Files
DarkflameServer/dGame/dComponents/SimplePhysicsComponent.cpp
Aaron Kimbrell c711eb8045 fix(physics): simple-physics motion type and velocity like live
Live's simple-physics constructions (40,786 in the captures):
- Motion type Fixed (5) for objects without a motionType (38,970). DLU read
  the level's motionType and, when there was none, sent 0, a value the
  client's motion-type enum does not have.
- Keyframed (4) for every moving platform (1,059 of 1,059) and for models
  without behaviors; Dynamic (1) for models with behaviors (655 of 666 model
  constructions follow this; DLU only switched it when a behavior was added
  or removed).
- No velocity for fixed objects (all 38,970); keyframed and dynamic objects
  have one. DLU wrote a velocity in every construction.
A level-set motionType still wins.

Test: ReplicaConstructionTest.SimplePhysicsConstructionLikeLive (values of a
captured smashable, LOT 12266); the existing SimplePhysicsTest bytes are
unchanged.

Check in game: moving platforms (AG, GF, NS, NT), spinners and other
simple-physics objects move and collide as before; smashables and static
objects stay put; on a property, placed models with and without behaviors
sit and run as before, including after picking them up and placing again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 05:39:56 -05:00

92 lines
3.3 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");
}
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;
}