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-rw-r--r--src/shared/vmap/TreeNode.h226
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diff --git a/src/shared/vmap/TreeNode.h b/src/shared/vmap/TreeNode.h
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--- a/src/shared/vmap/TreeNode.h
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-/*
-* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
-*
-* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.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 _TREENODE_H
-#define _TREENODE_H
-
-#include "ShortVector.h"
-#include "ShortBox.h"
-#include "NodeValueAccess.h"
-#include "VMapTools.h"
-
-#include <G3D/Vector3.h>
-#include <G3D/AABox.h>
-
-namespace VMAP
-{
- /**
- This Class is mainly taken from G3D/AABSPTree.h and modified to match our data structure.
- It is the node within our static BSP-Trees.
- It does not use pointers but indexes to access the values and other nodes.
- */
-
- //=====================================================
-
- class TreeNode
- {
- private:
- /** Location along the specified axis */
- float iSplitLocation;
- // Offest or the clients
- int iChilds[2];
- //Position within the TriangleBox array
- unsigned int iStartPosition;
- G3D::Vector3::Axis iSplitAxis;
- G3D::AABox iBounds;
- unsigned short iNumberOfValues;
- public:
- TreeNode() {}
- TreeNode(unsigned short pNValues, unsigned int pStartPosition)
- {
- iChilds[0] = -1;
- iChilds[1] = -1;
- iStartPosition = pStartPosition;
- iNumberOfValues = pNValues;
- }
-
- bool hasChilds() const { return(iChilds[0] >= 0 || iChilds[1] >= 0); }
-
- TreeNode const* getChild(TreeNode const* pValueArray, int pNo) const;
- // pChildNo = 0 or 1
- inline void setChildPos(int pChildNo, int pChildPosInTreeNodeArray) { iChilds[pChildNo] = pChildPosInTreeNodeArray; }
-
- inline G3D::Vector3::Axis getSplitAxis() const { return(iSplitAxis); }
-
- inline void setSplitAxis(G3D::Vector3::Axis a) { iSplitAxis = a; }
- inline void setSplitLocation(float l) { iSplitLocation = l; }
-
- inline void setBounds(const G3D::AABox& pBox) { iBounds = pBox; }
-
- inline void setBounds(const G3D::Vector3& lo, const G3D::Vector3& hi) { iBounds.set(lo,hi); }
-
- inline void getBounds(G3D::AABox& pBox) const { pBox.set(iBounds.low(),iBounds.high()); }
-
- inline float getSplitLocation() const { return(iSplitLocation); }
-
- inline unsigned short getNValues() const { return (iNumberOfValues); }
-
- inline unsigned int getStartPosition() const { return(iStartPosition); }
-
- inline bool operator==(const TreeNode& n) const
- {
- return ((iSplitLocation == n.iSplitLocation) &&
- (iChilds[0] == n.iChilds[0]) && (iChilds[1] == n.iChilds[1]) &&
- (iStartPosition == n.iStartPosition) &&
- (iSplitAxis == n.iSplitAxis) &&
- (iBounds == n.iBounds) &&
- (iNumberOfValues == n.iNumberOfValues));
- }
-
- inline bool operator!=(const TreeNode& n) const
- {
- return !((iSplitLocation == n.iSplitLocation) &&
- (iChilds[0] == n.iChilds[0]) && (iChilds[1] == n.iChilds[1]) &&
- (iStartPosition == n.iStartPosition) &&
- (iSplitAxis == n.iSplitAxis) &&
- (iBounds == n.iBounds) &&
- (iNumberOfValues == n.iNumberOfValues));
- }
-
- /** Returns true if the ray intersects this node */
- bool intersects(const G3D::Ray& ray, float distance) const {
- // See if the ray will ever hit this node or its children
- G3D::Vector3 location;
- bool alreadyInsideBounds = false;
- bool rayWillHitBounds =
- MyCollisionDetection::collisionLocationForMovingPointFixedAABox(
- ray.origin, ray.direction, iBounds, location, alreadyInsideBounds);
-
- bool canHitThisNode = (alreadyInsideBounds ||
- (rayWillHitBounds && ((location - ray.origin).squaredLength() < (distance*distance))));
-
- return canHitThisNode;
- }
-
- template<typename RayCallback, typename TNode, typename TValue>
- void intersectRay(
- const G3D::Ray& ray,
- RayCallback& intersectCallback,
- float& distance,
- const NodeValueAccess<TNode, TValue>& pNodeValueAccess,
- bool pStopAtFirstHit,
- bool intersectCallbackIsFast) const {
- float enterDistance = distance;
- if (! intersects(ray, distance)) {
- // The ray doesn't hit this node, so it can't hit the children of the node.
- return;
- }
-
- // Test for intersection against every object at this node.
- for (unsigned int v = iStartPosition; v < (iNumberOfValues+iStartPosition); ++v) {
- const TValue& nodeValue = pNodeValueAccess.getValue(v);
- bool canHitThisObject = true;
- if (! intersectCallbackIsFast) {
- // See if
- G3D::Vector3 location;
- const G3D::AABox& bounds = nodeValue.getAABoxBounds();
- bool alreadyInsideBounds = false;
- bool rayWillHitBounds =
- MyCollisionDetection::collisionLocationForMovingPointFixedAABox(
- ray.origin, ray.direction, bounds, location, alreadyInsideBounds);
-
- canHitThisObject = (alreadyInsideBounds ||
- (rayWillHitBounds && ((location - ray.origin).squaredLength() < (distance*distance))));
- }
-
- if (canHitThisObject) {
- // It is possible that this ray hits this object. Look for the intersection using the
- // callback.
- intersectCallback(ray, &nodeValue, pStopAtFirstHit, distance);
- }
- if(pStopAtFirstHit && distance < enterDistance)
- return;
- }
-
- // There are three cases to consider next:
- //
- // 1. the ray can start on one side of the splitting plane and never enter the other,
- // 2. the ray can start on one side and enter the other, and
- // 3. the ray can travel exactly down the splitting plane
-
- enum {NONE = -1};
- int firstChild = NONE;
- int secondChild = NONE;
-
- if (ray.origin[iSplitAxis] < iSplitLocation) {
-
- // The ray starts on the small side
- firstChild = 0;
-
- if (ray.direction[iSplitAxis] > 0) {
- // The ray will eventually reach the other side
- secondChild = 1;
- }
-
- } else if (ray.origin[iSplitAxis] > iSplitLocation) {
-
- // The ray starts on the large side
- firstChild = 1;
-
- if (ray.direction[iSplitAxis] < 0) {
- secondChild = 0;
- }
- } else {
- // The ray starts on the splitting plane
- if (ray.direction[iSplitAxis] < 0) {
- // ...and goes to the small side
- firstChild = 0;
- } else if (ray.direction[iSplitAxis] > 0) {
- // ...and goes to the large side
- firstChild = 1;
- }
- }
-
- // Test on the side closer to the ray origin.
- if ((firstChild != NONE) && iChilds[firstChild]>0) {
- getChild(pNodeValueAccess.getNodePtr() , firstChild)->intersectRay(ray, intersectCallback, distance, pNodeValueAccess, pStopAtFirstHit,intersectCallbackIsFast);
- if(pStopAtFirstHit && distance < enterDistance)
- return;
- }
- if (ray.direction[iSplitAxis] != 0) {
- // See if there was an intersection before hitting the splitting plane.
- // If so, there is no need to look on the far side and recursion terminates.
- float distanceToSplittingPlane = (iSplitLocation - ray.origin[iSplitAxis]) / ray.direction[iSplitAxis];
- if (distanceToSplittingPlane > distance) {
- // We aren't going to hit anything else before hitting the splitting plane,
- // so don't bother looking on the far side of the splitting plane at the other
- // child.
- return;
- }
- }
- // Test on the side farther from the ray origin.
- if ((secondChild != NONE) && iChilds[secondChild]>0) {
- getChild(pNodeValueAccess.getNodePtr() , secondChild)->intersectRay(ray, intersectCallback, distance, pNodeValueAccess, pStopAtFirstHit,intersectCallbackIsFast);
- }
- }
- };
-}
-#endif
-