DarkflameServer/dVisualDebugger/dVisualDebugger.cpp

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#include "dVisualDebugger.h"
#include <iostream>
#include "raylib.h"
#include "Game.h"
#include "dpWorld.h"
#include "dpEntity.h"
#include "dpShapeBox.h"
#include "dpShapeSphere.h"
#include "EntityManager.h"
#include "PerformanceManager.h"
#include "dTerrain/RawFile.h"
#include "dTerrain/RawMesh.h"
#include "SimplePhysicsComponent.h"
#include "dZoneManager.h"
inline Vector3 NiPointToVector3(NiPoint3 pos) { return { pos.x, pos.y, pos.z }; };
inline NiPoint3 Vector3ToNiPoint(Vector3 pos) { return { pos.x, pos.y, pos.z }; };
inline Quaternion NiQuaternionToQuaternion(NiQuaternion rot) { return { rot.x, rot.y, rot.z, rot.w }; };
inline NiQuaternion QuaternionToNiQuaternion(Quaternion rot) { return { rot.x, rot.y, rot.z, rot.w }; };
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dVisualDebugger::dVisualDebugger(std::string zoneName) {
SetTraceLogLevel(LOG_FATAL);
InitWindow(m_Width, m_Height, ("dVisualDebugger: " + zoneName).c_str());
CreateCamera();
CreateInGameCamera();
std::string zonePath = dZoneManager::Instance()->GetZone()->GetFilePathForZoneID();
zonePath = zonePath.substr(0, zonePath.rfind('/') + 1);
zonePath += dZoneManager::Instance()->GetZone()->GetZoneRawPath();
m_Terrain = new RawFile(zonePath);
}
dVisualDebugger::~dVisualDebugger() {
if (m_Camera) delete m_Camera;
if (m_Terrain) delete m_Terrain;
}
void dVisualDebugger::CreateInGameCamera() {
EntityInfo info;
info.lot = m_CameraID;
info.pos = { m_Camera->position.x, m_Camera->position.y, m_Camera->position.z };
info.rot = NiQuaternion::LookAt(info.pos, { m_Camera->target.x, m_Camera->target.y, m_Camera->target.z });
info.spawner = nullptr;
info.spawnerID = dZoneManager::Instance()->GetZoneControlObject()->GetObjectID();
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info.spawnerNodeID = 0;
Entity* newEntity = EntityManager::Instance()->CreateEntity(info, nullptr);
m_CameraObjid = newEntity->GetObjectID();
EntityManager::Instance()->ConstructEntity(newEntity);
}
void dVisualDebugger::CreateCamera() {
Camera3D* camera = new Camera3D();
camera->position = { 0.f, 0.f, 0.f };
camera->target = { 0.f, 1.f, 0.f };
camera->up = { 0.f, 1.f, 0.f };
camera->fovy = 40.0f;
camera->projection = CAMERA_PERSPECTIVE;
m_Camera = camera;
SetCameraMode(*m_Camera, CAMERA_FIRST_PERSON);
float frameRateAprox = 1000 / PerformanceManager::GetServerFramerate();
SetTargetFPS((int32_t)frameRateAprox); // truncate exact frame rate
}
void dVisualDebugger::Step(float delta) {
if (WindowShouldClose()) {
CloseWindow();
exit(0); // Kill entire server, this is a dev tool at the end of the day
}
UpdateCamera(m_Camera);
this->UpdateCameraPosition();
this->UpdateInGameCameraPosition();
this->HandleInputs();
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BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(*m_Camera);
this->RenderEntities(Game::physicsWorld->GetDynamicEntities(), true);
this->RenderEntities(Game::physicsWorld->GetStaticEntities(), false);
this->RenderTerrainMesh();
EndMode3D();
DrawText((std::to_string(m_Camera->position.x) + " " + std::to_string(m_Camera->position.y) + " " + std::to_string(m_Camera->position.z)).c_str(), 10, 0, 10, BLACK);
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DrawFPS(10, 10);
EndDrawing();
}
void dVisualDebugger::HandleInputs() {
if (IsKeyDown(KEY_SPACE)) m_BindToGM = !m_BindToGM;
}
void dVisualDebugger::UpdateCameraPosition() {
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if (!m_BindToGM) return;
auto characters = EntityManager::Instance()->GetEntitiesByLOT(1);
if (characters.size() != 1) return;
m_Camera->position = NiPointToVector3(characters[0]->GetPosition());
m_Camera->target = NiPointToVector3();
}
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void dVisualDebugger::UpdateInGameCameraPosition() {
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auto* camera = EntityManager::Instance()->GetEntity(m_CameraObjid);
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if (!camera) return;
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auto* physComp = camera->GetComponent<SimplePhysicsComponent>();
auto cameraPos = Vector3ToNiPoint(m_Camera->position);
cameraPos.SetY(cameraPos.GetY() + 10);
physComp->SetPosition(cameraPos);
physComp->SetRotation(NiQuaternion::LookAt(Vector3ToNiPoint(m_Camera->position), Vector3ToNiPoint(m_Camera->target)));
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EntityManager::Instance()->SerializeEntity(camera);
}
void dVisualDebugger::RenderTerrainMesh() {
if (!m_Terrain->GetMesh()) return;
for (int i = 0; i < m_Terrain->GetMesh()->m_Triangles.size(); i += 3) {
auto v1 = m_Terrain->GetMesh()->m_Vertices[m_Terrain->GetMesh()->m_Triangles[i]];
auto v2 = m_Terrain->GetMesh()->m_Vertices[m_Terrain->GetMesh()->m_Triangles[i + 1]];
auto v3 = m_Terrain->GetMesh()->m_Vertices[m_Terrain->GetMesh()->m_Triangles[i + 2]];
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DrawTriangle3D(NiPointToVector3(v1), NiPointToVector3(v2), NiPointToVector3(v3), GRAY);
}
}
void dVisualDebugger::RenderEntities(std::vector<dpEntity*>* entities, bool dynamic) {
auto colour = dynamic ? RED : BLUE;
for (auto* item : *entities) {
auto* shape = item->GetShape();
switch (shape->GetShapeType()) {
case dpShapeType::Box: {
auto box = static_cast<dpShapeBox*>(shape);
DrawCube(NiPointToVector3(item->GetPosition()), box->GetWidth(), box->GetHeight(), box->GetDepth(), colour);
break;
};
case dpShapeType::Sphere: {
auto sphere = static_cast<dpShapeSphere*>(shape);
DrawSphere(NiPointToVector3(item->GetPosition()), sphere->GetRadius(), colour);
break;
};
default: {
break; // We can ignore this
}
};
}
}