mirror of
https://github.com/TrinityCore/TrinityCore.git
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289 lines
8.5 KiB
C++
289 lines
8.5 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "DynamicTree.h"
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#include "BoundingIntervalHierarchyWrapper.h"
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#include "GameObjectModel.h"
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#include "MapTree.h"
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#include "ModelIgnoreFlags.h"
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#include "RegularGrid.h"
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#include "Timer.h"
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#include "VMapFactory.h"
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#include "VMapManager.h"
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#include "WorldModel.h"
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#include <G3D/AABox.h>
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#include <G3D/Ray.h>
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#include <G3D/Vector3.h>
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namespace {
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int CHECK_TREE_PERIOD = 200;
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} // namespace
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template<> struct PositionTrait< GameObjectModel> {
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static void getPosition(GameObjectModel const& g, G3D::Vector3& p) { p = g.GetPosition(); }
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};
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template<> struct BoundsTrait< GameObjectModel> {
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static void getBounds(GameObjectModel const& g, G3D::AABox& out) { out = g.getBounds();}
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void operator()(GameObjectModel const* g, G3D::AABox& out) const { getBounds(*g, out); }
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};
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/*
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static bool operator==(GameObjectModel const& mdl, GameObjectModel const& mdl2){
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return &mdl == &mdl2;
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}
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*/
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typedef RegularGrid2D<GameObjectModel, BIHWrap<GameObjectModel> > ParentTree;
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struct DynTreeImpl : public ParentTree/*, public Intersectable*/
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{
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typedef GameObjectModel Model;
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typedef ParentTree base;
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DynTreeImpl() :
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rebalance_timer(CHECK_TREE_PERIOD),
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unbalanced_times(0)
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{
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}
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void insert(Model const& mdl)
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{
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base::insert(mdl);
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++unbalanced_times;
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}
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void remove(Model const& mdl)
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{
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base::remove(mdl);
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++unbalanced_times;
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}
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void balance()
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{
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base::balance();
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unbalanced_times = 0;
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}
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void update(uint32 difftime)
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{
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if (empty())
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return;
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rebalance_timer.Update(difftime);
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if (rebalance_timer.Passed())
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{
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rebalance_timer.Reset(CHECK_TREE_PERIOD);
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if (unbalanced_times > 0)
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balance();
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}
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}
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TimeTracker rebalance_timer;
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int unbalanced_times;
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};
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DynamicMapTree::DynamicMapTree() : impl(new DynTreeImpl()) { }
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DynamicMapTree::~DynamicMapTree() = default;
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void DynamicMapTree::insert(GameObjectModel const& mdl)
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{
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impl->insert(mdl);
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}
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void DynamicMapTree::remove(GameObjectModel const& mdl)
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{
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impl->remove(mdl);
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}
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bool DynamicMapTree::contains(GameObjectModel const& mdl) const
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{
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return impl->contains(mdl);
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}
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void DynamicMapTree::balance()
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{
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impl->balance();
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}
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void DynamicMapTree::update(uint32 t_diff)
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{
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impl->update(t_diff);
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}
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struct DynamicTreeIntersectionCallback
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{
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DynamicTreeIntersectionCallback(PhaseShift const& phaseShift) : _didHit(false), _phaseShift(phaseShift) { }
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bool operator()(G3D::Ray const& r, GameObjectModel const& obj, float& distance)
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{
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_didHit = obj.IntersectRay(r, distance, true, _phaseShift, VMAP::ModelIgnoreFlags::Nothing);
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return _didHit;
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}
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bool didHit() const { return _didHit; }
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private:
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bool _didHit;
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PhaseShift const& _phaseShift;
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};
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struct DynamicTreeLosCallback
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{
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DynamicTreeLosCallback(PhaseShift const& phaseShift) : _didHit(false), _phaseShift(phaseShift) { }
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bool operator()(G3D::Ray const& r, GameObjectModel const& obj, float& distance)
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{
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if (!obj.IsLosBlockingDisabled())
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_didHit = obj.IntersectRay(r, distance, true, _phaseShift, VMAP::ModelIgnoreFlags::Nothing);
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return _didHit;
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}
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bool didHit() const { return _didHit; }
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private:
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bool _didHit;
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PhaseShift const& _phaseShift;
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};
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struct DynamicTreeLocationInfoCallback
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{
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DynamicTreeLocationInfoCallback(PhaseShift const& phaseShift) : _phaseShift(phaseShift), _hitModel(nullptr) {}
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void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
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{
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if (obj.GetLocationInfo(p, _locationInfo, _phaseShift))
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_hitModel = &obj;
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}
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VMAP::LocationInfo& GetLocationInfo() { return _locationInfo; }
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GameObjectModel const* GetHitModel() const { return _hitModel; }
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private:
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PhaseShift const& _phaseShift;
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VMAP::LocationInfo _locationInfo;
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GameObjectModel const* _hitModel;
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};
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bool DynamicMapTree::getIntersectionTime(G3D::Ray const& ray, G3D::Vector3 const& endPos, PhaseShift const& phaseShift, float& maxDist) const
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{
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float distance = maxDist;
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DynamicTreeIntersectionCallback callback(phaseShift);
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impl->intersectRay(ray, callback, distance, endPos);
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if (callback.didHit())
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maxDist = distance;
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return callback.didHit();
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}
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bool DynamicMapTree::getObjectHitPos(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, G3D::Vector3& resultHitPos, float modifyDist, PhaseShift const& phaseShift) const
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{
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bool result = false;
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float maxDist = (endPos - startPos).magnitude();
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// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
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ASSERT(maxDist < std::numeric_limits<float>::max());
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// prevent NaN values which can cause BIH intersection to enter infinite loop
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if (maxDist < 1e-10f)
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{
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resultHitPos = endPos;
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return false;
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}
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G3D::Vector3 dir = (endPos - startPos)/maxDist; // direction with length of 1
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G3D::Ray ray(startPos, dir);
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float dist = maxDist;
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if (getIntersectionTime(ray, endPos, phaseShift, dist))
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{
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resultHitPos = startPos + dir * dist;
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if (modifyDist < 0)
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{
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if ((resultHitPos - startPos).magnitude() > -modifyDist)
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resultHitPos += dir * modifyDist;
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else
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resultHitPos = startPos;
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}
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else
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resultHitPos += dir * modifyDist;
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result = true;
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}
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else
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{
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resultHitPos = endPos;
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result = false;
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}
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return result;
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}
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bool DynamicMapTree::isInLineOfSight(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, PhaseShift const& phaseShift) const
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{
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float maxDist = (endPos - startPos).magnitude();
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if (!G3D::fuzzyGt(maxDist, 0) )
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return true;
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G3D::Ray r(startPos, (endPos - startPos) / maxDist);
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DynamicTreeLosCallback callback(phaseShift);
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impl->intersectRay(r, callback, maxDist, endPos);
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return !callback.didHit();
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}
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float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, PhaseShift const& phaseShift) const
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{
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G3D::Vector3 v(x, y, z);
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G3D::Ray r(v, G3D::Vector3(0, 0, -1));
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DynamicTreeIntersectionCallback callback(phaseShift);
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impl->intersectZAllignedRay(r, callback, maxSearchDist);
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if (callback.didHit())
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return v.z - maxSearchDist;
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else
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return -G3D::finf();
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}
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bool DynamicMapTree::getAreaAndLiquidData(float x, float y, float z, PhaseShift const& phaseShift, Optional<uint8> reqLiquidType, VMAP::AreaAndLiquidData& data) const
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{
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G3D::Vector3 v(x, y, z + 0.5f);
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DynamicTreeLocationInfoCallback intersectionCallBack(phaseShift);
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impl->intersectPoint(v, intersectionCallBack);
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if (intersectionCallBack.GetLocationInfo().hitModel)
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{
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data.floorZ = intersectionCallBack.GetLocationInfo().ground_Z;
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uint32 liquidType = intersectionCallBack.GetLocationInfo().hitModel->GetLiquidType();
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float liquidLevel;
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if (!reqLiquidType || VMAP::VMapFactory::createOrGetVMapManager()->GetLiquidFlagsPtr(liquidType) & *reqLiquidType)
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if (intersectionCallBack.GetHitModel()->GetLiquidLevel(v, intersectionCallBack.GetLocationInfo(), liquidLevel))
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data.liquidInfo.emplace(liquidType, liquidLevel);
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data.areaInfo.emplace(intersectionCallBack.GetLocationInfo().hitModel->GetWmoID(),
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intersectionCallBack.GetHitModel()->GetNameSetId(),
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intersectionCallBack.GetLocationInfo().rootId,
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intersectionCallBack.GetLocationInfo().hitModel->GetMogpFlags(),
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0);
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return true;
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}
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return false;
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}
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std::span<GameObjectModel const* const> DynamicMapTree::getModelsInGrid(uint32 gx, uint32 gy) const
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{
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// convert from map tile X/Y to RegularGrid internal representation
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return impl->getObjects(63 - int32(gx), 63 - int32(gy));
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}
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