diff options
author | megamage <none@none> | 2009-05-14 16:50:47 -0500 |
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committer | megamage <none@none> | 2009-05-14 16:50:47 -0500 |
commit | 047cc95388a67d5f33cb86082bbef03f654acec1 (patch) | |
tree | 90547d4892aa217a58408b3353fe943dcc51bb7b /src/game/Object.cpp | |
parent | 811eee356ddd3c0b486a828b39822daffd8ac97e (diff) |
*Add some distance check functions. By VladimirMangos.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Object.cpp')
-rw-r--r-- | src/game/Object.cpp | 305 |
1 files changed, 298 insertions, 7 deletions
diff --git a/src/game/Object.cpp b/src/game/Object.cpp index a436732f0a6..5c186921524 100644 --- a/src/game/Object.cpp +++ b/src/game/Object.cpp @@ -1148,7 +1148,6 @@ InstanceData* WorldObject::GetInstanceData() Map *map = GetMap(); return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceData() : NULL; } - //slow float WorldObject::GetDistance(const WorldObject* obj) const { @@ -1176,7 +1175,7 @@ float WorldObject::GetExactDistance2d(const float x, const float y) const return sqrt((dx*dx) + (dy*dy)); } -float WorldObject::GetDistance(const float x, const float y, const float z) const +float WorldObject::GetDistance(float x, float y, float z) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; @@ -1219,10 +1218,33 @@ float WorldObject::GetDistanceZ(const WorldObject* obj) const return ( dist > 0 ? dist : 0); } -bool WorldObject::IsWithinDistInMap(const WorldObject* obj, const float dist2compare, const bool is3D) const +bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist2compare) const { - if (!obj || !IsInMap(obj)) return false; + float dx = GetPositionX() - x; + float dy = GetPositionY() - y; + float dz = GetPositionZ() - z; + float distsq = dx*dx + dy*dy + dz*dz; + + float sizefactor = GetObjectSize(); + float maxdist = dist2compare + sizefactor; + + return distsq < maxdist * maxdist; +} + +bool WorldObject::IsWithinDist2d(float x, float y, float dist2compare) const +{ + float dx = GetPositionX() - x; + float dy = GetPositionY() - y; + float distsq = dx*dx + dy*dy; + + float sizefactor = GetObjectSize(); + float maxdist = dist2compare + sizefactor; + + return distsq < maxdist * maxdist; +} +bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const +{ float dx = GetPositionX() - obj->GetPositionX(); float dy = GetPositionY() - obj->GetPositionY(); float distsq = dx*dx + dy*dy; @@ -1245,7 +1267,7 @@ bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const return(IsWithinLOS(ox, oy, oz )); } -bool WorldObject::IsWithinLOS(const float ox, const float oy, const float oz ) const +bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const { float x,y,z; GetPosition(x,y,z); @@ -1253,6 +1275,83 @@ bool WorldObject::IsWithinLOS(const float ox, const float oy, const float oz ) c return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f); } +bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const +{ + float dx1 = GetPositionX() - obj1->GetPositionX(); + float dy1 = GetPositionY() - obj1->GetPositionY(); + float distsq1 = dx1*dx1 + dy1*dy1; + if(is3D) + { + float dz1 = GetPositionZ() - obj1->GetPositionZ(); + distsq1 += dz1*dz1; + } + + float dx2 = GetPositionX() - obj2->GetPositionX(); + float dy2 = GetPositionY() - obj2->GetPositionY(); + float distsq2 = dx2*dx2 + dy2*dy2; + if(is3D) + { + float dz2 = GetPositionZ() - obj2->GetPositionZ(); + distsq2 += dz2*dz2; + } + + return distsq1 < distsq2; +} + +bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const +{ + float dx = GetPositionX() - obj->GetPositionX(); + float dy = GetPositionY() - obj->GetPositionY(); + float distsq = dx*dx + dy*dy; + if(is3D) + { + float dz = GetPositionZ() - obj->GetPositionZ(); + distsq += dz*dz; + } + + float sizefactor = GetObjectSize() + obj->GetObjectSize(); + + float mindist = minRange + sizefactor; + if(distsq < mindist * mindist) + return false; + + float maxdist = maxRange + sizefactor; + return distsq < maxdist * maxdist; +} + +bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const +{ + float dx = GetPositionX() - x; + float dy = GetPositionY() - y; + float distsq = dx*dx + dy*dy; + + float sizefactor = GetObjectSize(); + + float mindist = minRange + sizefactor; + if(distsq < mindist * mindist) + return false; + + float maxdist = maxRange + sizefactor; + return distsq < maxdist * maxdist; +} + +bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const +{ + float dx = GetPositionX() - x; + float dy = GetPositionY() - y; + float dz = GetPositionZ() - z; + float distsq = dx*dx + dy*dy + dz*dz; + + float sizefactor = GetObjectSize(); + + float mindist = minRange + sizefactor; + if(distsq < mindist * mindist) + return false; + + float maxdist = maxRange + sizefactor; + return distsq < maxdist * maxdist; +} + float WorldObject::GetAngle(const WorldObject* obj) const { if(!obj) return 0; @@ -1914,6 +2013,81 @@ Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint3 return summon; } +/* +namespace MaNGOS +{ + class NearUsedPosDo + { + public: + NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector) + : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {} + + void operator()(Corpse*) const {} + void operator()(DynamicObject*) const {} + + void operator()(Creature* c) const + { + // skip self or target + if(c==i_searcher || c==&i_object) + return; + + float x,y,z; + + if( !c->isAlive() || c->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) || + !c->GetMotionMaster()->GetDestination(x,y,z) ) + { + x = c->GetPositionX(); + y = c->GetPositionY(); + } + + add(c,x,y); + } + + template<class T> + void operator()(T* u) const + { + // skip self or target + if(u==i_searcher || u==&i_object) + return; + + float x,y; + + x = u->GetPositionX(); + y = u->GetPositionY(); + + add(u,x,y); + } + + // we must add used pos that can fill places around center + void add(WorldObject* u, float x, float y) const + { + // u is too nearest/far away to i_object + if(!i_object.IsInRange2d(x,y,i_selector.m_dist - i_selector.m_size,i_selector.m_dist + i_selector.m_size)) + return; + + float angle = i_object.GetAngle(u)-i_angle; + + // move angle to range -pi ... +pi + while( angle > M_PI) + angle -= 2.0f * M_PI; + while(angle < -M_PI) + angle += 2.0f * M_PI; + + // dist include size of u + float dist2d = i_object.GetDistance2d(x,y); + i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize()); + } + private: + WorldObject const& i_object; + WorldObject const* i_searcher; + float i_angle; + ObjectPosSelector& i_selector; + }; +} // namespace MaNGOS +*/ + +//=================================================================================================== + void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const { x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle); @@ -1926,10 +2100,127 @@ void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float abs void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const { GetNearPoint2D(x,y,distance2d+searcher_size,absAngle); - z = GetPositionZ(); - UpdateGroundPositionZ(x,y,z); + + /* + // if detection disabled, return first point + if(!sWorld.getConfig(CONFIG_DETECT_POS_COLLISION)) + { + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + return; + } + + // or remember first point + float first_x = x; + float first_y = y; + bool first_los_conflict = false; // first point LOS problems + + // prepare selector for work + ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size); + + // adding used positions around object + { + CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY())); + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + + MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector); + MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo> worker(this,u_do); + + TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, GridTypeMapContainer > grid_obj_worker(worker); + TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker); + + CellLock<GridReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, grid_obj_worker, *GetMap()); + cell_lock->Visit(cell_lock, world_obj_worker, *GetMap()); + } + + // maybe can just place in primary position + if( selector.CheckOriginal() ) + { + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + + if(IsWithinLOS(x,y,z)) + return; + + first_los_conflict = true; // first point have LOS problems + } + + float angle; // candidate of angle for free pos + + // special case when one from list empty and then empty side preferred + if(selector.FirstAngle(angle)) + { + GetNearPoint2D(x,y,distance2d,absAngle+angle); + z = GetPositionZ(); + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + + if(IsWithinLOS(x,y,z)) + return; + } + + // set first used pos in lists + selector.InitializeAngle(); + + // select in positions after current nodes (selection one by one) + while(selector.NextAngle(angle)) // angle for free pos + { + GetNearPoint2D(x,y,distance2d,absAngle+angle); + z = GetPositionZ(); + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + + if(IsWithinLOS(x,y,z)) + return; + } + + // BAD NEWS: not free pos (or used or have LOS problems) + // Attempt find _used_ pos without LOS problem + + if(!first_los_conflict) + { + x = first_x; + y = first_y; + + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + return; + } + + // special case when one from list empty and then empty side preferred + if( selector.IsNonBalanced() ) + { + if(!selector.FirstAngle(angle)) // _used_ pos + { + GetNearPoint2D(x,y,distance2d,absAngle+angle); + z = GetPositionZ(); + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + + if(IsWithinLOS(x,y,z)) + return; + } + } + + // set first used pos in lists + selector.InitializeAngle(); + + // select in positions after current nodes (selection one by one) + while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem + { + GetNearPoint2D(x,y,distance2d,absAngle+angle); + z = GetPositionZ(); + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + + if(IsWithinLOS(x,y,z)) + return; + } + + // BAD BAD NEWS: all found pos (free and used) have LOS problem :( + x = first_x; + y = first_y; + + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + */ } void WorldObject::GetGroundPoint(float &x, float &y, float &z, float dist, float angle) |