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azerothcore-wotlk/src/common/Collision/DynamicTree.cpp

241 lines
5.9 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "DynamicTree.h"
#include "BoundingIntervalHierarchyWrapper.h"
#include "GameObjectModel.h"
#include "Log.h"
#include "ModelInstance.h"
#include "RegularGrid.h"
#include "Timer.h"
#include <G3D/AABox.h>
#include <G3D/Ray.h>
#include <G3D/Vector3.h>
using VMAP::ModelInstance;
namespace
{
int CHECK_TREE_PERIOD = 200;
}
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, 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<GameObjectModel, BIHWrap<GameObjectModel>> 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
{
bool did_hit;
uint32 phase_mask;
DynamicTreeIntersectionCallback(uint32 phasemask) : did_hit(false), phase_mask(phasemask) { }
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance, bool stopAtFirstHit)
{
bool result = obj.intersectRay(r, distance, stopAtFirstHit, phase_mask);
if (result)
{
did_hit = result;
}
return result;
}
bool didHit() const { return did_hit;}
};
bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray,
const G3D::Vector3& endPos, float& maxDist) const
{
float distance = maxDist;
DynamicTreeIntersectionCallback callback(phasemask);
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<float>::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) 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);
impl->intersectRay(r, callback, maxDist, v2, true);
return !callback.did_hit;
}
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);
impl->intersectZAllignedRay(r, callback, maxSearchDist);
if (callback.didHit())
{
return v.z - maxSearchDist;
}
else
{
return -G3D::finf();
}
}