DarkflameServer/dPhysics/dpEntity.cpp

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#include "dpEntity.h"
#include "dpShapeSphere.h"
#include "dpShapeBox.h"
#include "dpGrid.h"
#include <iostream>
dpEntity::dpEntity(const LWOOBJID& objectID, dpShapeType shapeType, bool isStatic) {
m_ObjectID = objectID;
m_IsStatic = isStatic;
m_CollisionShape = nullptr;
m_Scale = 1.0f;
m_CollisionGroup = COLLISION_GROUP_ALL;
switch (shapeType) {
case dpShapeType::Sphere:
m_CollisionShape = new dpShapeSphere(this, 1.0f);
break;
case dpShapeType::Box:
m_CollisionShape = new dpShapeBox(this, 1.0f, 1.0f, 1.0f);
break;
default:
std::cout << "No shape for shapeType: " << (int)shapeType << std::endl;
}
}
dpEntity::dpEntity(const LWOOBJID& objectID, NiPoint3 boxDimensions, bool isStatic) {
m_ObjectID = objectID;
m_IsStatic = isStatic;
m_CollisionShape = nullptr;
m_Scale = 1.0f;
m_CollisionGroup = COLLISION_GROUP_ALL;
m_CollisionShape = new dpShapeBox(this, boxDimensions.x, boxDimensions.y, boxDimensions.z);
if (boxDimensions.x > 100.0f) m_IsGargantuan = true;
}
dpEntity::dpEntity(const LWOOBJID& objectID, float width, float height, float depth, bool isStatic) {
m_ObjectID = objectID;
m_IsStatic = isStatic;
m_CollisionShape = nullptr;
m_Scale = 1.0f;
m_CollisionGroup = COLLISION_GROUP_ALL;
m_CollisionShape = new dpShapeBox(this, width, height, depth);
if (width > 100.0f) m_IsGargantuan = true;
}
dpEntity::dpEntity(const LWOOBJID& objectID, float radius, bool isStatic) {
m_ObjectID = objectID;
m_IsStatic = isStatic;
m_CollisionShape = nullptr;
m_Scale = 1.0f;
m_CollisionGroup = COLLISION_GROUP_ALL;
m_CollisionShape = new dpShapeSphere(this, radius);
if (radius > 200.0f) m_IsGargantuan = true;
}
dpEntity::~dpEntity() {
delete m_CollisionShape;
m_CollisionShape = nullptr;
}
void dpEntity::Update(float deltaTime) {
m_NewObjects.clear();
m_RemovedObjects.clear();
if (m_IsStatic) return;
//m_Position = m_Position + (m_Velocity * deltaTime);
}
void dpEntity::CheckCollision(dpEntity* other) {
if (!m_CollisionShape) return;
if ((m_CollisionGroup & other->m_CollisionGroup) & (~COLLISION_GROUP_DYNAMIC)) {
return;
}
bool wasFound = (m_CurrentlyCollidingObjects.find(other->GetObjectID()) != m_CurrentlyCollidingObjects.end());
bool isColliding = m_CollisionShape->IsColliding(other->GetShape());
if (isColliding && !wasFound) {
m_CurrentlyCollidingObjects.emplace(other->GetObjectID(), other);
m_NewObjects.push_back(other);
//if (m_CollisionShape->GetShapeType() == dpShapeType::Sphere && other->GetShape()->GetShapeType() == dpShapeType::Sphere)
//std::cout << "started sphere col at: " << other->GetPosition().x << ", " << other->GetPosition().y << ", " << other->GetPosition().z << std::endl;
2022-07-28 13:39:57 +00:00
} else if (!isColliding && wasFound) {
m_CurrentlyCollidingObjects.erase(other->GetObjectID());
m_RemovedObjects.push_back(other);
//if (m_CollisionShape->GetShapeType() == dpShapeType::Sphere && other->GetShape()->GetShapeType() == dpShapeType::Sphere)
// std::cout << "stopped sphere col at: " << other->GetPosition().x << ", " << other->GetPosition().y << ", " << other->GetPosition().z << std::endl;
}
}
void dpEntity::SetPosition(const NiPoint3& newPos) {
if (!m_CollisionShape) return;
//Update the grid if needed:
if (m_Grid) m_Grid->Move(this, newPos.x, newPos.z);
//If we're a box, we need to first undo the previous position, otherwise things get screwy:
if (m_CollisionShape->GetShapeType() == dpShapeType::Box) {
auto box = static_cast<dpShapeBox*>(m_CollisionShape);
if (m_Position != NiPoint3()) {
box->SetPosition(NiPoint3(-m_Position.x, -m_Position.y, -m_Position.z));
}
box->SetPosition(newPos);
}
m_Position = newPos;
}
void dpEntity::SetRotation(const NiQuaternion& newRot) {
m_Rotation = newRot;
if (m_CollisionShape->GetShapeType() == dpShapeType::Box) {
auto box = static_cast<dpShapeBox*>(m_CollisionShape);
box->SetRotation(newRot);
}
}
void dpEntity::SetScale(float newScale) {
m_Scale = newScale;
if (m_CollisionShape->GetShapeType() == dpShapeType::Box) {
auto box = static_cast<dpShapeBox*>(m_CollisionShape);
box->SetScale(newScale);
}
}
void dpEntity::SetVelocity(const NiPoint3& newVelocity) {
m_Velocity = newVelocity;
}
void dpEntity::SetAngularVelocity(const NiPoint3& newAngularVelocity) {
m_AngularVelocity = newAngularVelocity;
}
void dpEntity::SetGrid(dpGrid* grid) {
m_Grid = grid;
m_Grid->Add(this);
}