Core/Collision: Replaced phasemask with proper phases in GameObject c…

…ollision calculation
This commit is contained in:
Aokromes
2017-05-06 01:55:17 +02:00
parent 27683014f2
commit 0fbcdca05e
29 changed files with 120 additions and 152 deletions

View File

@@ -147,53 +147,32 @@ void DynamicMapTree::update(uint32 t_diff)
struct DynamicTreeIntersectionCallback
{
bool did_hit;
uint32 phase_mask;
DynamicTreeIntersectionCallback(uint32 phasemask) : did_hit(false), phase_mask(phasemask) { }
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance)
DynamicTreeIntersectionCallback(std::set<uint32> const& phases) : _didHit(false), _phases(phases) { }
bool operator()(G3D::Ray const& r, GameObjectModel const& obj, float& distance)
{
did_hit = obj.intersectRay(r, distance, true, phase_mask, VMAP::ModelIgnoreFlags::Nothing);
return did_hit;
_didHit = obj.intersectRay(r, distance, true, _phases);
return _didHit;
}
bool didHit() const { return did_hit;}
bool didHit() const { return _didHit; }
private:
bool _didHit;
std::set<uint32> _phases;
};
struct DynamicTreeIntersectionCallback_WithLogger
{
bool did_hit;
uint32 phase_mask;
DynamicTreeIntersectionCallback_WithLogger(uint32 phasemask) : did_hit(false), phase_mask(phasemask)
{
TC_LOG_DEBUG("maps", "Dynamic Intersection log");
}
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance)
{
TC_LOG_DEBUG("maps", "testing intersection with %s", obj.name.c_str());
bool hit = obj.intersectRay(r, distance, true, phase_mask, VMAP::ModelIgnoreFlags::Nothing);
if (hit)
{
did_hit = true;
TC_LOG_DEBUG("maps", "result: intersects");
}
return hit;
}
bool didHit() const { return did_hit;}
};
bool DynamicMapTree::getIntersectionTime(const uint32 phasemask, const G3D::Ray& ray,
const G3D::Vector3& endPos, float& maxDist) const
bool DynamicMapTree::getIntersectionTime(std::set<uint32> const& phases, G3D::Ray const& ray, G3D::Vector3 const& endPos, float& maxDist) const
{
float distance = maxDist;
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phases);
impl->intersectRay(ray, callback, distance, endPos);
if (callback.didHit())
maxDist = distance;
return callback.didHit();
}
bool DynamicMapTree::getObjectHitPos(const uint32 phasemask, const G3D::Vector3& startPos,
const G3D::Vector3& endPos, G3D::Vector3& resultHit,
float modifyDist) const
bool DynamicMapTree::getObjectHitPos(std::set<uint32> const& phases, G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, G3D::Vector3& resultHitPos, float modifyDist) const
{
bool result = false;
float maxDist = (endPos - startPos).magnitude();
@@ -202,56 +181,54 @@ bool DynamicMapTree::getObjectHitPos(const uint32 phasemask, const G3D::Vector3&
// prevent NaN values which can cause BIH intersection to enter infinite loop
if (maxDist < 1e-10f)
{
resultHit = endPos;
resultHitPos = endPos;
return false;
}
G3D::Vector3 dir = (endPos - startPos)/maxDist; // direction with length of 1
G3D::Ray ray(startPos, dir);
float dist = maxDist;
if (getIntersectionTime(phasemask, ray, endPos, dist))
if (getIntersectionTime(phases, ray, endPos, dist))
{
resultHit = startPos + dir * dist;
resultHitPos = startPos + dir * dist;
if (modifyDist < 0)
{
if ((resultHit - startPos).magnitude() > -modifyDist)
resultHit = resultHit + dir*modifyDist;
if ((resultHitPos - startPos).magnitude() > -modifyDist)
resultHitPos += dir * modifyDist;
else
resultHit = startPos;
resultHitPos = startPos;
}
else
resultHit = resultHit + dir*modifyDist;
resultHitPos += dir * modifyDist;
result = true;
}
else
{
resultHit = endPos;
resultHitPos = endPos;
result = false;
}
return result;
}
bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
bool DynamicMapTree::isInLineOfSight(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, std::set<uint32> const& phases) const
{
G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2);
float maxDist = (v2 - v1).magnitude();
float maxDist = (endPos - startPos).magnitude();
if (!G3D::fuzzyGt(maxDist, 0) )
return true;
G3D::Ray r(v1, (v2-v1) / maxDist);
DynamicTreeIntersectionCallback callback(phasemask);
impl->intersectRay(r, callback, maxDist, v2);
G3D::Ray r(startPos, (endPos - startPos) / maxDist);
DynamicTreeIntersectionCallback callback(phases);
impl->intersectRay(r, callback, maxDist, endPos);
return !callback.did_hit;
return !callback.didHit();
}
float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, std::set<uint32> const& phases) const
{
G3D::Vector3 v(x, y, z + 0.5f);
G3D::Ray r(v, G3D::Vector3(0, 0, -1));
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phases);
impl->intersectZAllignedRay(r, callback, maxSearchDist);
if (callback.didHit())

View File

@@ -40,17 +40,11 @@ public:
DynamicMapTree();
~DynamicMapTree();
bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2,
float z2, uint32 phasemask) const;
bool isInLineOfSight(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, std::set<uint32> const& phases) const;
bool getIntersectionTime(std::set<uint32> const& phases, G3D::Ray const& ray, G3D::Vector3 const& endPos, float& maxDist) const;
bool getObjectHitPos(std::set<uint32> const& phases, G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, G3D::Vector3& resultHitPos, float modifyDist) const;
bool getIntersectionTime(uint32 phasemask, const G3D::Ray& ray,
const G3D::Vector3& endPos, float& maxDist) const;
bool getObjectHitPos(uint32 phasemask, const G3D::Vector3& pPos1,
const G3D::Vector3& pPos2, G3D::Vector3& pResultHitPos,
float pModifyDist) const;
float getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const;
float getHeight(float x, float y, float z, float maxSearchDist, std::set<uint32> const& phases) const;
void insert(const GameObjectModel&);
void remove(const GameObjectModel&);

View File

@@ -115,7 +115,6 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
name = it->second.name;
iPos = modelOwner->GetPosition();
phasemask = modelOwner->GetPhaseMask();
iScale = modelOwner->GetScale();
iInvScale = 1.f / iScale;
@@ -153,9 +152,12 @@ GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBas
return mdl;
}
bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const
bool GameObjectModel::intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, std::set<uint32> const& phases) const
{
if (!(phasemask & ph_mask) || !owner->IsSpawned())
if (!isCollisionEnabled() || !owner->IsSpawned())
return false;
if (!owner->IsInPhase(phases))
return false;
float time = ray.intersectionTime(iBound);
@@ -165,12 +167,12 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
// child bounds are defined in object space:
Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
Ray modRay(p, iInvRot * ray.direction());
float distance = MaxDist * iInvScale;
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
float distance = maxDist * iInvScale;
bool hit = iModel->IntersectRay(modRay, distance, stopAtFirstHit);
if (hit)
{
distance *= iScale;
MaxDist = distance;
maxDist = distance;
}
return hit;
}

View File

@@ -26,6 +26,7 @@
#include "Define.h"
#include <memory>
#include <set>
namespace VMAP
{
@@ -41,7 +42,7 @@ class TC_COMMON_API GameObjectModelOwnerBase
public:
virtual bool IsSpawned() const { return false; }
virtual uint32 GetDisplayId() const { return 0; }
virtual uint32 GetPhaseMask() const { return 0; }
virtual bool IsInPhase(std::set<uint32> const& phases) const { return false; }
virtual G3D::Vector3 GetPosition() const { return G3D::Vector3::zero(); }
virtual float GetOrientation() const { return 0.0f; }
virtual float GetScale() const { return 1.0f; }
@@ -50,7 +51,7 @@ public:
class TC_COMMON_API GameObjectModel /*, public Intersectable*/
{
GameObjectModel() : phasemask(0), iInvScale(0), iScale(0), iModel(NULL) { }
GameObjectModel() : _collisionEnabled(false), iInvScale(0), iScale(0), iModel(nullptr) { }
public:
std::string name;
@@ -60,13 +61,11 @@ public:
const G3D::Vector3& getPosition() const { return iPos;}
/** Enables\disables collision. */
void disable() { phasemask = 0;}
void enable(uint32 ph_mask) { phasemask = ph_mask;}
/* Enables/disables collision */
void enableCollision(bool enable) { _collisionEnabled = enable; }
bool isCollisionEnabled() const { return _collisionEnabled; }
bool isEnabled() const {return phasemask != 0;}
bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const;
bool intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, std::set<uint32> const& phases) const;
static GameObjectModel* Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
@@ -75,7 +74,7 @@ public:
private:
bool initialize(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
uint32 phasemask;
bool _collisionEnabled;
G3D::AABox iBound;
G3D::Matrix3 iInvRot;
G3D::Vector3 iPos;