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Volumes on the server touched far more than in the client: - An enemy's body in the physics world was a sphere the size of its aggro radius, so trigger and damage volumes caught enemies from far away (Cavalry Hill enemies taking damage on spawn). It is now the enemy's own radius and collision group from its physics component. - Trigger volumes ignored their collision group and caught everything. dpEntity now filters with the client's collision filter (PeCollisionFilter, 1.10.64 0x00fb6940, group table from 0x00fcf9a0): POI walls ignore enemies, threat clearing walls ignore players, and so on. The aggro sensor keeps seeing only players. - Rotated boxes were tested as the axis aligned box around them, which for a turned wall covers a big square (the AG survival boundary). Sphere and point tests now use the box's own axes. Proximity monitors take an optional collision group like live's SetProximityRadius; the AM shield generators use live's (10 finds enemies, 1 finds players). Fixes #1127 Refs #1971 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
265 lines
9.6 KiB
C++
265 lines
9.6 KiB
C++
#include "PhysicsComponent.h"
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#include "eReplicaComponentType.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDPhysicsComponentTable.h"
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#include "dpEntity.h"
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#include "dpWorld.h"
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#include "dpShapeBox.h"
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#include "dpShapeSphere.h"
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#include "EntityInfo.h"
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#include "Amf3.h"
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PhysicsComponent::PhysicsComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
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m_Position = NiPoint3Constant::ZERO;
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m_Rotation = QuatUtils::IDENTITY;
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m_DirtyPosition = false;
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CDPhysicsComponentTable* physicsComponentTable = CDClientManager::GetTable<CDPhysicsComponentTable>();
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if (physicsComponentTable) {
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auto* info = physicsComponentTable->GetByID(componentID);
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if (info) {
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m_CollisionGroup = info->collisionGroup;
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}
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}
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if (m_Parent->HasVar(u"CollisionGroupID")) m_CollisionGroup = m_Parent->GetVar<int32_t>(u"CollisionGroupID");
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RegisterMsg(&PhysicsComponent::OnGetPosition);
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}
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bool PhysicsComponent::OnGetPosition(GameMessages::GetPosition& msg) {
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msg.pos = GetPosition();
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return true;
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}
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void PhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write(bIsInitialUpdate || m_DirtyPosition);
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if (bIsInitialUpdate || m_DirtyPosition) {
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outBitStream.Write(m_Position.x);
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outBitStream.Write(m_Position.y);
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outBitStream.Write(m_Position.z);
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outBitStream.Write(m_Rotation.x);
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outBitStream.Write(m_Rotation.y);
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outBitStream.Write(m_Rotation.z);
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outBitStream.Write(m_Rotation.w);
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if (!bIsInitialUpdate) m_DirtyPosition = false;
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}
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}
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dpEntity* PhysicsComponent::CreatePhysicsEntity(eReplicaComponentType type) {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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auto componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), type);
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CDPhysicsComponentTable* physComp = CDClientManager::GetTable<CDPhysicsComponentTable>();
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if (physComp == nullptr) return nullptr;
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auto* info = physComp->GetByID(componentID);
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if (info == nullptr || info->physicsAsset == "" || info->physicsAsset == "NO_PHYSICS") return nullptr;
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dpEntity* toReturn;
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if (info->physicsAsset == "miscellaneous\\misc_phys_10x1x5.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 10.0f, 5.0f, 1.0f);
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} else if (info->physicsAsset == "miscellaneous\\misc_phys_640x640.hkx") {
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// TODO Fix physics simulation to do simulation at high velocities due to bullet through paper problem...
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toReturn = new dpEntity(m_Parent->GetObjectID(), 1638.4f, 13.521004f * 2.0f, 1638.4f);
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// Move this down by 13.521004 units so it is still effectively at the same height as before
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m_Position = m_Position - NiPoint3Constant::UNIT_Y * 13.521004f;
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} else if (info->physicsAsset == "env\\trigger_wall_tall.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 10.0f, 25.0f, 1.0f);
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} else if (info->physicsAsset == "env\\env_gen_placeholderphysics.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 20.0f, 20.0f, 20.0f);
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} else if (info->physicsAsset == "env\\POI_trigger_wall.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 1.0f, 12.5f, 20.0f); // Not sure what the real size is
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} else if (info->physicsAsset == "env\\NG_NinjaGo\\env_ng_gen_gate_chamber_puzzle_ceiling_tile_falling_phantom.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 18.0f, 5.0f, 15.0f);
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m_Position += QuatUtils::Forward(m_Rotation) * 7.5f;
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} else if (info->physicsAsset == "env\\NG_NinjaGo\\ng_flamejet_brick_phantom.HKX") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 1.0f, 1.0f, 12.0f);
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m_Position += QuatUtils::Forward(m_Rotation) * 6.0f;
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} else if (info->physicsAsset == "env\\Ring_Trigger.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 6.0f, 6.0f, 6.0f);
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} else if (info->physicsAsset == "env\\vfx_propertyImaginationBall.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 4.5f);
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} else if (info->physicsAsset == "env\\env_won_fv_gas-blocking-volume.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 390.496826f, 111.467964f, 600.821534f, true);
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m_Position.y -= (111.467964f * m_Parent->GetDefaultScale()) / 2;
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// Leaving these out for now since they cause more issues than they solve in racing tracks without proper OBB checks.
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} /* else if (info->physicsAsset == "env\\GFTrack_DeathVolume1_CaveExit.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 112.416870f, 50.363434f, 87.679268f);
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} else if (info->physicsAsset == "env\\GFTrack_DeathVolume2_RoadGaps.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 48.386536f, 50.363434f, 259.361755f);
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} */ else {
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// LOG_DEBUG("This one is supposed to have %s", info->physicsAsset.c_str());
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//add fallback cube:
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toReturn = new dpEntity(m_Parent->GetObjectID(), 2.0f, 2.0f, 2.0f);
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}
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// Only touch what the client lets this group touch (e.g. POI walls ignore enemies, threat clearing walls ignore players)
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toReturn->SetCollisionGroup(static_cast<uint32_t>(m_CollisionGroup));
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return toReturn;
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}
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dpEntity* PhysicsComponent::CreatePhysicsLnv(const float scale, const eReplicaComponentType type) const {
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int pcShapeType = -1;
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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float width = 0.0f; //aka "radius"
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float height = 0.0f;
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dpEntity* toReturn = nullptr;
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if (m_Parent->HasVar(u"primitiveModelType")) {
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pcShapeType = m_Parent->GetVar<int32_t>(u"primitiveModelType");
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x = m_Parent->GetVar<float>(u"primitiveModelValueX");
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y = m_Parent->GetVar<float>(u"primitiveModelValueY");
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z = m_Parent->GetVar<float>(u"primitiveModelValueZ");
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} else {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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auto componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), type);
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CDPhysicsComponentTable* physComp = CDClientManager::GetTable<CDPhysicsComponentTable>();
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if (physComp == nullptr) return nullptr;
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auto info = physComp->GetByID(componentID);
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if (info == nullptr) return nullptr;
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pcShapeType = info->pcShapeType;
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width = info->playerRadius;
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height = info->playerHeight;
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}
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switch (pcShapeType) {
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case 0: { // HKX type
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break;
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}
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case 1: { //Make a new box shape
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NiPoint3 boxSize(x, y, z);
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if (x == 0.0f) {
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//LU has some weird values, so I think it's best to scale them down a bit
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if (height < 0.5f) height = 2.0f;
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if (width < 0.5f) width = 2.0f;
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//Scale them:
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width = width * scale;
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height = height * scale;
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boxSize = NiPoint3(width, height, width);
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}
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toReturn = new dpEntity(m_Parent->GetObjectID(), boxSize);
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toReturn->SetPosition({ m_Position.x, m_Position.y - (height / 2), m_Position.z });
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break;
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}
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case 2: { //Make a new cylinder shape
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break;
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}
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case 3: { //Make a new sphere shape
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auto [x, y, z] = m_Position;
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toReturn = new dpEntity(m_Parent->GetObjectID(), width);
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toReturn->SetPosition({ x, y, z });
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break;
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}
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case 4: { //Make a new capsule shape
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break;
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}
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}
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if (toReturn) {
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toReturn->SetCollisionGroup(static_cast<uint32_t>(m_CollisionGroup));
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dpWorld::AddEntity(toReturn);
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}
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return toReturn;
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}
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void PhysicsComponent::SpawnVertices(dpEntity* entity) const {
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if (!entity) return;
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LOG("Spawning vertices for %llu", m_Parent->GetObjectID());
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EntityInfo info;
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info.lot = 33;
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info.spawner = nullptr;
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info.spawnerID = m_Parent->GetObjectID();
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info.spawnerNodeID = 0;
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// These don't use overloaded methods as dPhysics does not link with dGame at the moment.
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auto box = dynamic_cast<dpShapeBox*>(entity->GetShape());
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if (box) {
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for (auto vert : box->GetVertices()) {
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LOG("Vertex at %f, %f, %f", vert.x, vert.y, vert.z);
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info.pos = vert;
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Entity* newEntity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(newEntity);
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}
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}
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auto sphere = dynamic_cast<dpShapeSphere*>(entity->GetShape());
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if (sphere) {
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auto [x, y, z] = entity->GetPosition(); // Use shapes position instead of the parent's position in case it's different
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float plusX = x + sphere->GetRadius();
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float minusX = x - sphere->GetRadius();
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float plusY = y + sphere->GetRadius();
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float minusY = y - sphere->GetRadius();
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float plusZ = z + sphere->GetRadius();
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float minusZ = z - sphere->GetRadius();
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auto radius = sphere->GetRadius();
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LOG("Radius: %f", radius);
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LOG("Plus Vertices %f %f %f", plusX, plusY, plusZ);
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LOG("Minus Vertices %f %f %f", minusX, minusY, minusZ);
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info.pos = NiPoint3{ x, plusY, z };
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Entity* newEntity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(newEntity);
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info.pos = NiPoint3{ x, minusY, z };
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newEntity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(newEntity);
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info.pos = NiPoint3{ plusX, y, z };
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newEntity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(newEntity);
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info.pos = NiPoint3{ minusX, y, z };
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newEntity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(newEntity);
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info.pos = NiPoint3{ x, y, plusZ };
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newEntity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(newEntity);
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info.pos = NiPoint3{ x, y, minusZ };
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newEntity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(newEntity);
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info.pos = NiPoint3{ x, y, z };
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newEntity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(newEntity);
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}
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}
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bool PhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
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auto& info = reportInfo.info->PushDebug("Physics");
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reportInfo.subCategory = &info;
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auto& pos = info.PushDebug("Position").PushDebug(m_Position);
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auto& rot = info.PushDebug("Rotation").PushDebug(m_Rotation);
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info.PushDebug<AMFIntValue>("Collision Group") = m_CollisionGroup;
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return true;
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}
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