mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-14 04:08:20 +00:00
0545adfac3
Have fun!
358 lines
8.6 KiB
C++
358 lines
8.6 KiB
C++
#include "dpWorld.h"
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#include "dpEntity.h"
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#include "dpGrid.h"
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#include "DetourCommon.h"
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#include <string>
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#include "Game.h"
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#include "dLogger.h"
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#include "dConfig.h"
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void dpWorld::Initialize(unsigned int zoneID) {
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phys_sp_tilecount = std::atoi(Game::config->GetValue("phys_sp_tilecount").c_str());
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phys_sp_tilesize = std::atoi(Game::config->GetValue("phys_sp_tilesize").c_str());
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//If spatial partitioning is enabled, then we need to create the m_Grid.
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//if m_Grid exists, then the old method will be used.
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//SP will NOT be used unless it is added to ShouldUseSP();
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if (std::atoi(Game::config->GetValue("phys_spatial_partitioning").c_str()) == 1
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&& ShouldUseSP(zoneID)) {
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m_Grid = new dpGrid(phys_sp_tilecount, phys_sp_tilesize);
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}
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Game::logger->Log("dpWorld", "Physics world initialized!\n");
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if (ShouldLoadNavmesh(zoneID)) {
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if (LoadNavmeshByZoneID(zoneID)) Game::logger->Log("dpWorld", "Loaded navmesh!\n");
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else Game::logger->Log("dpWorld", "Error(s) occurred during navmesh load.\n");
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}
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}
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dpWorld::~dpWorld() {
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if (m_Grid) {
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delete m_Grid;
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m_Grid = nullptr;
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}
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RecastCleanup();
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}
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void dpWorld::StepWorld(float deltaTime) {
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if (m_Grid) {
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m_Grid->Update(deltaTime);
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return;
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}
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//Pre update:
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for (auto entity : m_StaticEntities) {
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if (!entity || entity->GetSleeping()) continue;
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entity->PreUpdate();
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}
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//Do actual update:
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for (auto entity : m_DynamicEntites) {
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if (!entity || entity->GetSleeping()) continue;
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entity->Update(deltaTime);
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for (auto other : m_StaticEntities) {
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if (!other || other->GetSleeping() || entity->GetObjectID() == other->GetObjectID()) continue;
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other->CheckCollision(entity); //swap "other" and "entity" if you want dyn objs to handle collisions.
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}
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}
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}
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void dpWorld::AddEntity(dpEntity* entity) {
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if (m_Grid) entity->SetGrid(m_Grid); //This sorts this entity into the right cell
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else { //old method, slow
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if (entity->GetIsStatic()) m_StaticEntities.push_back(entity);
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else m_DynamicEntites.push_back(entity);
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}
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}
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void dpWorld::RemoveEntity(dpEntity* entity) {
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if (!entity) return;
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if (m_Grid) {
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m_Grid->Delete(entity);
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}
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else {
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if (entity->GetIsStatic()) {
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for (size_t i = 0; i < m_StaticEntities.size(); ++i) {
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if (m_StaticEntities[i] == entity) {
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delete m_StaticEntities[i];
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m_StaticEntities[i] = nullptr;
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break;
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}
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}
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}
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else {
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for (size_t i = 0; i < m_DynamicEntites.size(); ++i) {
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if (m_DynamicEntites[i] == entity) {
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delete m_DynamicEntites[i];
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m_DynamicEntites[i] = nullptr;
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break;
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}
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}
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}
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}
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}
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void dpWorld::RecastCleanup() {
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if (m_triareas) delete[] m_triareas;
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m_triareas = 0;
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rcFreeHeightField(m_solid);
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m_solid = 0;
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rcFreeCompactHeightfield(m_chf);
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m_chf = 0;
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rcFreeContourSet(m_cset);
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m_cset = 0;
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rcFreePolyMesh(m_pmesh);
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m_pmesh = 0;
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rcFreePolyMeshDetail(m_dmesh);
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m_dmesh = 0;
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dtFreeNavMesh(m_navMesh);
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m_navMesh = 0;
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dtFreeNavMeshQuery(m_navQuery);
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m_navQuery = 0;
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if (m_ctx) delete m_ctx;
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}
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bool dpWorld::LoadNavmeshByZoneID(unsigned int zoneID) {
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std::string path = "./res/maps/navmeshes/" + std::to_string(zoneID) + ".bin";
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m_navMesh = LoadNavmesh(path.c_str());
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if (m_navMesh) { m_navQuery = dtAllocNavMeshQuery(); m_navQuery->init(m_navMesh, 2048); }
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else return false;
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return true;
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}
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dtNavMesh* dpWorld::LoadNavmesh(const char* path) {
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FILE* fp;
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#ifdef _WIN32
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fopen_s(&fp, path, "rb");
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#elif __APPLE__
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// macOS has 64bit file IO by default
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fp = fopen(path, "rb");
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#else
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fp = fopen64(path, "rb");
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#endif
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if (!fp) {
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return 0;
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}
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// Read header.
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NavMeshSetHeader header;
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size_t readLen = fread(&header, sizeof(NavMeshSetHeader), 1, fp);
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if (readLen != 1) {
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fclose(fp);
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return 0;
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}
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if (header.magic != NAVMESHSET_MAGIC) {
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fclose(fp);
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return 0;
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}
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if (header.version != NAVMESHSET_VERSION) {
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fclose(fp);
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return 0;
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}
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dtNavMesh* mesh = dtAllocNavMesh();
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if (!mesh) {
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fclose(fp);
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return 0;
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}
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dtStatus status = mesh->init(&header.params);
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if (dtStatusFailed(status)) {
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fclose(fp);
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return 0;
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}
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// Read tiles.
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for (int i = 0; i < header.numTiles; ++i) {
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NavMeshTileHeader tileHeader;
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readLen = fread(&tileHeader, sizeof(tileHeader), 1, fp);
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if (readLen != 1)
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return 0;
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if (!tileHeader.tileRef || !tileHeader.dataSize)
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break;
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unsigned char* data = (unsigned char*)dtAlloc(tileHeader.dataSize, DT_ALLOC_PERM);
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if (!data) break;
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memset(data, 0, tileHeader.dataSize);
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readLen = fread(data, tileHeader.dataSize, 1, fp);
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if (readLen != 1)
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return 0;
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mesh->addTile(data, tileHeader.dataSize, DT_TILE_FREE_DATA, tileHeader.tileRef, 0);
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}
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fclose(fp);
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return mesh;
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}
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bool dpWorld::ShouldLoadNavmesh(unsigned int zoneID) {
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return true; //We use default paths now. Might re-tool this function later.
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//TODO: Add to this list as the navmesh folder grows.
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switch (zoneID) {
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case 1100:
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case 1150:
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case 1151:
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case 1200:
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case 1201:
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case 1300:
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case 1400:
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case 1603:
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return true;
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}
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return false;
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}
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bool dpWorld::ShouldUseSP(unsigned int zoneID) {
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//TODO: Add to this list as needed. Only large maps should be added as tiling likely makes little difference on small maps.
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switch (zoneID) {
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case 1100: //Avant Gardens
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case 1200: //Nimbus Station
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case 1300: //Gnarled Forest
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case 1400: //Forbidden Valley
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case 1800: //Crux Prime
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case 1900: //Nexus Tower
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case 2000: //Ninjago
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return true;
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}
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return false;
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}
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float dpWorld::GetHeightAtPoint(const NiPoint3& location) {
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if (m_navMesh == nullptr) {
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return location.y;
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}
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float toReturn = 0.0f;
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float pos[3];
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pos[0] = location.x;
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pos[1] = location.y;
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pos[2] = location.z;
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dtPolyRef nearestRef = 0;
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float polyPickExt[3] = { 32.0f, 32.0f, 32.0f };
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dtQueryFilter filter{};
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m_navQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, 0);
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m_navQuery->getPolyHeight(nearestRef, pos, &toReturn);
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if (toReturn == 0.0f) {
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toReturn = location.y;
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}
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return toReturn;
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}
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std::vector<NiPoint3> dpWorld::GetPath(const NiPoint3& startPos, const NiPoint3& endPos, float speed) {
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std::vector<NiPoint3> path;
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//allows for non-navmesh maps (like new custom maps) to have "basic" enemies.
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if (m_navMesh == nullptr) {
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//how many points to generate between start/end?
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//note: not actually 100% accurate due to rounding, but worst case it causes them to go a tiny bit faster
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//than their speed value would normally allow at the end.
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int numPoints = startPos.Distance(startPos, endPos) / speed;
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path.push_back(startPos); //insert the start pos
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//Linearly interpolate between these two points:
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for (int i = 0; i < numPoints; i++) {
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NiPoint3 newPoint{ startPos };
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newPoint.x += speed;
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newPoint.y = newPoint.y + (((endPos.y - startPos.y) / (endPos.x - startPos.x)) * (newPoint.x - startPos.x));
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path.push_back(newPoint);
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}
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path.push_back(endPos); //finally insert our end pos
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return path;
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}
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float sPos[3];
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float ePos[3];
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sPos[0] = startPos.x;
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sPos[1] = startPos.y;
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sPos[2] = startPos.z;
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ePos[0] = endPos.x;
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ePos[1] = endPos.y;
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ePos[2] = endPos.z;
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dtStatus pathFindStatus;
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dtPolyRef startRef;
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dtPolyRef endRef;
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float polyPickExt[3] = { 32.0f, 32.0f, 32.0f };
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dtQueryFilter filter{};
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//Find our start poly
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m_navQuery->findNearestPoly(sPos, polyPickExt, &filter, &startRef, 0);
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//Find our end poly
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m_navQuery->findNearestPoly(ePos, polyPickExt, &filter, &endRef, 0);
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pathFindStatus = DT_FAILURE;
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int m_nstraightPath = 0;
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int m_npolys = 0;
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dtPolyRef m_polys[MAX_POLYS];
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float m_straightPath[MAX_POLYS * 3];
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unsigned char m_straightPathFlags[MAX_POLYS];
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dtPolyRef m_straightPathPolys[MAX_POLYS];
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int m_straightPathOptions = 0;
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if (startRef && endRef) {
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m_navQuery->findPath(startRef, endRef, sPos, ePos, &filter, m_polys, &m_npolys, MAX_POLYS);
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if (m_npolys) {
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// In case of partial path, make sure the end point is clamped to the last polygon.
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float epos[3];
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dtVcopy(epos, ePos);
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if (m_polys[m_npolys - 1] != endRef)
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m_navQuery->closestPointOnPoly(m_polys[m_npolys - 1], ePos, epos, 0);
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m_navQuery->findStraightPath(sPos, epos, m_polys, m_npolys,
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m_straightPath, m_straightPathFlags,
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m_straightPathPolys, &m_nstraightPath, MAX_POLYS, m_straightPathOptions);
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// At this point we have our path. Copy it to the path store
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int nIndex = 0;
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for (int nVert = 0; nVert < m_nstraightPath; nVert++) {
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/*m_PathStore[nPathSlot].PosX[nVert] = StraightPath[nIndex++];
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m_PathStore[nPathSlot].PosY[nVert] = StraightPath[nIndex++];
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m_PathStore[nPathSlot].PosZ[nVert] = StraightPath[nIndex++];*/
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NiPoint3 newPoint{ m_straightPath[nIndex++], m_straightPath[nIndex++], m_straightPath[nIndex++] };
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path.push_back(newPoint);
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}
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}
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}
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else {
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m_npolys = 0;
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m_nstraightPath = 0;
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}
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return path;
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}
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