* Move VMap3 code to a separate static 'collision' library.

--HG--
branch : trunk
This commit is contained in:
XTZGZoReX
2010-06-07 13:57:34 +02:00
parent 24c720d899
commit fcd58c134d
20 changed files with 32 additions and 32 deletions

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/*
* Copyright (C) 2005-2010 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "ModelInstance.h"
#include "WorldModel.h"
#include "MapTree.h"
using G3D::Vector3;
using G3D::Ray;
namespace VMAP
{
ModelInstance::ModelInstance(const ModelSpawn &spawn, WorldModel *model): ModelSpawn(spawn), iModel(model)
{
iInvRot = G3D::Matrix3::fromEulerAnglesZYX(G3D::pi()*iRot.y/180.f, G3D::pi()*iRot.x/180.f, G3D::pi()*iRot.z/180.f).inverse();
iInvScale = 1.f/iScale;
}
bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool pStopAtFirstHit) const
{
if (!iModel)
{
//std::cout << "<object not loaded>\n";
return false;
}
float time = pRay.intersectionTime(iBound);
if (time == G3D::inf())
{
// std::cout << "Ray does not hit '" << name << "'\n";
return false;
}
// std::cout << "Ray crosses bound of '" << name << "'\n";
/* std::cout << "ray from:" << pRay.origin().x << ", " << pRay.origin().y << ", " << pRay.origin().z
<< " dir:" << pRay.direction().x << ", " << pRay.direction().y << ", " << pRay.direction().z
<< " t/tmax:" << time << "/" << pMaxDist;
std::cout << "\nBound lo:" << iBound.low().x << ", " << iBound.low().y << ", " << iBound.low().z << " hi: "
<< iBound.high().x << ", " << iBound.high().y << ", " << iBound.high().z << std::endl; */
// child bounds are defined in object space:
Vector3 p = iInvRot * (pRay.origin() - iPos) * iInvScale;
Ray modRay(p, iInvRot * pRay.direction());
float distance = pMaxDist * iInvScale;
bool hit = iModel->IntersectRay(modRay, distance, pStopAtFirstHit);
distance *= iScale;
pMaxDist = distance;
return hit;
}
void ModelInstance::intersectPoint(const G3D::Vector3& p, AreaInfo &info) const
{
if (!iModel)
{
#ifdef VMAP_DEBUG
std::cout << "<object not loaded>\n";
#endif
return;
}
// M2 files don't contain area info, only WMO files
if (flags & MOD_M2)
return;
if (!iBound.contains(p))
return;
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (iModel->IntersectPoint(pModel, zDirModel, zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
// Transform back to world space. Note that:
// Mat * vec == vec * Mat.transpose()
// and for rotation matrices: Mat.inverse() == Mat.transpose()
float world_Z = ((modelGround * iInvRot) * iScale + iPos).z;
if (info.ground_Z < world_Z)
{
info.ground_Z = world_Z;
info.adtId = adtId;
}
}
}
bool ModelInstance::GetLocationInfo(const G3D::Vector3& p, LocationInfo &info) const
{
if (!iModel)
{
#ifdef VMAP_DEBUG
std::cout << "<object not loaded>\n";
#endif
return false;
}
// M2 files don't contain area info, only WMO files
if (flags & MOD_M2)
return false;
if (!iBound.contains(p))
return false;
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (iModel->GetLocationInfo(pModel, zDirModel, zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
// Transform back to world space. Note that:
// Mat * vec == vec * Mat.transpose()
// and for rotation matrices: Mat.inverse() == Mat.transpose()
float world_Z = ((modelGround * iInvRot) * iScale + iPos).z;
if (info.ground_Z < world_Z) // hm...could it be handled automatically with zDist at intersection?
{
info.ground_Z = world_Z;
info.hitInstance = this;
return true;
}
}
return false;
}
bool ModelInstance::GetLiquidLevel(const G3D::Vector3& p, LocationInfo &info, float &liqHeight) const
{
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (info.hitModel->GetLiquidLevel(pModel, zDist))
{
// calculate world height (zDist in model coords):
// assume WMO not tilted (wouldn't make much sense anyway)
liqHeight = zDist * iScale + iPos.z;
return true;
}
return false;
}
bool ModelSpawn::readFromFile(FILE *rf, ModelSpawn &spawn)
{
uint32 check=0, nameLen;
check += fread(&spawn.flags, sizeof(uint32), 1, rf);
// EoF?
if (!check)
{
if (ferror(rf))
std::cout << "Error reading ModelSpawn!\n";
return false;
}
check += fread(&spawn.adtId, sizeof(uint16), 1, rf);
check += fread(&spawn.ID, sizeof(uint32), 1, rf);
check += fread(&spawn.iPos, sizeof(float), 3, rf);
check += fread(&spawn.iRot, sizeof(float), 3, rf);
check += fread(&spawn.iScale, sizeof(float), 1, rf);
bool has_bound = (spawn.flags & MOD_HAS_BOUND);
if (has_bound) // only WMOs have bound in MPQ, only available after computation
{
Vector3 bLow, bHigh;
check += fread(&bLow, sizeof(float), 3, rf);
check += fread(&bHigh, sizeof(float), 3, rf);
spawn.iBound = G3D::AABox(bLow, bHigh);
}
check += fread(&nameLen, sizeof(uint32), 1, rf);
if(check != (has_bound ? 17 : 11))
{
std::cout << "Error reading ModelSpawn!\n";
return false;
}
char nameBuff[500];
if (nameLen>500) // file names should never be that long, must be file error
{
std::cout << "Error reading ModelSpawn, file name too long!\n";
return false;
}
check = fread(nameBuff, sizeof(char), nameLen, rf);
if (check != nameLen)
{
std::cout << "Error reading ModelSpawn!\n";
return false;
}
spawn.name = std::string(nameBuff, nameLen);
return true;
}
bool ModelSpawn::writeToFile(FILE *wf, const ModelSpawn &spawn)
{
uint32 check=0;
check += fwrite(&spawn.flags, sizeof(uint32), 1, wf);
check += fwrite(&spawn.adtId, sizeof(uint16), 1, wf);
check += fwrite(&spawn.ID, sizeof(uint32), 1, wf);
check += fwrite(&spawn.iPos, sizeof(float), 3, wf);
check += fwrite(&spawn.iRot, sizeof(float), 3, wf);
check += fwrite(&spawn.iScale, sizeof(float), 1, wf);
bool has_bound = (spawn.flags & MOD_HAS_BOUND);
if(has_bound) // only WMOs have bound in MPQ, only available after computation
{
check += fwrite(&spawn.iBound.low(), sizeof(float), 3, wf);
check += fwrite(&spawn.iBound.high(), sizeof(float), 3, wf);
}
uint32 nameLen = spawn.name.length();
check += fwrite(&nameLen, sizeof(uint32), 1, wf);
if(check != (has_bound ? 17 : 11)) return false;
check = fwrite(spawn.name.c_str(), sizeof(char), nameLen, wf);
if(check != nameLen) return false;
return true;
}
}

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/*
* Copyright (C) 2005-2010 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _MODELINSTANCE_H_
#define _MODELINSTANCE_H_
#include <G3D/Matrix3.h>
#include <G3D/Vector3.h>
#include <G3D/AABox.h>
#include <G3D/Ray.h>
#include "Platform/Define.h"
namespace VMAP
{
class WorldModel;
struct AreaInfo;
struct LocationInfo;
enum ModelFlags
{
MOD_M2 = 1,
MOD_WORLDSPAWN = 1<<1,
MOD_HAS_BOUND = 1<<2
};
class ModelSpawn
{
public:
//mapID, tileX, tileY, Flags, ID, Pos, Rot, Scale, Bound_lo, Bound_hi, name
uint32 flags;
uint16 adtId;
uint32 ID;
G3D::Vector3 iPos;
G3D::Vector3 iRot;
float iScale;
G3D::AABox iBound;
std::string name;
bool operator==(const ModelSpawn &other) const { return ID == other.ID; }
//uint32 hashCode() const { return ID; }
// temp?
const G3D::AABox& getBounds() const { return iBound; }
static bool readFromFile(FILE *rf, ModelSpawn &spawn);
static bool writeToFile(FILE *rw, const ModelSpawn &spawn);
};
class ModelInstance: public ModelSpawn
{
public:
ModelInstance(): iModel(0) {}
ModelInstance(const ModelSpawn &spawn, WorldModel *model);
void setUnloaded() { iModel = 0; }
bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool pStopAtFirstHit) const;
void intersectPoint(const G3D::Vector3& p, AreaInfo &info) const;
bool GetLocationInfo(const G3D::Vector3& p, LocationInfo &info) const;
bool GetLiquidLevel(const G3D::Vector3& p, LocationInfo &info, float &liqHeight) const;
protected:
G3D::Matrix3 iInvRot;
float iInvScale;
WorldModel *iModel;
};
} // namespace VMAP
#endif // _MODELINSTANCE

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/*
* Copyright (C) 2005-2010 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "WorldModel.h"
#include "VMapDefinitions.h"
#include "MapTree.h"
using G3D::Vector3;
using G3D::Ray;
template<> struct BoundsTrait<VMAP::GroupModel>
{
static void getBounds(const VMAP::GroupModel& obj, G3D::AABox& out) { out = obj.GetBound(); }
};
namespace VMAP
{
bool IntersectTriangle(const MeshTriangle &tri, std::vector<Vector3>::const_iterator points, const G3D::Ray &ray, float &distance)
{
static const float EPS = 1e-5f;
// See RTR2 ch. 13.7 for the algorithm.
const Vector3 e1 = points[tri.idx1] - points[tri.idx0];
const Vector3 e2 = points[tri.idx2] - points[tri.idx0];
const Vector3 p(ray.direction().cross(e2));
const float a = e1.dot(p);
if (abs(a) < EPS) {
// Determinant is ill-conditioned; abort early
return false;
}
const float f = 1.0f / a;
const Vector3 s(ray.origin() - points[tri.idx0]);
const float u = f * s.dot(p);
if ((u < 0.0f) || (u > 1.0f)) {
// We hit the plane of the m_geometry, but outside the m_geometry
return false;
}
const Vector3 q(s.cross(e1));
const float v = f * ray.direction().dot(q);
if ((v < 0.0f) || ((u + v) > 1.0f)) {
// We hit the plane of the triangle, but outside the triangle
return false;
}
const float t = f * e2.dot(q);
if ((t > 0.0f) && (t < distance))
{
// This is a new hit, closer than the previous one
distance = t;
/* baryCoord[0] = 1.0 - u - v;
baryCoord[1] = u;
baryCoord[2] = v; */
return true;
}
// This hit is after the previous hit, so ignore it
return false;
}
class TriBoundFunc
{
public:
TriBoundFunc(std::vector<Vector3> &vert): vertices(vert.begin()) {}
void operator()(const MeshTriangle &tri, G3D::AABox &out) const
{
G3D::Vector3 lo = vertices[tri.idx0];
G3D::Vector3 hi = lo;
lo = (lo.min(vertices[tri.idx1])).min(vertices[tri.idx2]);
hi = (hi.max(vertices[tri.idx1])).max(vertices[tri.idx2]);
out = G3D::AABox(lo, hi);
}
protected:
const std::vector<Vector3>::const_iterator vertices;
};
// ===================== WmoLiquid ==================================
WmoLiquid::WmoLiquid(uint32 width, uint32 height, const Vector3 &corner, uint32 type):
iTilesX(width), iTilesY(height), iCorner(corner), iType(type)
{
iHeight = new float[(width+1)*(height+1)];
iFlags = new uint8[width*height];
}
WmoLiquid::WmoLiquid(const WmoLiquid &other): iHeight(0), iFlags(0)
{
*this = other; // use assignment operator...
}
WmoLiquid::~WmoLiquid()
{
delete[] iHeight;
delete[] iFlags;
}
WmoLiquid& WmoLiquid::operator=(const WmoLiquid &other)
{
if (this == &other)
return *this;
iTilesX = other.iTilesX;
iTilesY = other.iTilesY;
iCorner = other.iCorner;
iType = other.iType;
delete iHeight;
delete iFlags;
if (other.iHeight)
{
iHeight = new float[(iTilesX+1)*(iTilesY+1)];
memcpy(iHeight, other.iHeight, (iTilesX+1)*(iTilesY+1)*sizeof(float));
}
else
iHeight = 0;
if (other.iFlags)
{
iFlags = new uint8[iTilesX * iTilesY];
memcpy(iFlags, other.iFlags, iTilesX * iTilesY);
}
else
iFlags = 0;
return *this;
}
bool WmoLiquid::GetLiquidHeight(const Vector3 &pos, float &liqHeight) const
{
uint32 tx = (pos.x - iCorner.x)/LIQUID_TILE_SIZE;
if (tx<0 || tx >= iTilesX) return false;
uint32 ty = (pos.y - iCorner.y)/LIQUID_TILE_SIZE;
if (ty<0 || ty >= iTilesY) return false;
// checking for 0x08 *might* be enough, but disabled tiles always are 0x?F:
if ((iFlags[tx + ty*iTilesX] & 0x0F) == 0x0F)
return false;
//placeholder...use only lower left corner vertex
liqHeight = /* iCorner.z + */ iHeight[tx + ty*(iTilesX+1)];
return true;
}
uint32 WmoLiquid::GetFileSize()
{
return 2 * sizeof(uint32) +
sizeof(Vector3) +
(iTilesX + 1)*(iTilesY + 1) * sizeof(float) +
iTilesX * iTilesY;
}
bool WmoLiquid::writeToFile(FILE *wf)
{
bool result = true;
if (result && fwrite(&iTilesX, sizeof(uint32), 1, wf) != 1) result = false;
if (result && fwrite(&iTilesY, sizeof(uint32), 1, wf) != 1) result = false;
if (result && fwrite(&iCorner, sizeof(Vector3), 1, wf) != 1) result = false;
if (result && fwrite(&iType, sizeof(uint32), 1, wf) != 1) result = false;
uint32 size = (iTilesX + 1)*(iTilesY + 1);
if (result && fwrite(iHeight, sizeof(float), size, wf) != size) result = false;
size = iTilesX*iTilesY;
if (result && fwrite(iFlags, sizeof(uint8), size, wf) != size) result = false;
return result;
}
bool WmoLiquid::readFromFile(FILE *rf, WmoLiquid *&out)
{
bool result = true;
WmoLiquid *liquid = new WmoLiquid();
if (result && fread(&liquid->iTilesX, sizeof(uint32), 1, rf) != 1) result = false;
if (result && fread(&liquid->iTilesY, sizeof(uint32), 1, rf) != 1) result = false;
if (result && fread(&liquid->iCorner, sizeof(Vector3), 1, rf) != 1) result = false;
if (result && fread(&liquid->iType, sizeof(uint32), 1, rf) != 1) result = false;
uint32 size = (liquid->iTilesX + 1)*(liquid->iTilesY + 1);
liquid->iHeight = new float[size];
if (result && fread(liquid->iHeight, sizeof(float), size, rf) != size) result = false;
size = liquid->iTilesX * liquid->iTilesY;
liquid->iFlags = new uint8[size];
if (result && fread(liquid->iFlags, sizeof(uint8), size, rf) != size) result = false;
if (!result)
delete liquid;
out = liquid;
return result;
}
// ===================== GroupModel ==================================
GroupModel::GroupModel(const GroupModel &other):
iBound(other.iBound), iMogpFlags(other.iMogpFlags), iGroupWMOID(other.iGroupWMOID),
vertices(other.vertices), triangles(other.triangles), meshTree(other.meshTree), iLiquid(0)
{
if (other.iLiquid)
iLiquid = new WmoLiquid(*other.iLiquid);
}
void GroupModel::setMeshData(std::vector<Vector3> &vert, std::vector<MeshTriangle> &tri)
{
vertices.swap(vert);
triangles.swap(tri);
TriBoundFunc bFunc(vertices);
meshTree.build(triangles, bFunc);
}
bool GroupModel::writeToFile(FILE *wf)
{
bool result = true;
uint32 chunkSize, count;
if (result && fwrite(&iBound, sizeof(G3D::AABox), 1, wf) != 1) result = false;
if (result && fwrite(&iMogpFlags, sizeof(uint32), 1, wf) != 1) result = false;
if (result && fwrite(&iGroupWMOID, sizeof(uint32), 1, wf) != 1) result = false;
// write vertices
if (result && fwrite("VERT", 1, 4, wf) != 4) result = false;
count = vertices.size();
chunkSize = sizeof(uint32)+ sizeof(Vector3)*count;
if (result && fwrite(&chunkSize, sizeof(uint32), 1, wf) != 1) result = false;
if (result && fwrite(&count, sizeof(uint32), 1, wf) != 1) result = false;
if (!count) // models without (collision) geometry end here, unsure if they are useful
return result;
if (result && fwrite(&vertices[0], sizeof(Vector3), count, wf) != count) result = false;
// write triangle mesh
if (result && fwrite("TRIM", 1, 4, wf) != 4) result = false;
count = triangles.size();
chunkSize = sizeof(uint32)+ sizeof(MeshTriangle)*count;
if (result && fwrite(&chunkSize, sizeof(uint32), 1, wf) != 1) result = false;
if (result && fwrite(&count, sizeof(uint32), 1, wf) != 1) result = false;
if (result && fwrite(&triangles[0], sizeof(MeshTriangle), count, wf) != count) result = false;
// write mesh BIH
if (result && fwrite("MBIH", 1, 4, wf) != 4) result = false;
if (result) result = meshTree.writeToFile(wf);
// write liquid data
if (result && fwrite("LIQU", 1, 4, wf) != 4) result = false;
if (!iLiquid)
{
chunkSize = 0;
if (result && fwrite(&chunkSize, sizeof(uint32), 1, wf) != 1) result = false;
return result;
}
chunkSize = iLiquid->GetFileSize();
if (result && fwrite(&chunkSize, sizeof(uint32), 1, wf) != 1) result = false;
if (result) result = iLiquid->writeToFile(wf);
return result;
}
bool GroupModel::readFromFile(FILE *rf)
{
char chunk[8];
bool result = true;
uint32 chunkSize, count;
triangles.clear();
vertices.clear();
delete iLiquid;
iLiquid = 0;
if (result && fread(&iBound, sizeof(G3D::AABox), 1, rf) != 1) result = false;
if (result && fread(&iMogpFlags, sizeof(uint32), 1, rf) != 1) result = false;
if (result && fread(&iGroupWMOID, sizeof(uint32), 1, rf) != 1) result = false;
// read vertices
if (result && !readChunk(rf, chunk, "VERT", 4)) result = false;
if (result && fread(&chunkSize, sizeof(uint32), 1, rf) != 1) result = false;
if (result && fread(&count, sizeof(uint32), 1, rf) != 1) result = false;
if (!count) // models without (collision) geometry end here, unsure if they are useful
return result;
if (result) vertices.resize(count);
if (result && fread(&vertices[0], sizeof(Vector3), count, rf) != count) result = false;
// read triangle mesh
if (result && !readChunk(rf, chunk, "TRIM", 4)) result = false;
if (result && fread(&chunkSize, sizeof(uint32), 1, rf) != 1) result = false;
if (result && fread(&count, sizeof(uint32), 1, rf) != 1) result = false;
if (result) triangles.resize(count);
if (result && fread(&triangles[0], sizeof(MeshTriangle), count, rf) != count) result = false;
// read mesh BIH
if (result && !readChunk(rf, chunk, "MBIH", 4)) result = false;
if (result) result = meshTree.readFromFile(rf);
// write liquid data
if (result && !readChunk(rf, chunk, "LIQU", 4)) result = false;
if (result && fread(&chunkSize, sizeof(uint32), 1, rf) != 1) result = false;
if (result && chunkSize > 0)
result = WmoLiquid::readFromFile(rf, iLiquid);
return result;
}
struct GModelRayCallback
{
GModelRayCallback(const std::vector<MeshTriangle> &tris, const std::vector<Vector3> &vert):
vertices(vert.begin()), triangles(tris.begin()), hit(false) {}
bool operator()(const G3D::Ray& ray, uint32 entry, float& distance, bool pStopAtFirstHit)
{
bool result = IntersectTriangle(triangles[entry], vertices, ray, distance);
if (result) hit=true;
return hit;
}
std::vector<Vector3>::const_iterator vertices;
std::vector<MeshTriangle>::const_iterator triangles;
bool hit;
};
bool GroupModel::IntersectRay(const G3D::Ray &ray, float &distance, bool stopAtFirstHit) const
{
if (!triangles.size())
return false;
GModelRayCallback callback(triangles, vertices);
meshTree.intersectRay(ray, callback, distance, stopAtFirstHit);
return callback.hit;
}
bool GroupModel::IsInsideObject(const Vector3 &pos, const Vector3 &down, float &z_dist) const
{
if (!triangles.size() || !iBound.contains(pos))
return false;
GModelRayCallback callback(triangles, vertices);
Vector3 rPos = pos - 0.1f * down;
float dist = G3D::inf();
G3D::Ray ray(rPos, down);
bool hit = IntersectRay(ray, dist, false);
if (hit)
z_dist = dist - 0.1f;
return hit;
}
bool GroupModel::GetLiquidLevel(const Vector3 &pos, float &liqHeight) const
{
if (iLiquid)
return iLiquid->GetLiquidHeight(pos, liqHeight);
return false;
}
uint32 GroupModel::GetLiquidType() const
{
// convert to type mask, matching MAP_LIQUID_TYPE_* defines in Map.h
if (iLiquid)
return (1 << iLiquid->GetType());
return 0;
}
// ===================== WorldModel ==================================
void WorldModel::setGroupModels(std::vector<GroupModel> &models)
{
groupModels.swap(models);
groupTree.build(groupModels, BoundsTrait<GroupModel>::getBounds, 1);
}
struct WModelRayCallBack
{
WModelRayCallBack(const std::vector<GroupModel> &mod): models(mod.begin()), hit(false) {}
bool operator()(const G3D::Ray& ray, uint32 entry, float& distance, bool pStopAtFirstHit)
{
bool result = models[entry].IntersectRay(ray, distance, pStopAtFirstHit);
if (result) hit=true;
return hit;
}
std::vector<GroupModel>::const_iterator models;
bool hit;
};
bool WorldModel::IntersectRay(const G3D::Ray &ray, float &distance, bool stopAtFirstHit) const
{
// small M2 workaround, maybe better make separate class with virtual intersection funcs
// in any case, there's no need to use a bound tree if we only have one submodel
if (groupModels.size() == 1)
return groupModels[0].IntersectRay(ray, distance, stopAtFirstHit);
WModelRayCallBack isc(groupModels);
groupTree.intersectRay(ray, isc, distance, stopAtFirstHit);
return isc.hit;
}
class WModelAreaCallback {
public:
WModelAreaCallback(const std::vector<GroupModel> &vals, const Vector3 &down):
prims(vals.begin()), hit(vals.end()), minVol(G3D::inf()), zDist(G3D::inf()), zVec(down) {}
std::vector<GroupModel>::const_iterator prims;
std::vector<GroupModel>::const_iterator hit;
float minVol;
float zDist;
Vector3 zVec;
void operator()(const Vector3& point, uint32 entry)
{
float group_Z;
//float pVol = prims[entry].GetBound().volume();
//if(pVol < minVol)
//{
/* if (prims[entry].iBound.contains(point)) */
if (prims[entry].IsInsideObject(point, zVec, group_Z))
{
//minVol = pVol;
//hit = prims + entry;
if (group_Z < zDist)
{
zDist = group_Z;
hit = prims + entry;
}
#ifdef VMAP_DEBUG
const GroupModel &gm = prims[entry];
printf("%10u %8X %7.3f,%7.3f,%7.3f | %7.3f,%7.3f,%7.3f | z=%f, p_z=%f\n", gm.GetWmoID(), gm.GetMogpFlags(),
gm.GetBound().low().x, gm.GetBound().low().y, gm.GetBound().low().z,
gm.GetBound().high().x, gm.GetBound().high().y, gm.GetBound().high().z, group_Z, point.z);
#endif
}
//}
//std::cout << "trying to intersect '" << prims[entry].name << "'\n";
}
};
bool WorldModel::IntersectPoint(const G3D::Vector3 &p, const G3D::Vector3 &down, float &dist, AreaInfo &info) const
{
if (!groupModels.size())
return false;
WModelAreaCallback callback(groupModels, down);
groupTree.intersectPoint(p, callback);
if (callback.hit != groupModels.end())
{
info.rootId = RootWMOID;
info.groupId = callback.hit->GetWmoID();
info.flags = callback.hit->GetMogpFlags();
info.result = true;
dist = callback.zDist;
return true;
}
return false;
}
bool WorldModel::GetLocationInfo(const G3D::Vector3 &p, const G3D::Vector3 &down, float &dist, LocationInfo &info) const
{
if (!groupModels.size())
return false;
WModelAreaCallback callback(groupModels, down);
groupTree.intersectPoint(p, callback);
if (callback.hit != groupModels.end())
{
info.hitModel = &(*callback.hit);
dist = callback.zDist;
return true;
}
return false;
}
bool WorldModel::writeFile(const std::string &filename)
{
FILE *wf = fopen(filename.c_str(), "wb");
if (!wf)
return false;
bool result = true;
uint32 chunkSize, count;
result = fwrite(VMAP_MAGIC,1,8,wf) == 8;
if (result && fwrite("WMOD", 1, 4, wf) != 4) result = false;
chunkSize = sizeof(uint32) + sizeof(uint32);
if (result && fwrite(&chunkSize, sizeof(uint32), 1, wf) != 1) result = false;
if (result && fwrite(&RootWMOID, sizeof(uint32), 1, wf) != 1) result = false;
// write group models
count=groupModels.size();
if (count)
{
if (result && fwrite("GMOD", 1, 4, wf) != 4) result = false;
//chunkSize = sizeof(uint32)+ sizeof(GroupModel)*count;
//if (result && fwrite(&chunkSize, sizeof(uint32), 1, wf) != 1) result = false;
if (result && fwrite(&count, sizeof(uint32), 1, wf) != 1) result = false;
for (uint32 i=0; i<groupModels.size() && result; ++i)
result = groupModels[i].writeToFile(wf);
// write group BIH
if (result && fwrite("GBIH", 1, 4, wf) != 4) result = false;
if (result) result = groupTree.writeToFile(wf);
}
fclose(wf);
return result;
}
bool WorldModel::readFile(const std::string &filename)
{
FILE *rf = fopen(filename.c_str(), "rb");
if (!rf)
return false;
bool result = true;
uint32 chunkSize, count;
char chunk[8]; // Ignore the added magic header
if (!readChunk(rf, chunk, VMAP_MAGIC, 8)) result = false;
if (result && !readChunk(rf, chunk, "WMOD", 4)) result = false;
if (result && fread(&chunkSize, sizeof(uint32), 1, rf) != 1) result = false;
if (result && fread(&RootWMOID, sizeof(uint32), 1, rf) != 1) result = false;
// read group models
if (result && readChunk(rf, chunk, "GMOD", 4))
{
//if (fread(&chunkSize, sizeof(uint32), 1, rf) != 1) result = false;
if (result && fread(&count, sizeof(uint32), 1, rf) != 1) result = false;
if (result) groupModels.resize(count);
//if (result && fread(&groupModels[0], sizeof(GroupModel), count, rf) != count) result = false;
for (uint32 i=0; i<count && result; ++i)
result = groupModels[i].readFromFile(rf);
// read group BIH
if (result && !readChunk(rf, chunk, "GBIH", 4)) result = false;
if (result) result = groupTree.readFromFile(rf);
}
fclose(rf);
return result;
}
}

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@@ -0,0 +1,123 @@
/*
* Copyright (C) 2005-2010 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _WORLDMODEL_H
#define _WORLDMODEL_H
#include <G3D/HashTrait.h>
#include <G3D/Vector3.h>
#include <G3D/AABox.h>
#include <G3D/Ray.h>
#include "BIH.h"
#include "Platform/Define.h"
namespace VMAP
{
class TreeNode;
struct AreaInfo;
struct LocationInfo;
class MeshTriangle
{
public:
MeshTriangle(){};
MeshTriangle(uint32 na, uint32 nb, uint32 nc): idx0(na), idx1(nb), idx2(nc) {};
uint32 idx0;
uint32 idx1;
uint32 idx2;
};
class WmoLiquid
{
public:
WmoLiquid(uint32 width, uint32 height, const Vector3 &corner, uint32 type);
WmoLiquid(const WmoLiquid &other);
~WmoLiquid();
WmoLiquid& operator=(const WmoLiquid &other);
bool GetLiquidHeight(const Vector3 &pos, float &liqHeight) const;
uint32 GetType() const { return iType; }
float *GetHeightStorage() { return iHeight; }
uint8 *GetFlagsStorage() { return iFlags; }
uint32 GetFileSize();
bool writeToFile(FILE *wf);
static bool readFromFile(FILE *rf, WmoLiquid *&liquid);
private:
WmoLiquid(): iHeight(0), iFlags(0) {};
uint32 iTilesX; //!< number of tiles in x direction, each
uint32 iTilesY;
Vector3 iCorner; //!< the lower corner
uint32 iType; //!< liquid type
float *iHeight; //!< (tilesX + 1)*(tilesY + 1) height values
uint8 *iFlags; //!< info if liquid tile is used
};
/*! holding additional info for WMO group files */
class GroupModel
{
public:
GroupModel(): iLiquid(0) {}
GroupModel(const GroupModel &other);
GroupModel(uint32 mogpFlags, uint32 groupWMOID, const AABox &bound):
iBound(bound), iMogpFlags(mogpFlags), iGroupWMOID(groupWMOID), iLiquid(0) {}
~GroupModel() { delete iLiquid; }
//! pass mesh data to object and create BIH. Passed vectors get get swapped with old geometry!
void setMeshData(std::vector<Vector3> &vert, std::vector<MeshTriangle> &tri);
void setLiquidData(WmoLiquid *liquid) { iLiquid = liquid; }
bool IntersectRay(const G3D::Ray &ray, float &distance, bool stopAtFirstHit) const;
bool IsInsideObject(const Vector3 &pos, const Vector3 &down, float &z_dist) const;
bool GetLiquidLevel(const Vector3 &pos, float &liqHeight) const;
uint32 GetLiquidType() const;
bool writeToFile(FILE *wf);
bool readFromFile(FILE *rf);
const G3D::AABox& GetBound() const { return iBound; }
uint32 GetMogpFlags() const { return iMogpFlags; }
uint32 GetWmoID() const { return iGroupWMOID; }
protected:
G3D::AABox iBound;
uint32 iMogpFlags;// 0x8 outdor; 0x2000 indoor
uint32 iGroupWMOID;
std::vector<Vector3> vertices;
std::vector<MeshTriangle> triangles;
BIH meshTree;
WmoLiquid *iLiquid;
};
/*! Holds a model (converted M2 or WMO) in its original coordinate space */
class WorldModel
{
public:
WorldModel(): RootWMOID(0) {}
//! pass group models to WorldModel and create BIH. Passed vector is swapped with old geometry!
void setGroupModels(std::vector<GroupModel> &models);
void setRootWmoID(uint32 id) { RootWMOID = id; }
bool IntersectRay(const G3D::Ray &ray, float &distance, bool stopAtFirstHit) const;
bool IntersectPoint(const G3D::Vector3 &p, const G3D::Vector3 &down, float &dist, AreaInfo &info) const;
bool GetLocationInfo(const G3D::Vector3 &p, const G3D::Vector3 &down, float &dist, LocationInfo &info) const;
bool writeFile(const std::string &filename);
bool readFile(const std::string &filename);
protected:
uint32 RootWMOID;
std::vector<GroupModel> groupModels;
BIH groupTree;
};
} // namespace VMAP
#endif // _WORLDMODEL_H