mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-14 12:18:22 +00:00
2ca61c3e57
* rigid as heck * abstract physics creation to separate function * loading Update FvRacePillarDServer.cpp consolidate abcd pillar logic modularization Update SimplePhysicsComponent.cpp Update EntityManager.cpp Update MovingPlatformComponent.cpp still need another pass * geiser works * columns working finally * consolidate logic * constiness * Update PhantomPhysicsComponent.cpp * Update PhysicsComponent.cpp * revert testing code * add versions info --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
223 lines
7.9 KiB
C++
223 lines
7.9 KiB
C++
#include "PhysicsComponent.h"
|
|
|
|
#include "eReplicaComponentType.h"
|
|
#include "NiPoint3.h"
|
|
#include "NiQuaternion.h"
|
|
|
|
#include "CDComponentsRegistryTable.h"
|
|
#include "CDPhysicsComponentTable.h"
|
|
|
|
#include "dpEntity.h"
|
|
#include "dpWorld.h"
|
|
#include "dpShapeBox.h"
|
|
#include "dpShapeSphere.h"
|
|
|
|
#include "EntityInfo.h"
|
|
|
|
PhysicsComponent::PhysicsComponent(Entity* parent) : Component(parent) {
|
|
m_Position = NiPoint3Constant::ZERO;
|
|
m_Rotation = NiQuaternionConstant::IDENTITY;
|
|
m_DirtyPosition = false;
|
|
}
|
|
|
|
void PhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
|
|
outBitStream.Write(bIsInitialUpdate || m_DirtyPosition);
|
|
if (bIsInitialUpdate || m_DirtyPosition) {
|
|
outBitStream.Write(m_Position.x);
|
|
outBitStream.Write(m_Position.y);
|
|
outBitStream.Write(m_Position.z);
|
|
outBitStream.Write(m_Rotation.x);
|
|
outBitStream.Write(m_Rotation.y);
|
|
outBitStream.Write(m_Rotation.z);
|
|
outBitStream.Write(m_Rotation.w);
|
|
if (!bIsInitialUpdate) m_DirtyPosition = false;
|
|
}
|
|
}
|
|
|
|
dpEntity* PhysicsComponent::CreatePhysicsEntity(eReplicaComponentType type) {
|
|
CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
|
auto componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), type);
|
|
|
|
CDPhysicsComponentTable* physComp = CDClientManager::GetTable<CDPhysicsComponentTable>();
|
|
|
|
if (physComp == nullptr) return nullptr;
|
|
|
|
auto* info = physComp->GetByID(componentID);
|
|
if (info == nullptr || info->physicsAsset == "" || info->physicsAsset == "NO_PHYSICS") return nullptr;
|
|
|
|
dpEntity* toReturn;
|
|
if (info->physicsAsset == "miscellaneous\\misc_phys_10x1x5.hkx") {
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), 10.0f, 5.0f, 1.0f);
|
|
} else if (info->physicsAsset == "miscellaneous\\misc_phys_640x640.hkx") {
|
|
// TODO Fix physics simulation to do simulation at high velocities due to bullet through paper problem...
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), 1638.4f, 13.521004f * 2.0f, 1638.4f);
|
|
|
|
// Move this down by 13.521004 units so it is still effectively at the same height as before
|
|
m_Position = m_Position - NiPoint3Constant::UNIT_Y * 13.521004f;
|
|
} else if (info->physicsAsset == "env\\trigger_wall_tall.hkx") {
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), 10.0f, 25.0f, 1.0f);
|
|
} else if (info->physicsAsset == "env\\env_gen_placeholderphysics.hkx") {
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), 20.0f, 20.0f, 20.0f);
|
|
} else if (info->physicsAsset == "env\\POI_trigger_wall.hkx") {
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), 1.0f, 12.5f, 20.0f); // Not sure what the real size is
|
|
} else if (info->physicsAsset == "env\\NG_NinjaGo\\env_ng_gen_gate_chamber_puzzle_ceiling_tile_falling_phantom.hkx") {
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), 18.0f, 5.0f, 15.0f);
|
|
m_Position += m_Rotation.GetForwardVector() * 7.5f;
|
|
} else if (info->physicsAsset == "env\\NG_NinjaGo\\ng_flamejet_brick_phantom.HKX") {
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), 1.0f, 1.0f, 12.0f);
|
|
m_Position += m_Rotation.GetForwardVector() * 6.0f;
|
|
} else if (info->physicsAsset == "env\\Ring_Trigger.hkx") {
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), 6.0f, 6.0f, 6.0f);
|
|
} else if (info->physicsAsset == "env\\vfx_propertyImaginationBall.hkx") {
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), 4.5f);
|
|
} else if (info->physicsAsset == "env\\env_won_fv_gas-blocking-volume.hkx") {
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), 390.496826f, 111.467964f, 600.821534f, true);
|
|
m_Position.y -= (111.467964f * m_Parent->GetDefaultScale()) / 2;
|
|
} else {
|
|
// LOG_DEBUG("This one is supposed to have %s", info->physicsAsset.c_str());
|
|
|
|
//add fallback cube:
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), 2.0f, 2.0f, 2.0f);
|
|
}
|
|
return toReturn;
|
|
}
|
|
|
|
dpEntity* PhysicsComponent::CreatePhysicsLnv(const float scale, const eReplicaComponentType type) const {
|
|
int pcShapeType = -1;
|
|
float x = 0.0f;
|
|
float y = 0.0f;
|
|
float z = 0.0f;
|
|
float width = 0.0f; //aka "radius"
|
|
float height = 0.0f;
|
|
dpEntity* toReturn = nullptr;
|
|
|
|
if (m_Parent->HasVar(u"primitiveModelType")) {
|
|
pcShapeType = m_Parent->GetVar<int32_t>(u"primitiveModelType");
|
|
x = m_Parent->GetVar<float>(u"primitiveModelValueX");
|
|
y = m_Parent->GetVar<float>(u"primitiveModelValueY");
|
|
z = m_Parent->GetVar<float>(u"primitiveModelValueZ");
|
|
} else {
|
|
CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
|
auto componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), type);
|
|
|
|
CDPhysicsComponentTable* physComp = CDClientManager::GetTable<CDPhysicsComponentTable>();
|
|
|
|
if (physComp == nullptr) return nullptr;
|
|
|
|
auto info = physComp->GetByID(componentID);
|
|
|
|
if (info == nullptr) return nullptr;
|
|
|
|
pcShapeType = info->pcShapeType;
|
|
width = info->playerRadius;
|
|
height = info->playerHeight;
|
|
}
|
|
|
|
switch (pcShapeType) {
|
|
case 0: { // HKX type
|
|
break;
|
|
}
|
|
case 1: { //Make a new box shape
|
|
NiPoint3 boxSize(x, y, z);
|
|
if (x == 0.0f) {
|
|
//LU has some weird values, so I think it's best to scale them down a bit
|
|
if (height < 0.5f) height = 2.0f;
|
|
if (width < 0.5f) width = 2.0f;
|
|
|
|
//Scale them:
|
|
width = width * scale;
|
|
height = height * scale;
|
|
|
|
boxSize = NiPoint3(width, height, width);
|
|
}
|
|
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), boxSize);
|
|
|
|
toReturn->SetPosition({ m_Position.x, m_Position.y - (height / 2), m_Position.z });
|
|
break;
|
|
}
|
|
case 2: { //Make a new cylinder shape
|
|
break;
|
|
}
|
|
case 3: { //Make a new sphere shape
|
|
auto [x, y, z] = m_Position;
|
|
toReturn = new dpEntity(m_Parent->GetObjectID(), width);
|
|
toReturn->SetPosition({ x, y, z });
|
|
break;
|
|
}
|
|
case 4: { //Make a new capsule shape
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (toReturn) dpWorld::AddEntity(toReturn);
|
|
|
|
return toReturn;
|
|
}
|
|
|
|
void PhysicsComponent::SpawnVertices(dpEntity* entity) const {
|
|
if (!entity) return;
|
|
|
|
LOG("Spawning vertices for %llu", m_Parent->GetObjectID());
|
|
EntityInfo info;
|
|
info.lot = 33;
|
|
info.spawner = nullptr;
|
|
info.spawnerID = m_Parent->GetObjectID();
|
|
info.spawnerNodeID = 0;
|
|
|
|
// These don't use overloaded methods as dPhysics does not link with dGame at the moment.
|
|
auto box = dynamic_cast<dpShapeBox*>(entity->GetShape());
|
|
if (box) {
|
|
for (auto vert : box->GetVertices()) {
|
|
LOG("Vertex at %f, %f, %f", vert.x, vert.y, vert.z);
|
|
|
|
info.pos = vert;
|
|
Entity* newEntity = Game::entityManager->CreateEntity(info);
|
|
Game::entityManager->ConstructEntity(newEntity);
|
|
}
|
|
}
|
|
auto sphere = dynamic_cast<dpShapeSphere*>(entity->GetShape());
|
|
if (sphere) {
|
|
auto [x, y, z] = entity->GetPosition(); // Use shapes position instead of the parent's position in case it's different
|
|
float plusX = x + sphere->GetRadius();
|
|
float minusX = x - sphere->GetRadius();
|
|
float plusY = y + sphere->GetRadius();
|
|
float minusY = y - sphere->GetRadius();
|
|
float plusZ = z + sphere->GetRadius();
|
|
float minusZ = z - sphere->GetRadius();
|
|
|
|
auto radius = sphere->GetRadius();
|
|
LOG("Radius: %f", radius);
|
|
LOG("Plus Vertices %f %f %f", plusX, plusY, plusZ);
|
|
LOG("Minus Vertices %f %f %f", minusX, minusY, minusZ);
|
|
|
|
info.pos = NiPoint3{ x, plusY, z };
|
|
Entity* newEntity = Game::entityManager->CreateEntity(info);
|
|
Game::entityManager->ConstructEntity(newEntity);
|
|
|
|
info.pos = NiPoint3{ x, minusY, z };
|
|
newEntity = Game::entityManager->CreateEntity(info);
|
|
Game::entityManager->ConstructEntity(newEntity);
|
|
|
|
info.pos = NiPoint3{ plusX, y, z };
|
|
newEntity = Game::entityManager->CreateEntity(info);
|
|
Game::entityManager->ConstructEntity(newEntity);
|
|
|
|
info.pos = NiPoint3{ minusX, y, z };
|
|
newEntity = Game::entityManager->CreateEntity(info);
|
|
Game::entityManager->ConstructEntity(newEntity);
|
|
|
|
info.pos = NiPoint3{ x, y, plusZ };
|
|
newEntity = Game::entityManager->CreateEntity(info);
|
|
Game::entityManager->ConstructEntity(newEntity);
|
|
|
|
info.pos = NiPoint3{ x, y, minusZ };
|
|
newEntity = Game::entityManager->CreateEntity(info);
|
|
Game::entityManager->ConstructEntity(newEntity);
|
|
|
|
info.pos = NiPoint3{ x, y, z };
|
|
newEntity = Game::entityManager->CreateEntity(info);
|
|
Game::entityManager->ConstructEntity(newEntity);
|
|
}
|
|
}
|