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https://github.com/DarkflameUniverse/DarkflameServer.git
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151 lines
4.3 KiB
C++
151 lines
4.3 KiB
C++
#include "dpEntity.h"
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#include "dpShapeSphere.h"
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#include "dpShapeBox.h"
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#include "dpGrid.h"
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#include <iostream>
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dpEntity::dpEntity(const LWOOBJID& objectID, dpShapeType shapeType, bool isStatic) {
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m_ObjectID = objectID;
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m_IsStatic = isStatic;
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m_CollisionShape = nullptr;
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m_Scale = 1.0f;
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m_CollisionGroup = COLLISION_GROUP_ALL;
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switch (shapeType) {
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case dpShapeType::Sphere:
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m_CollisionShape = new dpShapeSphere(this, 1.0f);
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break;
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case dpShapeType::Box:
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m_CollisionShape = new dpShapeBox(this, 1.0f, 1.0f, 1.0f);
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break;
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default:
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std::cout << "No shape for shapeType: " << (int)shapeType << std::endl;
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}
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}
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dpEntity::dpEntity(const LWOOBJID& objectID, NiPoint3 boxDimensions, bool isStatic) {
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m_ObjectID = objectID;
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m_IsStatic = isStatic;
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m_CollisionShape = nullptr;
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m_Scale = 1.0f;
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m_CollisionGroup = COLLISION_GROUP_ALL;
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m_CollisionShape = new dpShapeBox(this, boxDimensions.x, boxDimensions.y, boxDimensions.z);
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if (boxDimensions.x > 100.0f) m_IsGargantuan = true;
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}
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dpEntity::dpEntity(const LWOOBJID& objectID, float width, float height, float depth, bool isStatic) {
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m_ObjectID = objectID;
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m_IsStatic = isStatic;
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m_CollisionShape = nullptr;
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m_Scale = 1.0f;
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m_CollisionGroup = COLLISION_GROUP_ALL;
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m_CollisionShape = new dpShapeBox(this, width, height, depth);
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if (width > 100.0f) m_IsGargantuan = true;
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}
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dpEntity::dpEntity(const LWOOBJID& objectID, float radius, bool isStatic) {
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m_ObjectID = objectID;
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m_IsStatic = isStatic;
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m_CollisionShape = nullptr;
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m_Scale = 1.0f;
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m_CollisionGroup = COLLISION_GROUP_ALL;
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m_CollisionShape = new dpShapeSphere(this, radius);
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if (radius > 200.0f) m_IsGargantuan = true;
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}
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dpEntity::~dpEntity() {
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delete m_CollisionShape;
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m_CollisionShape = nullptr;
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}
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void dpEntity::Update(float deltaTime) {
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m_NewObjects.clear();
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m_RemovedObjects.clear();
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if (m_IsStatic) return;
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//m_Position = m_Position + (m_Velocity * deltaTime);
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}
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void dpEntity::CheckCollision(dpEntity* other) {
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if (!m_CollisionShape) return;
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if ((m_CollisionGroup & other->m_CollisionGroup) & (~COLLISION_GROUP_DYNAMIC)) {
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return;
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}
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bool wasFound = (m_CurrentlyCollidingObjects.find(other->GetObjectID()) != m_CurrentlyCollidingObjects.end());
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bool isColliding = m_CollisionShape->IsColliding(other->GetShape());
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if (isColliding && !wasFound) {
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m_CurrentlyCollidingObjects.emplace(other->GetObjectID(), other);
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m_NewObjects.push_back(other);
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//if (m_CollisionShape->GetShapeType() == dpShapeType::Sphere && other->GetShape()->GetShapeType() == dpShapeType::Sphere)
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//std::cout << "started sphere col at: " << other->GetPosition().x << ", " << other->GetPosition().y << ", " << other->GetPosition().z << std::endl;
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} else if (!isColliding && wasFound) {
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m_CurrentlyCollidingObjects.erase(other->GetObjectID());
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m_RemovedObjects.push_back(other);
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//if (m_CollisionShape->GetShapeType() == dpShapeType::Sphere && other->GetShape()->GetShapeType() == dpShapeType::Sphere)
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// std::cout << "stopped sphere col at: " << other->GetPosition().x << ", " << other->GetPosition().y << ", " << other->GetPosition().z << std::endl;
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}
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}
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void dpEntity::SetPosition(const NiPoint3& newPos) {
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if (!m_CollisionShape) return;
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//Update the grid if needed:
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if (m_Grid) m_Grid->Move(this, newPos.x, newPos.z);
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//If we're a box, we need to first undo the previous position, otherwise things get screwy:
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if (m_CollisionShape->GetShapeType() == dpShapeType::Box) {
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auto box = static_cast<dpShapeBox*>(m_CollisionShape);
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if (m_Position != NiPoint3()) {
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box->SetPosition(NiPoint3(-m_Position.x, -m_Position.y, -m_Position.z));
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}
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box->SetPosition(newPos);
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}
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m_Position = newPos;
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}
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void dpEntity::SetRotation(const NiQuaternion& newRot) {
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m_Rotation = newRot;
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if (m_CollisionShape->GetShapeType() == dpShapeType::Box) {
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auto box = static_cast<dpShapeBox*>(m_CollisionShape);
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box->SetRotation(newRot);
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}
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}
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void dpEntity::SetScale(float newScale) {
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m_Scale = newScale;
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if (m_CollisionShape->GetShapeType() == dpShapeType::Box) {
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auto box = static_cast<dpShapeBox*>(m_CollisionShape);
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box->SetScale(newScale);
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}
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}
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void dpEntity::SetVelocity(const NiPoint3& newVelocity) {
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m_Velocity = newVelocity;
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}
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void dpEntity::SetAngularVelocity(const NiPoint3& newAngularVelocity) {
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m_AngularVelocity = newAngularVelocity;
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}
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void dpEntity::SetGrid(dpGrid* grid) {
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m_Grid = grid;
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m_Grid->Add(this);
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}
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