diff options
author | Neo2003 <none@none> | 2008-10-02 16:23:55 -0500 |
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committer | Neo2003 <none@none> | 2008-10-02 16:23:55 -0500 |
commit | 9b1c0e006f20091f28f3f468cfcab1feb51286bd (patch) | |
tree | b5d1ba94a656e6679f8737f9ea6bed1239b73b14 /src/shared/vmap/VMapTools.h |
[svn] * Proper SVN structureinit
--HG--
branch : trunk
Diffstat (limited to 'src/shared/vmap/VMapTools.h')
-rw-r--r-- | src/shared/vmap/VMapTools.h | 150 |
1 files changed, 150 insertions, 0 deletions
diff --git a/src/shared/vmap/VMapTools.h b/src/shared/vmap/VMapTools.h new file mode 100644 index 00000000000..b368b18ee86 --- /dev/null +++ b/src/shared/vmap/VMapTools.h @@ -0,0 +1,150 @@ +/* +* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> +* +* 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 _VMAPTOOLS_H +#define _VMAPTOOLS_H + +#include <G3D/CollisionDetection.h> +#include <G3D/AABox.h> + +#include "NodeValueAccess.h" + +/** +The Class is mainly taken from G3D/AABSPTree.h but modified to be able to use our internal data structure. +This is an iterator that helps us analysing the BSP-Trees. +The collision detection is modified to return true, if we are inside an object. +*/ + +namespace VMAP +{ + template<class TValue> + class IntersectionCallBack { + public: + TValue* closestEntity; + G3D::Vector3 hitLocation; + G3D::Vector3 hitNormal; + + void operator()(const G3D::Ray& ray, const TValue* entity, bool pStopAtFirstHit, float& distance) { + entity->intersect(ray, distance, pStopAtFirstHit, hitLocation, hitNormal); + } + }; + + //============================================================== + //============================================================== + //============================================================== + + class MyCollisionDetection + { + private: + public: + + static bool collisionLocationForMovingPointFixedAABox( + const G3D::Vector3& origin, + const G3D::Vector3& dir, + const G3D::AABox& box, + G3D::Vector3& location, + bool& Inside) + { + + // Integer representation of a floating-point value. +#define IR(x) ((G3D::uint32&)x) + + Inside = true; + const G3D::Vector3& MinB = box.low(); + const G3D::Vector3& MaxB = box.high(); + G3D::Vector3 MaxT(-1.0f, -1.0f, -1.0f); + + // Find candidate planes. + for (int i = 0; i < 3; ++i) + { + if (origin[i] < MinB[i]) + { + location[i] = MinB[i]; + Inside = false; + + // Calculate T distances to candidate planes + if (IR(dir[i])) + { + MaxT[i] = (MinB[i] - origin[i]) / dir[i]; + } + } + else if (origin[i] > MaxB[i]) + { + location[i] = MaxB[i]; + Inside = false; + + // Calculate T distances to candidate planes + if (IR(dir[i])) + { + MaxT[i] = (MaxB[i] - origin[i]) / dir[i]; + } + } + } + + if (Inside) + { + // definite hit + location = origin; + return true; + } + + // Get largest of the maxT's for final choice of intersection + int WhichPlane = 0; + if (MaxT[1] > MaxT[WhichPlane]) + { + WhichPlane = 1; + } + + if (MaxT[2] > MaxT[WhichPlane]) + { + WhichPlane = 2; + } + + // Check final candidate actually inside box + if (IR(MaxT[WhichPlane]) & 0x80000000) + { + // Miss the box + return false; + } + + for (int i = 0; i < 3; ++i) + { + if (i != WhichPlane) + { + location[i] = origin[i] + MaxT[WhichPlane] * dir[i]; + if ((location[i] < MinB[i]) || + (location[i] > MaxB[i])) + { + // On this plane we're outside the box extents, so + // we miss the box + return false; + } + } + } + /* + // Choose the normal to be the plane normal facing into the ray + normal = G3D::Vector3::zero(); + normal[WhichPlane] = (dir[WhichPlane] > 0) ? -1.0 : 1.0; + */ + return true; + +#undef IR + } + }; +} +#endif |