mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 14:37:25 +00:00
151 lines
4.5 KiB
C++
151 lines
4.5 KiB
C++
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#include "dVisualDebugger.h"
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#include <iostream>
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#include "raylib.h"
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#include "Game.h"
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#include "dpWorld.h"
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#include "dpEntity.h"
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#include "dpShapeBox.h"
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#include "dpShapeSphere.h"
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#include "EntityManager.h"
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#include "PerformanceManager.h"
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#include "dTerrain/RawFile.h"
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#include "dTerrain/RawMesh.h"
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#include "SimplePhysicsComponent.h"
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#include "dZoneManager.h"
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inline Vector3 NiPointToVector3(NiPoint3 pos) { return { pos.x, pos.y, pos.z }; };
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dVisualDebugger::dVisualDebugger(std::string zoneName) {
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SetTraceLogLevel(LOG_FATAL);
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InitWindow(m_Width, m_Height, ("dVisualDebugger: " + zoneName).c_str());
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CreateCamera();
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CreateInGameCamera();
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std::string zonePath = dZoneManager::Instance()->GetZone()->GetFilePathForZoneID();
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zonePath = zonePath.substr(0, zonePath.rfind('/') + 1);
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zonePath += dZoneManager::Instance()->GetZone()->GetZoneRawPath();
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m_Terrain = new RawFile(zonePath);
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}
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dVisualDebugger::~dVisualDebugger() {
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if (m_Camera) delete m_Camera;
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if (m_Terrain) delete m_Terrain;
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}
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void dVisualDebugger::CreateInGameCamera() {
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EntityInfo info;
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info.lot = m_CameraID;
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info.pos = { m_Camera->position.x, m_Camera->position.y, m_Camera->position.z };
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info.rot = NiQuaternion::LookAt(info.pos, { m_Camera->target.x, m_Camera->target.y, m_Camera->target.z });
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info.spawner = nullptr;
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info.spawnerID = 0;
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info.spawnerNodeID = 0;
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Entity* newEntity = EntityManager::Instance()->CreateEntity(info, nullptr);
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m_CameraObjid = newEntity->GetObjectID();
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EntityManager::Instance()->ConstructEntity(newEntity);
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}
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void dVisualDebugger::CreateCamera() {
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Camera3D* camera = new Camera3D();
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camera->position = { 0.f, 0.f, 0.f };
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camera->target = { 0.f, 1.f, 0.f };
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camera->up = { 0.f, 1.f, 0.f };
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camera->fovy = 40.0f;
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camera->projection = CAMERA_PERSPECTIVE;
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m_Camera = camera;
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SetCameraMode(*m_Camera, CAMERA_FIRST_PERSON);
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float frameRateAprox = 1000 / PerformanceManager::GetServerFramerate();
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SetTargetFPS((int32_t)frameRateAprox); // truncate exact frame rate
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}
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void dVisualDebugger::Step(float delta) {
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if (WindowShouldClose()) {
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CloseWindow();
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exit(0); // Kill entire server, this is a dev tool at the end of the day
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}
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UpdateCamera(m_Camera);
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this->AttachToCharacter();
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if (IsKeyDown(KEY_SPACE)) m_BindToGM = !m_BindToGM;
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delete m_Camera;
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(*m_Camera);
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this->RenderEntities(Game::physicsWorld->GetDynamicEntities(), true);
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this->RenderEntities(Game::physicsWorld->GetStaticEntities(), false);
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this->RenderTerrainMesh();
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EndMode3D();
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DrawText((std::to_string(m_Camera->position.x) + " " + std::to_string(m_Camera->position.y) + " " + std::to_string(m_Camera->position.z)).c_str(), 20, 20, 10, BLACK);
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DrawFPS(10, 10);
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EndDrawing();
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}
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void dVisualDebugger::AttachToCharacter() {
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if (!m_BindToGM) return;
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auto characters = EntityManager::Instance()->GetEntitiesByLOT(1);
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if (characters.size() != 1) return;
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m_Camera->position = NiPointToVector3(characters[0]->GetPosition());
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m_Camera->target = NiPointToVector3(characters[0]->GetRotation().GetForwardVector());
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// Reposition our camera
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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>();
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physComp->SetPosition(characters[0]->GetPosition());
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physComp->SetRotation(characters[0]->GetRotation());
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EntityManager::Instance()->SerializeEntity(camera);
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}
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void dVisualDebugger::RenderTerrainMesh() {
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if (!m_Terrain->GetMesh()) return;
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for (int i = 0; i < m_Terrain->GetMesh()->m_Triangles.size(); i += 3) {
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auto v1 = m_Terrain->GetMesh()->m_Vertices[m_Terrain->GetMesh()->m_Triangles[i]];
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auto v2 = m_Terrain->GetMesh()->m_Vertices[m_Terrain->GetMesh()->m_Triangles[i + 1]];
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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);
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}
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}
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void dVisualDebugger::RenderEntities(std::vector<dpEntity*>* entities, bool dynamic) {
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auto colour = dynamic ? RED : BLUE;
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for (auto* item : *entities) {
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auto* shape = item->GetShape();
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switch (shape->GetShapeType()) {
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case dpShapeType::Box: {
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auto box = static_cast<dpShapeBox*>(shape);
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DrawCube(NiPointToVector3(item->GetPosition()), box->GetWidth(), box->GetHeight(), box->GetDepth(), colour);
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break;
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};
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case dpShapeType::Sphere: {
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auto sphere = static_cast<dpShapeSphere*>(shape);
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DrawSphere(NiPointToVector3(item->GetPosition()), sphere->GetRadius(), colour);
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break;
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};
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default: {
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break; // We can ignore this
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}
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};
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}
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}
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