#include "dVisualDebugger.h" #include #include "raylib.h" #include "Game.h" #include "dpWorld.h" #include "dpEntity.h" #include "dpShapeBox.h" #include "dpShapeSphere.h" #include "EntityManager.h" #include "PerformanceManager.h" #include "dTerrain/RawFile.h" #include "dTerrain/RawMesh.h" #include "SimplePhysicsComponent.h" #include "dZoneManager.h" inline Vector3 NiPointToVector3(NiPoint3 pos) { return { pos.x, pos.y, pos.z }; }; inline NiPoint3 Vector3ToNiPoint(Vector3 pos) { return { pos.x, pos.y, pos.z }; }; inline Quaternion NiQuaternionToQuaternion(NiQuaternion rot) { return { rot.x, rot.y, rot.z, rot.w }; }; inline NiQuaternion QuaternionToNiQuaternion(Quaternion rot) { return { rot.x, rot.y, rot.z, rot.w }; }; dVisualDebugger::dVisualDebugger(std::string zoneName) { SetTraceLogLevel(LOG_FATAL); InitWindow(m_Width, m_Height, ("dVisualDebugger: " + zoneName).c_str()); CreateCamera(); CreateInGameCamera(); std::string zonePath = dZoneManager::Instance()->GetZone()->GetFilePathForZoneID(); zonePath = zonePath.substr(0, zonePath.rfind('/') + 1); zonePath += dZoneManager::Instance()->GetZone()->GetZoneRawPath(); m_Terrain = new RawFile(zonePath); } dVisualDebugger::~dVisualDebugger() { if (m_Camera) delete m_Camera; if (m_Terrain) delete m_Terrain; } void dVisualDebugger::CreateInGameCamera() { EntityInfo info; info.lot = m_CameraID; info.pos = { m_Camera->position.x, m_Camera->position.y, m_Camera->position.z }; info.rot = NiQuaternion::LookAt(info.pos, { m_Camera->target.x, m_Camera->target.y, m_Camera->target.z }); info.spawner = nullptr; info.spawnerID = dZoneManager::Instance()->GetZoneControlObject()->GetObjectID(); info.spawnerNodeID = 0; Entity* newEntity = EntityManager::Instance()->CreateEntity(info, nullptr); m_CameraObjid = newEntity->GetObjectID(); EntityManager::Instance()->ConstructEntity(newEntity); } void dVisualDebugger::CreateCamera() { Camera3D* camera = new Camera3D(); camera->position = { 0.f, 0.f, 0.f }; camera->target = { 0.f, 1.f, 0.f }; camera->up = { 0.f, 1.f, 0.f }; camera->fovy = 40.0f; camera->projection = CAMERA_PERSPECTIVE; m_Camera = camera; SetCameraMode(*m_Camera, CAMERA_FIRST_PERSON); float frameRateAprox = 1000 / PerformanceManager::GetServerFramerate(); SetTargetFPS((int32_t)frameRateAprox); // truncate exact frame rate } void dVisualDebugger::Step(float delta) { if (WindowShouldClose()) { CloseWindow(); exit(0); // Kill entire server, this is a dev tool at the end of the day } UpdateCamera(m_Camera); this->UpdateCameraPosition(); this->UpdateInGameCameraPosition(); this->HandleInputs(); BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(*m_Camera); this->RenderEntities(Game::physicsWorld->GetDynamicEntities(), true); this->RenderEntities(Game::physicsWorld->GetStaticEntities(), false); this->RenderTerrainMesh(); EndMode3D(); DrawText((std::to_string(m_Camera->position.x) + " " + std::to_string(m_Camera->position.y) + " " + std::to_string(m_Camera->position.z)).c_str(), 10, 0, 10, BLACK); DrawFPS(10, 10); EndDrawing(); } void dVisualDebugger::HandleInputs() { if (IsKeyDown(KEY_SPACE)) m_BindToGM = !m_BindToGM; } void dVisualDebugger::UpdateCameraPosition() { if (!m_BindToGM) return; auto characters = EntityManager::Instance()->GetEntitiesByLOT(1); if (characters.size() != 1) return; m_Camera->position = NiPointToVector3(characters[0]->GetPosition()); m_Camera->target = NiPointToVector3(); } void dVisualDebugger::UpdateInGameCameraPosition() { auto* camera = EntityManager::Instance()->GetEntity(m_CameraObjid); if (!camera) return; auto* physComp = camera->GetComponent(); auto cameraPos = Vector3ToNiPoint(m_Camera->position); cameraPos.SetY(cameraPos.GetY() + 10); physComp->SetPosition(cameraPos); physComp->SetRotation(NiQuaternion::LookAt(Vector3ToNiPoint(m_Camera->position), Vector3ToNiPoint(m_Camera->target))); EntityManager::Instance()->SerializeEntity(camera); } void dVisualDebugger::RenderTerrainMesh() { if (!m_Terrain->GetMesh()) return; for (int i = 0; i < m_Terrain->GetMesh()->m_Triangles.size(); i += 3) { auto v1 = m_Terrain->GetMesh()->m_Vertices[m_Terrain->GetMesh()->m_Triangles[i]]; auto v2 = m_Terrain->GetMesh()->m_Vertices[m_Terrain->GetMesh()->m_Triangles[i + 1]]; auto v3 = m_Terrain->GetMesh()->m_Vertices[m_Terrain->GetMesh()->m_Triangles[i + 2]]; DrawTriangle3D(NiPointToVector3(v1), NiPointToVector3(v2), NiPointToVector3(v3), GRAY); } } void dVisualDebugger::RenderEntities(std::vector* entities, bool dynamic) { auto colour = dynamic ? RED : BLUE; for (auto* item : *entities) { auto* shape = item->GetShape(); switch (shape->GetShapeType()) { case dpShapeType::Box: { auto box = static_cast(shape); DrawCube(NiPointToVector3(item->GetPosition()), box->GetWidth(), box->GetHeight(), box->GetDepth(), colour); break; }; case dpShapeType::Sphere: { auto sphere = static_cast(shape); DrawSphere(NiPointToVector3(item->GetPosition()), sphere->GetRadius(), colour); break; }; default: { break; // We can ignore this } }; } }