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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>
314 lines
12 KiB
C++
314 lines
12 KiB
C++
#include "PhysicsComponent.h"
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#include <algorithm>
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#include <cctype>
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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 "dpMovementBlockers.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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#include "Entity.h"
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#include "Logger.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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PhysicsComponent::~PhysicsComponent() {
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if (!m_MovementBlocker) return;
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dpWorld::RemoveMovementBlocker(m_MovementBlocker);
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delete m_MovementBlocker;
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}
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void PhysicsComponent::RegisterMovementBlocker(const eReplicaComponentType type, const bool solid, const float scale) {
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if (m_MovementBlocker) return;
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const auto filter = dpMovementBlockers::BlockingFilter(m_Parent->GetVar<bool>(u"navmesh_carver"), solid, static_cast<uint32_t>(m_CollisionGroup));
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if (!filter) return;
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// Some shapes move the object's position to line up with the client's; that is for the shape only
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const auto placed = m_Position;
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bool isFallback = false;
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auto* const blocker = CreatePhysicsEntity(type, &isFallback);
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const auto shapePosition = m_Position;
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m_Position = placed;
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if (!blocker) return;
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if (isFallback) {
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LOG_DEBUG("%llu (LOT %i) should block movement, but the server doesn't know its shape", m_Parent->GetObjectID(), m_Parent->GetLOT());
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delete blocker;
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return;
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}
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blocker->SetScale(scale);
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blocker->SetRotation(m_Rotation);
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blocker->SetPosition(shapePosition);
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m_MovementBlocker = blocker;
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dpWorld::AddMovementBlocker(m_MovementBlocker, *filter);
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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, bool* isFallback) {
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if (isFallback) *isFallback = false;
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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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// The file name alone, in lower case: some assets are named by another folder, or case, than the file has
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const auto slash = info->physicsAsset.find_last_of("\\/");
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auto assetFile = info->physicsAsset.substr(slash == std::string::npos ? 0 : slash + 1);
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std::ranges::transform(assetFile, assetFile.begin(), [](const unsigned char c) { return static_cast<char>(std::tolower(c)); });
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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 (assetFile == "poi_trigger_wall.hkx") {
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// test\POI_trigger_wall.hkx in the CDClient (e.g. "Clear threat list Trigger Wall"), env\ in the client's files:
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// a box 1 wide, 12.98 tall from its base and 20.45 deep
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toReturn = new dpEntity(m_Parent->GetObjectID(), 1.0f, 12.9755f, 20.45f);
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} else if (assetFile == "trigger_rectangle_box.hkx") {
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// "Trigger Rectangle Box": a box 8 wide, 8 tall from its base and 4 deep
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toReturn = new dpEntity(m_Parent->GetObjectID(), 8.0f, 8.0f, 4.0f);
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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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if (isFallback) *isFallback = true;
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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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