Core/Maps: Implemented getting area id from gameobject spawns

This commit is contained in:
hondacrx
2018-03-28 18:05:54 -04:00
parent c3f8023ef0
commit 7167cfaf86
7 changed files with 161 additions and 18 deletions
+18 -1
View File
@@ -24,6 +24,7 @@ namespace Game.Collision
public class WorkerCallback
{
public virtual void Invoke(Vector3 point, uint entry) { }
public virtual void Invoke(Vector3 point, IModel entry) { }
public virtual bool Invoke(Ray ray, uint entry, ref float distance, bool pStopAtFirstHit) { return false; }
public virtual bool Invoke(Ray r, IModel obj, ref float distance) { return false; }
public virtual bool Invoke(Ray ray, uint idx, ref float maxDist) { return false; }
@@ -59,7 +60,7 @@ namespace Game.Collision
zDist = float.PositiveInfinity;
zVec = down;
}
List<GroupModel> prims;
public GroupModel hit;
public float zDist;
@@ -245,5 +246,21 @@ namespace Game.Collision
PhaseShift _phaseShift;
}
public class DynamicTreeAreaInfoCallback : WorkerCallback
{
public DynamicTreeAreaInfoCallback(PhaseShift phaseShift)
{
_phaseShift = phaseShift;
}
public override void Invoke(Vector3 p, IModel obj)
{
obj.IntersectPoint(p, _areaInfo, _phaseShift);
}
public AreaInfo GetAreaInfo() { return _areaInfo; }
PhaseShift _phaseShift;
AreaInfo _areaInfo;
}
}
+25 -2
View File
@@ -23,12 +23,11 @@ namespace Game.Collision
{
public class DynamicMapTree
{
DynTreeImpl impl;
public DynamicMapTree()
{
impl = new DynTreeImpl();
}
public void insert(GameObjectModel mdl)
{
impl.insert(mdl);
@@ -128,6 +127,30 @@ namespace Game.Collision
else
return float.NegativeInfinity;
}
public bool getAreaInfo(float x, float y, ref float z, PhaseShift phaseShift, out uint flags, out int adtId, out int rootId, out int groupId)
{
flags = 0;
adtId = 0;
rootId = 0;
groupId = 0;
Vector3 v = new Vector3(x, y, z + 0.5f);
DynamicTreeAreaInfoCallback intersectionCallBack = new DynamicTreeAreaInfoCallback(phaseShift);
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;
}
DynTreeImpl impl;
}
public class DynTreeImpl : RegularGrid2D<GameObjectModel, BIHWrap<GameObjectModel>>
@@ -31,6 +31,7 @@ namespace Game.Collision
{
public virtual bool IsSpawned() { return false; }
public virtual uint GetDisplayId() { return 0; }
public virtual byte GetNameSetId() { return 0; }
public virtual bool IsInPhase(PhaseShift phaseShift) { return false; }
public virtual Vector3 GetPosition() { return Vector3.Zero; }
public virtual float GetOrientation() { return 0.0f; }
@@ -111,6 +112,33 @@ namespace Game.Collision
return hit;
}
public override void IntersectPoint(Vector3 point, AreaInfo info, PhaseShift phaseShift)
{
if (!isCollisionEnabled() || !owner.IsSpawned())
return;
if (!owner.IsInPhase(phaseShift))
return;
if (!iBound.contains(point))
return;
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
Vector3 zDirModel = iInvRot * new Vector3(0.0f, 0.0f, -1.0f);
float zDist;
if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
float world_Z = ((modelGround * iInvRot) * iScale + iPos).Z;
if (info.ground_Z < world_Z)
{
info.ground_Z = world_Z;
info.adtId = owner.GetNameSetId();
}
}
}
public bool UpdatePosition()
{
if (iModel == null)
+1
View File
@@ -27,5 +27,6 @@ namespace Game.Collision
public virtual bool IntersectRay(Ray ray, ref float maxDist, bool stopAtFirstHit, PhaseShift phaseShift) { return false; }
public virtual bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit) { return false; }
public virtual void IntersectPoint(Vector3 point, AreaInfo info, PhaseShift phaseShift) { }
}
}
+1 -1
View File
@@ -184,7 +184,7 @@ namespace Game.Collision
} while (cell.isValid());
}
void intersectPoint(Vector3 point, WorkerCallback intersectCallback)
public void intersectPoint(Vector3 point, WorkerCallback intersectCallback)
{
Cell cell = Cell.ComputeCell(point.X, point.Y);
if (!cell.isValid())