mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 15:07:28 +00:00
191 lines
4.9 KiB
C++
191 lines
4.9 KiB
C++
#include "Prefab.h"
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#include "tinyxml2.h"
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#include "ObjectIDManager.h"
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#include "EntityManager.h"
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#include "EntityInfo.h"
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#include "RenderComponent.h"
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using namespace Cinema;
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struct PrefabInstance
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{
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std::vector<LWOOBJID> m_Entities;
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};
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namespace {
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std::unordered_map<std::string, Prefab> m_Prefabs;
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std::unordered_map<size_t, PrefabInstance> m_Instances;
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float m_AngleToRadians = 0.0174532925f;
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}
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size_t Prefab::AddObject(LOT lot, NiPoint3 position, NiQuaternion rotation, float scale) {
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const auto id = ObjectIDManager::GenerateRandomObjectID();
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m_Pieces.emplace(id, Prefab::Piece {
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lot,
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position,
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rotation,
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scale,
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std::vector<int32_t>()
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});
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return id;
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}
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void Prefab::AddEffect(size_t id, int32_t effect) {
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m_Pieces[id].m_Effects.push_back(effect);
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}
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void Prefab::RemoveObject(size_t id) {
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m_Pieces.erase(id);
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}
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const Prefab& Prefab::LoadFromFile(std::string file) {
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if (m_Prefabs.find(file) != m_Prefabs.end()) {
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return m_Prefabs[file];
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}
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Prefab prefab;
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tinyxml2::XMLDocument doc;
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doc.LoadFile(file.c_str());
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tinyxml2::XMLElement* root = doc.FirstChildElement("Prefab");
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if (!root) {
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LOG("Failed to load prefab from file: %s", file.c_str());
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m_Prefabs.emplace(file, prefab);
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return m_Prefabs[file];
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}
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for (tinyxml2::XMLElement* element = root->FirstChildElement("Object"); element; element = element->NextSiblingElement("Object")) {
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const auto lot = element->UnsignedAttribute("lot");
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const auto position = NiPoint3(element->FloatAttribute("x"), element->FloatAttribute("y"), element->FloatAttribute("z"));
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NiQuaternion rotation;
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// Check if the qx attribute exists, if so the rotation is a quaternion, otherwise it's a vector
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if (!element->Attribute("qx")) {
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rotation = NiQuaternion::FromEulerAngles( {
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element->FloatAttribute("rx") * m_AngleToRadians,
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element->FloatAttribute("ry") * m_AngleToRadians,
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element->FloatAttribute("rz") * m_AngleToRadians
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} );
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}
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else {
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rotation = NiQuaternion(element->FloatAttribute("qx"), element->FloatAttribute("qy"), element->FloatAttribute("qz"), element->FloatAttribute("qw"));
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}
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float scale = 1.0f;
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if (element->Attribute("scale")) {
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scale = element->FloatAttribute("scale");
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}
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const auto id = prefab.AddObject(lot, position, rotation, scale);
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for (tinyxml2::XMLElement* effect = element->FirstChildElement("Effect"); effect; effect = effect->NextSiblingElement("Effect")) {
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prefab.AddEffect(id, effect->IntAttribute("id"));
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}
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}
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m_Prefabs.emplace(file, prefab);
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return m_Prefabs[file];
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}
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void Prefab::SaveToFile(std::string file) {
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tinyxml2::XMLDocument doc;
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tinyxml2::XMLElement* root = doc.NewElement("Prefab");
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doc.InsertFirstChild(root);
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for (const auto& [id, piece] : m_Pieces) {
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tinyxml2::XMLElement* object = doc.NewElement("Object");
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object->SetAttribute("lot", piece.m_Lot);
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object->SetAttribute("x", piece.m_Position.x);
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object->SetAttribute("y", piece.m_Position.y);
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object->SetAttribute("z", piece.m_Position.z);
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object->SetAttribute("qx", piece.m_Rotation.x);
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object->SetAttribute("qy", piece.m_Rotation.y);
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object->SetAttribute("qz", piece.m_Rotation.z);
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object->SetAttribute("qw", piece.m_Rotation.w);
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object->SetAttribute("scale", piece.m_Scale);
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for (const auto& effect : piece.m_Effects) {
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tinyxml2::XMLElement* effectElement = doc.NewElement("Effect");
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effectElement->SetAttribute("id", effect);
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object->InsertEndChild(effectElement);
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}
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root->InsertEndChild(object);
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}
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doc.SaveFile(file.c_str());
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}
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size_t Prefab::Instantiate(NiPoint3 position, float scale) const {
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if (m_Pieces.empty()) {
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return 0;
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}
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const auto id = ObjectIDManager::GenerateRandomObjectID();
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std::vector<LWOOBJID> entities;
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for (const auto& [_, piece] : m_Pieces) {
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EntityInfo info;
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info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
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info.lot = piece.m_Lot;
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info.pos = (piece.m_Position * scale) + position;
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info.rot = piece.m_Rotation;
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info.scale = piece.m_Scale * scale;
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const auto entity = Game::entityManager->CreateEntity(info);
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for (const auto& effect : piece.m_Effects) {
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auto* renderComponent = entity->GetComponent<RenderComponent>();
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if (!renderComponent) {
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continue;
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}
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// Generate random name
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std::string effectName = "Effect_";
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for (int i = 0; i < 10; ++i) {
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effectName += std::to_string(GeneralUtils::GenerateRandomNumber<size_t>(0, 10));
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}
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renderComponent->PlayEffect(effect, u"create", effectName);
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}
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entities.push_back(entity->GetObjectID());
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Game::entityManager->ConstructEntity(entity);
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}
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m_Instances.emplace(id, PrefabInstance { entities });
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return id;
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}
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const std::vector<LWOOBJID>& Cinema::Prefab::GetEntities(size_t instanceID) {
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return m_Instances[instanceID].m_Entities;
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}
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void Prefab::DestroyInstance(size_t id) {
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const auto& instance = m_Instances[id];
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for (const auto& entity : instance.m_Entities) {
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Game::entityManager->DestroyEntity(entity);
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}
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m_Instances.erase(id);
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}
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