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Core/Collision: Ported dynamic line of sight patch by Silverice from MaNGOS and
added lots of improvements Please re-extract vmaps
This commit is contained in:
206
src/server/collision/DynamicTree.cpp
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206
src/server/collision/DynamicTree.cpp
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/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "DynamicTree.h"
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//#include "QuadTree.h"
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//#include "RegularGrid.h"
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#include "BoundingIntervalHierarchyWrapper.h"
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#include "Log.h"
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#include "RegularGrid.h"
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#include "Timer.h"
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#include "GameObjectModel.h"
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#include "ModelInstance.h"
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using VMAP::ModelInstance;
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using G3D::Ray;
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template<> struct HashTrait< GameObjectModel>{
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static size_t hashCode(const GameObjectModel& 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(const GameObjectModel& g, Vector3& p) { p = g.getPosition(); }
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};
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template<> struct BoundsTrait< GameObjectModel> {
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static void getBounds(const GameObjectModel& g, G3D::AABox& out) { out = g.getBounds();}
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static void getBounds2(const GameObjectModel* g, G3D::AABox& out) { out = g->getBounds();}
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};
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static bool operator == (const GameObjectModel& mdl, const GameObjectModel& mdl2){
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return &mdl == &mdl2;
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}
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int valuesPerNode = 5, numMeanSplits = 3;
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int UNBALANCED_TIMES_LIMIT = 5;
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int CHECK_TREE_PERIOD = 200;
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typedef RegularGrid2D<GameObjectModel, BIHWrap<GameObjectModel> > ParentTree;
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struct DynTreeImpl : public ParentTree/*, public Intersectable*/
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{
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typedef GameObjectModel Model;
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typedef ParentTree base;
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DynTreeImpl() :
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rebalance_timer(CHECK_TREE_PERIOD),
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unbalanced_times(0)
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{
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}
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void insert(const Model& mdl)
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{
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base::insert(mdl);
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++unbalanced_times;
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}
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void remove(const Model& mdl)
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{
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base::remove(mdl);
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++unbalanced_times;
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}
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void balance()
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{
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base::balance();
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unbalanced_times = 0;
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}
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void update(uint32 difftime)
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{
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if (!size())
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return;
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rebalance_timer.Update(difftime);
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if (rebalance_timer.Passed())
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{
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rebalance_timer.Reset(CHECK_TREE_PERIOD);
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if (unbalanced_times > 0)
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balance();
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}
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}
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TimeTrackerSmall rebalance_timer;
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int unbalanced_times;
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};
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DynamicMapTree::DynamicMapTree() : impl(*new DynTreeImpl())
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{
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}
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DynamicMapTree::~DynamicMapTree()
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{
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delete &impl;
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}
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void DynamicMapTree::insert(const GameObjectModel& mdl)
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{
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impl.insert(mdl);
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}
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void DynamicMapTree::remove(const GameObjectModel& mdl)
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{
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impl.remove(mdl);
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}
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bool DynamicMapTree::contains(const GameObjectModel& mdl) const
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{
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return impl.contains(mdl);
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}
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void DynamicMapTree::balance()
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{
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impl.balance();
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}
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int DynamicMapTree::size() const
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{
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return impl.size();
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}
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void DynamicMapTree::update(uint32 t_diff)
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{
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impl.update(t_diff);
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}
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struct DynamicTreeIntersectionCallback
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{
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bool did_hit;
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uint32 phase_mask;
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DynamicTreeIntersectionCallback(uint32 phasemask) : did_hit(false), phase_mask(phasemask) {}
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bool operator()(const Ray& r, const GameObjectModel& obj, float& distance)
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{
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did_hit = obj.intersectRay(r, distance, true, phase_mask);
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return did_hit;
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}
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bool didHit() const { return did_hit;}
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};
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struct DynamicTreeIntersectionCallback_WithLogger
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{
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bool did_hit;
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uint32 phase_mask;
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DynamicTreeIntersectionCallback_WithLogger(uint32 phasemask) : did_hit(false), phase_mask(phasemask)
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{
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sLog->outDebug(LOG_FILTER_MAPS, "Dynamic Intersection log");
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}
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bool operator()(const Ray& r, const GameObjectModel& obj, float& distance)
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{
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sLog->outDebug(LOG_FILTER_MAPS, "testing intersection with %s", obj.name.c_str());
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bool hit = obj.intersectRay(r, distance, true, phase_mask);
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if (hit)
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{
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did_hit = true;
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sLog->outDebug(LOG_FILTER_MAPS, "result: intersects");
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}
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return hit;
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}
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bool didHit() const { return did_hit;}
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};
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bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
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{
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Vector3 v1(x1,y1,z1), v2(x2,y2,z2);
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float maxDist = (v2 - v1).magnitude();
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if (!G3D::fuzzyGt(maxDist, 0) )
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return true;
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Ray r(v1, (v2-v1) / maxDist);
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DynamicTreeIntersectionCallback callback(phasemask);
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impl.intersectRay(r, callback, maxDist, v2);
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return !callback.did_hit;
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}
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float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
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{
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Vector3 v(x,y,z);
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Ray r(v, Vector3(0,0,-1));
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DynamicTreeIntersectionCallback callback(phasemask);
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impl.intersectZAllignedRay(r, callback, maxSearchDist);
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if (callback.didHit())
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return v.z - maxSearchDist;
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else
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return -G3D::inf();
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}
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