
{
return;
}
MeshComponent->bUpdateJointsFromAnimation = true; // Required for the flail animation to work properly.
if (!MeshComponent->IsRunningParallelEvaluation() && !MeshComponent->GetBoneSpaceTransforms().IsEmpty())
{
MeshComponent->UpdateRBJointMotors();
}
// Stop any active montages.
static constexpr auto BlendOutDuration{0.2f};
MeshComponent->GetAnimInstance()->Montage_Stop(BlendOutDuration);
if (IsValid(CharacterOwner))
{
// Disable movement corrections and reset network smoothing.
CharacterOwner->GetCharacterMovement()->NetworkSmoothingMode = ENetworkSmoothingMode::Disabled;
CharacterOwner->GetCharacterMovement()->bIgnoreClientMovementErrorChecksAndCorrection = true;
}
// Detach the mesh so that character transformation changes will not affect it in any way.
MeshComponent->DetachFromComponent(FDetachmentTransformRules::KeepWorldTransform);
// Disable capsule collision and enable mesh physics simulation.
UPrimitiveComponent* RootPrimitive = Cast<UPrimitiveComponent>(GetOwner()->GetRootComponent());
{
RootPrimitive->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
MeshComponent->SetCollisionObjectType(ECC_PhysicsBody);
MeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
MeshComponent->SetSimulatePhysics(true);
// This is required for the ragdoll to behave properly when any body instance is set to simulated in a physics asset.
// TODO Check the need for this in future engine versions.
MeshComponent->ResetAllBodiesSimulatePhysics();
const auto* PelvisBody{MeshComponent->GetBodyInstance(PelvisBoneName)};
FVector PelvisLocation;
FPhysicsCommand::ExecuteRead(PelvisBody->ActorHandle, [this, &PelvisLocation](const FPhysicsActorHandle& ActorHandle)
{
PelvisLocation = FPhysicsInterface::GetTransform_AssumesLocked(ActorHandle, true).GetLocation();
RagdollState.Velocity = FPhysicsInterface::GetLinearVelocity_AssumesLocked(ActorHandle);
});
RagdollState.PullForce = 0.0f;
if (bLimitInitialRagdollSpeed)
{
// Limit the ragdoll's speed for a few frames, because for some unclear reason,
// it can get a much higher initial speed than the character's last speed.
// TODO Find a better solution or wait for a fix in future engine versions.
static constexpr auto MinSpeedLimit{200.0f};
RagdollState.SpeedLimitFrameTimeRemaining = 8;
RagdollState.SpeedLimit = FMath::Max(MinSpeedLimit, UE_REAL_TO_FLOAT(GetOwner()->GetVelocity().Size()));
ConstraintRagdollSpeed();
}
if (PawnOwner->GetLocalRole() >= ROLE_Authority)
{
SetRagdollTargetLocation(FVector::ZeroVector);
}
if (PawnOwner->IsLocallyControlled() || (PawnOwner->GetLocalRole() >= ROLE_Authority && !IsValid(PawnOwner->GetController())))
{
SetRagdollTargetLocation(PelvisLocation);
}
// Clear the character movement mode and set the locomotion action to Ragdoll.
if (IsValid(CharacterOwner))
{
CharacterOwner->GetCharacterMovement()->SetMovementMode(MOVE_None);
}
bRagdolling = true;
OnRagdollStarted();
}
void UGGS_RagdollComponent::OnRagdollStarted_Implementation()
{
OnRagdollStartedEvent.Broadcast();
}
bool UGGS_RagdollComponent::IsRagdollAllowedToStop() const
{
return bRagdolling;
}
bool UGGS_RagdollComponent::StopRagdoll()
{
if (GetOwner()->GetLocalRole() <= ROLE_SimulatedProxy || !IsRagdollAllowedToStop())
{
return false;
}
if (GetOwner()->GetLocalRole() >= ROLE_Authority)
{
MulticastStopRagdoll();
}
else
{
ServerStopRagdoll();
}
return true;
}
void UGGS_RagdollComponent::ServerStopRagdoll_Implementation()
{
if (IsRagdollAllowedToStop())
{
MulticastStopRagdoll();
GetOwner()->ForceNetUpdate();
}
}
void UGGS_RagdollComponent::MulticastStopRagdoll_Implementation()
{
LocalStopRagdoll();
}
void UGGS_RagdollComponent::LocalStopRagdoll()
{
if (!IsRagdollAllowedToStop())
{
return;
}
MeshComponent->SnapshotPose(RagdollState.FinalRagdollPose);
const auto PelvisTransform{MeshComponent->GetSocketTransform(PelvisBoneName)};
const auto PelvisRotation{PelvisTransform.Rotator()};
// Disable mesh physics simulation and enable capsule collision.
MeshComponent->bUpdateJointsFromAnimation = false;
MeshComponent->SetSimulatePhysics(false);
MeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
MeshComponent->SetCollisionObjectType(ECC_Pawn);
UPrimitiveComponent* RootPrimitive = Cast<UPrimitiveComponent>(GetOwner()->GetRootComponent());
{
RootPrimitive->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
}
bool bGrounded;
const auto NewActorLocation{RagdollTraceGround(bGrounded)};
// Determine whether the ragdoll is facing upward or downward and set the actor rotation accordingly.
const auto bRagdollFacingUpward{FMath::UnwindDegrees(PelvisRotation.Roll) <= 0.0f};
auto NewActorRotation{GetOwner()->GetActorRotation()};
NewActorRotation.Yaw = bRagdollFacingUpward ? PelvisRotation.Yaw - 180.0f : PelvisRotation.Yaw;
GetOwner()->SetActorLocationAndRotation(NewActorLocation, NewActorRotation, false, nullptr, ETeleportType::TeleportPhysics);
// Attach the mesh back and restore its default relative location.
const auto& ActorTransform{GetOwner()->GetActorTransform()};
FVector BaseTranslationOffset{FVector::Zero()};
FQuat BaseRotationOffset;
if (IsValid(CharacterOwner))
{
BaseTranslationOffset = CharacterOwner->GetBaseTranslationOffset();
BaseRotationOffset = CharacterOwner->GetBaseRotationOffset();
}
MeshComponent->SetWorldLocationAndRotationNoPhysics(ActorTransform.TransformPositionNoScale(BaseTranslationOffset),
ActorTransform.TransformRotation(BaseRotationOffset).Rotator());
MeshComponent->AttachToComponent(RootPrimitive, FAttachmentTransformRules::KeepWorldTransform);
if (MeshComponent->ShouldUseUpdateRateOptimizations())
{
// Disable URO for one frame to force the animation blueprint to update and get rid of the incorrect mesh pose.
MeshComponent->bEnableUpdateRateOptimizations = false;
GetWorldTimerManager().SetTimerForNextTick(FTimerDelegate::CreateWeakLambda(this, [this]
{
MeshComponent->bEnableUpdateRateOptimizations = true;
}));
}
// Restore the pelvis transform to the state it was in before we changed
// the character and mesh transforms to keep its world transform unchanged.
const auto& ReferenceSkeleton{MeshComponent->GetSkinnedAsset()->GetRefSkeleton()};
const auto PelvisBoneIndex{ReferenceSkeleton.FindBoneIndex(PelvisBoneName)};
if (PelvisBoneIndex >= 0)
{
// We expect the pelvis bone to be the root bone or attached to it, so we can safely use the mesh transform here.
RagdollState.FinalRagdollPose.LocalTransforms[PelvisBoneIndex] = PelvisTransform.GetRelativeTransform(MeshComponent->GetComponentTransform());
}
bRagdolling = false;
if (IsValid(CharacterOwner))
{
if (bGrounded)
{
CharacterOwner->GetCharacterMovement()->SetMovementMode(CharacterOwner->GetCharacterMovement()->DefaultLandMovementMode);
}
else
{
CharacterOwner->GetCharacterMovement()->SetMovementMode(MOVE_Falling);
CharacterOwner->GetCharacterMovement()->Velocity = RagdollState.Velocity;
}
}
OnRagdollEnded(bGrounded);
if (bGrounded && bPlayGetupMontageAfterRagdollEndedOnGround)
{
if (UAnimMontage* SelectedMontage = SelectGetUpMontage(bRagdollFacingUpward))
{
MeshComponent->GetAnimInstance()->Montage_Play(SelectedMontage);
}
}
}
void UGGS_RagdollComponent::OnRagdollEnded_Implementation(bool bGrounded)
{
OnRagdollEndedEvent.Broadcast(bGrounded);
// If the ragdoll is on the ground, set the movement mode to walking and play a get up montage. If not, set
// the movement mode to falling and update the character movement velocity to match the last ragdoll velocity.
// AlsCharacterMovement->SetMovementModeLocked(false);
//
//
// SetLocomotionAction(FGameplayTag::EmptyTag);
//
// if (bGrounded && MeshComponent->GetAnimInstance()->Montage_Play(SelectGetUpMontage(bRagdollFacingUpward)) > 0.0f)
// {
// AlsCharacterMovement->SetInputBlocked(true);
//
// SetLocomotionAction(AlsLocomotionActionTags::GettingUp);
// }
}
void UGGS_RagdollComponent::SetRagdollTargetLocation(const FVector& NewTargetLocation)
{
if (RagdollTargetLocation != NewTargetLocation)
{
RagdollTargetLocation = NewTargetLocation;
MARK_PROPERTY_DIRTY_FROM_NAME(ThisClass, RagdollTargetLocation, this)
if (GetOwner()->GetLocalRole() == ROLE_AutonomousProxy)
{
ServerSetRagdollTargetLocation(RagdollTargetLocation);
}
}
}
void UGGS_RagdollComponent::ServerSetRagdollTargetLocation_Implementation(const FVector_NetQuantize& NewTargetLocation)
{
SetRagdollTargetLocation(NewTargetLocation);
}
void UGGS_RagdollComponent::RefreshRagdoll(float DeltaTime)
{
if (!bRagdolling)
{
return;
}
// Since we are dealing with physics here, we should not use functions such as USkinnedMeshComponent::GetSocketTransform() as
// they may return an incorrect result in situations like when the animation blueprint is not ticking or when URO is enabled.
const auto* PelvisBody{MeshComponent->GetBodyInstance(PelvisBoneName)};
FVector PelvisLocation;
FPhysicsCommand::ExecuteRead(PelvisBody->ActorHandle, [this, &PelvisLocation](const FPhysicsActorHandle& ActorHandle)
{
PelvisLocation = FPhysicsInterface::GetTransform_AssumesLocked(ActorHandle, true).GetLocation();
RagdollState.Velocity = FPhysicsInterface::GetLinearVelocity_AssumesLocked(ActorHandle);
});
const auto bLocallyControlled{PawnOwner->IsLocallyControlled() || (PawnOwner->GetLocalRole() >= ROLE_Authority && !IsValid(PawnOwner->GetController()))};
if (bLocallyControlled)
{
SetRagdollTargetLocation(PelvisLocation);
}
// Prevent the capsule from going through the ground when the ragdoll is lying on the ground.
// While we could get rid of the line trace here and just use RagdollTargetLocation
// as the character's location, we don't do that because the camera depends on the
// capsule's bottom location, so its removal will cause the camera to behave erratically.
bool bGrounded;
PawnOwner->SetActorLocation(RagdollTraceGround(bGrounded), false, nullptr, ETeleportType::TeleportPhysics);
// Zero target location means that it hasn't been replicated yet, so we can't apply the logic below.
if (!bLocallyControlled && !RagdollTargetLocation.IsZero())
{
// Apply ragdoll location corrections.
static constexpr auto PullForce{750.0f};
static constexpr auto InterpolationHalfLife{1.2f};
RagdollState.PullForce = FMath::Lerp(RagdollState.PullForce, PullForce, DamperExactAlpha(DeltaTime, InterpolationHalfLife));
const auto HorizontalSpeedSquared{RagdollState.Velocity.SizeSquared2D()};
const auto PullForceBoneName{
HorizontalSpeedSquared > FMath::Square(300.0f) ? SpineBoneName : PelvisBoneName
};
auto* PullForceBody{MeshComponent->GetBodyInstance(PullForceBoneName)};
FPhysicsCommand::ExecuteWrite(PullForceBody->ActorHandle, [this](const FPhysicsActorHandle& ActorHandle)
{
if (!FPhysicsInterface::IsRigidBody(ActorHandle))
{
return;
}
const auto PullForceVector{
RagdollTargetLocation - FPhysicsInterface::GetTransform_AssumesLocked(ActorHandle, true).GetLocation()
};
static constexpr auto MinPullForceDistance{5.0f};
static constexpr auto MaxPullForceDistance{50.0f};
if (PullForceVector.SizeSquared() > FMath::Square(MinPullForceDistance))
{
FPhysicsInterface::AddForce_AssumesLocked(
ActorHandle, PullForceVector.GetClampedToMaxSize(MaxPullForceDistance) * RagdollState.PullForce, true, true);
}
});
}
// Use the speed to scale ragdoll joint strength for physical animation.
static constexpr auto ReferenceSpeed{1000.0f};
static constexpr auto Stiffness{25000.0f};
const auto SpeedAmount{Clamp01(UE_REAL_TO_FLOAT(RagdollState.Velocity.Size() / ReferenceSpeed))};
MeshComponent->SetAllMotorsAngularDriveParams(SpeedAmount * Stiffness, 0.0f, 0.0f);
// Limit the speed of ragdoll bodies.
if (RagdollState.SpeedLimitFrameTimeRemaining > 0)
{
RagdollState.SpeedLimitFrameTimeRemaining -= 1;
ConstraintRagdollSpeed();
}
}
FVector UGGS_RagdollComponent::RagdollTraceGround(bool& bGrounded) const
{
auto RagdollLocation{!RagdollTargetLocation.IsZero() ? FVector{RagdollTargetLocation} : GetOwner()->GetActorLocation()};
ACharacter* Character = Cast<ACharacter>(GetOwner());
if (!IsValid(Character))
return RagdollLocation;
// We use a sphere sweep instead of a simple line trace to keep capsule
// movement consistent between Ragdoll and regular character movement.
const auto CapsuleRadius{Character->GetCapsuleComponent()->GetScaledCapsuleRadius()};
const auto CapsuleHalfHeight{Character->GetCapsuleComponent()->GetScaledCapsuleHalfHeight()};
const FVector TraceStart{RagdollLocation.X, RagdollLocation.Y, RagdollLocation.Z + 2.0f * CapsuleRadius};
const FVector TraceEnd{RagdollLocation.X, RagdollLocation.Y, RagdollLocation.Z - CapsuleHalfHeight + CapsuleRadius};
const auto CollisionChannel{Character->GetCharacterMovement()->UpdatedComponent->GetCollisionObjectType()};
FCollisionQueryParams QueryParameters{TEXT("RagdollTraceGround"), false, GetOwner()};
FCollisionResponseParams CollisionResponses;
Character->GetCharacterMovement()->InitCollisionParams(QueryParameters, CollisionResponses);
FHitResult Hit;
bGrounded = GetWorld()->SweepSingleByChannel(Hit, TraceStart, TraceEnd, FQuat::Identity,
CollisionChannel, FCollisionShape::MakeSphere(CapsuleRadius),
QueryParameters, CollisionResponses);
// #if ENABLE_DRAW_DEBUG
// UAlsDebugUtility::DrawSweepSingleSphere(GetWorld(), TraceStart, TraceEnd, CapsuleRadius,
// bGrounded, Hit, {0.0f, 0.25f, 1.0f},
// {0.0f, 0.75f, 1.0f}, 0.0f);
// #endif
return {
RagdollLocation.X, RagdollLocation.Y,
bGrounded
? Hit.Location.Z + CapsuleHalfHeight - CapsuleRadius + UCharacterMovementComponent::MIN_FLOOR_DIST
: RagdollLocation.Z
};
}
void UGGS_RagdollComponent::ConstraintRagdollSpeed() const
{
MeshComponent->ForEachBodyBelow(NAME_None, true, false, [this](FBodyInstance* Body)
{
FPhysicsCommand::ExecuteWrite(Body->ActorHandle, [this](const FPhysicsActorHandle& ActorHandle)
{
if (!FPhysicsInterface::IsRigidBody(ActorHandle))
{
return;
}
auto Velocity{FPhysicsInterface::GetLinearVelocity_AssumesLocked(ActorHandle)};
if (Velocity.SizeSquared() <= FMath::Square(RagdollState.SpeedLimit))
{
return;
}
Velocity.Normalize();
Velocity *= RagdollState.SpeedLimit;
FPhysicsInterface::SetLinearVelocity_AssumesLocked(ActorHandle, Velocity);
});
});
}
UAnimMontage* UGGS_RagdollComponent::SelectGetUpMontage_Implementation(bool bRagdollFacingUpward)
{
if (GetUpBackMontage.IsNull() || GetUpFrontMontage.IsNull())
{
return nullptr;
}
return bRagdollFacingUpward ? GetUpBackMontage.LoadSynchronous() : GetUpFrontMontage.LoadSynchronous();
}
// Called when the game starts
void UGGS_RagdollComponent::BeginPlay()
{
Super::BeginPlay();
PawnOwner = GetPawnChecked<APawn>();
CharacterOwner = GetPawn<ACharacter>();
if (CharacterOwner)
{
MeshComponent = CharacterOwner->GetMesh();
}
if (!MeshComponent)
{
MeshComponent = GetOwner()->FindComponentByClass<USkeletalMeshComponent>();
}
if (!MeshComponent)
{
GGS_CLOG(Warning, "Require skeletal mesh component for the Ragdoll to work.")
}
}
float UGGS_RagdollComponent::DamperExactAlpha(float DeltaTime, float HalfLife)
{
return 1.0f - FMath::InvExpApprox(0.6931471805599453f / (HalfLife + UE_SMALL_NUMBER) * DeltaTime);
}
float UGGS_RagdollComponent::Clamp01(float Value)
{
return Value > 0.0f
? Value < 1.0f
? Value
: 1.0f
: 0.0f;
}
void UGGS_RagdollComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
FDoRepLifetimeParams Parameters;
Parameters.bIsPushBased = true;
Parameters.Condition = COND_SkipOwner;
DOREPLIFETIME_WITH_PARAMS_FAST(ThisClass, RagdollTargetLocation, Parameters)
}
// Called every frame
void UGGS_RagdollComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
RefreshRagdoll(DeltaTime);
// ...
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "Ragdoll/GGS_RagdollStructLibrary.h"