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author | StormBytePP <stormbyte@gmail.com> | 2015-08-15 02:19:10 +0200 |
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committer | StormBytePP <stormbyte@gmail.com> | 2015-08-16 21:23:15 +0200 |
commit | 1f66d719f2cbbcb144b5080c89dd73fcae261798 (patch) | |
tree | 6a3778749b629c92de95cef7eb3d1d8c2630bdc4 /src/common/Collision/DynamicTree.cpp | |
parent | 222eaccc51b8d358c7b60d8def40d6461244ed31 (diff) |
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
Diffstat (limited to 'src/common/Collision/DynamicTree.cpp')
-rw-r--r-- | src/common/Collision/DynamicTree.cpp | 260 |
1 files changed, 260 insertions, 0 deletions
diff --git a/src/common/Collision/DynamicTree.cpp b/src/common/Collision/DynamicTree.cpp new file mode 100644 index 00000000000..1de2543543d --- /dev/null +++ b/src/common/Collision/DynamicTree.cpp @@ -0,0 +1,260 @@ +/* + * 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 "DynamicTree.h" +//#include "QuadTree.h" +//#include "RegularGrid.h" +#include "BoundingIntervalHierarchyWrapper.h" + +#include "Log.h" +#include "RegularGrid.h" +#include "Timer.h" +#include "GameObjectModel.h" +#include "ModelInstance.h" + +#include <G3D/AABox.h> +#include <G3D/Ray.h> +#include <G3D/Vector3.h> + +using VMAP::ModelInstance; + +namespace { + +int CHECK_TREE_PERIOD = 200; + +} // namespace + +template<> struct HashTrait< GameObjectModel>{ + static size_t hashCode(const GameObjectModel& g) { return (size_t)(void*)&g; } +}; + +template<> struct PositionTrait< GameObjectModel> { + static void getPosition(const GameObjectModel& g, G3D::Vector3& p) { p = g.getPosition(); } +}; + +template<> struct BoundsTrait< GameObjectModel> { + static void getBounds(const GameObjectModel& g, G3D::AABox& out) { out = g.getBounds();} + static void getBounds2(const GameObjectModel* g, G3D::AABox& out) { out = g->getBounds();} +}; + +/* +static bool operator == (const GameObjectModel& mdl, const GameObjectModel& mdl2){ + return &mdl == &mdl2; +} +*/ + +typedef RegularGrid2D<GameObjectModel, BIHWrap<GameObjectModel> > ParentTree; + +struct DynTreeImpl : public ParentTree/*, public Intersectable*/ +{ + typedef GameObjectModel Model; + typedef ParentTree base; + + DynTreeImpl() : + rebalance_timer(CHECK_TREE_PERIOD), + unbalanced_times(0) + { + } + + void insert(const Model& mdl) + { + base::insert(mdl); + ++unbalanced_times; + } + + void remove(const Model& mdl) + { + base::remove(mdl); + ++unbalanced_times; + } + + void balance() + { + base::balance(); + unbalanced_times = 0; + } + + void update(uint32 difftime) + { + if (!size()) + return; + + rebalance_timer.Update(difftime); + if (rebalance_timer.Passed()) + { + rebalance_timer.Reset(CHECK_TREE_PERIOD); + if (unbalanced_times > 0) + balance(); + } + } + + TimeTrackerSmall rebalance_timer; + int unbalanced_times; +}; + +DynamicMapTree::DynamicMapTree() : impl(new DynTreeImpl()) { } + +DynamicMapTree::~DynamicMapTree() +{ + delete impl; +} + +void DynamicMapTree::insert(const GameObjectModel& mdl) +{ + impl->insert(mdl); +} + +void DynamicMapTree::remove(const GameObjectModel& mdl) +{ + impl->remove(mdl); +} + +bool DynamicMapTree::contains(const GameObjectModel& mdl) const +{ + return impl->contains(mdl); +} + +void DynamicMapTree::balance() +{ + impl->balance(); +} + +int DynamicMapTree::size() const +{ + return impl->size(); +} + +void DynamicMapTree::update(uint32 t_diff) +{ + impl->update(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) + { + did_hit = obj.intersectRay(r, distance, true, phase_mask); + return did_hit; + } + bool didHit() const { return did_hit;} +}; + +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); + 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 +{ + float distance = maxDist; + DynamicTreeIntersectionCallback callback(phasemask); + 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 result = false; + float maxDist = (endPos - startPos).magnitude(); + // valid map coords should *never ever* produce float overflow, but this would produce NaNs too + ASSERT(maxDist < std::numeric_limits<float>::max()); + // prevent NaN values which can cause BIH intersection to enter infinite loop + if (maxDist < 1e-10f) + { + resultHit = 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)) + { + resultHit = startPos + dir * dist; + if (modifyDist < 0) + { + if ((resultHit - startPos).magnitude() > -modifyDist) + resultHit = resultHit + dir*modifyDist; + else + resultHit = startPos; + } + else + resultHit = resultHit + dir*modifyDist; + + result = true; + } + else + { + resultHit = endPos; + result = false; + } + return result; +} + +bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const +{ + G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2); + + float maxDist = (v2 - v1).magnitude(); + + if (!G3D::fuzzyGt(maxDist, 0) ) + return true; + + G3D::Ray r(v1, (v2-v1) / maxDist); + DynamicTreeIntersectionCallback callback(phasemask); + impl->intersectRay(r, callback, maxDist, v2); + + return !callback.did_hit; +} + +float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const +{ + G3D::Vector3 v(x, y, z); + G3D::Ray r(v, G3D::Vector3(0, 0, -1)); + DynamicTreeIntersectionCallback callback(phasemask); + impl->intersectZAllignedRay(r, callback, maxSearchDist); + + if (callback.didHit()) + return v.z - maxSearchDist; + else + return -G3D::finf(); +} |