refactor: allow usage of NiPoint3 and NiQuaternion in constexpr context (#1414)

* allow usage of NiPoint3 and NiQuaternion in constexpr context

* removed .cpp files entirely

* moving circular dependency circumvention stuff to an .inl file

* real world usage!!!!!

* reverting weird branch cross-pollination

* removing more weird branch cross-pollination

* remove comment

* added inverse header guard to inl file

* Update NiPoint3.inl

* trying different constructor syntax

* reorganize into .inl files for readability

* uncomment include

* moved non-constexpr definitions to cpp file

* moved static definitions back to inl files

* testing fix

* moved constants into seperate namespace

* Undo change in build-and-test.yml

* nodiscard
This commit is contained in:
jadebenn
2024-01-29 01:53:12 -06:00
committed by GitHub
parent 2f247b1fc9
commit a0d51e21ca
41 changed files with 509 additions and 533 deletions

View File

@@ -185,7 +185,7 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
bool stunnedThisFrame = m_Stunned;
CalculateCombat(deltaTime); // Putting this here for now
if (m_StartPosition == NiPoint3::ZERO) {
if (m_StartPosition == NiPoint3Constant::ZERO) {
m_StartPosition = m_Parent->GetPosition();
}

View File

@@ -56,7 +56,7 @@ void BuildBorderComponent::OnUse(Entity* originator) {
4,
0,
-1,
NiPoint3::ZERO,
NiPoint3Constant::ZERO,
0
);
} else {

View File

@@ -1,8 +1,8 @@
#include "GhostComponent.h"
GhostComponent::GhostComponent(Entity* parent) : Component(parent) {
m_GhostReferencePoint = NiPoint3::ZERO;
m_GhostOverridePoint = NiPoint3::ZERO;
m_GhostReferencePoint = NiPoint3Constant::ZERO;
m_GhostOverridePoint = NiPoint3Constant::ZERO;
m_GhostOverride = false;
}

View File

@@ -2,8 +2,8 @@
#include "EntityManager.h"
HavokVehiclePhysicsComponent::HavokVehiclePhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
m_Velocity = NiPoint3::ZERO;
m_AngularVelocity = NiPoint3::ZERO;
m_Velocity = NiPoint3Constant::ZERO;
m_AngularVelocity = NiPoint3Constant::ZERO;
m_IsOnGround = true;
m_IsOnRail = false;
m_DirtyPosition = true;

View File

@@ -1223,7 +1223,7 @@ void InventoryComponent::SpawnPet(Item* item) {
EntityInfo info{};
info.lot = item->GetLot();
info.pos = m_Parent->GetPosition();
info.rot = NiQuaternion::IDENTITY;
info.rot = NiQuaternionConstant::IDENTITY;
info.spawnerID = m_Parent->GetObjectID();
auto* pet = Game::entityManager->CreateEntity(info);

View File

@@ -43,7 +43,7 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
m_NextWaypoint = m_Parent->GetPosition();
m_Acceleration = 0.4f;
m_PullingToPoint = false;
m_PullPoint = NiPoint3::ZERO;
m_PullPoint = NiPoint3Constant::ZERO;
m_HaltDistance = 0;
m_TimeToTravel = 0;
m_TimeTravelled = 0;
@@ -88,7 +88,7 @@ void MovementAIComponent::Update(const float deltaTime) {
SetPosition(source);
NiPoint3 velocity = NiPoint3::ZERO;
NiPoint3 velocity = NiPoint3Constant::ZERO;
if (m_Acceleration > 0 && m_BaseSpeed > 0 && AdvanceWaypointIndex()) // Do we have another waypoint to seek?
{
@@ -203,7 +203,7 @@ void MovementAIComponent::Stop() {
SetPosition(ApproximateLocation());
SetVelocity(NiPoint3::ZERO);
SetVelocity(NiPoint3Constant::ZERO);
m_TimeToTravel = 0;
m_TimeTravelled = 0;

View File

@@ -84,7 +84,7 @@ PetComponent::PetComponent(Entity* parentEntity, uint32_t componentId) : Compone
m_DatabaseId = LWOOBJID_EMPTY;
m_Status = 67108866; // Tamable
m_Ability = ePetAbilityType::Invalid;
m_StartPosition = NiPoint3::ZERO;
m_StartPosition = NiPoint3Constant::ZERO;
m_MovementAI = nullptr;
m_TresureTime = 0;
m_Preconditions = nullptr;
@@ -312,7 +312,7 @@ void PetComponent::OnUse(Entity* originator) {
}
void PetComponent::Update(float deltaTime) {
if (m_StartPosition == NiPoint3::ZERO) {
if (m_StartPosition == NiPoint3Constant::ZERO) {
m_StartPosition = m_Parent->GetPosition();
}
@@ -447,7 +447,7 @@ void PetComponent::Update(float deltaTime) {
if (distance < 5 * 5) {
m_Interaction = closestTresure->GetObjectID();
Command(NiPoint3::ZERO, LWOOBJID_EMPTY, 1, 202, true);
Command(NiPoint3Constant::ZERO, LWOOBJID_EMPTY, 1, 202, true);
m_TresureTime = 2;
} else if (distance < 10 * 10) {
@@ -531,7 +531,7 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position) {
EntityInfo info{};
info.lot = cached->second.puzzleModelLot;
info.pos = position;
info.rot = NiQuaternion::IDENTITY;
info.rot = NiQuaternionConstant::IDENTITY;
info.spawnerID = tamer->GetObjectID();
auto* modelEntity = Game::entityManager->CreateEntity(info);
@@ -591,9 +591,9 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position) {
LWOOBJID_EMPTY,
false,
ePetTamingNotifyType::NAMINGPET,
NiPoint3::ZERO,
NiPoint3::ZERO,
NiQuaternion::IDENTITY,
NiPoint3Constant::ZERO,
NiPoint3Constant::ZERO,
NiQuaternionConstant::IDENTITY,
UNASSIGNED_SYSTEM_ADDRESS
);
@@ -671,9 +671,9 @@ void PetComponent::RequestSetPetName(std::u16string name) {
m_Tamer,
false,
ePetTamingNotifyType::SUCCESS,
NiPoint3::ZERO,
NiPoint3::ZERO,
NiQuaternion::IDENTITY,
NiPoint3Constant::ZERO,
NiPoint3Constant::ZERO,
NiQuaternionConstant::IDENTITY,
UNASSIGNED_SYSTEM_ADDRESS
);
@@ -712,9 +712,9 @@ void PetComponent::ClientExitTamingMinigame(bool voluntaryExit) {
m_Tamer,
false,
ePetTamingNotifyType::QUIT,
NiPoint3::ZERO,
NiPoint3::ZERO,
NiQuaternion::IDENTITY,
NiPoint3Constant::ZERO,
NiPoint3Constant::ZERO,
NiQuaternionConstant::IDENTITY,
UNASSIGNED_SYSTEM_ADDRESS
);
@@ -763,9 +763,9 @@ void PetComponent::ClientFailTamingMinigame() {
m_Tamer,
false,
ePetTamingNotifyType::FAILED,
NiPoint3::ZERO,
NiPoint3::ZERO,
NiQuaternion::IDENTITY,
NiPoint3Constant::ZERO,
NiPoint3Constant::ZERO,
NiQuaternionConstant::IDENTITY,
UNASSIGNED_SYSTEM_ADDRESS
);

View File

@@ -164,7 +164,7 @@ PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : PhysicsCompon
dpWorld::AddEntity(m_dpEntity);
} else if (info->physicsAsset == "miscellaneous\\misc_phys_640x640.hkx") {
// Move this down by 13.521004 units so it is still effectively at the same height as before
m_Position = m_Position - NiPoint3::UNIT_Y * 13.521004f;
m_Position = m_Position - NiPoint3Constant::UNIT_Y * 13.521004f;
// TODO Fix physics simulation to do simulation at high velocities due to bullet through paper problem...
m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 1638.4f, 13.521004f * 2.0f, 1638.4f);

View File

@@ -1,8 +1,8 @@
#include "PhysicsComponent.h"
PhysicsComponent::PhysicsComponent(Entity* parent) : Component(parent) {
m_Position = NiPoint3::ZERO;
m_Rotation = NiQuaternion::IDENTITY;
m_Position = NiPoint3Constant::ZERO;
m_Rotation = NiQuaternionConstant::IDENTITY;
m_DirtyPosition = false;
}

View File

@@ -297,7 +297,7 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
const auto modelLOT = item->GetLot();
if (rotation != NiQuaternion::IDENTITY) {
if (rotation != NiQuaternionConstant::IDENTITY) {
rotation = { rotation.w, rotation.z, rotation.y, rotation.x };
}
@@ -481,7 +481,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
GameMessages::SendGetModelsOnProperty(entity->GetObjectID(), GetModels(), UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendPlaceModelResponse(entity->GetObjectID(), entity->GetSystemAddress(), NiPoint3::ZERO, LWOOBJID_EMPTY, 16, NiQuaternion::IDENTITY);
GameMessages::SendPlaceModelResponse(entity->GetObjectID(), entity->GetSystemAddress(), NiPoint3Constant::ZERO, LWOOBJID_EMPTY, 16, NiQuaternionConstant::IDENTITY);
if (spawner != nullptr) {
Game::zoneManager->RemoveSpawner(spawner->m_Info.spawnerID);
@@ -534,7 +534,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
GameMessages::SendGetModelsOnProperty(entity->GetObjectID(), GetModels(), UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendPlaceModelResponse(entity->GetObjectID(), entity->GetSystemAddress(), NiPoint3::ZERO, LWOOBJID_EMPTY, 16, NiQuaternion::IDENTITY);
GameMessages::SendPlaceModelResponse(entity->GetObjectID(), entity->GetSystemAddress(), NiPoint3Constant::ZERO, LWOOBJID_EMPTY, 16, NiQuaternionConstant::IDENTITY);
if (spawner != nullptr) {
Game::zoneManager->RemoveSpawner(spawner->m_Info.spawnerID);

View File

@@ -253,13 +253,13 @@ void QuickBuildComponent::OnUse(Entity* originator) {
}
void QuickBuildComponent::SpawnActivator() {
if (!m_SelfActivator || m_ActivatorPosition != NiPoint3::ZERO) {
if (!m_SelfActivator || m_ActivatorPosition != NiPoint3Constant::ZERO) {
if (!m_Activator) {
EntityInfo info;
info.lot = 6604;
info.spawnerID = m_Parent->GetObjectID();
info.pos = m_ActivatorPosition == NiPoint3::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
info.pos = m_ActivatorPosition == NiPoint3Constant::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
m_Activator = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
if (m_Activator) {

View File

@@ -242,7 +242,7 @@ private:
/**
* The position that the quickbuild activator is spawned at
*/
NiPoint3 m_ActivatorPosition = NiPoint3::ZERO;
NiPoint3 m_ActivatorPosition = NiPoint3Constant::ZERO;
/**
* The entity that represents the quickbuild activator

View File

@@ -119,8 +119,8 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
GeneralUtils::UTF16ToWTF8(m_PathName));
auto spawnPointEntities = Game::entityManager->GetEntitiesByLOT(4843);
auto startPosition = NiPoint3::ZERO;
auto startRotation = NiQuaternion::IDENTITY;
auto startPosition = NiPoint3Constant::ZERO;
auto startRotation = NiQuaternionConstant::IDENTITY;
const std::string placementAsString = std::to_string(positionNumber);
for (auto entity : spawnPointEntities) {
if (!entity) continue;
@@ -818,7 +818,7 @@ void RacingControlComponent::Update(float deltaTime) {
// Some offset up to make they don't fall through the terrain on a
// respawn, seems to fix itself to the track anyhow
player.respawnPosition = position + NiPoint3::UNIT_Y * 5;
player.respawnPosition = position + NiPoint3Constant::UNIT_Y * 5;
player.respawnRotation = vehicle->GetRotation();
player.respawnIndex = respawnIndex;

View File

@@ -87,12 +87,12 @@ private:
/**
* The current velocity of the entity
*/
NiPoint3 m_Velocity = NiPoint3::ZERO;
NiPoint3 m_Velocity = NiPoint3Constant::ZERO;
/**
* The current angular velocity of the entity
*/
NiPoint3 m_AngularVelocity = NiPoint3::ZERO;
NiPoint3 m_AngularVelocity = NiPoint3Constant::ZERO;
/**
* Whether or not the velocity has changed

View File

@@ -218,7 +218,7 @@ void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::s
if (argArray.size() <= 2) return;
auto position = targetEntity->GetPosition();
NiPoint3 offset = NiPoint3::ZERO;
NiPoint3 offset = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), offset);
position += offset;
@@ -228,7 +228,7 @@ void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::s
void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() <= 2) return;
NiPoint3 vector = NiPoint3::ZERO;
NiPoint3 vector = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), vector);
NiQuaternion rotation = NiQuaternion::FromEulerAngles(vector);
@@ -246,7 +246,7 @@ void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::s
phantomPhysicsComponent->SetPhysicsEffectActive(true);
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
phantomPhysicsComponent->SetDirectionalMultiplier(1);
NiPoint3 direction = NiPoint3::ZERO;
NiPoint3 direction = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), direction);
phantomPhysicsComponent->SetDirection(direction);
@@ -382,7 +382,7 @@ void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::v
phantomPhysicsComponent->SetEffectType(effectType);
phantomPhysicsComponent->SetDirectionalMultiplier(std::stof(argArray.at(1)));
if (argArray.size() > 4) {
NiPoint3 direction = NiPoint3::ZERO;
NiPoint3 direction = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(2), argArray.at(3), argArray.at(4), direction);
phantomPhysicsComponent->SetDirection(direction);
}