diff options
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(); +} |