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
This commit is contained in:
jadebenn
2024-04-05 00:52:26 -05:00
committed by GitHub
parent b340d7c8f9
commit 06e7d57e0d
8 changed files with 51 additions and 51 deletions

View File

@@ -150,13 +150,13 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
m_dpEntityEnemy->SetPosition(m_Parent->GetPosition());
//Process enter events
for (auto en : m_dpEntity->GetNewObjects()) {
m_Parent->OnCollisionPhantom(en->GetObjectID());
for (const auto id : m_dpEntity->GetNewObjects()) {
m_Parent->OnCollisionPhantom(id);
}
//Process exit events
for (auto en : m_dpEntity->GetRemovedObjects()) {
m_Parent->OnCollisionLeavePhantom(en->GetObjectID());
for (const auto id : m_dpEntity->GetRemovedObjects()) {
m_Parent->OnCollisionLeavePhantom(id);
}
// Check if we should stop the tether effect

View File

@@ -187,7 +187,7 @@ PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : PhysicsCompon
//add fallback cube:
m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 2.0f, 2.0f, 2.0f);
}
m_dpEntity->SetScale(m_Scale);
m_dpEntity->SetRotation(m_Rotation);
m_dpEntity->SetPosition(m_Position);
@@ -323,14 +323,13 @@ void PhantomPhysicsComponent::Update(float deltaTime) {
if (!m_dpEntity) return;
//Process enter events
for (auto en : m_dpEntity->GetNewObjects()) {
if (!en) continue;
ApplyCollisionEffect(en->GetObjectID(), m_EffectType, m_DirectionalMultiplier);
m_Parent->OnCollisionPhantom(en->GetObjectID());
for (const auto id : m_dpEntity->GetNewObjects()) {
ApplyCollisionEffect(id, m_EffectType, m_DirectionalMultiplier);
m_Parent->OnCollisionPhantom(id);
//If we are a respawn volume, inform the client:
if (m_IsRespawnVolume) {
auto entity = Game::entityManager->GetEntity(en->GetObjectID());
auto* const entity = Game::entityManager->GetEntity(id);
if (entity) {
GameMessages::SendPlayerReachedRespawnCheckpoint(entity, m_RespawnPos, m_RespawnRot);
@@ -341,10 +340,9 @@ void PhantomPhysicsComponent::Update(float deltaTime) {
}
//Process exit events
for (auto en : m_dpEntity->GetRemovedObjects()) {
if (!en) continue;
ApplyCollisionEffect(en->GetObjectID(), m_EffectType, 1.0f);
m_Parent->OnCollisionLeavePhantom(en->GetObjectID());
for (const auto id : m_dpEntity->GetRemovedObjects()) {
ApplyCollisionEffect(id, m_EffectType, 1.0f);
m_Parent->OnCollisionLeavePhantom(id);
}
}

View File

@@ -5,7 +5,7 @@
#include "EntityManager.h"
#include "SimplePhysicsComponent.h"
const std::map<LWOOBJID, dpEntity*> ProximityMonitorComponent::m_EmptyObjectMap = {};
const std::unordered_set<LWOOBJID> ProximityMonitorComponent::m_EmptyObjectSet = {};
ProximityMonitorComponent::ProximityMonitorComponent(Entity* parent, int radiusSmall, int radiusLarge) : Component(parent) {
if (radiusSmall != -1 && radiusLarge != -1) {
@@ -38,26 +38,26 @@ void ProximityMonitorComponent::SetProximityRadius(dpEntity* entity, const std::
m_ProximitiesData.insert(std::make_pair(name, entity));
}
const std::map<LWOOBJID, dpEntity*>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) {
const auto& iter = m_ProximitiesData.find(name);
const std::unordered_set<LWOOBJID>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) {
const auto iter = m_ProximitiesData.find(name);
if (iter == m_ProximitiesData.end()) {
return m_EmptyObjectMap;
if (iter == m_ProximitiesData.cend()) {
return m_EmptyObjectSet;
}
return iter->second->GetCurrentlyCollidingObjects();
}
bool ProximityMonitorComponent::IsInProximity(const std::string& name, LWOOBJID objectID) {
const auto& iter = m_ProximitiesData.find(name);
const auto iter = m_ProximitiesData.find(name);
if (iter == m_ProximitiesData.end()) {
if (iter == m_ProximitiesData.cend()) {
return false;
}
const auto& collitions = iter->second->GetCurrentlyCollidingObjects();
const auto& collisions = iter->second->GetCurrentlyCollidingObjects();
return collitions.find(objectID) != collitions.end();
return collisions.contains(objectID);
}
void ProximityMonitorComponent::Update(float deltaTime) {
@@ -66,13 +66,13 @@ void ProximityMonitorComponent::Update(float deltaTime) {
prox.second->SetPosition(m_Parent->GetPosition());
//Process enter events
for (auto* en : prox.second->GetNewObjects()) {
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "ENTER");
for (const auto id : prox.second->GetNewObjects()) {
m_Parent->OnCollisionProximity(id, prox.first, "ENTER");
}
//Process exit events
for (auto* en : prox.second->GetRemovedObjects()) {
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "LEAVE");
for (const auto id : prox.second->GetRemovedObjects()) {
m_Parent->OnCollisionProximity(id, prox.first, "LEAVE");
}
}
}

View File

@@ -6,6 +6,8 @@
#ifndef PROXIMITYMONITORCOMPONENT_H
#define PROXIMITYMONITORCOMPONENT_H
#include <unordered_set>
#include "BitStream.h"
#include "Entity.h"
#include "dpWorld.h"
@@ -42,9 +44,9 @@ public:
/**
* Returns the last of entities that are used to check proximity, given a name
* @param name the proximity name to retrieve physics objects for
* @return a map of physics entities for this name, indexed by object ID
* @return a set of physics entity object IDs for this name
*/
const std::map<LWOOBJID, dpEntity*>& GetProximityObjects(const std::string& name);
const std::unordered_set<LWOOBJID>& GetProximityObjects(const std::string& name);
/**
* Checks if the passed object is in proximity of the named proximity sensor
@@ -70,7 +72,7 @@ private:
/**
* Default value for the proximity data
*/
static const std::map<LWOOBJID, dpEntity*> m_EmptyObjectMap;
static const std::unordered_set<LWOOBJID> m_EmptyObjectSet;
};
#endif // PROXIMITYMONITORCOMPONENT_H