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https://github.com/DarkflameUniverse/DarkflameServer.git
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142 lines
3.4 KiB
C++
142 lines
3.4 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, bool generateNewNavMesh) {
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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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if (generateNewNavMesh) m_NavMesh = new dNavMesh(zoneID);
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Game::logger->Log("dpWorld", "Physics world initialized!");
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m_ZoneID = zoneID;
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}
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void dpWorld::Reload() {
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if (m_Grid) {
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m_Grid->SetDeleteGrid(false);
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auto oldGridCells = m_Grid->GetCells();
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delete m_Grid;
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m_Grid = nullptr;
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Initialize(m_ZoneID, false);
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for (auto column : oldGridCells) {
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for (auto row : column) {
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for (auto entity : row) {
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AddEntity(entity);
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}
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}
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}
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Game::logger->Log("dpWorld", "Successfully reloaded physics world!");
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} else {
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Game::logger->Log("dpWorld", "No physics world to reload!");
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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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// Triple check this is true
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m_Grid->SetDeleteGrid(true);
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delete m_Grid;
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m_Grid = nullptr;
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}
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if (m_NavMesh) {
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delete m_NavMesh;
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m_NavMesh = nullptr;
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}
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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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} 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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} 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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bool dpWorld::ShouldUseSP(unsigned int zoneID) {
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// TODO: Add to this list as needed.
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// 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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