Core/Movement: Spline code cleanup

Port From (https://github.com/TrinityCore/TrinityCore/commit/e02e8a474244c229cc34c4efb987e24b6dd417f5)
This commit is contained in:
Hondacrx
2025-08-18 11:03:03 -04:00
parent 6995976f3c
commit 5f6329665a
3 changed files with 63 additions and 72 deletions
@@ -63,7 +63,7 @@ namespace Game.Movement
MoveSplineInit init = new(owner);
// Providing a starting vertex since the taxi paths do not provide such
init.Path().Add(new Vector3(owner.GetPositionX(), owner.GetPositionY(), owner.GetPositionZ()));
for (int i = (int)currentNodeId; i != (uint)end; ++i)
for (int i = (int)currentNodeId; i != end; ++i)
{
Vector3 vertice = new(_path[i].Loc.X, _path[i].Loc.Y, _path[i].Loc.Z);
init.Path().Add(vertice);
+36 -31
View File
@@ -77,17 +77,17 @@ namespace Game.Movement
void InitSpline(MoveSplineInitArgs args)
{
EvaluationMode[] modes = new EvaluationMode[2] { EvaluationMode.Linear, EvaluationMode.Catmullrom };
EvaluationMode mode = args.flags.IsSmooth() ? EvaluationMode.Catmullrom : EvaluationMode.Linear;
if (args.flags.HasFlag(MoveSplineFlagEnum.Cyclic))
{
int cyclic_point = 0;
if (splineflags.HasFlag(MoveSplineFlagEnum.EnterCycle))
cyclic_point = 1; // shouldn't be modified, came from client
spline.InitCyclicSpline(args.path.ToArray(), args.path.Count, modes[Convert.ToInt32(args.flags.IsSmooth())], cyclic_point, args.initialOrientation);
spline.InitCyclicSpline(args.path.ToArray(), args.path.Count, mode, cyclic_point, args.initialOrientation);
}
else
{
spline.InitSpline(args.path.ToArray(), args.path.Count, modes[Convert.ToInt32(args.flags.IsSmooth())], args.initialOrientation);
spline.InitSpline(args.path.ToArray(), args.path.Count, mode, args.initialOrientation);
}
// init spline timestamps
@@ -290,34 +290,7 @@ namespace Game.Movement
if (splineflags.HasFlag(MoveSplineFlagEnum.EnterCycle))
{
splineflags.SetUnsetFlag(MoveSplineFlagEnum.EnterCycle, false);
MoveSplineInitArgs args = new(spline.GetPointCount());
args.path.AddRange(spline.GetPoints().AsSpan().Slice(spline.First() + 1, spline.Last()).ToArray());
args.facing = facing;
args.flags = splineflags;
args.path_Idx_offset = point_Idx_offset;
// MoveSplineFlag::Parabolic | MoveSplineFlag::Animation not supported currently
//args.parabolic_amplitude = ?;
//args.time_perc = ?;
args.splineId = m_Id;
args.initialOrientation = initialOrientation;
args.velocity = 1.0f; // Calculated below
args.HasVelocity = true;
args.TransformForTransport = onTransport;
if (args.Validate(null))
{
// New cycle should preserve previous cycle's duration for some weird reason, even though
// the path is really different now. Blizzard is weird. Or this was just a simple oversight.
// Since our splines precalculate length with velocity in mind, if we want to find the desired
// velocity, we have to make a fake spline, calculate its duration and then compare it to the
// desired duration, thus finding out how much the velocity has to be increased for them to match.
MoveSpline tempSpline = new();
tempSpline.Initialize(args);
args.velocity = (float)tempSpline.Duration() / Duration();
if (args.Validate(null))
InitSpline(args);
}
reinit_spline_for_next_cycle();
}
}
else
@@ -331,6 +304,38 @@ namespace Game.Movement
return result;
}
void reinit_spline_for_next_cycle()
{
MoveSplineInitArgs args = new(spline.GetPointCount());
args.path.AddRange(spline.GetPoints().AsSpan().Slice(spline.First() + 1, spline.Last()).ToArray());
args.facing = facing;
args.flags = splineflags;
args.path_Idx_offset = point_Idx_offset;
// MoveSplineFlag::Parabolic | MoveSplineFlag::Animation not supported currently
//args.parabolic_amplitude = ?;
//args.time_perc = ?;
args.splineId = m_Id;
args.initialOrientation = initialOrientation;
args.velocity = 1.0f; // Calculated below
args.HasVelocity = true;
args.TransformForTransport = onTransport;
if (args.Validate(null))
{
// New cycle should preserve previous cycle's duration for some weird reason, even though
// the path is really different now. Blizzard is weird. Or this was just a simple oversight.
// Since our splines precalculate length with velocity in mind, if we want to find the desired
// velocity, we have to make a fake spline, calculate its duration and then compare it to the
// desired duration, thus finding out how much the velocity has to be increased for them to match.
MoveSpline tempSpline = new();
tempSpline.Initialize(args);
args.velocity = (float)tempSpline.Duration() / Duration();
if (args.Validate(null))
InitSpline(args);
}
}
int NextTimestamp() { return spline.Length(point_Idx + 1); }
int SegmentTimeElapsed() { return NextTimestamp() - time_passed; }
public bool IsCyclic() { return splineflags.HasFlag(MoveSplineFlagEnum.Cyclic); }
+26 -40
View File
@@ -126,7 +126,7 @@ namespace Game.Movement
return 50.0f;
return Math.Max(28.0f, unit.GetSpeed(UnitMoveType.Run) * 4.0f);
};
}
args.velocity = Math.Min(args.velocity, speedLimit());
@@ -218,20 +218,8 @@ namespace Game.Movement
public void SetFacing(float angle)
{
if (args.TransformForTransport)
{
Unit vehicle = unit.GetVehicleBase();
if (vehicle != null)
angle -= vehicle.GetOrientation();
else
{
ITransport transport = unit.GetTransport();
if (transport != null)
angle -= transport.GetTransportOrientation();
}
}
args.facing.angle = MathFunctions.wrap(angle, 0.0f, MathFunctions.TwoPi);
TransportPathTransform transform = new(unit, args.TransformForTransport);
args.facing.angle = Position.NormalizeOrientation(transform.Calc(angle));
args.facing.type = MonsterMoveType.FacingAngle;
}
@@ -288,12 +276,12 @@ namespace Game.Movement
public void SetUnlimitedSpeed() { args.flags.SetUnsetFlag(MoveSplineFlagEnum.UnlimitedSpeed, true); }
public void MovebyPath(Vector3[] controls, int path_offset = 0)
public void MovebyPath(Vector3[] path, int pointId = 0)
{
args.path_Idx_offset = path_offset;
args.path_Idx_offset = pointId;
TransportPathTransform transform = new(unit, args.TransformForTransport);
for (var i = 0; i < controls.Length; i++)
args.path.Add(transform.Calc(controls[i]));
for (var i = 0; i < path.Length; i++)
args.path.Add(transform.Calc(path[i]));
}
@@ -302,17 +290,17 @@ namespace Game.Movement
MoveTo(new Vector3(x, y, z), generatePath, forceDest);
}
public void SetParabolic(float amplitude, float time_shift)
public void SetParabolic(float amplitude, float start_time)
{
args.effect_start_time_percent = time_shift;
args.effect_start_time_percent = start_time;
args.parabolic_amplitude = amplitude;
args.vertical_acceleration = 0.0f;
args.flags.EnableParabolic();
}
public void SetParabolicVerticalAcceleration(float vertical_acceleration, float time_shift)
public void SetParabolicVerticalAcceleration(float vertical_acceleration, float start_time)
{
args.effect_start_time_percent = time_shift;
args.effect_start_time_percent = start_time;
args.parabolic_amplitude = 0.0f;
args.vertical_acceleration = vertical_acceleration;
args.flags.EnableParabolic();
@@ -345,30 +333,28 @@ namespace Game.Movement
// Transforms coordinates from global to transport offsets
public class TransportPathTransform
{
ITransport _transport;
public TransportPathTransform(Unit owner, bool transformForTransport)
{
_owner = owner;
_transformForTransport = transformForTransport;
_transport = transformForTransport ? owner.GetDirectTransport() : null;
}
public Vector3 Calc(Vector3 input)
{
float x = input.X;
float y = input.Y;
float z = input.Z;
if (_transformForTransport)
{
ITransport transport = _owner.GetDirectTransport();
if (transport != null)
{
float unused = 0.0f; // need reference
transport.CalculatePassengerOffset(ref x, ref y, ref z, ref unused);
}
}
return new Vector3(x, y, z);
float o = 0;
if (_transport != null)
_transport.CalculatePassengerOffset(ref input.X, ref input.Y, ref input.Z, ref o);
return input;
}
Unit _owner;
bool _transformForTransport;
public float Calc(float input)
{
if (_transport != null)
input -= _transport.GetTransportOrientation();
return input;
}
}
}