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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 _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) (reinterpret_cast<G3D::uint32 const&>(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