Normalize model positions when placing in the world

Have tested that placing a small and very large model both place and are located at the correct position.
This commit is contained in:
David Markowitz
2025-04-09 23:36:57 -07:00
parent 77c88575f9
commit fd27ffa9ae
14 changed files with 36 additions and 26 deletions

View File

@@ -99,7 +99,7 @@ Entity* EntityManager::CreateEntity(EntityInfo info, User* user, Entity* parentE
}
// Exclude the zone control object from any flags
if (!controller && info.lot != 14) {
if (!controller) {
// The client flags means the client should render the entity
GeneralUtils::SetBit(id, eObjectBits::CLIENT);

View File

@@ -102,6 +102,8 @@
#include "CDComponentsRegistryTable.h"
#include "CDObjectsTable.h"
#include "eItemType.h"
#include "Lxfml.h"
#include "Sd0.h"
void GameMessages::SendFireEventClientSide(const LWOOBJID& objectID, const SystemAddress& sysAddr, std::u16string args, const LWOOBJID& object, int64_t param1, int param2, const LWOOBJID& sender) {
CBITSTREAM;
@@ -2613,16 +2615,26 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream& inStream, Entity* ent
LWOOBJID propertyId = LWOOBJID_EMPTY;
if (propertyInfo) propertyId = propertyInfo->id;
//Insert into ugc:
// Save the binary data to the Sd0 buffer
std::string str(sd0Data.get(), sd0Size);
std::istringstream sd0DataStream(str);
Database::Get()->InsertNewUgcModel(sd0DataStream, blueprintIDSmall, entity->GetCharacter()->GetParentUser()->GetAccountID(), entity->GetCharacter()->GetID());
Sd0 sd0(sd0DataStream);
// Uncompress the data and normalize the position
const auto asStr = sd0.GetAsStringUncompressed();
const auto [newLxfml, newCenter] = Lxfml::NormalizePosition(asStr);
auto [x, y, z] = newCenter;
// Recompress the data and save to the database
sd0.FromData(reinterpret_cast<const uint8_t*>(newLxfml.data()), newLxfml.size());
auto sd0AsStream = sd0.GetAsStream();
Database::Get()->InsertNewUgcModel(sd0AsStream, blueprintIDSmall, entity->GetCharacter()->GetParentUser()->GetAccountID(), entity->GetCharacter()->GetID());
//Insert into the db as a BBB model:
IPropertyContents::Model model;
model.id = newIDL;
model.ugcId = blueprintIDSmall;
model.position = NiPoint3Constant::ZERO;
model.position = newCenter;
model.rotation = NiQuaternion(0.0f, 0.0f, 0.0f, 0.0f);
model.lot = 14;
Database::Get()->InsertNewPropertyModel(propertyId, model, "Objects_14_name");
@@ -2648,6 +2660,9 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream& inStream, Entity* ent
//}
//Tell the client their model is saved: (this causes us to actually pop out of our current state):
const auto& newSd0 = sd0.GetAsVector();
uint32_t sd0Size{};
for (const auto& chunk : newSd0) sd0Size += chunk.size();
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::BLUEPRINT_SAVE_RESPONSE);
bitStream.Write(localId);
@@ -2655,9 +2670,9 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream& inStream, Entity* ent
bitStream.Write<uint32_t>(1);
bitStream.Write(blueprintID);
bitStream.Write<uint32_t>(sd0Size);
bitStream.Write(sd0Size);
bitStream.WriteAlignedBytes(reinterpret_cast<unsigned char*>(sd0Data.get()), sd0Size);
for (const auto& chunk : newSd0) bitStream.WriteAlignedBytes(reinterpret_cast<const unsigned char*>(chunk.data()), chunk.size());
SEND_PACKET;
@@ -2665,7 +2680,7 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream& inStream, Entity* ent
EntityInfo info;
info.lot = 14;
info.pos = {};
info.pos = newCenter;
info.rot = {};
info.spawner = nullptr;
info.spawnerID = entity->GetObjectID();