mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-26 15:37:20 +00:00
374 lines
12 KiB
C++
374 lines
12 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include <sstream>
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#include <iostream>
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#include "PhantomPhysicsComponent.h"
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#include "Game.h"
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#include "LDFFormat.h"
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#include "dLogger.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "ControllablePhysicsComponent.h"
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#include "GameMessages.h"
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#include "ePhysicsEffectType.h"
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#include "CDClientManager.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDPhysicsComponentTable.h"
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#include "dServer.h"
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#include "EntityInfo.h"
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#include "dpWorld.h"
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#include "dpEntity.h"
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#include "dpShapeBox.h"
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#include "dpShapeSphere.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : Component(parent) {
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m_Position = m_ParentEntity->GetDefaultPosition();
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m_Rotation = m_ParentEntity->GetDefaultRotation();
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m_Scale = m_ParentEntity->GetDefaultScale();
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m_dpEntity = nullptr;
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m_EffectInfoDirty = false;
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m_PositionInfoDirty = false;
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m_IsPhysicsEffectActive = false;
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m_EffectType = ePhysicsEffectType::PUSH;
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m_DirectionalMultiplier = 0.0f;
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m_MinMax = false;
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m_Min = 0;
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m_Max = 1;
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m_IsDirectional = false;
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m_Direction = NiPoint3::ZERO;
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}
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PhantomPhysicsComponent::~PhantomPhysicsComponent() {
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if (m_dpEntity) dpWorld::Instance().RemoveEntity(m_dpEntity);
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}
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void PhantomPhysicsComponent::LoadTemplateData() {
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// HF - RespawnPoints. Legacy respawn entity.
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if (m_ParentEntity->GetLOT() == LOT_LEGACY_RESPAWN_POINT) {
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m_IsRespawnVolume = true;
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m_RespawnPos = m_Position;
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m_RespawnRot = m_Rotation;
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}
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auto* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto componentID = compRegistryTable->GetByIDAndType(m_ParentEntity->GetLOT(), eReplicaComponentType::PHANTOM_PHYSICS);
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auto* physCompTable = CDClientManager::Instance().GetTable<CDPhysicsComponentTable>();
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if (!physCompTable) return;
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auto* info = physCompTable->GetByID(componentID);
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if (!info || info->physicsAsset.empty() || info->physicsAsset == "NO_PHYSICS") return;
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if (info->physicsAsset == "miscellaneous\\misc_phys_10x1x5.hkx") {
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), 10.0f, 5.0f, 1.0f);
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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} else if (info->physicsAsset == "miscellaneous\\misc_phys_640x640.hkx") {
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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 - NiPoint3::UNIT_Y * 13.521004f;
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// TODO Fix physics simulation to do simulation at high velocities due to bullet through paper problem...
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), 1638.4f, 13.521004f * 2.0f, 1638.4f);
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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} else if (info->physicsAsset == "env\\trigger_wall_tall.hkx") {
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), 10.0f, 25.0f, 1.0f);
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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} else if (info->physicsAsset == "env\\env_gen_placeholderphysics.hkx") {
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), 20.0f, 20.0f, 20.0f);
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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} else if (info->physicsAsset == "env\\POI_trigger_wall.hkx") {
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), 1.0f, 12.5f, 20.0f); // Not sure what the real size is
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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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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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), 18.0f, 5.0f, 15.0f);
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position + m_Rotation.GetForwardVector() * 7.5f);
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} else if (info->physicsAsset == "env\\NG_NinjaGo\\ng_flamejet_brick_phantom.HKX") {
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), 1.0f, 1.0f, 12.0f);
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position + m_Rotation.GetForwardVector() * 6.0f);
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} else if (info->physicsAsset == "env\\Ring_Trigger.hkx") {
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), 6.0f, 6.0f, 6.0f);
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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} else if (info->physicsAsset == "env\\vfx_propertyImaginationBall.hkx") {
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), 4.5f);
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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} else if (info->physicsAsset == "env\\env_won_fv_gas-blocking-volume.hkx") {
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), 390.496826f, 111.467964f, 600.821534f, true);
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_Position.y -= (111.467964f * m_Scale) / 2;
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m_dpEntity->SetPosition(m_Position);
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} else {
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Game::logger->LogDebug("PhantomPhysicsComponent", "This component is supposed to have asset %s but is defaulting to fallback cube.", info->physicsAsset.c_str());
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//add fallback cube:
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), 2.0f, 2.0f, 2.0f);
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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}
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dpWorld::Instance().AddEntity(m_dpEntity);
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}
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void PhantomPhysicsComponent::LoadConfigData() {
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if (m_ParentEntity->GetVar<bool>(u"create_physics")) {
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CreatePhysics();
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}
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if (m_ParentEntity->GetVar<bool>(u"respawnVol")) {
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m_IsRespawnVolume = true;
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}
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if (m_IsRespawnVolume) {
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auto respawnPosSplit = GeneralUtils::SplitString(m_ParentEntity->GetVarAsString(u"rspPos"), '\x1f');
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m_RespawnPos = NiPoint3::ZERO;
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if (respawnPosSplit.size() >= 3) {
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GeneralUtils::TryParse(respawnPosSplit[0], m_RespawnPos.x);
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GeneralUtils::TryParse(respawnPosSplit[1], m_RespawnPos.y);
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GeneralUtils::TryParse(respawnPosSplit[2], m_RespawnPos.z);
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}
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auto respawnRotSplit = GeneralUtils::SplitString(m_ParentEntity->GetVarAsString(u"rspRot"), '\x1f');
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m_RespawnRot = NiQuaternion::IDENTITY;
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if (respawnRotSplit.size() >= 4) {
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GeneralUtils::TryParse(respawnRotSplit[0], m_RespawnRot.w);
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GeneralUtils::TryParse(respawnRotSplit[1], m_RespawnRot.x);
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GeneralUtils::TryParse(respawnRotSplit[2], m_RespawnRot.y);
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GeneralUtils::TryParse(respawnRotSplit[3], m_RespawnRot.z);
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}
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}
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}
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void PhantomPhysicsComponent::CreatePhysics() {
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int32_t type = -1;
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NiPoint3 pos;
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float width = 0.0f; //aka "radius"
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float height = 0.0f;
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if (m_ParentEntity->HasVar(u"primitiveModelType")) {
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type = m_ParentEntity->GetVar<int32_t>(u"primitiveModelType");
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pos.x = m_ParentEntity->GetVar<float>(u"primitiveModelValueX");
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pos.y = m_ParentEntity->GetVar<float>(u"primitiveModelValueY");
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pos.z = m_ParentEntity->GetVar<float>(u"primitiveModelValueZ");
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} else {
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auto* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto componentID = compRegistryTable->GetByIDAndType(m_ParentEntity->GetLOT(), eReplicaComponentType::PHANTOM_PHYSICS);
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auto* physCompTable = CDClientManager::Instance().GetTable<CDPhysicsComponentTable>();
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if (!physCompTable) return;
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auto info = physCompTable->GetByID(componentID);
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if (!info) return;
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type = 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 (type) {
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case 1: { //Make a new box shape
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BoxDimensions boxSize(pos.x, pos.y, pos.z);
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if (pos.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 * m_Scale;
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height = height * m_Scale;
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boxSize = BoxDimensions(width, height, width);
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}
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if (m_dpEntity) delete m_dpEntity;
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), boxSize);
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break;
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}
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default: {
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Game::logger->Log("PhantomPhysicsComponent", "Unknown shape type: %d", type);
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break;
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}
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}
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if (!m_dpEntity) return;
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m_dpEntity->SetPosition(NiPoint3(m_Position.x, m_Position.y - (height / 2), m_Position.z));
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dpWorld::Instance().AddEntity(m_dpEntity);
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m_HasCreatedPhysics = true;
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}
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void PhantomPhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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outBitStream->Write(m_PositionInfoDirty || bIsInitialUpdate);
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if (m_PositionInfoDirty || bIsInitialUpdate) {
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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_PositionInfoDirty = false;
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}
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outBitStream->Write(m_EffectInfoDirty || bIsInitialUpdate);
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if (m_EffectInfoDirty || bIsInitialUpdate) {
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outBitStream->Write(m_IsPhysicsEffectActive);
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if (m_IsPhysicsEffectActive) {
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outBitStream->Write(m_EffectType);
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outBitStream->Write(m_DirectionalMultiplier);
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// distance info. Option.
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outBitStream->Write0();
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//outBitStream->Write(m_MinMax);
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//if (m_MinMax) {
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//outBitStream->Write(m_Min);
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//outBitStream->Write(m_Max);
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//}
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outBitStream->Write(m_IsDirectional);
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if (m_IsDirectional) {
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outBitStream->Write(m_Direction.x);
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outBitStream->Write(m_Direction.y);
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outBitStream->Write(m_Direction.z);
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}
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}
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if (!bIsInitialUpdate) m_EffectInfoDirty = false;
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}
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}
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void PhantomPhysicsComponent::ResetFlags() {
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m_EffectInfoDirty = false;
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m_PositionInfoDirty = false;
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}
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void PhantomPhysicsComponent::Update(float deltaTime) {
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if (!m_dpEntity) return;
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//Process enter events
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for (auto* en : m_dpEntity->GetNewObjects()) {
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m_ParentEntity->OnCollisionPhantom(en->GetObjectID());
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//If we are a respawn volume, inform the client:
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if (!m_IsRespawnVolume) continue;
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auto entity = EntityManager::Instance()->GetEntity(en->GetObjectID());
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if (!entity) continue;
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GameMessages::SendPlayerReachedRespawnCheckpoint(entity, m_RespawnPos, m_RespawnRot);
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entity->SetRespawnPosition(m_RespawnPos);
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entity->SetRespawnRotation(m_RespawnRot);
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}
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//Process exit events
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for (auto* en : m_dpEntity->GetRemovedObjects()) {
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m_ParentEntity->OnCollisionLeavePhantom(en->GetObjectID());
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}
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}
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void PhantomPhysicsComponent::SetDirection(const NiPoint3& pos) {
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if (m_Direction == pos) return;
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m_Direction = pos;
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m_Direction.x *= m_DirectionalMultiplier;
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m_Direction.y *= m_DirectionalMultiplier;
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m_Direction.z *= m_DirectionalMultiplier;
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m_EffectInfoDirty = true;
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m_IsDirectional = true;
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}
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void PhantomPhysicsComponent::SpawnVertices() {
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if (!m_dpEntity) return;
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Game::logger->Log("PhantomPhysicsComponent", "objectId is %llu", m_ParentEntity->GetObjectID());
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auto box = dynamic_cast<dpShapeBox*>(m_dpEntity->GetShape());
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if (!box) return;
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for (auto vert : box->GetVertices()) {
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Game::logger->Log("PhantomPhysicsComponent", "%f, %f, %f", vert.x, vert.y, vert.z);
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EntityInfo info;
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info.lot = 33;
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info.pos = vert;
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info.spawner = nullptr;
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info.spawnerID = m_ParentEntity->GetObjectID();
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info.spawnerNodeID = 0;
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Entity* newEntity = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(newEntity);
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}
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}
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void PhantomPhysicsComponent::SetDirectionalMultiplier(float mul) {
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if (mul == m_DirectionalMultiplier) return;
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m_DirectionalMultiplier = mul;
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m_EffectInfoDirty = true;
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}
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void PhantomPhysicsComponent::SetEffectType(const ePhysicsEffectType type) {
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if (type == m_EffectType) return;
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m_EffectType = type;
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m_EffectInfoDirty = true;
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}
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void PhantomPhysicsComponent::SetMin(const uint32_t min) {
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if (min == m_Min) return;
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m_Min = min;
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m_MinMax = true;
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m_EffectInfoDirty = true;
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}
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void PhantomPhysicsComponent::SetMax(const uint32_t max) {
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if (max == m_Max) return;
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m_Max = max;
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m_MinMax = true;
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m_EffectInfoDirty = true;
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}
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void PhantomPhysicsComponent::SetPosition(const NiPoint3& pos) {
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if (pos == m_Position) return;
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m_Position = pos;
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m_PositionInfoDirty = true;
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if (m_dpEntity) m_dpEntity->SetPosition(pos);
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}
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void PhantomPhysicsComponent::SetRotation(const NiQuaternion& rot) {
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if (rot == m_Rotation) return;
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m_Rotation = rot;
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m_PositionInfoDirty = true;
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if (m_dpEntity) m_dpEntity->SetRotation(rot);
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}
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