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173 lines
4.5 KiB
C++
173 lines
4.5 KiB
C++
#include "dpShapeBase.h"
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#include "dpShapeBox.h"
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#include "dpShapeSphere.h"
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#include "dpCollisionChecks.h"
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#include "dpEntity.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include <iostream>
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dpShapeBox::dpShapeBox(dpEntity* parentEntity, float width, float height, float depth) :
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dpShapeBase(parentEntity),
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m_Width(width / 2),
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m_Height(height / 2),
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m_Depth(depth / 2),
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m_Scale(1.0f) {
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m_ShapeType = dpShapeType::Box;
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InitVertices();
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}
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dpShapeBox::~dpShapeBox() {
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}
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bool dpShapeBox::IsColliding(dpShapeBase* other) {
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if (!other) return false;
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switch (other->GetShapeType()) {
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case dpShapeType::Sphere:
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return dpCollisionChecks::CheckSphereBox(m_ParentEntity, other->GetParentEntity());
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case dpShapeType::Box:
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return dpCollisionChecks::CheckBoxes(m_ParentEntity, other->GetParentEntity());
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default:
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LOG("No collision detection for: %i-to-%i collision!", static_cast<int32_t>(m_ShapeType), static_cast<int32_t>(other->GetShapeType()));
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}
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return false;
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}
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const float dpShapeBox::GetMaxWidth() {
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return m_ParentEntity->GetPosition().x + m_Width;
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}
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const float dpShapeBox::GetTop() {
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return m_ParentEntity->GetPosition().y + (m_Height * 2);
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}
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const float dpShapeBox::GetMaxDepth() {
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return m_ParentEntity->GetPosition().z + m_Depth;
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}
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const float dpShapeBox::GetMinWidth() {
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return m_ParentEntity->GetPosition().x - m_Width;
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}
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const float dpShapeBox::GetBottom() {
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return m_ParentEntity->GetPosition().y; //- m_Height;
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}
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const float dpShapeBox::GetMinDepth() {
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return m_ParentEntity->GetPosition().z - m_Depth;
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}
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void dpShapeBox::SetScale(float scale) {
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if (isScaled) return;
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isScaled = true;
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m_Width *= scale;
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m_Height *= scale;
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m_Depth *= scale;
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InitVertices();
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}
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void dpShapeBox::SetRotation(const NiQuaternion& rotation) {
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if (m_HasBeenRotated) return; //Boxes cannot be rotated more than once.
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m_HasBeenRotated = true;
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m_TopMinLeft = m_TopMinLeft.RotateByQuaternion(rotation);
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m_TopMaxLeft = m_TopMaxLeft.RotateByQuaternion(rotation);
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m_TopMinRight = m_TopMinRight.RotateByQuaternion(rotation);
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m_TopMaxRight = m_TopMaxRight.RotateByQuaternion(rotation);
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m_BottomMinLeft = m_BottomMinLeft.RotateByQuaternion(rotation);
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m_BottomMinRight = m_BottomMinRight.RotateByQuaternion(rotation);
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m_BottomMaxLeft = m_BottomMaxLeft.RotateByQuaternion(rotation);
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m_BottomMaxRight = m_BottomMaxRight.RotateByQuaternion(rotation);
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InsertVertices();
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}
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bool dpShapeBox::IsVertInBox(const NiPoint3& vert) {
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//if we are in the correct height
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if (vert.y >= m_MinY && vert.y <= m_MaxY) {
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//if we're inside the x bounds
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if (vert.x >= m_MinX && vert.x <= m_MaxX) {
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//if we're inside the z bounds
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if (vert.z >= m_MinZ && vert.z <= m_MaxZ)
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return true;
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}
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}
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return false;
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}
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void dpShapeBox::InitVertices() {
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//The four top verts
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m_TopMinLeft = NiPoint3(GetMinWidth(), GetTop(), GetMinDepth());
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m_TopMaxLeft = NiPoint3(GetMinWidth(), GetTop(), GetMaxDepth());
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m_TopMinRight = NiPoint3(GetMaxWidth(), GetTop(), GetMinDepth());
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m_TopMaxRight = NiPoint3(GetMaxWidth(), GetTop(), GetMaxDepth());
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//The four bottom verts
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m_BottomMinLeft = NiPoint3(GetMinWidth(), GetBottom(), GetMinDepth());
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m_BottomMaxLeft = NiPoint3(GetMinWidth(), GetBottom(), GetMaxDepth());
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m_BottomMinRight = NiPoint3(GetMaxWidth(), GetBottom(), GetMinDepth());
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m_BottomMaxRight = NiPoint3(GetMaxWidth(), GetBottom(), GetMaxDepth());
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InsertVertices();
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}
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void dpShapeBox::SetPosition(const NiPoint3& position) {
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if (isTransformed) return;
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isTransformed = true;
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for (auto& vert : m_Vertices) {
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vert.x += position.x;
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vert.y += position.y;
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vert.z += position.z;
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}
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m_TopMinLeft = m_Vertices[0];
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m_TopMaxLeft = m_Vertices[1];
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m_TopMinRight = m_Vertices[2];
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m_TopMaxRight = m_Vertices[3];
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m_BottomMinLeft = m_Vertices[4];
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m_BottomMaxLeft = m_Vertices[5];
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m_BottomMinRight = m_Vertices[6];
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m_BottomMaxRight = m_Vertices[7];
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for (auto& vert : m_Vertices) {
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if (m_MinX >= vert.x) m_MinX = vert.x;
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if (m_MinY >= vert.y) m_MinY = vert.y;
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if (m_MinZ >= vert.z) m_MinZ = vert.z;
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if (m_MaxX <= vert.x) m_MaxX = vert.x;
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if (m_MaxY <= vert.y) m_MaxY = vert.y;
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if (m_MaxZ <= vert.z) m_MaxZ = vert.z;
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}
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}
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void dpShapeBox::InsertVertices() {
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//Insert into our vector:
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m_Vertices.clear();
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m_Vertices.push_back(m_TopMinLeft);
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m_Vertices.push_back(m_TopMaxLeft);
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m_Vertices.push_back(m_TopMinRight);
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m_Vertices.push_back(m_TopMaxRight);
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m_Vertices.push_back(m_BottomMinLeft);
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m_Vertices.push_back(m_BottomMaxLeft);
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m_Vertices.push_back(m_BottomMinRight);
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m_Vertices.push_back(m_BottomMaxRight);
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}
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