/* * Copyright (C) 2008-2012 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 "QuadTree.h" //#include "RegularGrid.h" #include "BoundingIntervalHierarchyWrapper.h" #include "Log.h" #include "RegularGrid.h" #include "Timer.h" #include "GameObjectModel.h" #include "ModelInstance.h" using VMAP::ModelInstance; using G3D::Ray; 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, 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; } int valuesPerNode = 5, numMeanSplits = 3; int UNBALANCED_TIMES_LIMIT = 5; int CHECK_TREE_PERIOD = 200; 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(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 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) { sLog->outDebug(LOG_FILTER_MAPS, "Dynamic Intersection log"); } bool operator()(const Ray& r, const GameObjectModel& obj, float& distance) { sLog->outDebug(LOG_FILTER_MAPS, "testing intersection with %s", obj.name.c_str()); bool hit = obj.intersectRay(r, distance, true, phase_mask); if (hit) { did_hit = true; sLog->outDebug(LOG_FILTER_MAPS, "result: intersects"); } return hit; } bool didHit() const { return did_hit;} }; bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const { Vector3 v1(x1,y1,z1), v2(x2,y2,z2); float maxDist = (v2 - v1).magnitude(); if (!G3D::fuzzyGt(maxDist, 0) ) return true; 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 { Vector3 v(x,y,z); Ray r(v, Vector3(0,0,-1)); DynamicTreeIntersectionCallback callback(phasemask); impl.intersectZAllignedRay(r, callback, maxSearchDist); if (callback.didHit()) return v.z - maxSearchDist; else return -G3D::inf(); }