remove singleton for dpWorld (#1427)

Removes the singleton inheritance from dpWorld.
Tested that crux prime, nimbus station, avant gardens and nexus tower still use navmeshes and physics and that physics volumes are still collided with.
This commit is contained in:
David Markowitz
2024-01-19 13:12:05 -08:00
committed by GitHub
parent ea5360cb99
commit 36f7b8a928
13 changed files with 85 additions and 82 deletions

View File

@@ -9,6 +9,21 @@
#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);
@@ -51,7 +66,7 @@ void dpWorld::Reload() {
}
}
dpWorld::~dpWorld() {
void dpWorld::Shutdown() {
if (m_Grid) {
// Triple check this is true
m_Grid->SetDeleteGrid(true);
@@ -65,6 +80,10 @@ dpWorld::~dpWorld() {
}
}
bool dpWorld::IsLoaded() {
return m_NavMesh->GetdtNavMesh() != nullptr;
}
void dpWorld::StepWorld(float deltaTime) {
if (m_Grid) {
m_Grid->Update(deltaTime);
@@ -91,6 +110,10 @@ void dpWorld::StepWorld(float deltaTime) {
}
}
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
@@ -125,7 +148,7 @@ void dpWorld::RemoveEntity(dpEntity* entity) {
}
}
bool dpWorld::ShouldUseSP(unsigned int zoneID) {
bool dpWorld::ShouldUseSP(uint32_t zoneID) {
if (!phys_spatial_partitioning) return false;
// TODO: Add to this list as needed.

View File

@@ -1,48 +1,22 @@
#pragma once
#include "Singleton.h"
#include <cstdint>
//Navmesh includes:
#include "Recast.h"
#include "DetourNavMesh.h"
#include "DetourNavMeshBuilder.h"
#include "DetourNavMeshQuery.h"
#include <vector>
#include <map>
#include "dNavMesh.h"
class NiPoint3;
class dNavMesh;
class dpEntity;
class dpGrid;
class dpWorld : public Singleton<dpWorld> {
public:
void Initialize(unsigned int zoneID, bool generateNewNavMesh = true);
namespace dpWorld {
void Initialize(uint32_t zoneID, bool generateNewNavMesh = true);
void Shutdown();
void Reload();
~dpWorld();
bool ShouldUseSP(unsigned int zoneID);
bool IsLoaded() const { return m_NavMesh->GetdtNavMesh() != nullptr; }
bool ShouldUseSP(uint32_t zoneID);
bool IsLoaded();
void StepWorld(float deltaTime);
void AddEntity(dpEntity* entity);
void RemoveEntity(dpEntity* entity);
dNavMesh* GetNavMesh() { return m_NavMesh; }
private:
dpGrid* m_Grid;
bool phys_spatial_partitioning = true;
int phys_sp_tilesize = 205;
int phys_sp_tilecount = 12;
std::vector<dpEntity*> m_StaticEntities;
std::vector<dpEntity*> m_DynamicEntites;
dNavMesh* m_NavMesh = nullptr;
uint32_t m_ZoneID = 0;
dNavMesh* GetNavMesh();
};