2023-09-02 01:33:11 -04:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TangibleManager.h"
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2023-09-26 17:00:30 -04:00
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#include "Tangible.h"
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2023-09-15 00:01:41 -04:00
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#include "DebugPrint.h"
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2023-09-02 01:33:11 -04:00
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2023-09-15 00:01:41 -04:00
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using namespace DebugPrint;
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2023-09-26 19:26:09 -04:00
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using TanArray = UlxTangibleManager::TanArray;
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using IdArray = UlxTangibleManager::IdArray;
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2023-09-02 01:33:11 -04:00
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2023-09-26 17:00:30 -04:00
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UlxTangibleManager::UlxTangibleManager() {
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2023-09-06 23:25:37 -04:00
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World = nullptr;
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ClassTangibleActor = nullptr;
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}
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2023-09-26 17:00:30 -04:00
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void UlxTangibleManager::Init(UWorld* world, UClass* tanact) {
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World = world;
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ClassTangibleActor = tanact;
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}
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2023-09-26 19:26:09 -04:00
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UlxTangible* UlxTangibleManager::GetTangible(int64 id) const {
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UlxTangible*const* p = IdToTangible.Find(id);
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if (p == nullptr) {
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return nullptr;
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} else {
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return *p;
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}
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}
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2023-09-28 14:32:48 -04:00
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#pragma optimize("", off)
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UlxTangible* UlxTangibleManager::MakeTangible(int64 id) {
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UlxTangible*& t = IdToTangible.FindOrAdd(id);
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if (t == nullptr) {
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t = NewObject<UlxTangible>();
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t->Init(this, id);
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// TODO: fix this. The blueprint needs to be assigned
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// during animation queue parsing, based on the animation
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// queue keyword 'bp'.
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t->SetActorBlueprintClass(ClassTangibleActor);
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}
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return t;
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}
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void UlxTangibleManager::DeleteTangible(int64 id) {
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// IMPLEMENT ME
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}
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TanArray UlxTangibleManager::GetAllTangibles() const {
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TanArray result;
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result.SetNum(IdToTangible.Num());
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int next = 0;
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for (auto& pair : IdToTangible) {
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result[next++] = pair.Value;
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}
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return result;
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}
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2023-09-28 14:32:48 -04:00
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#pragma optimize("", off)
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void UlxTangibleManager::UpdateNearAccordingToLuprex(IdView near) {
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// Clear all the 'NearAccordingToLuprex' flags.
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for (const auto& pair : IdToTangible) {
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pair.Value->NearAccordingToLuprex = false;
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}
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// For every ID on the list, create it if it doesn't exist,
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// mark it, and return it.
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for (int64 id : near) {
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UlxTangible* tan = MakeTangible(id);
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tan->NearAccordingToLuprex = true;
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}
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}
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#pragma optimize("", off)
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void UlxTangibleManager::RecalcNearAccordingToUnreal(int64 player, double radius) {
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UlxTangible *p = GetTangible(player);
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check (p != nullptr);
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FVector playerpos = p->CurrentActor->GetActorLocation();
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FName playerplane = p->Plane;
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double radiussq = radius * radius;
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for (const auto& pair : IdToTangible) {
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UlxTangible *tan = pair.Value;
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if (tan->Plane != playerplane) {
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tan->NearAccordingToUnreal = false;
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} else {
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FVector pos = tan->GetLocation();
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double distsq = FVector::DistSquared(pos, playerpos);
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tan->NearAccordingToUnreal = (distsq <= radiussq);
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}
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}
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}
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void UlxTangibleManager::DeleteFarawayTangibles() {
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// Make a list of tangibles that need to be deleted.
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TanArray faraway;
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for (const auto& pair : IdToTangible) {
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UlxTangible *tan = pair.Value;
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if (!(tan->NearAccordingToLuprex || tan->NearAccordingToUnreal)) {
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faraway.Add(tan);
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}
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}
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for (UlxTangible *tan : faraway) {
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IdToTangible.Remove(tan->TangibleId);
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tan->Destroy(); // Remove the actor from the scene.
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}
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}
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2023-09-26 19:26:09 -04:00
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IdArray UlxTangibleManager::GetIds(const TanArray &arr) {
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IdArray result;
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result.SetNum(arr.Num());
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for (int i = 0; i < arr.Num(); i++) {
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result[i] = arr[i]->TangibleId;
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2023-09-07 23:50:49 -04:00
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}
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return result;
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2023-09-25 18:00:34 -04:00
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}
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2023-09-26 17:00:30 -04:00
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