DarkflameServer/dGame/dCinema/Prefab.cpp

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#include "Prefab.h"
#include "tinyxml2.h"
#include "../../dWorldServer/ObjectIDManager.h"
#include "EntityManager.h"
#include "EntityInfo.h"
#include "RenderComponent.h"
using namespace Cinema;
std::unordered_map<std::string, Prefab> Prefab::m_Prefabs;
std::unordered_map<size_t, Prefab::Instance> Prefab::m_Instances;
size_t Prefab::AddObject(LOT lot, NiPoint3 position, NiQuaternion rotation, float scale) {
const auto id = ObjectIDManager::GenerateRandomObjectID();
m_Pieces.emplace(id, Prefab::Piece { lot, position, rotation, scale, {} });
return id;
}
void Prefab::AddEffect(size_t id, int32_t effect) {
m_Pieces[id].m_Effects.push_back(effect);
}
void Prefab::RemoveObject(size_t id) {
m_Pieces.erase(id);
}
const Prefab& Prefab::LoadFromFile(std::string file) {
if (m_Prefabs.find(file) != m_Prefabs.end()) {
return m_Prefabs[file];
}
Prefab prefab;
tinyxml2::XMLDocument doc;
doc.LoadFile(file.c_str());
tinyxml2::XMLElement* root = doc.FirstChildElement("Prefab");
if (!root) {
LOG("Failed to load prefab from file: %s", file.c_str());
m_Prefabs.emplace(file, prefab);
return m_Prefabs[file];
}
for (tinyxml2::XMLElement* element = root->FirstChildElement("Object"); element; element = element->NextSiblingElement("Object")) {
const auto lot = element->UnsignedAttribute("lot");
const auto position = NiPoint3(element->FloatAttribute("x"), element->FloatAttribute("y"), element->FloatAttribute("z"));
NiQuaternion rotation;
// Check if the qx attribute exists, if so the rotation is a quaternion, otherwise it's a vector
if (!element->Attribute("qx")) {
rotation = NiQuaternion::FromEulerAngles( {
element->FloatAttribute("rx") * 0.0174532925f,
element->FloatAttribute("ry") * 0.0174532925f,
element->FloatAttribute("rz") * 0.0174532925f
} );
}
else {
rotation = NiQuaternion(element->FloatAttribute("qx"), element->FloatAttribute("qy"), element->FloatAttribute("qz"), element->FloatAttribute("qw"));
}
float scale = 1.0f;
if (element->Attribute("scale")) {
scale = element->FloatAttribute("scale");
}
const auto id = prefab.AddObject(lot, position, rotation, scale);
for (tinyxml2::XMLElement* effect = element->FirstChildElement("Effect"); effect; effect = effect->NextSiblingElement("Effect")) {
prefab.AddEffect(id, effect->IntAttribute("id"));
}
}
m_Prefabs.emplace(file, prefab);
return m_Prefabs[file];
}
void Prefab::SaveToFile(std::string file) {
tinyxml2::XMLDocument doc;
tinyxml2::XMLElement* root = doc.NewElement("Prefab");
doc.InsertFirstChild(root);
for (const auto& [id, piece] : m_Pieces) {
tinyxml2::XMLElement* object = doc.NewElement("Object");
object->SetAttribute("lot", piece.m_Lot);
object->SetAttribute("x", piece.m_Position.x);
object->SetAttribute("y", piece.m_Position.y);
object->SetAttribute("z", piece.m_Position.z);
object->SetAttribute("qx", piece.m_Rotation.x);
object->SetAttribute("qy", piece.m_Rotation.y);
object->SetAttribute("qz", piece.m_Rotation.z);
object->SetAttribute("qw", piece.m_Rotation.w);
object->SetAttribute("scale", piece.m_Scale);
for (const auto& effect : piece.m_Effects) {
tinyxml2::XMLElement* effectElement = doc.NewElement("Effect");
effectElement->SetAttribute("id", effect);
object->InsertEndChild(effectElement);
}
root->InsertEndChild(object);
}
doc.SaveFile(file.c_str());
}
size_t Prefab::Instantiate(NiPoint3 position, float scale) const {
if (m_Pieces.empty()) {
return 0;
}
const auto id = ObjectIDManager::GenerateRandomObjectID();
std::vector<LWOOBJID> entities;
for (const auto& [_, piece] : m_Pieces) {
EntityInfo info;
info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
info.lot = piece.m_Lot;
info.pos = (piece.m_Position * scale) + position;
info.rot = piece.m_Rotation;
info.scale = piece.m_Scale * scale;
const auto entity = Game::entityManager->CreateEntity(info);
for (const auto& effect : piece.m_Effects) {
auto* renderComponent = entity->GetComponent<RenderComponent>();
if (!renderComponent) {
continue;
}
// Generate random name
std::string effectName = "Effect_";
for (int i = 0; i < 10; ++i) {
effectName += std::to_string(rand() % 10);
}
renderComponent->PlayEffect(effect, u"create", effectName);
}
entities.push_back(entity->GetObjectID());
Game::entityManager->ConstructEntity(entity);
}
m_Instances.emplace(id, Prefab::Instance { entities });
return id;
}
const std::vector<LWOOBJID>& Cinema::Prefab::GetEntities(size_t instanceID) {
return m_Instances[instanceID].m_Entities;
}
void Prefab::DestroyInstance(size_t id) {
const auto& instance = m_Instances[id];
for (const auto& entity : instance.m_Entities) {
Game::entityManager->DestroyEntity(entity);
}
m_Instances.erase(id);
}