/* * 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 "GameObjectModel.h" #include "Log.h" #include "MapTree.h" #include "Timer.h" #include "VMapDefinitions.h" #include "VMapFactory.h" #include "VMapManager2.h" #include "WorldModel.h" using G3D::Vector3; using G3D::Ray; using G3D::AABox; struct GameobjectModelData { GameobjectModelData(char const* name_, uint32 nameLength, Vector3 const& lowBound, Vector3 const& highBound, bool isWmo_) : bound(lowBound, highBound), name(name_, nameLength), isWmo(isWmo_) { } AABox bound; std::string name; bool isWmo; }; typedef std::unordered_map ModelList; ModelList model_list; void LoadGameObjectModelList(std::string const& dataPath) { uint32 oldMSTime = getMSTime(); FILE* model_list_file = fopen((dataPath + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb"); if (!model_list_file) { TC_LOG_ERROR("misc", "Unable to open '{}' file.", VMAP::GAMEOBJECT_MODELS); return; } char magic[8]; if (fread(magic, 1, 8, model_list_file) != 8 || memcmp(magic, VMAP::VMAP_MAGIC, 8) != 0) { TC_LOG_ERROR("misc", "File '{}' has wrong header, expected {}.", VMAP::GAMEOBJECT_MODELS, VMAP::VMAP_MAGIC); fclose(model_list_file); return; } uint32 name_length, displayId; uint8 isWmo; char buff[500]; while (true) { Vector3 v1, v2; if (fread(&displayId, sizeof(uint32), 1, model_list_file) != 1) if (feof(model_list_file)) // EOF flag is only set after failed reading attempt break; if (fread(&isWmo, sizeof(uint8), 1, model_list_file) != 1 || fread(&name_length, sizeof(uint32), 1, model_list_file) != 1 || name_length >= sizeof(buff) || fread(&buff, sizeof(char), name_length, model_list_file) != name_length || fread(&v1, sizeof(Vector3), 1, model_list_file) != 1 || fread(&v2, sizeof(Vector3), 1, model_list_file) != 1) { TC_LOG_ERROR("misc", "File '{}' seems to be corrupted!", VMAP::GAMEOBJECT_MODELS); break; } if (v1.isNaN() || v2.isNaN()) { TC_LOG_ERROR("misc", "File '{}' Model '{}' has invalid v1{} v2{} values!", VMAP::GAMEOBJECT_MODELS, std::string(buff, name_length), v1.toString(), v2.toString()); continue; } model_list.emplace(std::piecewise_construct, std::forward_as_tuple(displayId), std::forward_as_tuple(&buff[0], name_length, v1, v2, isWmo != 0)); } fclose(model_list_file); TC_LOG_INFO("server.loading", ">> Loaded {} GameObject models in {} ms", uint32(model_list.size()), GetMSTimeDiffToNow(oldMSTime)); } GameObjectModel::~GameObjectModel() { if (iModel) VMAP::VMapFactory::createOrGetVMapManager()->releaseModelInstance(name); } bool GameObjectModel::initialize(std::unique_ptr modelOwner, std::string const& dataPath) { ModelList::const_iterator it = model_list.find(modelOwner->GetDisplayId()); if (it == model_list.end()) return false; G3D::AABox mdl_box(it->second.bound); // ignore models with no bounds if (mdl_box == G3D::AABox::zero()) { TC_LOG_ERROR("misc", "GameObject model {} has zero bounds, loading skipped", it->second.name); return false; } iModel = VMAP::VMapFactory::createOrGetVMapManager()->acquireModelInstance(dataPath + "vmaps/", it->second.name); if (!iModel) return false; name = it->second.name; iPos = modelOwner->GetPosition(); phasemask = modelOwner->GetPhaseMask(); iScale = modelOwner->GetScale(); iInvScale = 1.f / iScale; G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(modelOwner->GetOrientation(), 0, 0); iInvRot = iRotation.inverse(); // transform bounding box: mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale); AABox rotated_bounds; for (int i = 0; i < 8; ++i) rotated_bounds.merge(iRotation * mdl_box.corner(i)); iBound = rotated_bounds + iPos; #ifdef SPAWN_CORNERS // test: for (int i = 0; i < 8; ++i) { Vector3 pos(iBound.corner(i)); modelOwner->DebugVisualizeCorner(pos); } #endif owner = std::move(modelOwner); isWmo = it->second.isWmo; return true; } GameObjectModel* GameObjectModel::Create(std::unique_ptr modelOwner, std::string const& dataPath) { GameObjectModel* mdl = new GameObjectModel(); if (!mdl->initialize(std::move(modelOwner), dataPath)) { delete mdl; return nullptr; } return mdl; } bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const { if (!(phasemask & ph_mask) || !owner->IsSpawned()) return false; float time = ray.intersectionTime(iBound); if (time == G3D::finf()) return false; // child bounds are defined in object space: Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale; Ray modRay(p, iInvRot * ray.direction()); float distance = MaxDist * iInvScale; bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags); if (hit) { distance *= iScale; MaxDist = distance; } return hit; } bool GameObjectModel::GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, uint32 ph_mask) const { if (!(phasemask & ph_mask) || !owner->IsSpawned() || !isMapObject()) return false; if (!iBound.contains(point)) return false; // child bounds are defined in object space: Vector3 pModel = iInvRot * (point - iPos) * iInvScale; Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f); float zDist; VMAP::GroupLocationInfo groupInfo; if (iModel->GetLocationInfo(pModel, zDirModel, zDist, groupInfo)) { Vector3 modelGround = pModel + zDist * zDirModel; float world_Z = ((modelGround * iInvRot) * iScale + iPos).z; if (info.ground_Z < world_Z) { info.ground_Z = world_Z; return true; } } return false; } bool GameObjectModel::GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationInfo& info, float& liqHeight) const { // child bounds are defined in object space: Vector3 pModel = iInvRot * (point - iPos) * iInvScale; //Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f); float zDist; if (info.hitModel->GetLiquidLevel(pModel, zDist)) { // calculate world height (zDist in model coords): // assume WMO not tilted (wouldn't make much sense anyway) liqHeight = zDist * iScale + iPos.z; return true; } return false; } bool GameObjectModel::UpdatePosition() { if (!iModel) return false; ModelList::const_iterator it = model_list.find(owner->GetDisplayId()); if (it == model_list.end()) return false; G3D::AABox mdl_box(it->second.bound); // ignore models with no bounds if (mdl_box == G3D::AABox::zero()) { TC_LOG_ERROR("misc", "GameObject model {} has zero bounds, loading skipped", it->second.name); return false; } iPos = owner->GetPosition(); G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(owner->GetOrientation(), 0, 0); iInvRot = iRotation.inverse(); // transform bounding box: mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale); AABox rotated_bounds; for (int i = 0; i < 8; ++i) rotated_bounds.merge(iRotation * mdl_box.corner(i)); iBound = rotated_bounds + iPos; #ifdef SPAWN_CORNERS // test: for (int i = 0; i < 8; ++i) { Vector3 pos(iBound.corner(i)); owner->DebugVisualizeCorner(pos); } #endif return true; }