/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU Affero General Public License as published by the * Free Software Foundation; either version 3 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 Affero 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 "BoundingIntervalHierarchyWrapper.h" #include "GameObjectModel.h" #include "MapTree.h" #include "ModelIgnoreFlags.h" #include "ModelInstance.h" #include "RegularGrid.h" #include "Timer.h" #include "VMapFactory.h" #include "VMapMgr2.h" #include "WorldModel.h" #include #include #include using VMAP::ModelInstance; namespace { int CHECK_TREE_PERIOD = 200; } template<> struct HashTrait< GameObjectModel> { static std::size_t hashCode(const GameObjectModel& g) { return (size_t)(void*)&g; } }; template<> struct PositionTrait< GameObjectModel> { static void GetPosition(const GameObjectModel& g, G3D::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();} }; typedef RegularGrid2D> ParentTree; struct DynTreeImpl : public ParentTree { 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 { DynamicTreeIntersectionCallback(uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) : _didHit(false), _phaseMask(phasemask), _ignoreFlags(ignoreFlags) { } bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance, bool stopAtFirstHit) { bool result = obj.intersectRay(r, distance, stopAtFirstHit, _phaseMask, _ignoreFlags); if (result) { _didHit = result; } return result; } [[nodiscard]] bool didHit() const { return _didHit; } private: bool _didHit; uint32 _phaseMask; VMAP::ModelIgnoreFlags _ignoreFlags; }; struct DynamicTreeAreaInfoCallback { DynamicTreeAreaInfoCallback(uint32 phaseMask) : _phaseMask(phaseMask) { } void operator()(G3D::Vector3 const& p, GameObjectModel const& obj) { obj.IntersectPoint(p, _areaInfo, _phaseMask); } VMAP::AreaInfo const& GetAreaInfo() const { return _areaInfo; } private: uint32 _phaseMask; VMAP::AreaInfo _areaInfo; }; struct DynamicTreeLocationInfoCallback { DynamicTreeLocationInfoCallback(uint32 phaseMask) : _phaseMask(phaseMask), _hitModel(nullptr) {} void operator()(G3D::Vector3 const& p, GameObjectModel const& obj) { if (obj.GetLocationInfo(p, _locationInfo, _phaseMask)) _hitModel = &obj; } VMAP::LocationInfo& GetLocationInfo() { return _locationInfo; } GameObjectModel const* GetHitModel() const { return _hitModel; } private: uint32 _phaseMask; VMAP::LocationInfo _locationInfo; GameObjectModel const* _hitModel; }; bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const { float distance = maxDist; DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing); impl->intersectRay(ray, callback, distance, endPos, false); if (callback.didHit()) { maxDist = distance; } return callback.didHit(); } bool DynamicMapTree::GetObjectHitPos(const uint32 phasemask, const G3D::Vector3& startPos, const G3D::Vector3& endPos, G3D::Vector3& resultHit, float modifyDist) const { bool result = false; float maxDist = (endPos - startPos).magnitude(); // valid map coords should *never ever* produce float overflow, but this would produce NaNs too ASSERT(maxDist < std::numeric_limits::max()); // prevent NaN values which can cause BIH intersection to enter infinite loop if (maxDist < 1e-10f) { resultHit = endPos; return false; } G3D::Vector3 dir = (endPos - startPos) / maxDist; // direction with length of 1 G3D::Ray ray(startPos, dir); float dist = maxDist; if (GetIntersectionTime(phasemask, ray, endPos, dist)) { resultHit = startPos + dir * dist; if (modifyDist < 0) { if ((resultHit - startPos).magnitude() > -modifyDist) { resultHit = resultHit + dir * modifyDist; } else { resultHit = startPos; } } else { resultHit = resultHit + dir * modifyDist; } result = true; } else { resultHit = endPos; result = false; } return result; } bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const { G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2); float maxDist = (v2 - v1).magnitude(); if (!G3D::fuzzyGt(maxDist, 0)) { return true; } G3D::Ray r(v1, (v2 - v1) / maxDist); DynamicTreeIntersectionCallback callback(phasemask, ignoreFlags); impl->intersectRay(r, callback, maxDist, v2, true); return !callback.didHit(); } float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const { G3D::Vector3 v(x, y, z); G3D::Ray r(v, G3D::Vector3(0, 0, -1)); DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing); impl->intersectZAllignedRay(r, callback, maxSearchDist); if (callback.didHit()) { return v.z - maxSearchDist; } else { return -G3D::finf(); } } bool DynamicMapTree::GetAreaInfo(float x, float y, float& z, uint32 phasemask, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const { G3D::Vector3 v(x, y, z + 0.5f); DynamicTreeAreaInfoCallback intersectionCallBack(phasemask); impl->intersectPoint(v, intersectionCallBack); if (intersectionCallBack.GetAreaInfo().result) { flags = intersectionCallBack.GetAreaInfo().flags; adtId = intersectionCallBack.GetAreaInfo().adtId; rootId = intersectionCallBack.GetAreaInfo().rootId; groupId = intersectionCallBack.GetAreaInfo().groupId; z = intersectionCallBack.GetAreaInfo().ground_Z; return true; } return false; } void DynamicMapTree::GetAreaAndLiquidData(float x, float y, float z, uint32 phasemask, uint8 reqLiquidType, VMAP::AreaAndLiquidData& data) const { G3D::Vector3 v(x, y, z + 0.5f); DynamicTreeLocationInfoCallback intersectionCallBack(phasemask); impl->intersectPoint(v, intersectionCallBack); if (intersectionCallBack.GetLocationInfo().hitModel) { data.floorZ = intersectionCallBack.GetLocationInfo().ground_Z; uint32 liquidType = intersectionCallBack.GetLocationInfo().hitModel->GetLiquidType(); float liquidLevel; if (!reqLiquidType || (dynamic_cast(VMAP::VMapFactory::createOrGetVMapMgr())->GetLiquidFlagsPtr(liquidType) & reqLiquidType)) if (intersectionCallBack.GetHitModel()->GetLiquidLevel(v, intersectionCallBack.GetLocationInfo(), liquidLevel)) data.liquidInfo.emplace(liquidType, liquidLevel); data.areaInfo.emplace(0, intersectionCallBack.GetLocationInfo().rootId, intersectionCallBack.GetLocationInfo().hitModel->GetWmoID(), intersectionCallBack.GetLocationInfo().hitModel->GetMogpFlags()); } }