/*
* Copyright (C) 2008-2013 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 "VMapFactory.h"
#include "VMapManager2.h"
#include "VMapDefinitions.h"
#include "WorldModel.h"
#include "GameObjectModel.h"
#include "Log.h"
#include "GameObject.h"
#include "Creature.h"
#include "TemporarySummon.h"
#include "Object.h"
#include "DBCStores.h"
#include "World.h"
using G3D::Vector3;
using G3D::Ray;
using G3D::AABox;
struct GameobjectModelData
{
GameobjectModelData(const std::string& name_, const AABox& box) :
bound(box), name(name_) {}
AABox bound;
std::string name;
};
typedef UNORDERED_MAP ModelList;
ModelList model_list;
void LoadGameObjectModelList()
{
#ifndef NO_CORE_FUNCS
uint32 oldMSTime = getMSTime();
#endif
FILE* model_list_file = fopen((sWorld->GetDataPath() + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb");
if (!model_list_file)
{
VMAP_ERROR_LOG(LOG_FILTER_GENERAL, "Unable to open '%s' file.", VMAP::GAMEOBJECT_MODELS);
return;
}
uint32 name_length, displayId;
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(&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)
{
VMAP_ERROR_LOG(LOG_FILTER_GENERAL, "File '%s' seems to be corrupted!", VMAP::GAMEOBJECT_MODELS);
break;
}
model_list.insert
(
ModelList::value_type( displayId, GameobjectModelData(std::string(buff, name_length), AABox(v1, v2)) )
);
}
fclose(model_list_file);
VMAP_INFO_LOG(LOG_FILTER_SERVER_LOADING, ">> Loaded %u GameObject models in %u ms", uint32(model_list.size()), GetMSTimeDiffToNow(oldMSTime));
}
GameObjectModel::~GameObjectModel()
{
if (iModel)
((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->releaseModelInstance(name);
}
bool GameObjectModel::initialize(const GameObject& go, const GameObjectDisplayInfoEntry& info)
{
ModelList::const_iterator it = model_list.find(info.Displayid);
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())
{
VMAP_ERROR_LOG(LOG_FILTER_GENERAL, "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
return false;
}
iModel = ((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->acquireModelInstance(sWorld->GetDataPath() + "vmaps/", it->second.name);
if (!iModel)
return false;
name = it->second.name;
//flags = VMAP::MOD_M2;
//adtId = 0;
//ID = 0;
iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ());
phasemask = go.GetPhaseMask();
iScale = go.GetFloatValue(OBJECT_FIELD_SCALE_X);
iInvScale = 1.f / iScale;
G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(go.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));
this->iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
// test:
for (int i = 0; i < 8; ++i)
{
Vector3 pos(iBound.corner(i));
if (Creature* c = const_cast(go).SummonCreature(24440, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN))
{
c->setFaction(35);
c->SetFloatValue(OBJECT_FIELD_SCALE_X, 0.1f);
}
}
#endif
return true;
}
GameObjectModel* GameObjectModel::Create(const GameObject& go)
{
const GameObjectDisplayInfoEntry* info = sGameObjectDisplayInfoStore.LookupEntry(go.GetDisplayId());
if (!info)
return NULL;
GameObjectModel* mdl = new GameObjectModel();
if (!mdl->initialize(go, *info))
{
delete mdl;
return NULL;
}
return mdl;
}
bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const
{
if (!(phasemask & ph_mask))
return false;
float time = ray.intersectionTime(iBound);
if (time == G3D::inf())
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);
if (hit)
{
distance *= iScale;
MaxDist = distance;
}
return hit;
}