Files
DarkflameServer/dPhysics/dpShapeBox.cpp
Aaron Kimbrell 425b913848 feat(physics): movement blockers the server's movers can't walk through
Enemies are moved along navmesh paths without collision, so a wall only stops
them if their path stops at it. dpWorld now keeps a list of such walls, each
with the collision filter it blocks with, and cuts a path where it first walks
into one (a little short of the wall; a mover inside one can walk out).

Which objects block comes from data (dpMovementBlockers::BlockingFilter):
- navmesh carvers (navmesh_carver in the level config, which the client reads
  with add_to_navmesh and carver_only) block every mover;
- solid objects whose collision group touches enemies and not players (group 18,
  e.g. "FV - Enemy Blocking Volume", "PR - Pet Blocker") block what that group
  touches.

dpShapeBox gains SegmentEntry, a segment test against the rotated box.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 17:52:02 -05:00

206 lines
6.0 KiB
C++

#include "dpShapeBase.h"
#include "dpShapeBox.h"
#include "dpShapeSphere.h"
#include "dpCollisionChecks.h"
#include "dpEntity.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include <algorithm>
#include <cmath>
#include <iostream>
dpShapeBox::dpShapeBox(dpEntity* parentEntity, float width, float height, float depth) :
dpShapeBase(parentEntity),
m_Width(width / 2),
m_Height(height / 2),
m_Depth(depth / 2),
m_Scale(1.0f) {
m_ShapeType = dpShapeType::Box;
InitVertices();
}
dpShapeBox::~dpShapeBox() {
}
bool dpShapeBox::IsColliding(dpShapeBase* other) {
if (!other) return false;
switch (other->GetShapeType()) {
case dpShapeType::Sphere:
return dpCollisionChecks::CheckSphereBox(m_ParentEntity, other->GetParentEntity());
case dpShapeType::Box:
return dpCollisionChecks::CheckBoxes(m_ParentEntity, other->GetParentEntity());
default:
LOG("No collision detection for: %i-to-%i collision!", static_cast<int32_t>(m_ShapeType), static_cast<int32_t>(other->GetShapeType()));
}
return false;
}
const float dpShapeBox::GetMaxWidth() {
return m_ParentEntity->GetPosition().x + m_Width;
}
const float dpShapeBox::GetTop() {
return m_ParentEntity->GetPosition().y + (m_Height * 2);
}
const float dpShapeBox::GetMaxDepth() {
return m_ParentEntity->GetPosition().z + m_Depth;
}
const float dpShapeBox::GetMinWidth() {
return m_ParentEntity->GetPosition().x - m_Width;
}
const float dpShapeBox::GetBottom() {
return m_ParentEntity->GetPosition().y; //- m_Height;
}
const float dpShapeBox::GetMinDepth() {
return m_ParentEntity->GetPosition().z - m_Depth;
}
void dpShapeBox::SetScale(float scale) {
if (isScaled) return;
isScaled = true;
m_Width *= scale;
m_Height *= scale;
m_Depth *= scale;
InitVertices();
}
void dpShapeBox::SetRotation(const NiQuaternion& rotation) {
if (m_HasBeenRotated) return; //Boxes cannot be rotated more than once.
m_HasBeenRotated = true;
m_Orientation = rotation;
m_TopMinLeft = m_TopMinLeft.RotateByQuaternion(rotation);
m_TopMaxLeft = m_TopMaxLeft.RotateByQuaternion(rotation);
m_TopMinRight = m_TopMinRight.RotateByQuaternion(rotation);
m_TopMaxRight = m_TopMaxRight.RotateByQuaternion(rotation);
m_BottomMinLeft = m_BottomMinLeft.RotateByQuaternion(rotation);
m_BottomMinRight = m_BottomMinRight.RotateByQuaternion(rotation);
m_BottomMaxLeft = m_BottomMaxLeft.RotateByQuaternion(rotation);
m_BottomMaxRight = m_BottomMaxRight.RotateByQuaternion(rotation);
InsertVertices();
}
bool dpShapeBox::IsVertInBox(const NiPoint3& vert) {
return SquaredDistanceTo(vert) <= 0.0f;
}
float dpShapeBox::SquaredDistanceTo(const NiPoint3& point) const {
// Into the box's frame: its origin is the middle of its bottom face
const auto local = (point - m_Origin).RotateByQuaternion(glm::conjugate(m_Orientation));
const float dX = local.x - std::clamp(local.x, -m_Width, m_Width);
const float dY = local.y - std::clamp(local.y, 0.0f, m_Height * 2.0f);
const float dZ = local.z - std::clamp(local.z, -m_Depth, m_Depth);
return dX * dX + dY * dY + dZ * dZ;
}
std::optional<float> dpShapeBox::SegmentEntry(const NiPoint3& a, const NiPoint3& b) const {
// Into the box's frame (origin the middle of its bottom face), then clip the segment against each pair of faces
const auto inverse = glm::conjugate(m_Orientation);
const auto localA = (a - m_Origin).RotateByQuaternion(inverse);
const auto localB = (b - m_Origin).RotateByQuaternion(inverse);
const float start[3]{ localA.x, localA.y, localA.z };
const float delta[3]{ localB.x - localA.x, localB.y - localA.y, localB.z - localA.z };
const float min[3]{ -m_Width, 0.0f, -m_Depth };
const float max[3]{ m_Width, m_Height * 2.0f, m_Depth };
bool startsInside = true;
float enter = 0.0f;
float exit = 1.0f;
for (int axis = 0; axis < 3; axis++) {
if (start[axis] < min[axis] || start[axis] > max[axis]) startsInside = false;
if (std::abs(delta[axis]) < 1e-6f) {
if (start[axis] < min[axis] || start[axis] > max[axis]) return std::nullopt;
continue;
}
float tNear = (min[axis] - start[axis]) / delta[axis];
float tFar = (max[axis] - start[axis]) / delta[axis];
if (tNear > tFar) std::swap(tNear, tFar);
enter = std::max(enter, tNear);
exit = std::min(exit, tFar);
if (enter > exit) return std::nullopt;
}
if (startsInside) return std::nullopt;
return enter;
}
void dpShapeBox::InitVertices() {
//The four top verts
m_TopMinLeft = NiPoint3(GetMinWidth(), GetTop(), GetMinDepth());
m_TopMaxLeft = NiPoint3(GetMinWidth(), GetTop(), GetMaxDepth());
m_TopMinRight = NiPoint3(GetMaxWidth(), GetTop(), GetMinDepth());
m_TopMaxRight = NiPoint3(GetMaxWidth(), GetTop(), GetMaxDepth());
//The four bottom verts
m_BottomMinLeft = NiPoint3(GetMinWidth(), GetBottom(), GetMinDepth());
m_BottomMaxLeft = NiPoint3(GetMinWidth(), GetBottom(), GetMaxDepth());
m_BottomMinRight = NiPoint3(GetMaxWidth(), GetBottom(), GetMinDepth());
m_BottomMaxRight = NiPoint3(GetMaxWidth(), GetBottom(), GetMaxDepth());
InsertVertices();
}
void dpShapeBox::SetPosition(const NiPoint3& position) {
if (isTransformed) return;
isTransformed = true;
m_Origin = position;
for (auto& vert : m_Vertices) {
vert.x += position.x;
vert.y += position.y;
vert.z += position.z;
}
m_TopMinLeft = m_Vertices[0];
m_TopMaxLeft = m_Vertices[1];
m_TopMinRight = m_Vertices[2];
m_TopMaxRight = m_Vertices[3];
m_BottomMinLeft = m_Vertices[4];
m_BottomMaxLeft = m_Vertices[5];
m_BottomMinRight = m_Vertices[6];
m_BottomMaxRight = m_Vertices[7];
for (auto& vert : m_Vertices) {
if (m_MinX >= vert.x) m_MinX = vert.x;
if (m_MinY >= vert.y) m_MinY = vert.y;
if (m_MinZ >= vert.z) m_MinZ = vert.z;
if (m_MaxX <= vert.x) m_MaxX = vert.x;
if (m_MaxY <= vert.y) m_MaxY = vert.y;
if (m_MaxZ <= vert.z) m_MaxZ = vert.z;
}
}
void dpShapeBox::InsertVertices() {
//Insert into our vector:
m_Vertices.clear();
m_Vertices.push_back(m_TopMinLeft);
m_Vertices.push_back(m_TopMaxLeft);
m_Vertices.push_back(m_TopMinRight);
m_Vertices.push_back(m_TopMaxRight);
m_Vertices.push_back(m_BottomMinLeft);
m_Vertices.push_back(m_BottomMaxLeft);
m_Vertices.push_back(m_BottomMinRight);
m_Vertices.push_back(m_BottomMaxRight);
}