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
This commit is contained in:
David Markowitz
2023-06-16 19:53:22 -07:00
parent be17d1a467
commit 68a5cc1d89
10 changed files with 48 additions and 35 deletions

View File

@@ -279,7 +279,7 @@ void PhantomPhysicsComponent::CreatePhysics() {
switch (type) {
case 1: { //Make a new box shape
NiPoint3 boxSize(x, y, z);
BoxDimensions boxSize(x, y, z);
if (x == 0.0f) {
//LU has some weird values, so I think it's best to scale them down a bit
if (height < 0.5f) height = 2.0f;
@@ -289,7 +289,7 @@ void PhantomPhysicsComponent::CreatePhysics() {
width = width * m_Scale;
height = height * m_Scale;
boxSize = NiPoint3(width, height, width);
boxSize = BoxDimensions(width, height, width);
}
m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), boxSize);

View File

@@ -36,23 +36,24 @@ void ProximityMonitorComponent::LoadTemplateData() {
GeneralUtils::TryParse(proximitySplit.at(0), radiusSmall);
GeneralUtils::TryParse(proximitySplit.at(1), radiusLarge);
if (radiusSmall != -1.0f && radiusLarge != -1.0f) {
SetProximityRadius(radiusSmall, "rocketSmall");
SetProximityRadius(radiusLarge, "rocketLarge");
AddProximityRadius(radiusSmall, "rocketSmall");
AddProximityRadius(radiusLarge, "rocketLarge");
}
}
}
void ProximityMonitorComponent::SetProximityRadius(float proxRadius, const std::string& name) {
dpEntity* en = new dpEntity(m_ParentEntity->GetObjectID(), proxRadius);
en->SetPosition(m_ParentEntity->GetPosition());
void ProximityMonitorComponent::AddProximityRadius(float proxRadius, const std::string& name) {
dpEntity* entity = new dpEntity(m_ParentEntity->GetObjectID(), proxRadius);
entity->SetPosition(m_ParentEntity->GetPosition());
dpWorld::Instance().AddEntity(en);
m_ProximitiesData.insert(std::make_pair(name, en));
dpWorld::Instance().AddEntity(entity);
m_ProximitiesData.insert(std::make_pair(name, entity));
}
void ProximityMonitorComponent::SetProximityRadius(dpEntity* entity, const std::string& name) {
dpWorld::Instance().AddEntity(entity);
void ProximityMonitorComponent::AddProximityRadius(const BoxDimensions& dimensions, const std::string& name) {
dpEntity* entity = new dpEntity(m_ParentEntity->GetObjectID(), dimensions);
entity->SetPosition(m_ParentEntity->GetPosition());
dpWorld::Instance().AddEntity(entity);
m_ProximitiesData.insert(std::make_pair(name, entity));
}

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@@ -32,14 +32,14 @@ public:
* @param proxRadius the radius to use for the physics entity we use to detect proximity
* @param name the name of this check
*/
void SetProximityRadius(float proxRadius, const std::string& name);
void AddProximityRadius(float proxRadius, const std::string& name);
/**
* Creates an entry to check proximity for, given a name
* @param entity the physics entity to add to our proximity sensors
* @param name the name of this check
*/
void SetProximityRadius(dpEntity* entity, const std::string& name);
void AddProximityRadius(const BoxDimensions& entity, const std::string& name);
/**
* 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() {
}
}
// Move to header
bool Entity::operator==(const Entity& other) const {
return other.m_ObjectID == m_ObjectID;
}
// Move to header
bool Entity::operator!=(const Entity& other) const {
return !(other.m_ObjectID == m_ObjectID);
}
// Move to header
bool Entity::HasComponent(const eReplicaComponentType componentId) const {
return m_Components.find(componentId) != m_Components.end();
}
@@ -593,15 +590,15 @@ void Entity::Unsubscribe(CppScripts::Script* scriptToRemove, const std::string&
}
// Fine
void Entity::SetProximityRadius(const float proxRadius, const std::string& name) {
void Entity::AddProximityRadius(const float proxRadius, const std::string& name) {
auto* proximityMonitorComponent = AddComponent<ProximityMonitorComponent>();
if (proximityMonitorComponent) proximityMonitorComponent->SetProximityRadius(proxRadius, name);
if (proximityMonitorComponent) proximityMonitorComponent->AddProximityRadius(proxRadius, name);
}
// Remove in favor of a square constructor
void Entity::SetProximityRadius(dpEntity* entity, const std::string& name) {
void Entity::AddProximityRadius(const BoxDimensions& dimensions, const std::string& name) {
auto* proximityMonitorComponent = AddComponent<ProximityMonitorComponent>();
if (proximityMonitorComponent) proximityMonitorComponent->SetProximityRadius(entity, name);
if (proximityMonitorComponent) proximityMonitorComponent->AddProximityRadius(dimensions, name);
}
void Entity::SetGMLevel(eGameMasterLevel value) {

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@@ -35,6 +35,7 @@ class Item;
class Character;
class EntityCallbackTimer;
class LDFBaseData;
class BoxDimensions;
enum class eTriggerEventType;
enum class eGameMasterLevel : uint8_t;
enum class eReplicaComponentType : uint32_t;
@@ -168,9 +169,14 @@ public:
* no longer be notified of notificationName events
*/
void Unsubscribe(CppScripts::Script* scriptToRemove, const std::string& notificationName);
// ### STOPPED HERE ###
void SetProximityRadius(const float proxRadius, const std::string& name);
void SetProximityRadius(dpEntity* entity, const std::string& name);
void AddProximityRadius(const float proxRadius, const std::string& name);
void AddProximityRadius(const BoxDimensions& dimensions, const std::string& name);
// Technically this is the live accrate API, however what it does is not setting the proximity radius, but rather
// adding a new one to the list of proximity radii. For that reason we will have the old API just call AddProximityRadius.
inline void SetProximityRadius(const float proxRadius, const std::string& name) { this->AddProximityRadius(proxRadius, name); }
inline void SetProximityRadius(const BoxDimensions& dimensions, const std::string& name) { this->AddProximityRadius(dimensions, name); }
void AddChild(Entity* child);
void RemoveChild(Entity* child);