Files
DarkflameServer/dGame/dComponents/SimplePhysicsComponent.cpp
Aaron Kimbrell 62f5f13846 feat(physics): simple and phantom physics objects register as movement blockers
A fixed simple physics object, or a phantom volume, that its data marks as a
wall for enemies (a navmesh carver, or solid with a group only enemies touch)
adds its shape to the world's movement blockers, and takes it out again when it
goes away. Only shapes the server knows are used; an unknown asset's stand in
cube would be a guess, so it is logged and left out.

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

95 lines
3.6 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#include "SimplePhysicsComponent.h"
#include "BitStream.h"
#include "Game.h"
#include "Logger.h"
#include "dpWorld.h"
#include "CDClientManager.h"
#include "CDPhysicsComponentTable.h"
#include "Entity.h"
#include "StringifiedEnum.h"
#include "Amf3.h"
SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) {
RegisterMsg(&SimplePhysicsComponent::OnGetObjectReportInfo);
m_Position = m_Parent->GetDefaultPosition();
m_Rotation = m_Parent->GetDefaultRotation();
const auto& climbable_type = m_Parent->GetVar<std::u16string>(u"climbable");
if (climbable_type == u"wall") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL);
} else if (climbable_type == u"ladder") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_LADDER);
} else if (climbable_type == u"wallstick") {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL_STICK);
} else {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
}
// Without a motionType the object is fixed (live: Fixed on 38,970 of 40,786 constructions, never the invalid 0)
if (m_Parent->HasVar(u"motionType")) m_PhysicsMotionState = m_Parent->GetVarAs<uint32_t>(u"motionType");
// A fixed solid object can be a wall enemies walk into (an enemy only blocker, or a navmesh carver)
if (m_PhysicsMotionState == MOTION_TYPE_FIXED) RegisterMovementBlocker(eReplicaComponentType::SIMPLE_PHYSICS, true, m_Parent->GetDefaultScale());
}
SimplePhysicsComponent::~SimplePhysicsComponent() {
}
void SimplePhysicsComponent::Update(const float deltaTime) {
if (m_Velocity == NiPoint3Constant::ZERO) return;
m_Position += m_Velocity * deltaTime;
m_DirtyPosition = true;
Game::entityManager->SerializeEntity(m_Parent);
}
void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
if (bIsInitialUpdate) {
outBitStream.Write(m_ClimbableType != eClimbableType::CLIMBABLE_TYPE_NOT);
outBitStream.Write(m_ClimbableType);
}
// Live left the velocity out of a fixed object's construction and wrote it for keyframed and dynamic ones.
const bool writeVelocity = bIsInitialUpdate
? m_PhysicsMotionState != MOTION_TYPE_FIXED || m_Velocity != NiPoint3Constant::ZERO || m_AngularVelocity != NiPoint3Constant::ZERO
: m_DirtyVelocity;
outBitStream.Write(writeVelocity);
if (writeVelocity) {
outBitStream.Write(m_Velocity);
outBitStream.Write(m_AngularVelocity);
}
if (writeVelocity || bIsInitialUpdate) m_DirtyVelocity = false;
// Physics motion state
outBitStream.Write(m_DirtyPhysicsMotionState || bIsInitialUpdate);
if (m_DirtyPhysicsMotionState || bIsInitialUpdate) {
outBitStream.Write<uint32_t>(m_PhysicsMotionState);
m_DirtyPhysicsMotionState = false;
}
PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
}
uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const {
return m_PhysicsMotionState;
}
void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) {
m_DirtyPhysicsMotionState = m_PhysicsMotionState != value;
m_PhysicsMotionState = value;
}
bool SimplePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
PhysicsComponent::OnGetObjectReportInfo(reportInfo);
auto& info = reportInfo.subCategory->PushDebug("Simple Physics Info");
info.PushDebug("Velocity").PushDebug(m_Velocity);
info.PushDebug("Angular Velocity").PushDebug(m_AngularVelocity);
info.PushDebug<AMFIntValue>("Physics Motion State") = m_PhysicsMotionState;
info.PushDebug<AMFStringValue>("Climbable Type") = StringifiedEnum::ToString(m_ClimbableType).data();
return true;
}