/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 .
*/
#include "DynamicTree.h"
#include "BoundingIntervalHierarchyWrapper.h"
#include "GameObjectModel.h"
#include "MapTree.h"
#include "ModelIgnoreFlags.h"
#include "RegularGrid.h"
#include "Timer.h"
#include "VMapFactory.h"
#include "VMapManager2.h"
#include "WorldModel.h"
#include
#include
#include
using VMAP::ModelInstance;
namespace {
int CHECK_TREE_PERIOD = 200;
} // namespace
template<> struct HashTrait< GameObjectModel>{
static size_t hashCode(GameObjectModel const& g) { return (size_t)(void*)&g; }
};
template<> struct PositionTrait< GameObjectModel> {
static void getPosition(GameObjectModel const& g, G3D::Vector3& p) { p = g.getPosition(); }
};
template<> struct BoundsTrait< GameObjectModel> {
static void getBounds(GameObjectModel const& g, G3D::AABox& out) { out = g.getBounds();}
static void getBounds2(GameObjectModel const* g, G3D::AABox& out) { out = g->getBounds();}
};
/*
static bool operator==(GameObjectModel const& mdl, GameObjectModel const& mdl2){
return &mdl == &mdl2;
}
*/
typedef RegularGrid2D > ParentTree;
struct DynTreeImpl : public ParentTree/*, public Intersectable*/
{
typedef GameObjectModel Model;
typedef ParentTree base;
DynTreeImpl() :
rebalance_timer(CHECK_TREE_PERIOD),
unbalanced_times(0)
{
}
void insert(Model const& mdl)
{
base::insert(mdl);
++unbalanced_times;
}
void remove(Model const& mdl)
{
base::remove(mdl);
++unbalanced_times;
}
void balance()
{
base::balance();
unbalanced_times = 0;
}
void update(uint32 difftime)
{
if (empty())
return;
rebalance_timer.Update(difftime);
if (rebalance_timer.Passed())
{
rebalance_timer.Reset(CHECK_TREE_PERIOD);
if (unbalanced_times > 0)
balance();
}
}
TimeTracker rebalance_timer;
int unbalanced_times;
};
DynamicMapTree::DynamicMapTree() : impl(new DynTreeImpl()) { }
DynamicMapTree::~DynamicMapTree()
{
delete impl;
}
void DynamicMapTree::insert(GameObjectModel const& mdl)
{
impl->insert(mdl);
}
void DynamicMapTree::remove(GameObjectModel const& mdl)
{
impl->remove(mdl);
}
bool DynamicMapTree::contains(GameObjectModel const& mdl) const
{
return impl->contains(mdl);
}
void DynamicMapTree::balance()
{
impl->balance();
}
void DynamicMapTree::update(uint32 t_diff)
{
impl->update(t_diff);
}
struct DynamicTreeIntersectionCallback
{
DynamicTreeIntersectionCallback(PhaseShift const& phaseShift) : _didHit(false), _phaseShift(phaseShift) { }
bool operator()(G3D::Ray const& r, GameObjectModel const& obj, float& distance)
{
_didHit = obj.IntersectRay(r, distance, true, _phaseShift, VMAP::ModelIgnoreFlags::Nothing);
return _didHit;
}
bool didHit() const { return _didHit; }
private:
bool _didHit;
PhaseShift const& _phaseShift;
};
struct DynamicTreeLosCallback
{
DynamicTreeLosCallback(PhaseShift const& phaseShift) : _didHit(false), _phaseShift(phaseShift) { }
bool operator()(G3D::Ray const& r, GameObjectModel const& obj, float& distance)
{
if (!obj.IsLosBlockingDisabled())
_didHit = obj.IntersectRay(r, distance, true, _phaseShift, VMAP::ModelIgnoreFlags::Nothing);
return _didHit;
}
bool didHit() const { return _didHit; }
private:
bool _didHit;
PhaseShift const& _phaseShift;
};
struct DynamicTreeLocationInfoCallback
{
DynamicTreeLocationInfoCallback(PhaseShift const& phaseShift) : _phaseShift(phaseShift), _hitModel(nullptr) {}
void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
{
if (obj.GetLocationInfo(p, _locationInfo, _phaseShift))
_hitModel = &obj;
}
VMAP::LocationInfo& GetLocationInfo() { return _locationInfo; }
GameObjectModel const* GetHitModel() const { return _hitModel; }
private:
PhaseShift const& _phaseShift;
VMAP::LocationInfo _locationInfo;
GameObjectModel const* _hitModel;
};
bool DynamicMapTree::getIntersectionTime(G3D::Ray const& ray, G3D::Vector3 const& endPos, PhaseShift const& phaseShift, float& maxDist) const
{
float distance = maxDist;
DynamicTreeIntersectionCallback callback(phaseShift);
impl->intersectRay(ray, callback, distance, endPos);
if (callback.didHit())
maxDist = distance;
return callback.didHit();
}
bool DynamicMapTree::getObjectHitPos(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, G3D::Vector3& resultHitPos, float modifyDist, PhaseShift const& phaseShift) 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::max());
// prevent NaN values which can cause BIH intersection to enter infinite loop
if (maxDist < 1e-10f)
{
resultHitPos = endPos;
return false;
}
G3D::Vector3 dir = (endPos - startPos)/maxDist; // direction with length of 1
G3D::Ray ray(startPos, dir);
float dist = maxDist;
if (getIntersectionTime(ray, endPos, phaseShift, dist))
{
resultHitPos = startPos + dir * dist;
if (modifyDist < 0)
{
if ((resultHitPos - startPos).magnitude() > -modifyDist)
resultHitPos += dir * modifyDist;
else
resultHitPos = startPos;
}
else
resultHitPos += dir * modifyDist;
result = true;
}
else
{
resultHitPos = endPos;
result = false;
}
return result;
}
bool DynamicMapTree::isInLineOfSight(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, PhaseShift const& phaseShift) const
{
float maxDist = (endPos - startPos).magnitude();
if (!G3D::fuzzyGt(maxDist, 0) )
return true;
G3D::Ray r(startPos, (endPos - startPos) / maxDist);
DynamicTreeLosCallback callback(phaseShift);
impl->intersectRay(r, callback, maxDist, endPos);
return !callback.didHit();
}
float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, PhaseShift const& phaseShift) const
{
G3D::Vector3 v(x, y, z);
G3D::Ray r(v, G3D::Vector3(0, 0, -1));
DynamicTreeIntersectionCallback callback(phaseShift);
impl->intersectZAllignedRay(r, callback, maxSearchDist);
if (callback.didHit())
return v.z - maxSearchDist;
else
return -G3D::finf();
}
bool DynamicMapTree::getAreaAndLiquidData(float x, float y, float z, PhaseShift const& phaseShift, Optional reqLiquidType, VMAP::AreaAndLiquidData& data) const
{
G3D::Vector3 v(x, y, z + 0.5f);
DynamicTreeLocationInfoCallback intersectionCallBack(phaseShift);
impl->intersectPoint(v, intersectionCallBack);
if (intersectionCallBack.GetLocationInfo().hitModel)
{
data.floorZ = intersectionCallBack.GetLocationInfo().ground_Z;
uint32 liquidType = intersectionCallBack.GetLocationInfo().hitModel->GetLiquidType();
float liquidLevel;
if (!reqLiquidType || VMAP::VMapFactory::createOrGetVMapManager()->GetLiquidFlagsPtr(liquidType) & *reqLiquidType)
if (intersectionCallBack.GetHitModel()->GetLiquidLevel(v, intersectionCallBack.GetLocationInfo(), liquidLevel))
data.liquidInfo.emplace(liquidType, liquidLevel);
data.areaInfo.emplace(intersectionCallBack.GetLocationInfo().hitModel->GetWmoID(),
intersectionCallBack.GetHitModel()->GetNameSetId(),
intersectionCallBack.GetLocationInfo().rootId,
intersectionCallBack.GetLocationInfo().hitModel->GetMogpFlags(),
0);
return true;
}
return false;
}