mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-24 06:23:35 +00:00
358 lines
8.6 KiB
C++
358 lines
8.6 KiB
C++
|
#include "dpWorld.h"
|
||
|
#include "dpEntity.h"
|
||
|
#include "dpGrid.h"
|
||
|
#include "DetourCommon.h"
|
||
|
|
||
|
#include <string>
|
||
|
|
||
|
#include "Game.h"
|
||
|
#include "dLogger.h"
|
||
|
#include "dConfig.h"
|
||
|
|
||
|
void dpWorld::Initialize(unsigned int zoneID) {
|
||
|
phys_sp_tilecount = std::atoi(Game::config->GetValue("phys_sp_tilecount").c_str());
|
||
|
phys_sp_tilesize = std::atoi(Game::config->GetValue("phys_sp_tilesize").c_str());
|
||
|
|
||
|
//If spatial partitioning is enabled, then we need to create the m_Grid.
|
||
|
//if m_Grid exists, then the old method will be used.
|
||
|
//SP will NOT be used unless it is added to ShouldUseSP();
|
||
|
if (std::atoi(Game::config->GetValue("phys_spatial_partitioning").c_str()) == 1
|
||
|
&& ShouldUseSP(zoneID)) {
|
||
|
m_Grid = new dpGrid(phys_sp_tilecount, phys_sp_tilesize);
|
||
|
}
|
||
|
|
||
|
Game::logger->Log("dpWorld", "Physics world initialized!\n");
|
||
|
|
||
|
if (ShouldLoadNavmesh(zoneID)) {
|
||
|
if (LoadNavmeshByZoneID(zoneID)) Game::logger->Log("dpWorld", "Loaded navmesh!\n");
|
||
|
else Game::logger->Log("dpWorld", "Error(s) occurred during navmesh load.\n");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
dpWorld::~dpWorld() {
|
||
|
if (m_Grid) {
|
||
|
delete m_Grid;
|
||
|
m_Grid = nullptr;
|
||
|
}
|
||
|
|
||
|
RecastCleanup();
|
||
|
}
|
||
|
|
||
|
void dpWorld::StepWorld(float deltaTime) {
|
||
|
if (m_Grid) {
|
||
|
m_Grid->Update(deltaTime);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//Pre update:
|
||
|
for (auto entity : m_StaticEntities) {
|
||
|
if (!entity || entity->GetSleeping()) continue;
|
||
|
entity->PreUpdate();
|
||
|
}
|
||
|
|
||
|
//Do actual update:
|
||
|
for (auto entity : m_DynamicEntites) {
|
||
|
if (!entity || entity->GetSleeping()) continue;
|
||
|
|
||
|
entity->Update(deltaTime);
|
||
|
|
||
|
for (auto other : m_StaticEntities) {
|
||
|
if (!other || other->GetSleeping() || entity->GetObjectID() == other->GetObjectID()) continue;
|
||
|
|
||
|
other->CheckCollision(entity); //swap "other" and "entity" if you want dyn objs to handle collisions.
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void dpWorld::AddEntity(dpEntity* entity) {
|
||
|
if (m_Grid) entity->SetGrid(m_Grid); //This sorts this entity into the right cell
|
||
|
else { //old method, slow
|
||
|
if (entity->GetIsStatic()) m_StaticEntities.push_back(entity);
|
||
|
else m_DynamicEntites.push_back(entity);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void dpWorld::RemoveEntity(dpEntity* entity) {
|
||
|
if (!entity) return;
|
||
|
|
||
|
if (m_Grid) {
|
||
|
m_Grid->Delete(entity);
|
||
|
}
|
||
|
else {
|
||
|
if (entity->GetIsStatic()) {
|
||
|
for (size_t i = 0; i < m_StaticEntities.size(); ++i) {
|
||
|
if (m_StaticEntities[i] == entity) {
|
||
|
delete m_StaticEntities[i];
|
||
|
m_StaticEntities[i] = nullptr;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
for (size_t i = 0; i < m_DynamicEntites.size(); ++i) {
|
||
|
if (m_DynamicEntites[i] == entity) {
|
||
|
delete m_DynamicEntites[i];
|
||
|
m_DynamicEntites[i] = nullptr;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void dpWorld::RecastCleanup() {
|
||
|
if (m_triareas) delete[] m_triareas;
|
||
|
m_triareas = 0;
|
||
|
|
||
|
rcFreeHeightField(m_solid);
|
||
|
m_solid = 0;
|
||
|
rcFreeCompactHeightfield(m_chf);
|
||
|
m_chf = 0;
|
||
|
rcFreeContourSet(m_cset);
|
||
|
m_cset = 0;
|
||
|
rcFreePolyMesh(m_pmesh);
|
||
|
m_pmesh = 0;
|
||
|
rcFreePolyMeshDetail(m_dmesh);
|
||
|
m_dmesh = 0;
|
||
|
dtFreeNavMesh(m_navMesh);
|
||
|
m_navMesh = 0;
|
||
|
|
||
|
dtFreeNavMeshQuery(m_navQuery);
|
||
|
m_navQuery = 0;
|
||
|
|
||
|
if (m_ctx) delete m_ctx;
|
||
|
}
|
||
|
|
||
|
bool dpWorld::LoadNavmeshByZoneID(unsigned int zoneID) {
|
||
|
std::string path = "./res/maps/navmeshes/" + std::to_string(zoneID) + ".bin";
|
||
|
m_navMesh = LoadNavmesh(path.c_str());
|
||
|
|
||
|
if (m_navMesh) { m_navQuery = dtAllocNavMeshQuery(); m_navQuery->init(m_navMesh, 2048); }
|
||
|
else return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
dtNavMesh* dpWorld::LoadNavmesh(const char* path) {
|
||
|
FILE* fp;
|
||
|
|
||
|
#ifdef _WIN32
|
||
|
fopen_s(&fp, path, "rb");
|
||
|
#elif __APPLE__
|
||
|
// macOS has 64bit file IO by default
|
||
|
fp = fopen(path, "rb");
|
||
|
#else
|
||
|
fp = fopen64(path, "rb");
|
||
|
#endif
|
||
|
|
||
|
if (!fp) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// Read header.
|
||
|
NavMeshSetHeader header;
|
||
|
size_t readLen = fread(&header, sizeof(NavMeshSetHeader), 1, fp);
|
||
|
if (readLen != 1) {
|
||
|
fclose(fp);
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if (header.magic != NAVMESHSET_MAGIC) {
|
||
|
fclose(fp);
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if (header.version != NAVMESHSET_VERSION) {
|
||
|
fclose(fp);
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
dtNavMesh* mesh = dtAllocNavMesh();
|
||
|
if (!mesh) {
|
||
|
fclose(fp);
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
dtStatus status = mesh->init(&header.params);
|
||
|
if (dtStatusFailed(status)) {
|
||
|
fclose(fp);
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// Read tiles.
|
||
|
for (int i = 0; i < header.numTiles; ++i) {
|
||
|
NavMeshTileHeader tileHeader;
|
||
|
readLen = fread(&tileHeader, sizeof(tileHeader), 1, fp);
|
||
|
if (readLen != 1)
|
||
|
return 0;
|
||
|
|
||
|
if (!tileHeader.tileRef || !tileHeader.dataSize)
|
||
|
break;
|
||
|
|
||
|
unsigned char* data = (unsigned char*)dtAlloc(tileHeader.dataSize, DT_ALLOC_PERM);
|
||
|
if (!data) break;
|
||
|
memset(data, 0, tileHeader.dataSize);
|
||
|
readLen = fread(data, tileHeader.dataSize, 1, fp);
|
||
|
if (readLen != 1)
|
||
|
return 0;
|
||
|
|
||
|
mesh->addTile(data, tileHeader.dataSize, DT_TILE_FREE_DATA, tileHeader.tileRef, 0);
|
||
|
}
|
||
|
|
||
|
fclose(fp);
|
||
|
|
||
|
return mesh;
|
||
|
}
|
||
|
|
||
|
bool dpWorld::ShouldLoadNavmesh(unsigned int zoneID) {
|
||
|
return true; //We use default paths now. Might re-tool this function later.
|
||
|
|
||
|
//TODO: Add to this list as the navmesh folder grows.
|
||
|
switch (zoneID) {
|
||
|
case 1100:
|
||
|
case 1150:
|
||
|
case 1151:
|
||
|
case 1200:
|
||
|
case 1201:
|
||
|
case 1300:
|
||
|
case 1400:
|
||
|
case 1603:
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool dpWorld::ShouldUseSP(unsigned int zoneID) {
|
||
|
//TODO: Add to this list as needed. Only large maps should be added as tiling likely makes little difference on small maps.
|
||
|
switch (zoneID) {
|
||
|
case 1100: //Avant Gardens
|
||
|
case 1200: //Nimbus Station
|
||
|
case 1300: //Gnarled Forest
|
||
|
case 1400: //Forbidden Valley
|
||
|
case 1800: //Crux Prime
|
||
|
case 1900: //Nexus Tower
|
||
|
case 2000: //Ninjago
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
float dpWorld::GetHeightAtPoint(const NiPoint3& location) {
|
||
|
if (m_navMesh == nullptr) {
|
||
|
return location.y;
|
||
|
}
|
||
|
|
||
|
float toReturn = 0.0f;
|
||
|
float pos[3];
|
||
|
pos[0] = location.x;
|
||
|
pos[1] = location.y;
|
||
|
pos[2] = location.z;
|
||
|
|
||
|
dtPolyRef nearestRef = 0;
|
||
|
float polyPickExt[3] = { 32.0f, 32.0f, 32.0f };
|
||
|
dtQueryFilter filter{};
|
||
|
|
||
|
m_navQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, 0);
|
||
|
m_navQuery->getPolyHeight(nearestRef, pos, &toReturn);
|
||
|
|
||
|
if (toReturn == 0.0f) {
|
||
|
toReturn = location.y;
|
||
|
}
|
||
|
|
||
|
return toReturn;
|
||
|
}
|
||
|
|
||
|
std::vector<NiPoint3> dpWorld::GetPath(const NiPoint3& startPos, const NiPoint3& endPos, float speed) {
|
||
|
std::vector<NiPoint3> path;
|
||
|
|
||
|
//allows for non-navmesh maps (like new custom maps) to have "basic" enemies.
|
||
|
if (m_navMesh == nullptr) {
|
||
|
//how many points to generate between start/end?
|
||
|
//note: not actually 100% accurate due to rounding, but worst case it causes them to go a tiny bit faster
|
||
|
//than their speed value would normally allow at the end.
|
||
|
int numPoints = startPos.Distance(startPos, endPos) / speed;
|
||
|
|
||
|
path.push_back(startPos); //insert the start pos
|
||
|
|
||
|
//Linearly interpolate between these two points:
|
||
|
for (int i = 0; i < numPoints; i++) {
|
||
|
NiPoint3 newPoint{ startPos };
|
||
|
|
||
|
newPoint.x += speed;
|
||
|
newPoint.y = newPoint.y + (((endPos.y - startPos.y) / (endPos.x - startPos.x)) * (newPoint.x - startPos.x));
|
||
|
|
||
|
path.push_back(newPoint);
|
||
|
}
|
||
|
|
||
|
path.push_back(endPos); //finally insert our end pos
|
||
|
|
||
|
return path;
|
||
|
}
|
||
|
|
||
|
float sPos[3];
|
||
|
float ePos[3];
|
||
|
sPos[0] = startPos.x;
|
||
|
sPos[1] = startPos.y;
|
||
|
sPos[2] = startPos.z;
|
||
|
|
||
|
ePos[0] = endPos.x;
|
||
|
ePos[1] = endPos.y;
|
||
|
ePos[2] = endPos.z;
|
||
|
|
||
|
dtStatus pathFindStatus;
|
||
|
dtPolyRef startRef;
|
||
|
dtPolyRef endRef;
|
||
|
float polyPickExt[3] = { 32.0f, 32.0f, 32.0f };
|
||
|
dtQueryFilter filter{};
|
||
|
|
||
|
//Find our start poly
|
||
|
m_navQuery->findNearestPoly(sPos, polyPickExt, &filter, &startRef, 0);
|
||
|
|
||
|
//Find our end poly
|
||
|
m_navQuery->findNearestPoly(ePos, polyPickExt, &filter, &endRef, 0);
|
||
|
|
||
|
pathFindStatus = DT_FAILURE;
|
||
|
int m_nstraightPath = 0;
|
||
|
int m_npolys = 0;
|
||
|
dtPolyRef m_polys[MAX_POLYS];
|
||
|
float m_straightPath[MAX_POLYS * 3];
|
||
|
unsigned char m_straightPathFlags[MAX_POLYS];
|
||
|
dtPolyRef m_straightPathPolys[MAX_POLYS];
|
||
|
int m_straightPathOptions = 0;
|
||
|
|
||
|
if (startRef && endRef) {
|
||
|
m_navQuery->findPath(startRef, endRef, sPos, ePos, &filter, m_polys, &m_npolys, MAX_POLYS);
|
||
|
|
||
|
if (m_npolys) {
|
||
|
// In case of partial path, make sure the end point is clamped to the last polygon.
|
||
|
float epos[3];
|
||
|
dtVcopy(epos, ePos);
|
||
|
if (m_polys[m_npolys - 1] != endRef)
|
||
|
m_navQuery->closestPointOnPoly(m_polys[m_npolys - 1], ePos, epos, 0);
|
||
|
|
||
|
m_navQuery->findStraightPath(sPos, epos, m_polys, m_npolys,
|
||
|
m_straightPath, m_straightPathFlags,
|
||
|
m_straightPathPolys, &m_nstraightPath, MAX_POLYS, m_straightPathOptions);
|
||
|
|
||
|
// At this point we have our path. Copy it to the path store
|
||
|
int nIndex = 0;
|
||
|
for (int nVert = 0; nVert < m_nstraightPath; nVert++) {
|
||
|
/*m_PathStore[nPathSlot].PosX[nVert] = StraightPath[nIndex++];
|
||
|
m_PathStore[nPathSlot].PosY[nVert] = StraightPath[nIndex++];
|
||
|
m_PathStore[nPathSlot].PosZ[nVert] = StraightPath[nIndex++];*/
|
||
|
|
||
|
NiPoint3 newPoint{ m_straightPath[nIndex++], m_straightPath[nIndex++], m_straightPath[nIndex++] };
|
||
|
path.push_back(newPoint);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
m_npolys = 0;
|
||
|
m_nstraightPath = 0;
|
||
|
}
|
||
|
|
||
|
return path;
|
||
|
}
|