/*
* 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();
}