mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
chore: Remove dpEntity pointers from collision checking (#1529)
* chore: Remove dpEntity pointers from collision checking * Update fn documentation in ProximityMonitorComponent.h * use more idiomatic method to calculate vector index * feedback * missed a ranges::find replacement * adjust for feedback. last changes tonight. * okay, also remove unneeded include. then sleep. * for real tho * update to use unordered_set instead of set
This commit is contained in:
parent
b340d7c8f9
commit
06e7d57e0d
@ -150,13 +150,13 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
|
||||
m_dpEntityEnemy->SetPosition(m_Parent->GetPosition());
|
||||
|
||||
//Process enter events
|
||||
for (auto en : m_dpEntity->GetNewObjects()) {
|
||||
m_Parent->OnCollisionPhantom(en->GetObjectID());
|
||||
for (const auto id : m_dpEntity->GetNewObjects()) {
|
||||
m_Parent->OnCollisionPhantom(id);
|
||||
}
|
||||
|
||||
//Process exit events
|
||||
for (auto en : m_dpEntity->GetRemovedObjects()) {
|
||||
m_Parent->OnCollisionLeavePhantom(en->GetObjectID());
|
||||
for (const auto id : m_dpEntity->GetRemovedObjects()) {
|
||||
m_Parent->OnCollisionLeavePhantom(id);
|
||||
}
|
||||
|
||||
// Check if we should stop the tether effect
|
||||
|
@ -187,7 +187,7 @@ PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : PhysicsCompon
|
||||
//add fallback cube:
|
||||
m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 2.0f, 2.0f, 2.0f);
|
||||
}
|
||||
|
||||
|
||||
m_dpEntity->SetScale(m_Scale);
|
||||
m_dpEntity->SetRotation(m_Rotation);
|
||||
m_dpEntity->SetPosition(m_Position);
|
||||
@ -323,14 +323,13 @@ void PhantomPhysicsComponent::Update(float deltaTime) {
|
||||
if (!m_dpEntity) return;
|
||||
|
||||
//Process enter events
|
||||
for (auto en : m_dpEntity->GetNewObjects()) {
|
||||
if (!en) continue;
|
||||
ApplyCollisionEffect(en->GetObjectID(), m_EffectType, m_DirectionalMultiplier);
|
||||
m_Parent->OnCollisionPhantom(en->GetObjectID());
|
||||
for (const auto id : m_dpEntity->GetNewObjects()) {
|
||||
ApplyCollisionEffect(id, m_EffectType, m_DirectionalMultiplier);
|
||||
m_Parent->OnCollisionPhantom(id);
|
||||
|
||||
//If we are a respawn volume, inform the client:
|
||||
if (m_IsRespawnVolume) {
|
||||
auto entity = Game::entityManager->GetEntity(en->GetObjectID());
|
||||
auto* const entity = Game::entityManager->GetEntity(id);
|
||||
|
||||
if (entity) {
|
||||
GameMessages::SendPlayerReachedRespawnCheckpoint(entity, m_RespawnPos, m_RespawnRot);
|
||||
@ -341,10 +340,9 @@ void PhantomPhysicsComponent::Update(float deltaTime) {
|
||||
}
|
||||
|
||||
//Process exit events
|
||||
for (auto en : m_dpEntity->GetRemovedObjects()) {
|
||||
if (!en) continue;
|
||||
ApplyCollisionEffect(en->GetObjectID(), m_EffectType, 1.0f);
|
||||
m_Parent->OnCollisionLeavePhantom(en->GetObjectID());
|
||||
for (const auto id : m_dpEntity->GetRemovedObjects()) {
|
||||
ApplyCollisionEffect(id, m_EffectType, 1.0f);
|
||||
m_Parent->OnCollisionLeavePhantom(id);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5,7 +5,7 @@
|
||||
#include "EntityManager.h"
|
||||
#include "SimplePhysicsComponent.h"
|
||||
|
||||
const std::map<LWOOBJID, dpEntity*> ProximityMonitorComponent::m_EmptyObjectMap = {};
|
||||
const std::unordered_set<LWOOBJID> ProximityMonitorComponent::m_EmptyObjectSet = {};
|
||||
|
||||
ProximityMonitorComponent::ProximityMonitorComponent(Entity* parent, int radiusSmall, int radiusLarge) : Component(parent) {
|
||||
if (radiusSmall != -1 && radiusLarge != -1) {
|
||||
@ -38,26 +38,26 @@ void ProximityMonitorComponent::SetProximityRadius(dpEntity* entity, const std::
|
||||
m_ProximitiesData.insert(std::make_pair(name, entity));
|
||||
}
|
||||
|
||||
const std::map<LWOOBJID, dpEntity*>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) {
|
||||
const auto& iter = m_ProximitiesData.find(name);
|
||||
const std::unordered_set<LWOOBJID>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) {
|
||||
const auto iter = m_ProximitiesData.find(name);
|
||||
|
||||
if (iter == m_ProximitiesData.end()) {
|
||||
return m_EmptyObjectMap;
|
||||
if (iter == m_ProximitiesData.cend()) {
|
||||
return m_EmptyObjectSet;
|
||||
}
|
||||
|
||||
return iter->second->GetCurrentlyCollidingObjects();
|
||||
}
|
||||
|
||||
bool ProximityMonitorComponent::IsInProximity(const std::string& name, LWOOBJID objectID) {
|
||||
const auto& iter = m_ProximitiesData.find(name);
|
||||
const auto iter = m_ProximitiesData.find(name);
|
||||
|
||||
if (iter == m_ProximitiesData.end()) {
|
||||
if (iter == m_ProximitiesData.cend()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const auto& collitions = iter->second->GetCurrentlyCollidingObjects();
|
||||
const auto& collisions = iter->second->GetCurrentlyCollidingObjects();
|
||||
|
||||
return collitions.find(objectID) != collitions.end();
|
||||
return collisions.contains(objectID);
|
||||
}
|
||||
|
||||
void ProximityMonitorComponent::Update(float deltaTime) {
|
||||
@ -66,13 +66,13 @@ void ProximityMonitorComponent::Update(float deltaTime) {
|
||||
|
||||
prox.second->SetPosition(m_Parent->GetPosition());
|
||||
//Process enter events
|
||||
for (auto* en : prox.second->GetNewObjects()) {
|
||||
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "ENTER");
|
||||
for (const auto id : prox.second->GetNewObjects()) {
|
||||
m_Parent->OnCollisionProximity(id, prox.first, "ENTER");
|
||||
}
|
||||
|
||||
//Process exit events
|
||||
for (auto* en : prox.second->GetRemovedObjects()) {
|
||||
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "LEAVE");
|
||||
for (const auto id : prox.second->GetRemovedObjects()) {
|
||||
m_Parent->OnCollisionProximity(id, prox.first, "LEAVE");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -6,6 +6,8 @@
|
||||
#ifndef PROXIMITYMONITORCOMPONENT_H
|
||||
#define PROXIMITYMONITORCOMPONENT_H
|
||||
|
||||
#include <unordered_set>
|
||||
|
||||
#include "BitStream.h"
|
||||
#include "Entity.h"
|
||||
#include "dpWorld.h"
|
||||
@ -42,9 +44,9 @@ public:
|
||||
/**
|
||||
* Returns the last of entities that are used to check proximity, given a name
|
||||
* @param name the proximity name to retrieve physics objects for
|
||||
* @return a map of physics entities for this name, indexed by object ID
|
||||
* @return a set of physics entity object IDs for this name
|
||||
*/
|
||||
const std::map<LWOOBJID, dpEntity*>& GetProximityObjects(const std::string& name);
|
||||
const std::unordered_set<LWOOBJID>& GetProximityObjects(const std::string& name);
|
||||
|
||||
/**
|
||||
* Checks if the passed object is in proximity of the named proximity sensor
|
||||
@ -70,7 +72,7 @@ private:
|
||||
/**
|
||||
* Default value for the proximity data
|
||||
*/
|
||||
static const std::map<LWOOBJID, dpEntity*> m_EmptyObjectMap;
|
||||
static const std::unordered_set<LWOOBJID> m_EmptyObjectSet;
|
||||
};
|
||||
|
||||
#endif // PROXIMITYMONITORCOMPONENT_H
|
||||
|
@ -3,8 +3,6 @@
|
||||
#include "dpShapeBox.h"
|
||||
#include "dpGrid.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
dpEntity::dpEntity(const LWOOBJID& objectID, dpShapeType shapeType, bool isStatic) {
|
||||
m_ObjectID = objectID;
|
||||
m_IsStatic = isStatic;
|
||||
@ -76,16 +74,17 @@ void dpEntity::CheckCollision(dpEntity* other) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool wasFound = m_CurrentlyCollidingObjects.contains(other->GetObjectID());
|
||||
|
||||
bool isColliding = m_CollisionShape->IsColliding(other->GetShape());
|
||||
const auto objId = other->GetObjectID();
|
||||
const auto objItr = m_CurrentlyCollidingObjects.find(objId);
|
||||
const bool wasFound = objItr != m_CurrentlyCollidingObjects.cend();
|
||||
const bool isColliding = m_CollisionShape->IsColliding(other->GetShape());
|
||||
|
||||
if (isColliding && !wasFound) {
|
||||
m_CurrentlyCollidingObjects.emplace(other->GetObjectID(), other);
|
||||
m_NewObjects.push_back(other);
|
||||
m_CurrentlyCollidingObjects.emplace(objId);
|
||||
m_NewObjects.push_back(objId);
|
||||
} else if (!isColliding && wasFound) {
|
||||
m_CurrentlyCollidingObjects.erase(other->GetObjectID());
|
||||
m_RemovedObjects.push_back(other);
|
||||
m_CurrentlyCollidingObjects.erase(objItr);
|
||||
m_RemovedObjects.push_back(objId);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2,7 +2,8 @@
|
||||
#include "NiPoint3.h"
|
||||
#include "NiQuaternion.h"
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include <unordered_set>
|
||||
#include <span>
|
||||
|
||||
#include "dCommonVars.h"
|
||||
#include "dpCommon.h"
|
||||
@ -49,9 +50,9 @@ public:
|
||||
bool GetSleeping() const { return m_Sleeping; }
|
||||
void SetSleeping(bool value) { m_Sleeping = value; }
|
||||
|
||||
const std::vector<dpEntity*>& GetNewObjects() const { return m_NewObjects; }
|
||||
const std::vector<dpEntity*>& GetRemovedObjects() const { return m_RemovedObjects; }
|
||||
const std::map<LWOOBJID, dpEntity*>& GetCurrentlyCollidingObjects() const { return m_CurrentlyCollidingObjects; }
|
||||
const std::span<const LWOOBJID> GetNewObjects() const { return m_NewObjects; }
|
||||
const std::span<const LWOOBJID> GetRemovedObjects() const { return m_RemovedObjects; }
|
||||
const std::unordered_set<LWOOBJID>& GetCurrentlyCollidingObjects() const { return m_CurrentlyCollidingObjects; }
|
||||
|
||||
void PreUpdate() { m_NewObjects.clear(); m_RemovedObjects.clear(); }
|
||||
|
||||
@ -80,7 +81,7 @@ private:
|
||||
|
||||
bool m_IsGargantuan = false;
|
||||
|
||||
std::vector<dpEntity*> m_NewObjects;
|
||||
std::vector<dpEntity*> m_RemovedObjects;
|
||||
std::map<LWOOBJID, dpEntity*> m_CurrentlyCollidingObjects;
|
||||
std::vector<LWOOBJID> m_NewObjects;
|
||||
std::vector<LWOOBJID> m_RemovedObjects;
|
||||
std::unordered_set<LWOOBJID> m_CurrentlyCollidingObjects;
|
||||
};
|
||||
|
@ -21,7 +21,7 @@ void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::str
|
||||
|
||||
const auto proxObjs = proximityMonitorComponent->GetProximityObjects("playermonitor");
|
||||
bool foundPlayer = false;
|
||||
for (const auto id : proxObjs | std::views::keys) {
|
||||
for (const auto id : proxObjs) {
|
||||
auto* entity = Game::entityManager->GetEntity(id);
|
||||
if (entity && entity->IsPlayer()) {
|
||||
foundPlayer = true;
|
||||
|
@ -23,13 +23,13 @@ void AgBusDoor::OnProximityUpdate(Entity* self, Entity* entering, std::string na
|
||||
m_Counter = 0;
|
||||
m_OuterCounter = 0;
|
||||
|
||||
for (const auto& pair : proximityMonitorComponent->GetProximityObjects("busDoor")) {
|
||||
auto* entity = Game::entityManager->GetEntity(pair.first);
|
||||
for (const auto id : proximityMonitorComponent->GetProximityObjects("busDoor")) {
|
||||
const auto* const entity = Game::entityManager->GetEntity(id);
|
||||
if (entity != nullptr && entity->IsPlayer()) m_Counter++;
|
||||
}
|
||||
|
||||
for (const auto& pair : proximityMonitorComponent->GetProximityObjects("busDoorOuter")) {
|
||||
auto* entity = Game::entityManager->GetEntity(pair.first);
|
||||
for (const auto id : proximityMonitorComponent->GetProximityObjects("busDoorOuter")) {
|
||||
const auto* const entity = Game::entityManager->GetEntity(id);
|
||||
if (entity != nullptr && entity->IsPlayer()) m_OuterCounter++;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user