#include "dpWorld.h" #include "dpEntity.h" #include "dpGrid.h" #include "DetourCommon.h" #include #include "Game.h" #include "dLogger.h" #include "dConfig.h" void dpWorld::Initialize(unsigned int zoneID, bool generateNewNavMesh) { phys_sp_tilecount = std::atoi(Game::config->GetValue("phys_sp_tilecount").c_str()); phys_sp_tilesize = std::atoi(Game::config->GetValue("phys_sp_tilesize").c_str()); //If spatial partitioning is enabled, then we need to create the m_Grid. //if m_Grid exists, then the old method will be used. //SP will NOT be used unless it is added to ShouldUseSP(); if (std::atoi(Game::config->GetValue("phys_spatial_partitioning").c_str()) == 1 && ShouldUseSP(zoneID)) { m_Grid = new dpGrid(phys_sp_tilecount, phys_sp_tilesize); } if (generateNewNavMesh) m_NavMesh = new dNavMesh(zoneID); Game::logger->Log("dpWorld", "Physics world initialized!"); m_ZoneID = zoneID; } void dpWorld::Reload() { if (m_Grid) { m_Grid->SetDeleteGrid(false); auto oldGridCells = m_Grid->GetCells(); delete m_Grid; m_Grid = nullptr; Initialize(m_ZoneID, false); for (auto column : oldGridCells) { for (auto row : column) { for (auto entity : row) { AddEntity(entity); } } } Game::logger->Log("dpWorld", "Successfully reloaded physics world!"); } else { Game::logger->Log("dpWorld", "No physics world to reload!"); } } dpWorld::~dpWorld() { if (m_Grid) { // Triple check this is true m_Grid->SetDeleteGrid(true); delete m_Grid; m_Grid = nullptr; } if (m_NavMesh) { delete m_NavMesh; m_NavMesh = nullptr; } } void dpWorld::StepWorld(float deltaTime) { if (m_Grid) { m_Grid->Update(deltaTime); return; } //Pre update: for (auto entity : m_StaticEntities) { if (!entity || entity->GetSleeping()) continue; entity->PreUpdate(); } //Do actual update: for (auto entity : m_DynamicEntites) { if (!entity || entity->GetSleeping()) continue; entity->Update(deltaTime); for (auto other : m_StaticEntities) { if (!other || other->GetSleeping() || entity->GetObjectID() == other->GetObjectID()) continue; other->CheckCollision(entity); //swap "other" and "entity" if you want dyn objs to handle collisions. } } } void dpWorld::AddEntity(dpEntity* entity) { if (m_Grid) entity->SetGrid(m_Grid); //This sorts this entity into the right cell else { //old method, slow if (entity->GetIsStatic()) m_StaticEntities.push_back(entity); else m_DynamicEntites.push_back(entity); } } void dpWorld::RemoveEntity(dpEntity* entity) { if (!entity) return; if (m_Grid) { m_Grid->Delete(entity); } else { if (entity->GetIsStatic()) { for (size_t i = 0; i < m_StaticEntities.size(); ++i) { if (m_StaticEntities[i] == entity) { delete m_StaticEntities[i]; m_StaticEntities[i] = nullptr; break; } } } else { for (size_t i = 0; i < m_DynamicEntites.size(); ++i) { if (m_DynamicEntites[i] == entity) { delete m_DynamicEntites[i]; m_DynamicEntites[i] = nullptr; break; } } } } } bool dpWorld::ShouldUseSP(unsigned int zoneID) { // TODO: Add to this list as needed. // Only large maps should be added as tiling likely makes little difference on small maps. switch (zoneID) { case 1100: // Avant Gardens case 1200: // Nimbus Station case 1300: // Gnarled Forest case 1400: // Forbidden Valley case 1800: // Crux Prime case 1900: // Nexus Tower case 2000: // Ninjago return true; } return false; }