DarkflameServer/dPhysics/dpWorld.cpp

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#include "dpWorld.h"
#include "dpEntity.h"
#include "dpGrid.h"
#include "DetourCommon.h"
#include <string>
#include "Game.h"
#include "Logger.h"
#include "dConfig.h"
#include "dNavMesh.h"
namespace {
dpGrid* m_Grid = nullptr;
dNavMesh* m_NavMesh = nullptr;
int32_t phys_sp_tilesize = 205;
int32_t phys_sp_tilecount = 12;
uint32_t m_ZoneID = 0;
std::vector<dpEntity*> m_StaticEntities;
std::vector<dpEntity*> m_DynamicEntites;
bool phys_spatial_partitioning = true;
};
void dpWorld::Initialize(unsigned int zoneID, bool generateNewNavMesh) {
const auto physSpTilecount = Game::config->GetValue("phys_sp_tilecount");
if (!physSpTilecount.empty()) GeneralUtils::TryParse(physSpTilecount, phys_sp_tilecount);
const auto physSpTilesize = Game::config->GetValue("phys_sp_tilesize");
if (!physSpTilesize.empty()) GeneralUtils::TryParse(physSpTilesize, phys_sp_tilesize);
const auto physSpatialPartitioning = Game::config->GetValue("phys_spatial_partitioning");
if (!physSpatialPartitioning.empty()) phys_spatial_partitioning = physSpatialPartitioning == "1";
//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 (ShouldUseSP(zoneID)) {
m_Grid = new dpGrid(phys_sp_tilecount, phys_sp_tilesize);
}
if (generateNewNavMesh) m_NavMesh = new dNavMesh(zoneID);
LOG("Physics world initialized!");
m_ZoneID = zoneID;
}
void dpWorld::Reload() {
if (m_Grid) {
m_Grid->SetDeleteGrid(false);
auto oldGridCells = m_Grid->GetCells();
delete m_Grid;
m_Grid = nullptr;
Initialize(m_ZoneID, false);
for (auto column : oldGridCells) {
for (auto row : column) {
for (auto entity : row) {
AddEntity(entity);
}
}
}
LOG("Successfully reloaded physics world!");
} else {
LOG("No physics world to reload!");
}
}
void dpWorld::Shutdown() {
if (m_Grid) {
// Triple check this is true
m_Grid->SetDeleteGrid(true);
delete m_Grid;
m_Grid = nullptr;
}
if (m_NavMesh) {
delete m_NavMesh;
m_NavMesh = nullptr;
}
}
bool dpWorld::IsLoaded() {
return m_NavMesh->IsNavmeshLoaded();
}
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.
}
}
}
dNavMesh* dpWorld::GetNavMesh() {
return m_NavMesh;
}
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;
}
}
}
}
}
bool dpWorld::ShouldUseSP(uint32_t zoneID) {
if (!phys_spatial_partitioning) return false;
// 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;
}