/* * Copyright (C) 2008-2014 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 std::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("misc", "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("misc", "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("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("misc", "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.GetObjectScale(); 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)); iBound = rotated_bounds + iPos; #ifdef SPAWN_CORNERS // test: for (int i = 0; i < 8; ++i) { Vector3 pos(iBound.corner(i)); go.SummonCreature(1, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN); } #endif owner = &go; 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) || !owner->isSpawned()) 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; } bool GameObjectModel::Relocate(const GameObject& go) { if (!iModel) return false; ModelList::const_iterator it = model_list.find(go.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()) { VMAP_ERROR_LOG("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str()); return false; } iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ()); 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)); iBound = rotated_bounds + iPos; #ifdef SPAWN_CORNERS // test: for (int i = 0; i < 8; ++i) { Vector3 pos(iBound.corner(i)); go.SummonCreature(1, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN); } #endif return true; }