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https://github.com/DarkflameUniverse/DarkflameServer.git
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chore: Remove dpEntity pointers from collision checking (#1529)
* chore: Remove dpEntity pointers from collision checking * Update fn documentation in ProximityMonitorComponent.h * use more idiomatic method to calculate vector index * feedback * missed a ranges::find replacement * adjust for feedback. last changes tonight. * okay, also remove unneeded include. then sleep. * for real tho * update to use unordered_set instead of set
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@ -150,13 +150,13 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
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m_dpEntityEnemy->SetPosition(m_Parent->GetPosition());
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//Process enter events
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for (auto en : m_dpEntity->GetNewObjects()) {
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m_Parent->OnCollisionPhantom(en->GetObjectID());
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for (const auto id : m_dpEntity->GetNewObjects()) {
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m_Parent->OnCollisionPhantom(id);
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}
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//Process exit events
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for (auto en : m_dpEntity->GetRemovedObjects()) {
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m_Parent->OnCollisionLeavePhantom(en->GetObjectID());
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for (const auto id : m_dpEntity->GetRemovedObjects()) {
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m_Parent->OnCollisionLeavePhantom(id);
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}
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// Check if we should stop the tether effect
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@ -187,7 +187,7 @@ PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : PhysicsCompon
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//add fallback cube:
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 2.0f, 2.0f, 2.0f);
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}
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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@ -323,14 +323,13 @@ void PhantomPhysicsComponent::Update(float deltaTime) {
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if (!m_dpEntity) return;
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//Process enter events
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for (auto en : m_dpEntity->GetNewObjects()) {
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if (!en) continue;
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ApplyCollisionEffect(en->GetObjectID(), m_EffectType, m_DirectionalMultiplier);
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m_Parent->OnCollisionPhantom(en->GetObjectID());
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for (const auto id : m_dpEntity->GetNewObjects()) {
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ApplyCollisionEffect(id, m_EffectType, m_DirectionalMultiplier);
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m_Parent->OnCollisionPhantom(id);
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//If we are a respawn volume, inform the client:
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if (m_IsRespawnVolume) {
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auto entity = Game::entityManager->GetEntity(en->GetObjectID());
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auto* const entity = Game::entityManager->GetEntity(id);
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if (entity) {
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GameMessages::SendPlayerReachedRespawnCheckpoint(entity, m_RespawnPos, m_RespawnRot);
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@ -341,10 +340,9 @@ void PhantomPhysicsComponent::Update(float deltaTime) {
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}
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//Process exit events
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for (auto en : m_dpEntity->GetRemovedObjects()) {
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if (!en) continue;
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ApplyCollisionEffect(en->GetObjectID(), m_EffectType, 1.0f);
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m_Parent->OnCollisionLeavePhantom(en->GetObjectID());
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for (const auto id : m_dpEntity->GetRemovedObjects()) {
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ApplyCollisionEffect(id, m_EffectType, 1.0f);
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m_Parent->OnCollisionLeavePhantom(id);
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}
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}
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@ -5,7 +5,7 @@
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#include "EntityManager.h"
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#include "SimplePhysicsComponent.h"
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const std::map<LWOOBJID, dpEntity*> ProximityMonitorComponent::m_EmptyObjectMap = {};
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const std::unordered_set<LWOOBJID> ProximityMonitorComponent::m_EmptyObjectSet = {};
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ProximityMonitorComponent::ProximityMonitorComponent(Entity* parent, int radiusSmall, int radiusLarge) : Component(parent) {
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if (radiusSmall != -1 && radiusLarge != -1) {
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@ -38,26 +38,26 @@ void ProximityMonitorComponent::SetProximityRadius(dpEntity* entity, const std::
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m_ProximitiesData.insert(std::make_pair(name, entity));
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}
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const std::map<LWOOBJID, dpEntity*>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) {
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const auto& iter = m_ProximitiesData.find(name);
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const std::unordered_set<LWOOBJID>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) {
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const auto iter = m_ProximitiesData.find(name);
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if (iter == m_ProximitiesData.end()) {
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return m_EmptyObjectMap;
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if (iter == m_ProximitiesData.cend()) {
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return m_EmptyObjectSet;
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}
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return iter->second->GetCurrentlyCollidingObjects();
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}
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bool ProximityMonitorComponent::IsInProximity(const std::string& name, LWOOBJID objectID) {
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const auto& iter = m_ProximitiesData.find(name);
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const auto iter = m_ProximitiesData.find(name);
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if (iter == m_ProximitiesData.end()) {
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if (iter == m_ProximitiesData.cend()) {
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return false;
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}
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const auto& collitions = iter->second->GetCurrentlyCollidingObjects();
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const auto& collisions = iter->second->GetCurrentlyCollidingObjects();
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return collitions.find(objectID) != collitions.end();
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return collisions.contains(objectID);
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}
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void ProximityMonitorComponent::Update(float deltaTime) {
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@ -66,13 +66,13 @@ void ProximityMonitorComponent::Update(float deltaTime) {
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prox.second->SetPosition(m_Parent->GetPosition());
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//Process enter events
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for (auto* en : prox.second->GetNewObjects()) {
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m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "ENTER");
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for (const auto id : prox.second->GetNewObjects()) {
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m_Parent->OnCollisionProximity(id, prox.first, "ENTER");
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}
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//Process exit events
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for (auto* en : prox.second->GetRemovedObjects()) {
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m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "LEAVE");
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for (const auto id : prox.second->GetRemovedObjects()) {
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m_Parent->OnCollisionProximity(id, prox.first, "LEAVE");
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}
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}
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}
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@ -6,6 +6,8 @@
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#ifndef PROXIMITYMONITORCOMPONENT_H
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#define PROXIMITYMONITORCOMPONENT_H
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#include <unordered_set>
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#include "BitStream.h"
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#include "Entity.h"
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#include "dpWorld.h"
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@ -42,9 +44,9 @@ public:
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/**
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* Returns the last of entities that are used to check proximity, given a name
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* @param name the proximity name to retrieve physics objects for
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* @return a map of physics entities for this name, indexed by object ID
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* @return a set of physics entity object IDs for this name
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*/
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const std::map<LWOOBJID, dpEntity*>& GetProximityObjects(const std::string& name);
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const std::unordered_set<LWOOBJID>& GetProximityObjects(const std::string& name);
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/**
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* Checks if the passed object is in proximity of the named proximity sensor
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@ -70,7 +72,7 @@ private:
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/**
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* Default value for the proximity data
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*/
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static const std::map<LWOOBJID, dpEntity*> m_EmptyObjectMap;
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static const std::unordered_set<LWOOBJID> m_EmptyObjectSet;
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};
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#endif // PROXIMITYMONITORCOMPONENT_H
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@ -3,8 +3,6 @@
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#include "dpShapeBox.h"
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#include "dpGrid.h"
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#include <iostream>
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dpEntity::dpEntity(const LWOOBJID& objectID, dpShapeType shapeType, bool isStatic) {
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m_ObjectID = objectID;
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m_IsStatic = isStatic;
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@ -76,16 +74,17 @@ void dpEntity::CheckCollision(dpEntity* other) {
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return;
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}
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bool wasFound = m_CurrentlyCollidingObjects.contains(other->GetObjectID());
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bool isColliding = m_CollisionShape->IsColliding(other->GetShape());
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const auto objId = other->GetObjectID();
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const auto objItr = m_CurrentlyCollidingObjects.find(objId);
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const bool wasFound = objItr != m_CurrentlyCollidingObjects.cend();
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const bool isColliding = m_CollisionShape->IsColliding(other->GetShape());
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if (isColliding && !wasFound) {
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m_CurrentlyCollidingObjects.emplace(other->GetObjectID(), other);
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m_NewObjects.push_back(other);
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m_CurrentlyCollidingObjects.emplace(objId);
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m_NewObjects.push_back(objId);
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} else if (!isColliding && wasFound) {
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m_CurrentlyCollidingObjects.erase(other->GetObjectID());
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m_RemovedObjects.push_back(other);
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m_CurrentlyCollidingObjects.erase(objItr);
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m_RemovedObjects.push_back(objId);
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}
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}
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@ -2,7 +2,8 @@
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include <vector>
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#include <map>
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#include <unordered_set>
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#include <span>
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#include "dCommonVars.h"
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#include "dpCommon.h"
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@ -49,9 +50,9 @@ public:
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bool GetSleeping() const { return m_Sleeping; }
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void SetSleeping(bool value) { m_Sleeping = value; }
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const std::vector<dpEntity*>& GetNewObjects() const { return m_NewObjects; }
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const std::vector<dpEntity*>& GetRemovedObjects() const { return m_RemovedObjects; }
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const std::map<LWOOBJID, dpEntity*>& GetCurrentlyCollidingObjects() const { return m_CurrentlyCollidingObjects; }
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const std::span<const LWOOBJID> GetNewObjects() const { return m_NewObjects; }
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const std::span<const LWOOBJID> GetRemovedObjects() const { return m_RemovedObjects; }
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const std::unordered_set<LWOOBJID>& GetCurrentlyCollidingObjects() const { return m_CurrentlyCollidingObjects; }
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void PreUpdate() { m_NewObjects.clear(); m_RemovedObjects.clear(); }
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@ -80,7 +81,7 @@ private:
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bool m_IsGargantuan = false;
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std::vector<dpEntity*> m_NewObjects;
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std::vector<dpEntity*> m_RemovedObjects;
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std::map<LWOOBJID, dpEntity*> m_CurrentlyCollidingObjects;
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std::vector<LWOOBJID> m_NewObjects;
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std::vector<LWOOBJID> m_RemovedObjects;
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std::unordered_set<LWOOBJID> m_CurrentlyCollidingObjects;
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};
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@ -21,7 +21,7 @@ void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::str
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const auto proxObjs = proximityMonitorComponent->GetProximityObjects("playermonitor");
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bool foundPlayer = false;
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for (const auto id : proxObjs | std::views::keys) {
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for (const auto id : proxObjs) {
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auto* entity = Game::entityManager->GetEntity(id);
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if (entity && entity->IsPlayer()) {
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foundPlayer = true;
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@ -23,13 +23,13 @@ void AgBusDoor::OnProximityUpdate(Entity* self, Entity* entering, std::string na
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m_Counter = 0;
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m_OuterCounter = 0;
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for (const auto& pair : proximityMonitorComponent->GetProximityObjects("busDoor")) {
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auto* entity = Game::entityManager->GetEntity(pair.first);
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for (const auto id : proximityMonitorComponent->GetProximityObjects("busDoor")) {
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const auto* const entity = Game::entityManager->GetEntity(id);
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if (entity != nullptr && entity->IsPlayer()) m_Counter++;
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}
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for (const auto& pair : proximityMonitorComponent->GetProximityObjects("busDoorOuter")) {
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auto* entity = Game::entityManager->GetEntity(pair.first);
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for (const auto id : proximityMonitorComponent->GetProximityObjects("busDoorOuter")) {
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const auto* const entity = Game::entityManager->GetEntity(id);
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if (entity != nullptr && entity->IsPlayer()) m_OuterCounter++;
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}
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