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https://github.com/TrinityCore/TrinityCore.git
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Core/Vmaps: Replace G3D containers with std ones
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@@ -15,13 +15,11 @@
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _BIH_WRAP
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#define _BIH_WRAP
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#ifndef TRINITYCORE_BOUNDING_INTERVAL_HIERARCHY_WRAPPER_H
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#define TRINITYCORE_BOUNDING_INTERVAL_HIERARCHY_WRAPPER_H
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#include "BoundingIntervalHierarchy.h"
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#include <G3D/Table.h>
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#include <G3D/Array.h>
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#include <G3D/Set.h>
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#include <unordered_map>
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template<class T, class BoundsFunc = BoundsTrait<T> >
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class BIHWrap
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@@ -29,58 +27,68 @@ class BIHWrap
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template<class RayCallback>
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struct MDLCallback
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{
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const T* const* objects;
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std::size_t objects_size;
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T const* const* objects;
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RayCallback& _callback;
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uint32 objects_size;
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MDLCallback(RayCallback& callback, const T* const* objects_array, uint32 objects_size ) : objects(objects_array), _callback(callback), objects_size(objects_size) { }
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MDLCallback(RayCallback& callback, T const* const* objects_array, std::size_t objects_size ) : objects_size(objects_size), objects(objects_array), _callback(callback) { }
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/// Intersect ray
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bool operator() (const G3D::Ray& ray, uint32 idx, float& maxDist, bool /*stopAtFirst*/)
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bool operator() (G3D::Ray const& ray, std::size_t idx, float& maxDist, bool /*stopAtFirst*/)
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{
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if (idx >= objects_size)
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return false;
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if (const T* obj = objects[idx])
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if (T const* obj = objects[idx])
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return _callback(ray, *obj, maxDist/*, stopAtFirst*/);
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return false;
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}
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/// Intersect point
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void operator() (const G3D::Vector3& p, uint32 idx)
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void operator() (G3D::Vector3 const& p, std::size_t idx)
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{
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if (idx >= objects_size)
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return;
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if (const T* obj = objects[idx])
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if (T const* obj = objects[idx])
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_callback(p, *obj);
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}
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};
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typedef G3D::Array<const T*> ObjArray;
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BIH m_tree;
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ObjArray m_objects;
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G3D::Table<const T*, uint32> m_obj2Idx;
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G3D::Set<const T*> m_objects_to_push;
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std::vector<T const*> m_objects;
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std::unordered_map<T const*, std::size_t> m_obj2Idx;
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int unbalanced_times;
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public:
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BIHWrap() : unbalanced_times(0) { }
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void insert(const T& obj)
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void insert(T const& obj)
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{
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auto [itr, isNew] = m_obj2Idx.try_emplace(&obj, m_objects.size());
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if (!isNew)
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return;
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m_objects.push_back(itr->first);
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++unbalanced_times;
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m_objects_to_push.insert(&obj);
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}
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void remove(const T& obj)
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void remove(T const& obj)
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{
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auto node = m_obj2Idx.extract(&obj);
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if (!node)
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return;
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if (node.key() != m_objects.back())
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{
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// update index of last element (will be swapped with removed one)
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m_obj2Idx.find(m_objects.back())->second = node.mapped();
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// move last into removed element slot
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m_objects[node.mapped()] = m_objects.back();
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}
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m_objects.pop_back();
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++unbalanced_times;
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uint32 Idx = 0;
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const T * temp;
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if (m_obj2Idx.getRemove(&obj, temp, Idx))
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m_objects[Idx] = nullptr;
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else
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m_objects_to_push.remove(&obj);
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}
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void balance()
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@@ -88,30 +96,25 @@ public:
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if (unbalanced_times == 0)
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return;
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unbalanced_times = 0;
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m_objects.fastClear();
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m_obj2Idx.getKeys(m_objects);
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m_objects_to_push.getMembers(m_objects);
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//assert that m_obj2Idx has all the keys
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m_tree.build(m_objects, BoundsFunc());
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unbalanced_times = 0;
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}
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template<typename RayCallback>
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void intersectRay(const G3D::Ray& ray, RayCallback& intersectCallback, float& maxDist)
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void intersectRay(G3D::Ray const& ray, RayCallback& intersectCallback, float& maxDist)
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{
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balance();
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MDLCallback<RayCallback> temp_cb(intersectCallback, m_objects.getCArray(), m_objects.size());
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MDLCallback<RayCallback> temp_cb(intersectCallback, m_objects.data(), m_objects.size());
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m_tree.intersectRay(ray, temp_cb, maxDist, true);
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}
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template<typename IsectCallback>
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void intersectPoint(const G3D::Vector3& point, IsectCallback& intersectCallback)
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void intersectPoint(G3D::Vector3 const& point, IsectCallback& intersectCallback)
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{
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balance();
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MDLCallback<IsectCallback> callback(intersectCallback, m_objects.getCArray(), m_objects.size());
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MDLCallback<IsectCallback> callback(intersectCallback, m_objects.data(), m_objects.size());
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m_tree.intersectPoint(point, callback);
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}
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};
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#endif // _BIH_WRAP
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#endif // TRINITYCORE_BOUNDING_INTERVAL_HIERARCHY_WRAPPER_H
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@@ -35,10 +35,6 @@ int CHECK_TREE_PERIOD = 200;
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} // namespace
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template<> struct HashTrait< GameObjectModel>{
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static size_t hashCode(GameObjectModel const& g) { return (size_t)(void*)&g; }
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};
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template<> struct PositionTrait< GameObjectModel> {
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static void getPosition(GameObjectModel const& g, G3D::Vector3& p) { p = g.getPosition(); }
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};
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