DarkflameServer/dPhysics/dpEntity.cpp
jadebenn 06e7d57e0d
chore: Remove dpEntity pointers from collision checking (#1529)
* chore: Remove dpEntity pointers from collision checking

* Update fn documentation in ProximityMonitorComponent.h

* use more idiomatic method to calculate vector index

* feedback

* missed a ranges::find replacement

* adjust for feedback. last changes tonight.

* okay, also remove unneeded include. then sleep.

* for real tho

* update to use unordered_set instead of set
2024-04-05 00:52:26 -05:00

148 lines
4.0 KiB
C++

#include "dpEntity.h"
#include "dpShapeSphere.h"
#include "dpShapeBox.h"
#include "dpGrid.h"
dpEntity::dpEntity(const LWOOBJID& objectID, dpShapeType shapeType, bool isStatic) {
m_ObjectID = objectID;
m_IsStatic = isStatic;
m_CollisionShape = nullptr;
m_Scale = 1.0f;
m_CollisionGroup = COLLISION_GROUP_ALL;
switch (shapeType) {
case dpShapeType::Sphere:
m_CollisionShape = new dpShapeSphere(this, 1.0f);
break;
case dpShapeType::Box:
m_CollisionShape = new dpShapeBox(this, 1.0f, 1.0f, 1.0f);
break;
default:
LOG("No shape for shapeType: %d", static_cast<int32_t>(shapeType));
}
}
dpEntity::dpEntity(const LWOOBJID& objectID, NiPoint3 boxDimensions, bool isStatic) {
m_ObjectID = objectID;
m_IsStatic = isStatic;
m_CollisionShape = nullptr;
m_Scale = 1.0f;
m_CollisionGroup = COLLISION_GROUP_ALL;
m_CollisionShape = new dpShapeBox(this, boxDimensions.x, boxDimensions.y, boxDimensions.z);
}
dpEntity::dpEntity(const LWOOBJID& objectID, float width, float height, float depth, bool isStatic) {
m_ObjectID = objectID;
m_IsStatic = isStatic;
m_CollisionShape = nullptr;
m_Scale = 1.0f;
m_CollisionGroup = COLLISION_GROUP_ALL;
m_CollisionShape = new dpShapeBox(this, width, height, depth);
}
dpEntity::dpEntity(const LWOOBJID& objectID, float radius, bool isStatic) {
m_ObjectID = objectID;
m_IsStatic = isStatic;
m_CollisionShape = nullptr;
m_Scale = 1.0f;
m_CollisionGroup = COLLISION_GROUP_ALL;
m_CollisionShape = new dpShapeSphere(this, radius);
}
dpEntity::~dpEntity() {
delete m_CollisionShape;
m_CollisionShape = nullptr;
}
void dpEntity::Update(float deltaTime) {
m_NewObjects.clear();
m_RemovedObjects.clear();
if (m_IsStatic) return;
//m_Position = m_Position + (m_Velocity * deltaTime);
}
void dpEntity::CheckCollision(dpEntity* other) {
if (!m_CollisionShape) return;
if ((m_CollisionGroup & other->m_CollisionGroup) & (~COLLISION_GROUP_DYNAMIC)) {
return;
}
const auto objId = other->GetObjectID();
const auto objItr = m_CurrentlyCollidingObjects.find(objId);
const bool wasFound = objItr != m_CurrentlyCollidingObjects.cend();
const bool isColliding = m_CollisionShape->IsColliding(other->GetShape());
if (isColliding && !wasFound) {
m_CurrentlyCollidingObjects.emplace(objId);
m_NewObjects.push_back(objId);
} else if (!isColliding && wasFound) {
m_CurrentlyCollidingObjects.erase(objItr);
m_RemovedObjects.push_back(objId);
}
}
void dpEntity::SetPosition(const NiPoint3& newPos) {
if (!m_CollisionShape) return;
//Update the grid if needed:
if (m_Grid) m_Grid->Move(this, newPos.x, newPos.z);
//If we're a box, we need to first undo the previous position, otherwise things get screwy:
if (m_CollisionShape->GetShapeType() == dpShapeType::Box) {
auto box = static_cast<dpShapeBox*>(m_CollisionShape);
if (m_Position != NiPoint3()) {
box->SetPosition(NiPoint3(-m_Position.x, -m_Position.y, -m_Position.z));
}
box->SetPosition(newPos);
}
m_Position = newPos;
}
void dpEntity::SetRotation(const NiQuaternion& newRot) {
m_Rotation = newRot;
if (m_CollisionShape->GetShapeType() == dpShapeType::Box) {
auto box = static_cast<dpShapeBox*>(m_CollisionShape);
box->SetRotation(newRot);
}
}
void dpEntity::SetScale(float newScale) {
m_Scale = newScale;
if (m_CollisionShape->GetShapeType() == dpShapeType::Box) {
auto box = static_cast<dpShapeBox*>(m_CollisionShape);
box->SetScale(newScale);
}
}
void dpEntity::SetVelocity(const NiPoint3& newVelocity) {
m_Velocity = newVelocity;
}
void dpEntity::SetAngularVelocity(const NiPoint3& newAngularVelocity) {
m_AngularVelocity = newAngularVelocity;
}
void dpEntity::SetGrid(dpGrid* grid) {
m_Grid = grid;
if (m_CollisionShape->GetShapeType() == dpShapeType::Sphere && static_cast<dpShapeSphere*>(m_CollisionShape)->GetRadius() * 2.0f > static_cast<float>(m_Grid->CELL_SIZE)) {
m_IsGargantuan = true;
} else if (m_CollisionShape->GetShapeType() == dpShapeType::Box && static_cast<dpShapeBox*>(m_CollisionShape)->GetWidth() > static_cast<float>(m_Grid->CELL_SIZE)) {
m_IsGargantuan = true;
}
m_Grid->Add(this);
}