mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-25 15:03:34 +00:00
Use better API terminology for radii
- SetProximityRadius just calls AddProximityRadius so its clear what is going on. - created struct BoxDimensions for clear reading of what the floats are
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be17d1a467
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68a5cc1d89
@ -279,7 +279,7 @@ void PhantomPhysicsComponent::CreatePhysics() {
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switch (type) {
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case 1: { //Make a new box shape
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NiPoint3 boxSize(x, y, z);
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BoxDimensions boxSize(x, y, z);
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if (x == 0.0f) {
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//LU has some weird values, so I think it's best to scale them down a bit
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if (height < 0.5f) height = 2.0f;
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@ -289,7 +289,7 @@ void PhantomPhysicsComponent::CreatePhysics() {
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width = width * m_Scale;
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height = height * m_Scale;
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boxSize = NiPoint3(width, height, width);
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boxSize = BoxDimensions(width, height, width);
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}
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), boxSize);
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@ -36,23 +36,24 @@ void ProximityMonitorComponent::LoadTemplateData() {
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GeneralUtils::TryParse(proximitySplit.at(0), radiusSmall);
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GeneralUtils::TryParse(proximitySplit.at(1), radiusLarge);
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if (radiusSmall != -1.0f && radiusLarge != -1.0f) {
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SetProximityRadius(radiusSmall, "rocketSmall");
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SetProximityRadius(radiusLarge, "rocketLarge");
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AddProximityRadius(radiusSmall, "rocketSmall");
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AddProximityRadius(radiusLarge, "rocketLarge");
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}
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}
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}
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void ProximityMonitorComponent::SetProximityRadius(float proxRadius, const std::string& name) {
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dpEntity* en = new dpEntity(m_ParentEntity->GetObjectID(), proxRadius);
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en->SetPosition(m_ParentEntity->GetPosition());
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void ProximityMonitorComponent::AddProximityRadius(float proxRadius, const std::string& name) {
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dpEntity* entity = new dpEntity(m_ParentEntity->GetObjectID(), proxRadius);
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entity->SetPosition(m_ParentEntity->GetPosition());
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dpWorld::Instance().AddEntity(en);
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m_ProximitiesData.insert(std::make_pair(name, en));
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dpWorld::Instance().AddEntity(entity);
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m_ProximitiesData.insert(std::make_pair(name, entity));
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}
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void ProximityMonitorComponent::SetProximityRadius(dpEntity* entity, const std::string& name) {
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dpWorld::Instance().AddEntity(entity);
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void ProximityMonitorComponent::AddProximityRadius(const BoxDimensions& dimensions, const std::string& name) {
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dpEntity* entity = new dpEntity(m_ParentEntity->GetObjectID(), dimensions);
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entity->SetPosition(m_ParentEntity->GetPosition());
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dpWorld::Instance().AddEntity(entity);
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m_ProximitiesData.insert(std::make_pair(name, entity));
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}
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@ -32,14 +32,14 @@ public:
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* @param proxRadius the radius to use for the physics entity we use to detect proximity
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* @param name the name of this check
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*/
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void SetProximityRadius(float proxRadius, const std::string& name);
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void AddProximityRadius(float proxRadius, const std::string& name);
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/**
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* Creates an entry to check proximity for, given a name
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* @param entity the physics entity to add to our proximity sensors
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* @param name the name of this check
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*/
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void SetProximityRadius(dpEntity* entity, const std::string& name);
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void AddProximityRadius(const BoxDimensions& entity, const std::string& name);
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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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@ -559,17 +559,14 @@ void Entity::IsGhosted() {
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}
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}
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// Move to header
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bool Entity::operator==(const Entity& other) const {
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return other.m_ObjectID == m_ObjectID;
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}
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// Move to header
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bool Entity::operator!=(const Entity& other) const {
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return !(other.m_ObjectID == m_ObjectID);
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}
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// Move to header
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bool Entity::HasComponent(const eReplicaComponentType componentId) const {
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return m_Components.find(componentId) != m_Components.end();
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}
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@ -593,15 +590,15 @@ void Entity::Unsubscribe(CppScripts::Script* scriptToRemove, const std::string&
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}
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// Fine
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void Entity::SetProximityRadius(const float proxRadius, const std::string& name) {
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void Entity::AddProximityRadius(const float proxRadius, const std::string& name) {
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auto* proximityMonitorComponent = AddComponent<ProximityMonitorComponent>();
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if (proximityMonitorComponent) proximityMonitorComponent->SetProximityRadius(proxRadius, name);
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if (proximityMonitorComponent) proximityMonitorComponent->AddProximityRadius(proxRadius, name);
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}
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// Remove in favor of a square constructor
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void Entity::SetProximityRadius(dpEntity* entity, const std::string& name) {
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void Entity::AddProximityRadius(const BoxDimensions& dimensions, const std::string& name) {
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auto* proximityMonitorComponent = AddComponent<ProximityMonitorComponent>();
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if (proximityMonitorComponent) proximityMonitorComponent->SetProximityRadius(entity, name);
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if (proximityMonitorComponent) proximityMonitorComponent->AddProximityRadius(dimensions, name);
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}
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void Entity::SetGMLevel(eGameMasterLevel value) {
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@ -35,6 +35,7 @@ class Item;
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class Character;
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class EntityCallbackTimer;
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class LDFBaseData;
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class BoxDimensions;
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enum class eTriggerEventType;
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enum class eGameMasterLevel : uint8_t;
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enum class eReplicaComponentType : uint32_t;
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@ -168,9 +169,14 @@ public:
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* no longer be notified of notificationName events
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*/
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void Unsubscribe(CppScripts::Script* scriptToRemove, const std::string& notificationName);
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// ### STOPPED HERE ###
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void SetProximityRadius(const float proxRadius, const std::string& name);
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void SetProximityRadius(dpEntity* entity, const std::string& name);
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void AddProximityRadius(const float proxRadius, const std::string& name);
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void AddProximityRadius(const BoxDimensions& dimensions, const std::string& name);
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// Technically this is the live accrate API, however what it does is not setting the proximity radius, but rather
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// adding a new one to the list of proximity radii. For that reason we will have the old API just call AddProximityRadius.
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inline void SetProximityRadius(const float proxRadius, const std::string& name) { this->AddProximityRadius(proxRadius, name); }
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inline void SetProximityRadius(const BoxDimensions& dimensions, const std::string& name) { this->AddProximityRadius(dimensions, name); }
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void AddChild(Entity* child);
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void RemoveChild(Entity* child);
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@ -18,7 +18,7 @@ dpEntity::dpEntity(const LWOOBJID& objectID, dpShapeType shapeType, bool isStati
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break;
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case dpShapeType::Box:
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m_CollisionShape = new dpShapeBox(this, 1.0f, 1.0f, 1.0f);
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m_CollisionShape = new dpShapeBox(this, BoxDimensions(1.0f, 1.0f, 1.0f));
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break;
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default:
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@ -26,14 +26,14 @@ dpEntity::dpEntity(const LWOOBJID& objectID, dpShapeType shapeType, bool isStati
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}
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}
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dpEntity::dpEntity(const LWOOBJID& objectID, NiPoint3 boxDimensions, bool isStatic) {
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dpEntity::dpEntity(const LWOOBJID& objectID, const BoxDimensions& boxDimensions, bool isStatic) {
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m_ObjectID = objectID;
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m_IsStatic = isStatic;
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m_CollisionShape = nullptr;
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m_Scale = 1.0f;
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m_CollisionGroup = COLLISION_GROUP_ALL;
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m_CollisionShape = new dpShapeBox(this, boxDimensions.x, boxDimensions.y, boxDimensions.z);
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m_CollisionShape = new dpShapeBox(this, boxDimensions);
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}
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dpEntity::dpEntity(const LWOOBJID& objectID, float width, float height, float depth, bool isStatic) {
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@ -43,7 +43,7 @@ dpEntity::dpEntity(const LWOOBJID& objectID, float width, float height, float de
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m_Scale = 1.0f;
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m_CollisionGroup = COLLISION_GROUP_ALL;
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m_CollisionShape = new dpShapeBox(this, width, height, depth);
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m_CollisionShape = new dpShapeBox(this, BoxDimensions(width, height, depth));
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}
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dpEntity::dpEntity(const LWOOBJID& objectID, float radius, bool isStatic) {
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@ -10,12 +10,14 @@
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#include "dpCollisionGroups.h"
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#include "dpGrid.h"
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class BoxDimensions;
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class dpEntity {
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friend class dpGrid; //using friend here for now so grid can access everything
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public:
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dpEntity(const LWOOBJID& objectID, dpShapeType shapeType, bool isStatic = true);
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dpEntity(const LWOOBJID& objectID, NiPoint3 boxDimensions, bool isStatic = true);
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dpEntity(const LWOOBJID& objectID, const BoxDimensions& boxDimensions, bool isStatic = true);
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dpEntity(const LWOOBJID& objectID, float width, float height, float depth, bool isStatic = true);
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dpEntity(const LWOOBJID& objectID, float radius, bool isStatic = true);
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@ -9,11 +9,11 @@
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#include <iostream>
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dpShapeBox::dpShapeBox(dpEntity* parentEntity, float width, float height, float depth) :
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dpShapeBox::dpShapeBox(dpEntity* parentEntity, const BoxDimensions& dimensions) :
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dpShapeBase(parentEntity),
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m_Width(width / 2),
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m_Height(height / 2),
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m_Depth(depth / 2),
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m_Width(dimensions.width / 2),
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m_Height(dimensions.height / 2),
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m_Depth(dimensions.depth / 2),
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m_Scale(1.0f) {
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m_ShapeType = dpShapeType::Box;
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@ -4,9 +4,16 @@
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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struct BoxDimensions {
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BoxDimensions(float width, float height, float depth) : width(width), height(height), depth(depth) { }
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float width;
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float height;
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float depth;
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};
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class dpShapeBox : public dpShapeBase {
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public:
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dpShapeBox(dpEntity* parentEntity, float width, float height, float depth);
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dpShapeBox(dpEntity* parentEntity, const BoxDimensions& dimensions);
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~dpShapeBox();
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bool IsColliding(dpShapeBase* other);
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@ -1,13 +1,13 @@
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#include "AmSkullkinDrillStand.h"
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#include "GameMessages.h"
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#include "dpEntity.h"
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#include "dpShapeBox.h"
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#include "Entity.h"
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#include "RenderComponent.h"
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void AmSkullkinDrillStand::OnStartup(Entity* self) {
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self->SetVar(u"bActive", true);
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self->SetProximityRadius(new dpEntity(self->GetObjectID(), { 6, 14, 6 }), "knockback");
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self->SetProximityRadius(BoxDimensions(6.0f, 14.0f, 6.0f), "knockback");
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}
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void AmSkullkinDrillStand::OnNotifyObject(Entity* self, Entity* sender, const std::u16string& name, int32_t param1, int32_t param2) {
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