Core/BuildSystem: Merge collision, debugging, threading, utilities and configuration into "common" which does not depend on shared anymore and moved database out of shared library

These changes enables to build tools only without even having MySQL installed
This commit is contained in:
StormBytePP
2015-08-15 02:19:10 +02:00
parent 222eaccc51
commit 1f66d719f2
120 changed files with 269 additions and 152 deletions

View File

@@ -0,0 +1,216 @@
/*
* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "VMapFactory.h"
#include "VMapManager2.h"
#include "VMapDefinitions.h"
#include "WorldModel.h"
#include "GameObjectModel.h"
#include "Log.h"
#include "Timer.h"
using G3D::Vector3;
using G3D::Ray;
using G3D::AABox;
struct GameobjectModelData
{
GameobjectModelData(const std::string& name_, const AABox& box) :
bound(box), name(name_) { }
AABox bound;
std::string name;
};
typedef std::unordered_map<uint32, GameobjectModelData> ModelList;
ModelList model_list;
void LoadGameObjectModelList(std::string const& dataPath)
{
#ifndef NO_CORE_FUNCS
uint32 oldMSTime = getMSTime();
#endif
FILE* model_list_file = fopen((dataPath + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb");
if (!model_list_file)
{
VMAP_ERROR_LOG("misc", "Unable to open '%s' file.", VMAP::GAMEOBJECT_MODELS);
return;
}
uint32 name_length, displayId;
char buff[500];
while (true)
{
Vector3 v1, v2;
if (fread(&displayId, sizeof(uint32), 1, model_list_file) != 1)
if (feof(model_list_file)) // EOF flag is only set after failed reading attempt
break;
if (fread(&name_length, sizeof(uint32), 1, model_list_file) != 1
|| name_length >= sizeof(buff)
|| fread(&buff, sizeof(char), name_length, model_list_file) != name_length
|| fread(&v1, sizeof(Vector3), 1, model_list_file) != 1
|| fread(&v2, sizeof(Vector3), 1, model_list_file) != 1)
{
VMAP_ERROR_LOG("misc", "File '%s' seems to be corrupted!", VMAP::GAMEOBJECT_MODELS);
break;
}
if (v1.isNaN() || v2.isNaN())
{
VMAP_ERROR_LOG("misc", "File '%s' Model '%s' has invalid v1%s v2%s values!", VMAP::GAMEOBJECT_MODELS, std::string(buff, name_length).c_str(), v1.toString().c_str(), v2.toString().c_str());
continue;
}
model_list.insert
(
ModelList::value_type(displayId, GameobjectModelData(std::string(buff, name_length), AABox(v1, v2)))
);
}
fclose(model_list_file);
VMAP_INFO_LOG("server.loading", ">> Loaded %u GameObject models in %u ms", uint32(model_list.size()), GetMSTimeDiffToNow(oldMSTime));
}
GameObjectModel::~GameObjectModel()
{
if (iModel)
((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->releaseModelInstance(name);
}
bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath)
{
ModelList::const_iterator it = model_list.find(modelOwner->GetDisplayId());
if (it == model_list.end())
return false;
G3D::AABox mdl_box(it->second.bound);
// ignore models with no bounds
if (mdl_box == G3D::AABox::zero())
{
VMAP_ERROR_LOG("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
return false;
}
iModel = ((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->acquireModelInstance(dataPath + "vmaps/", it->second.name);
if (!iModel)
return false;
name = it->second.name;
iPos = modelOwner->GetPosition();
phasemask = modelOwner->GetPhaseMask();
iScale = modelOwner->GetScale();
iInvScale = 1.f / iScale;
G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(modelOwner->GetOrientation(), 0, 0);
iInvRot = iRotation.inverse();
// transform bounding box:
mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
AABox rotated_bounds;
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(iRotation * mdl_box.corner(i));
iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
// test:
for (int i = 0; i < 8; ++i)
{
Vector3 pos(iBound.corner(i));
modelOwner->DebugVisualizeCorner(pos);
}
#endif
owner = std::move(modelOwner);
return true;
}
GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath)
{
GameObjectModel* mdl = new GameObjectModel();
if (!mdl->initialize(std::move(modelOwner), dataPath))
{
delete mdl;
return NULL;
}
return mdl;
}
bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const
{
if (!(phasemask & ph_mask) || !owner->IsSpawned())
return false;
float time = ray.intersectionTime(iBound);
if (time == G3D::finf())
return false;
// 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);
if (hit)
{
distance *= iScale;
MaxDist = distance;
}
return hit;
}
bool GameObjectModel::UpdatePosition()
{
if (!iModel)
return false;
ModelList::const_iterator it = model_list.find(owner->GetDisplayId());
if (it == model_list.end())
return false;
G3D::AABox mdl_box(it->second.bound);
// ignore models with no bounds
if (mdl_box == G3D::AABox::zero())
{
VMAP_ERROR_LOG("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
return false;
}
iPos = owner->GetPosition();
G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(owner->GetOrientation(), 0, 0);
iInvRot = iRotation.inverse();
// transform bounding box:
mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
AABox rotated_bounds;
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(iRotation * mdl_box.corner(i));
iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
// test:
for (int i = 0; i < 8; ++i)
{
Vector3 pos(iBound.corner(i));
owner->DebugVisualizeCorner(pos);
}
#endif
return true;
}