Ported .Net Core commits:

hondacrx:
- Initial commit: Switch to .Net Core 2.0
- Fix build and removed not needed files
Fabi:
- Updated solution platforms.
- Changed folder structure.
- Change library target framework to netstandard2.0.
- Updated solution platforms again...
- Removed windows specific kernel32 function usage (Ctrl-C handler).
This commit is contained in:
Fabian
2017-10-26 17:23:44 +02:00
parent 227702e19c
commit a3dc7b3f48
844 changed files with 26064 additions and 1824 deletions
@@ -0,0 +1,636 @@
/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
namespace Game.Collision
{
public class BIH
{
public BIH()
{
init_empty();
}
void init_empty()
{
tree.Clear();
objects.Clear();
// create space for the first node
tree.Add(3u << 30); // dummy leaf
tree.Add(0);
tree.Add(0);
}
public void build<T>(List<T> primitives, uint leafSize = 3, bool printStats = false) where T : IModel
{
if (primitives.Count == 0)
{
init_empty();
return;
}
buildData dat;
dat.maxPrims = (int)leafSize;
dat.numPrims = (uint)primitives.Count;
dat.indices = new uint[dat.numPrims];
dat.primBound = new AxisAlignedBox[dat.numPrims];
bounds = primitives[0].getBounds();
for (int i = 0; i < dat.numPrims; ++i)
{
dat.indices[i] = (uint)i;
dat.primBound[i] = primitives[i].getBounds();
bounds.merge(dat.primBound[i]);
}
List<uint> tempTree = new List<uint>();
BuildStats stats = new BuildStats();
buildHierarchy(tempTree, dat, stats);
if (printStats)
stats.printStats();
for (int i = 0; i < dat.numPrims; ++i)
objects.Add(dat.indices[i]);
tree = tempTree;
}
public uint primCount() { return (uint)objects.Count; }
public bool readFromFile(BinaryReader reader)
{
var lo = reader.ReadStruct<Vector3>();
var hi = reader.ReadStruct<Vector3>();
bounds = new AxisAlignedBox(lo, hi);
uint treeSize = reader.ReadUInt32();
tree.Clear();
for (var i = 0; i < treeSize; i++)
tree.Add(reader.ReadUInt32());
var count = reader.ReadUInt32();
objects.Clear();
for (var i = 0; i < count; i++)
objects.Add(reader.ReadUInt32());
return true;
}
public void intersectRay(Ray r, WorkerCallback intersectCallback, ref float maxDist, bool stopAtFirst = false)
{
float intervalMin = -1.0f;
float intervalMax = -1.0f;
Vector3 org = r.Origin;
Vector3 dir = r.Direction;
Vector3 invDir = new Vector3();
for (int i = 0; i < 3; ++i)
{
invDir[i] = 1.0f / dir[i];
if (MathFunctions.fuzzyNe(dir[i], 0.0f))
{
float t1 = (bounds.Lo[i] - org[i]) * invDir[i];
float t2 = (bounds.Hi[i] - org[i]) * invDir[i];
if (t1 > t2)
MathFunctions.Swap<float>(ref t1, ref t2);
if (t1 > intervalMin)
intervalMin = t1;
if (t2 < intervalMax || intervalMax < 0.0f)
intervalMax = t2;
// intervalMax can only become smaller for other axis,
// and intervalMin only larger respectively, so stop early
if (intervalMax <= 0 || intervalMin >= maxDist)
return;
}
}
if (intervalMin > intervalMax)
return;
intervalMin = Math.Max(intervalMin, 0.0f);
intervalMax = Math.Min(intervalMax, maxDist);
uint[] offsetFront = new uint[3];
uint[] offsetBack = new uint[3];
uint[] offsetFront3 = new uint[3];
uint[] offsetBack3 = new uint[3];
// compute custom offsets from direction sign bit
for (int i = 0; i < 3; ++i)
{
offsetFront[i] = floatToRawIntBits(dir[i]) >> 31;
offsetBack[i] = offsetFront[i] ^ 1;
offsetFront3[i] = offsetFront[i] * 3;
offsetBack3[i] = offsetBack[i] * 3;
// avoid always adding 1 during the inner loop
++offsetFront[i];
++offsetBack[i];
}
StackNode[] stack = new StackNode[64];
int stackPos = 0;
int node = 0;
while (true)
{
while (true)
{
uint tn = tree[node];
uint axis = (uint)(tn & (3 << 30)) >> 30;
bool BVH2 = Convert.ToBoolean(tn & (1 << 29));
int offset = (int)(tn & ~(7 << 29));
if (!BVH2)
{
if (axis < 3)
{
// "normal" interior node
float tf = (intBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org[axis]) * invDir[axis];
float tb = (intBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org[axis]) * invDir[axis];
// ray passes between clip zones
if (tf < intervalMin && tb > intervalMax)
break;
int back = (int)(offset + offsetBack3[axis]);
node = back;
// ray passes through far node only
if (tf < intervalMin)
{
intervalMin = (tb >= intervalMin) ? tb : intervalMin;
continue;
}
node = offset + (int)offsetFront3[axis]; // front
// ray passes through near node only
if (tb > intervalMax)
{
intervalMax = (tf <= intervalMax) ? tf : intervalMax;
continue;
}
// ray passes through both nodes
// push back node
stack[stackPos].node = (uint)back;
stack[stackPos].tnear = (tb >= intervalMin) ? tb : intervalMin;
stack[stackPos].tfar = intervalMax;
stackPos++;
// update ray interval for front node
intervalMax = (tf <= intervalMax) ? tf : intervalMax;
continue;
}
else
{
// leaf - test some objects
int n = (int)tree[node + 1];
while (n > 0)
{
bool hit = intersectCallback.Invoke(r, objects[offset], ref maxDist, stopAtFirst);
if (stopAtFirst && hit)
return;
--n;
++offset;
}
break;
}
}
else
{
if (axis > 2)
return; // should not happen
float tf = (intBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org[axis]) * invDir[axis];
float tb = (intBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org[axis]) * invDir[axis];
node = offset;
intervalMin = (tf >= intervalMin) ? tf : intervalMin;
intervalMax = (tb <= intervalMax) ? tb : intervalMax;
if (intervalMin > intervalMax)
break;
continue;
}
} // traversal loop
do
{
// stack is empty?
if (stackPos == 0)
return;
// move back up the stack
stackPos--;
intervalMin = stack[stackPos].tnear;
if (maxDist < intervalMin)
continue;
node = (int)stack[stackPos].node;
intervalMax = stack[stackPos].tfar;
break;
} while (true);
}
}
public void intersectPoint(Vector3 p, WorkerCallback intersectCallback)
{
if (!bounds.contains(p))
return;
StackNode[] stack = new StackNode[64];
int stackPos = 0;
int node = 0;
while (true)
{
while (true)
{
uint tn = tree[node];
uint axis = (uint)(tn & (3 << 30)) >> 30;
bool BVH2 = Convert.ToBoolean(tn & (1 << 29));
int offset = (int)(tn & ~(7 << 29));
if (!BVH2)
{
if (axis < 3)
{
// "normal" interior node
float tl = intBitsToFloat(tree[node + 1]);
float tr = intBitsToFloat(tree[node + 2]);
// point is between clip zones
if (tl < p[(int)axis] && tr > p[axis])
break;
int right = offset + 3;
node = right;
// point is in right node only
if (tl < p[(int)axis])
{
continue;
}
node = offset; // left
// point is in left node only
if (tr > p[axis])
{
continue;
}
// point is in both nodes
// push back right node
stack[stackPos].node = (uint)right;
stackPos++;
continue;
}
else
{
// leaf - test some objects
uint n = tree[node + 1];
while (n > 0)
{
intersectCallback.Invoke(p, objects[offset]); // !!!
--n;
++offset;
}
break;
}
}
else // BVH2 node (empty space cut off left and right)
{
if (axis > 2)
return; // should not happen
float tl = intBitsToFloat(tree[node + 1]);
float tr = intBitsToFloat(tree[node + 2]);
node = offset;
if (tl > p[axis] || tr < p[axis])
break;
continue;
}
} // traversal loop
// stack is empty?
if (stackPos == 0)
return;
// move back up the stack
stackPos--;
node = (int)stack[stackPos].node;
}
}
void buildHierarchy(List<uint> tempTree, buildData dat, BuildStats stats)
{
// create space for the first node
tempTree.Add(3u << 30); // dummy leaf
tempTree.Add(0);
tempTree.Add(0);
// seed bbox
AABound gridBox = new AABound();
gridBox.lo = bounds.Lo;
gridBox.hi = bounds.Hi;
AABound nodeBox = gridBox;
// seed subdivide function
subdivide(0, (int)(dat.numPrims - 1), tempTree, dat, gridBox, nodeBox, 0, 1, stats);
}
void subdivide(int left, int right, List<uint> tempTree, buildData dat, AABound gridBox, AABound nodeBox, int nodeIndex, int depth, BuildStats stats)
{
if ((right - left + 1) <= dat.maxPrims || depth >= 64)
{
// write leaf node
stats.updateLeaf(depth, right - left + 1);
createNode(tempTree, nodeIndex, left, right);
return;
}
// calculate extents
int axis = -1, prevAxis, rightOrig;
float clipL = float.NaN, clipR = float.NaN, prevClip = float.NaN;
float split = float.NaN, prevSplit;
bool wasLeft = true;
while (true)
{
prevAxis = axis;
prevSplit = split;
// perform quick consistency checks
Vector3 d = gridBox.hi - gridBox.lo;
for (int i = 0; i < 3; i++)
{
if (nodeBox.hi[i] < gridBox.lo[i] || nodeBox.lo[i] > gridBox.hi[i])
Log.outError(LogFilter.Server, "Reached tree area in error - discarding node with: {0} objects", right - left + 1);
}
// find longest axis
axis = (int)d.primaryAxis();
split = 0.5f * (gridBox.lo[axis] + gridBox.hi[axis]);
// partition L/R subsets
clipL = float.NegativeInfinity;
clipR = float.PositiveInfinity;
rightOrig = right; // save this for later
float nodeL = float.PositiveInfinity;
float nodeR = float.NegativeInfinity;
for (int i = left; i <= right; )
{
int obj = (int)dat.indices[i];
float minb = dat.primBound[obj].Lo[axis];
float maxb = dat.primBound[obj].Hi[axis];
float center = (minb + maxb) * 0.5f;
if (center <= split)
{
// stay left
i++;
if (clipL < maxb)
clipL = maxb;
}
else
{
// move to the right most
int t = (int)dat.indices[i];
dat.indices[i] = dat.indices[right];
dat.indices[right] = (uint)t;
right--;
if (clipR > minb)
clipR = minb;
}
nodeL = Math.Min(nodeL, minb);
nodeR = Math.Max(nodeR, maxb);
}
// check for empty space
if (nodeL > nodeBox.lo[axis] && nodeR < nodeBox.hi[axis])
{
float nodeBoxW = nodeBox.hi[axis] - nodeBox.lo[axis];
float nodeNewW = nodeR - nodeL;
// node box is too big compare to space occupied by primitives?
if (1.3f * nodeNewW < nodeBoxW)
{
stats.updateBVH2();
int nextIndex1 = tempTree.Count();
// allocate child
tempTree.Add(0);
tempTree.Add(0);
tempTree.Add(0);
// write bvh2 clip node
stats.updateInner();
tempTree[nodeIndex + 0] = (uint)((axis << 30) | (1 << 29) | nextIndex1);
tempTree[nodeIndex + 1] = floatToRawIntBits(nodeL);
tempTree[nodeIndex + 2] = floatToRawIntBits(nodeR);
// update nodebox and recurse
nodeBox.lo[axis] = nodeL;
nodeBox.hi[axis] = nodeR;
subdivide(left, rightOrig, tempTree, dat, gridBox, nodeBox, nextIndex1, depth + 1, stats);
return;
}
}
// ensure we are making progress in the subdivision
if (right == rightOrig)
{
// all left
if (prevAxis == axis && MathFunctions.fuzzyEq(prevSplit, split))
{
// we are stuck here - create a leaf
stats.updateLeaf(depth, right - left + 1);
createNode(tempTree, nodeIndex, left, right);
return;
}
if (clipL <= split)
{
// keep looping on left half
gridBox.hi[axis] = split;
prevClip = clipL;
wasLeft = true;
continue;
}
gridBox.hi[axis] = split;
prevClip = float.NaN;
}
else if (left > right)
{
// all right
right = rightOrig;
if (prevAxis == axis && MathFunctions.fuzzyEq(prevSplit, split))
{
// we are stuck here - create a leaf
stats.updateLeaf(depth, right - left + 1);
createNode(tempTree, nodeIndex, left, right);
return;
}
if (clipR >= split)
{
// keep looping on right half
gridBox.lo[axis] = split;
prevClip = clipR;
wasLeft = false;
continue;
}
gridBox.lo[axis] = split;
prevClip = float.NaN;
}
else
{
// we are actually splitting stuff
if (prevAxis != -1 && !float.IsNaN(prevClip))
{
// second time through - lets create the previous split
// since it produced empty space
int nextIndex0 = tempTree.Count;
// allocate child node
tempTree.Add(0);
tempTree.Add(0);
tempTree.Add(0);
if (wasLeft)
{
// create a node with a left child
// write leaf node
stats.updateInner();
tempTree[nodeIndex + 0] = (uint)((prevAxis << 30) | nextIndex0);
tempTree[nodeIndex + 1] = floatToRawIntBits(prevClip);
tempTree[nodeIndex + 2] = floatToRawIntBits(float.PositiveInfinity);
}
else
{
// create a node with a right child
// write leaf node
stats.updateInner();
tempTree[nodeIndex + 0] = (uint)((prevAxis << 30) | (nextIndex0 - 3));
tempTree[nodeIndex + 1] = floatToRawIntBits(float.NegativeInfinity);
tempTree[nodeIndex + 2] = floatToRawIntBits(prevClip);
}
// count stats for the unused leaf
depth++;
stats.updateLeaf(depth, 0);
// now we keep going as we are, with a new nodeIndex:
nodeIndex = nextIndex0;
}
break;
}
}
// compute index of child nodes
int nextIndex = tempTree.Count;
// allocate left node
int nl = right - left + 1;
int nr = rightOrig - (right + 1) + 1;
if (nl > 0)
{
tempTree.Add(0);
tempTree.Add(0);
tempTree.Add(0);
}
else
nextIndex -= 3;
// allocate right node
if (nr > 0)
{
tempTree.Add(0);
tempTree.Add(0);
tempTree.Add(0);
}
// write leaf node
stats.updateInner();
tempTree[nodeIndex + 0] = (uint)((axis << 30) | nextIndex);
tempTree[nodeIndex + 1] = floatToRawIntBits(clipL);
tempTree[nodeIndex + 2] = floatToRawIntBits(clipR);
// prepare L/R child boxes
AABound gridBoxL = gridBox;
AABound gridBoxR = gridBox;
AABound nodeBoxL = nodeBox;
AABound nodeBoxR = nodeBox;
gridBoxL.hi[axis] = gridBoxR.lo[axis] = split;
nodeBoxL.hi[axis] = clipL;
nodeBoxR.lo[axis] = clipR;
// recurse
if (nl > 0)
subdivide(left, right, tempTree, dat, gridBoxL, nodeBoxL, nextIndex, depth + 1, stats);
else
stats.updateLeaf(depth + 1, 0);
if (nr > 0)
subdivide(right + 1, rightOrig, tempTree, dat, gridBoxR, nodeBoxR, nextIndex + 3, depth + 1, stats);
else
stats.updateLeaf(depth + 1, 0);
}
void createNode(List<uint> tempTree, int nodeIndex, int left, int right)
{
// write leaf node
tempTree[nodeIndex + 0] = (uint)((3 << 30) | left);
tempTree[nodeIndex + 1] = (uint)(right - left + 1);
}
struct buildData
{
public uint[] indices;
public AxisAlignedBox[] primBound;
public uint numPrims;
public int maxPrims;
}
struct StackNode
{
public uint node;
public float tnear;
public float tfar;
}
public class BuildStats
{
public int numNodes;
public int numLeaves;
public int sumObjects;
public int minObjects;
public int maxObjects;
public int sumDepth;
public int minDepth;
public int maxDepth;
int[] numLeavesN = new int[6];
int numBVH2;
public BuildStats()
{
numNodes = 0;
numLeaves = 0;
sumObjects = 0;
minObjects = 0x0FFFFFFF;
maxObjects = -1;
sumDepth = 0;
minDepth = 0x0FFFFFFF;
maxDepth = -1;
numBVH2 = 0;
for (int i = 0; i < 6; ++i)
numLeavesN[i] = 0;
}
public void updateInner() { numNodes++; }
public void updateBVH2() { numBVH2++; }
public void updateLeaf(int depth, int n) { }
public void printStats() { }
}
AxisAlignedBox bounds;
List<uint> tree = new List<uint>();
List<uint> objects = new List<uint>();
[StructLayout(LayoutKind.Explicit)]
public struct FloatToIntConverter
{
[FieldOffset(0)]
public uint IntValue;
[FieldOffset(0)]
public float FloatValue;
}
uint floatToRawIntBits(float f)
{
FloatToIntConverter converter = new FloatToIntConverter();
converter.FloatValue = f;
return converter.IntValue;
}
float intBitsToFloat(uint i)
{
FloatToIntConverter converter = new FloatToIntConverter();
converter.IntValue = i;
return converter.FloatValue;
}
}
public struct AABound
{
public Vector3 lo, hi;
}
}
@@ -0,0 +1,111 @@
/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
using System;
using System.Collections.Generic;
namespace Game.Collision
{
public class BIHWrap<T> where T : IModel
{
public void insert(T obj)
{
++unbalanced_times;
m_objects_to_push.Add(obj);
}
public void remove(T obj)
{
++unbalanced_times;
uint Idx = 0;
if (m_obj2Idx.TryGetValue(obj, out Idx))
m_objects[(int)Idx] = null;
else
m_objects_to_push.Remove(obj);
}
public void balance()
{
if (unbalanced_times == 0)
return;
unbalanced_times = 0;
m_objects.Clear();
m_objects.AddRange(m_obj2Idx.Keys);
m_objects.AddRange(m_objects_to_push);
m_tree.build(m_objects);
}
public void intersectRay(Ray ray, WorkerCallback intersectCallback, ref float maxDist)
{
balance();
MDLCallback temp_cb = new MDLCallback(intersectCallback, m_objects.ToArray(), (uint)m_objects.Count);
m_tree.intersectRay(ray, temp_cb, ref maxDist, true);
}
public void intersectPoint(Vector3 point, WorkerCallback intersectCallback)
{
balance();
MDLCallback callback = new MDLCallback(intersectCallback, m_objects.ToArray(), (uint)m_objects.Count);
m_tree.intersectPoint(point, callback);
}
BIH m_tree = new BIH();
List<T> m_objects = new List<T>();
Dictionary<T, uint> m_obj2Idx = new Dictionary<T, uint>();
HashSet<T> m_objects_to_push = new HashSet<T>();
int unbalanced_times;
public class MDLCallback : WorkerCallback
{
T[] objects;
WorkerCallback _callback;
uint objects_size;
public MDLCallback(WorkerCallback callback, T[] objects_array, uint size)
{
objects = objects_array;
_callback = callback;
objects_size = size;
}
/// Intersect ray
public override bool Invoke(Ray ray, uint idx, ref float maxDist)
{
if (idx >= objects_size)
return false;
T obj = objects[idx];
if (obj != null)
return _callback.Invoke(ray, obj, ref maxDist);
return false;
}
/// Intersect point
public override void Invoke(Vector3 p, uint idx)
{
if (idx >= objects_size)
return;
T obj = objects[idx];
if (obj != null)
_callback.Invoke(p, Convert.ToUInt32(obj));
}
}
}
}
+250
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@@ -0,0 +1,250 @@
/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
using System;
using System.Collections.Generic;
namespace Game.Collision
{
public class WorkerCallback
{
public virtual void Invoke(Vector3 point, uint entry) { }
public virtual bool Invoke(Ray ray, uint entry, ref float distance, bool pStopAtFirstHit) { return false; }
public virtual bool Invoke(Ray r, GameObjectModel obj, ref float distance) { 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; }
}
public class TriBoundFunc
{
public TriBoundFunc(List<Vector3> vert)
{
vertices = vert;
}
public void Invoke(MeshTriangle tri, out AxisAlignedBox value)
{
Vector3 lo = vertices[(int)tri.idx0];
Vector3 hi = lo;
lo = (lo.Min(vertices[(int)tri.idx1])).Min(vertices[(int)tri.idx2]);
hi = (hi.Max(vertices[(int)tri.idx1])).Max(vertices[(int)tri.idx2]);
value = new AxisAlignedBox(lo, hi);
}
List<Vector3> vertices;
}
public class WModelAreaCallback : WorkerCallback
{
public WModelAreaCallback(List<GroupModel> vals, Vector3 down)
{
prims = vals;
hit = null;
zDist = float.PositiveInfinity;
zVec = down;
}
List<GroupModel> prims;
public GroupModel hit;
public float zDist;
Vector3 zVec;
public override void Invoke(Vector3 point, uint entry)
{
float group_Z;
if (prims[(int)entry].IsInsideObject(point, zVec, out group_Z))
{
if (group_Z < zDist)
{
zDist = group_Z;
hit = prims[(int)entry];
}
}
}
}
public class WModelRayCallBack : WorkerCallback
{
public WModelRayCallBack(List<GroupModel> mod)
{
models = mod;
hit = false;
}
public override bool Invoke(Ray ray, uint entry, ref float distance, bool pStopAtFirstHit)
{
bool result = models[(int)entry].IntersectRay(ray, ref distance, pStopAtFirstHit);
if (result) hit = true;
return hit;
}
List<GroupModel> models;
public bool hit;
}
public class GModelRayCallback : WorkerCallback
{
public GModelRayCallback(List<MeshTriangle> tris, List<Vector3> vert)
{
vertices = vert;
triangles = tris;
hit = false;
}
public override bool Invoke(Ray ray, uint entry, ref float distance, bool pStopAtFirstHit)
{
bool result = IntersectTriangle(triangles[(int)entry], vertices, ray, ref distance);
if (result)
hit = true;
return hit;
}
bool IntersectTriangle(MeshTriangle tri, List<Vector3> points, Ray ray, ref float distance)
{
const float EPS = 1e-5f;
// See RTR2 ch. 13.7 for the algorithm.
Vector3 e1 = points[(int)tri.idx1] - points[(int)tri.idx0];
Vector3 e2 = points[(int)tri.idx2] - points[(int)tri.idx0];
Vector3 p = new Vector3(ray.Direction.cross(e2));
float a = e1.dot(p);
if (Math.Abs(a) < EPS)
{
// Determinant is ill-conditioned; abort early
return false;
}
float f = 1.0f / a;
Vector3 s = new Vector3(ray.Origin - points[(int)tri.idx0]);
float u = f * s.dot(p);
if ((u < 0.0f) || (u > 1.0f))
{
// We hit the plane of the m_geometry, but outside the m_geometry
return false;
}
Vector3 q = new Vector3(s.cross(e1));
float v = f * ray.Direction.dot(q);
if ((v < 0.0f) || ((u + v) > 1.0f))
{
// We hit the plane of the triangle, but outside the triangle
return false;
}
float t = f * e2.dot(q);
if ((t > 0.0f) && (t < distance))
{
// This is a new hit, closer than the previous one
distance = t;
return true;
}
// This hit is after the previous hit, so ignore it
return false;
}
List<Vector3> vertices;
List<MeshTriangle> triangles;
public bool hit;
}
public class MapRayCallback : WorkerCallback
{
public MapRayCallback(ModelInstance[] val)
{
prims = val;
hit = false;
}
public override bool Invoke(Ray ray, uint entry, ref float distance, bool pStopAtFirstHit = true)
{
if (prims[entry] == null)
return false;
bool result = prims[entry].intersectRay(ray, ref distance, pStopAtFirstHit);
if (result)
hit = true;
return result;
}
public bool didHit() { return hit; }
ModelInstance[] prims;
bool hit;
}
public class AreaInfoCallback : WorkerCallback
{
public AreaInfoCallback(ModelInstance[] val)
{
prims = val;
}
public override void Invoke(Vector3 point, uint entry)
{
if (prims[entry] == null)
return;
prims[entry].intersectPoint(point, aInfo);
}
ModelInstance[] prims;
public AreaInfo aInfo = new AreaInfo();
}
public class LocationInfoCallback : WorkerCallback
{
public LocationInfoCallback(ModelInstance[] val, LocationInfo info)
{
prims = val;
locInfo = info;
result = false;
}
public override void Invoke(Vector3 point, uint entry)
{
if (prims[entry] != null && prims[entry].GetLocationInfo(point, locInfo))
result = true;
}
ModelInstance[] prims;
LocationInfo locInfo;
public bool result;
}
public class DynamicTreeIntersectionCallback : WorkerCallback
{
public DynamicTreeIntersectionCallback(List<uint> phases)
{
_didHit = false;
_phases = phases;
}
public override bool Invoke(Ray r, GameObjectModel obj, ref float distance)
{
_didHit = obj.intersectRay(r, ref distance, true, _phases);
return _didHit;
}
public bool didHit() { return _didHit; }
bool _didHit;
List<uint> _phases;
}
}
+179
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/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
namespace Game.Collision
{
public class DynamicMapTree
{
DynTreeImpl impl;
public DynamicMapTree()
{
impl = new DynTreeImpl();
}
public void insert(GameObjectModel mdl)
{
impl.insert(mdl);
}
public void remove(GameObjectModel mdl)
{
impl.remove(mdl);
}
public bool contains(GameObjectModel mdl)
{
return impl.contains(mdl);
}
public void balance()
{
impl.balance();
}
int size()
{
return impl.size();
}
public void update(uint diff)
{
impl.update(diff);
}
public bool getIntersectionTime(List<uint> phases, Ray ray, Vector3 endPos, float maxDist)
{
float distance = maxDist;
DynamicTreeIntersectionCallback callback = new DynamicTreeIntersectionCallback(phases);
impl.intersectRay(ray, callback, ref distance, endPos);
if (callback.didHit())
maxDist = distance;
return callback.didHit();
}
public bool getObjectHitPos(List<uint> phases, Vector3 startPos, Vector3 endPos, ref Vector3 resultHitPos, float modifyDist)
{
bool result = false;
float maxDist = (endPos - startPos).magnitude();
// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
Contract.Assert(maxDist < float.MaxValue);
// prevent NaN values which can cause BIH intersection to enter infinite loop
if (maxDist < 1e-10f)
{
resultHitPos = endPos;
return false;
}
Vector3 dir = (endPos - startPos) / maxDist; // direction with length of 1
Ray ray = new Ray(startPos, dir);
float dist = maxDist;
if (getIntersectionTime(phases, ray, endPos, dist))
{
resultHitPos = startPos + dir * dist;
if (modifyDist < 0)
{
if ((resultHitPos - startPos).magnitude() > -modifyDist)
resultHitPos += dir * modifyDist;
else
resultHitPos = startPos;
}
else
resultHitPos += dir * modifyDist;
result = true;
}
else
{
resultHitPos = endPos;
result = false;
}
return result;
}
public bool isInLineOfSight(Vector3 startPos, Vector3 endPos, List<uint> phases)
{
float maxDist = (endPos - startPos).magnitude();
if (!MathFunctions.fuzzyGt(maxDist, 0))
return true;
Ray r = new Ray(startPos, (endPos - startPos) / maxDist);
DynamicTreeIntersectionCallback callback = new DynamicTreeIntersectionCallback(phases);
impl.intersectRay(r, callback, ref maxDist, endPos);
return !callback.didHit();
}
public float getHeight(float x, float y, float z, float maxSearchDist, List<uint> phases)
{
Vector3 v = new Vector3(x, y, z + 0.5f);
Ray r = new Ray(v, new Vector3(0, 0, -1));
DynamicTreeIntersectionCallback callback = new DynamicTreeIntersectionCallback(phases);
impl.intersectZAllignedRay(r, callback, ref maxSearchDist);
if (callback.didHit())
return v.Z - maxSearchDist;
else
return float.NegativeInfinity;
}
}
public class DynTreeImpl : RegularGrid2D<GameObjectModel, BIHWrap<GameObjectModel>>
{
public DynTreeImpl()
{
rebalance_timer = new TimeTrackerSmall(200);
unbalanced_times = 0;
}
public override void insert(GameObjectModel mdl)
{
base.insert(mdl);
++unbalanced_times;
}
public override void remove(GameObjectModel mdl)
{
base.remove(mdl);
++unbalanced_times;
}
public override void balance()
{
base.balance();
unbalanced_times = 0;
}
public void update(uint difftime)
{
if (size() == 0)
return;
rebalance_timer.Update((int)difftime);
if (rebalance_timer.Passed())
{
rebalance_timer.Reset(200);
if (unbalanced_times > 0)
balance();
}
}
TimeTrackerSmall rebalance_timer;
int unbalanced_times;
}
}
@@ -0,0 +1,289 @@
/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
namespace Game.Collision
{
public enum VMAPLoadResult
{
Error,
OK,
Ignored
}
public class VMapManager : Singleton<VMapManager>
{
VMapManager() { }
public static string VMapPath = Global.WorldMgr.GetDataPath() + "/vmaps/";
public VMAPLoadResult loadMap(uint mapId, uint x, uint y)
{
var result = VMAPLoadResult.Ignored;
if (_loadMap(mapId, x, y))
result = VMAPLoadResult.OK;
else
result = VMAPLoadResult.Error;
return result;
}
bool _loadMap(uint mapId, uint tileX, uint tileY)
{
var instanceTree = iInstanceMapTrees.LookupByKey(mapId);
if (instanceTree == null)
{
string filename = string.Format("{0}{1:D4}.vmtree", VMapPath, mapId);
StaticMapTree newTree = new StaticMapTree(mapId);
if (!newTree.InitMap(filename, this))
return false;
iInstanceMapTrees.Add(mapId, newTree);
instanceTree = newTree;
}
return instanceTree.LoadMapTile(tileX, tileY, this);
}
public WorldModel acquireModelInstance(string filename)
{
var model = iLoadedModelFiles.LookupByKey(filename);
if (model == null)
{
WorldModel worldmodel = new WorldModel();
if (!worldmodel.readFile(VMapPath + filename + ".vmo"))
{
Log.outError(LogFilter.Server, "VMapManager: could not load '{0}.vmo'", filename);
return null;
}
Log.outDebug(LogFilter.Maps, "VMapManager: loading file '{0}'", filename);
iLoadedModelFiles.Add(filename, new ManagedModel());
model = iLoadedModelFiles.LookupByKey(filename);
model.setModel(worldmodel);
}
model.incRefCount();
return model.getModel();
}
public void releaseModelInstance(string filename)
{
var model = iLoadedModelFiles.LookupByKey(filename);
if (model == null)
{
Log.outError(LogFilter.Server, "VMapManager: trying to unload non-loaded file '{0}'", filename);
return;
}
if (model.decRefCount() == 0)
{
Log.outDebug(LogFilter.Maps, "VMapManager: unloading file '{0}'", filename);
iLoadedModelFiles.Remove(filename);
}
}
public bool existsMap(uint mapId, uint x, uint y)
{
return StaticMapTree.CanLoadMap(VMapPath, mapId, x, y);
}
public static string getMapFileName(uint mapId)
{
return string.Format("{0:D4}.vmtree", mapId);
}
public bool GetLiquidLevel(uint mapId, float x, float y, float z, byte reqLiquidType, ref float level, ref float floor, ref uint type)
{
if (!Global.DisableMgr.IsDisabledFor(DisableType.VMAP, mapId, null, DisableFlags.VmapLiquidStatus))
{
var instanceTree = iInstanceMapTrees.LookupByKey(mapId);
if (instanceTree != null)
{
LocationInfo info = new LocationInfo();
Vector3 pos = convertPositionToInternalRep(x, y, z);
if (instanceTree.GetLocationInfo(pos, info))
{
floor = info.ground_Z;
Contract.Assert(floor < float.MaxValue);
type = info.hitModel.GetLiquidType(); // entry from LiquidType.dbc
if (reqLiquidType != 0 && !Convert.ToBoolean(Global.DB2Mgr.GetLiquidFlags(type) & reqLiquidType))
return false;
if (info.hitInstance.GetLiquidLevel(pos, info, ref level))
return true;
}
}
}
return false;
}
public float getHeight(uint mapId, float x, float y, float z, float maxSearchDist)
{
if (isHeightCalcEnabled() && !Global.DisableMgr.IsDisabledFor(DisableType.VMAP, mapId, null, DisableFlags.VmapHeight))
{
var instanceTree = iInstanceMapTrees.LookupByKey(mapId);
if (instanceTree != null)
{
Vector3 pos = convertPositionToInternalRep(x, y, z);
float height = instanceTree.getHeight(pos, maxSearchDist);
if (float.IsInfinity(height))
height = MapConst.VMAPInvalidHeightValue; // No height
return height;
}
}
return MapConst.VMAPInvalidHeightValue;
}
public bool getAreaInfo(uint mapId, float x, float y, ref float z, out uint flags, out int adtId, out int rootId, out int groupId)
{
flags = 0;
adtId = 0;
rootId = 0;
groupId = 0;
if (!Global.DisableMgr.IsDisabledFor(DisableType.VMAP, mapId, null, DisableFlags.VmapAreaFlag))
{
var instanceTree = iInstanceMapTrees.LookupByKey(mapId);
if (instanceTree != null)
{
Vector3 pos = convertPositionToInternalRep(x, y, z);
bool result = instanceTree.getAreaInfo(ref pos, out flags, out adtId, out rootId, out groupId);
// z is not touched by convertPositionToInternalRep(), so just copy
z = pos.Z;
return result;
}
}
return false;
}
Vector3 convertPositionToInternalRep(float x, float y, float z)
{
Vector3 pos = new Vector3();
float mid = 0.5f * 64.0f * 533.33333333f;
pos.X = mid - x;
pos.Y = mid - y;
pos.Z = z;
return pos;
}
public void setEnableLineOfSightCalc(bool pVal) { _enableLineOfSightCalc = pVal; }
public void setEnableHeightCalc(bool pVal) { _enableHeightCalc = pVal; }
public bool isLineOfSightCalcEnabled() { return _enableLineOfSightCalc; }
public bool isHeightCalcEnabled() { return _enableHeightCalc; }
public bool isMapLoadingEnabled() { return _enableLineOfSightCalc || _enableHeightCalc; }
public bool getObjectHitPos(uint mapId, float x1, float y1, float z1, float x2, float y2, float z2, out float rx, out float ry, out float rz, float modifyDist)
{
if (isLineOfSightCalcEnabled() && !Global.DisableMgr.IsDisabledFor(DisableType.VMAP, mapId, null, DisableFlags.VmapLOS))
{
var instanceTree = iInstanceMapTrees.LookupByKey(mapId);
if (instanceTree != null)
{
Vector3 resultPos;
Vector3 pos1 = convertPositionToInternalRep(x1, y1, z1);
Vector3 pos2 = convertPositionToInternalRep(x2, y2, z2);
bool result = instanceTree.getObjectHitPos(pos1, pos2, out resultPos, modifyDist);
resultPos = convertPositionToInternalRep(resultPos.X, resultPos.Y, resultPos.Z);
rx = resultPos.X;
ry = resultPos.Y;
rz = resultPos.Z;
return result;
}
}
rx = x2;
ry = y2;
rz = z2;
return false;
}
public bool isInLineOfSight(uint mapId, float x1, float y1, float z1, float x2, float y2, float z2)
{
if (!isLineOfSightCalcEnabled() || Global.DisableMgr.IsDisabledFor(DisableType.VMAP, mapId, null, DisableFlags.VmapLOS))
return true;
var instanceTree = iInstanceMapTrees.LookupByKey(mapId);
if (instanceTree != null)
{
Vector3 pos1 = convertPositionToInternalRep(x1, y1, z1);
Vector3 pos2 = convertPositionToInternalRep(x2, y2, z2);
if (pos1 != pos2)
{
return instanceTree.isInLineOfSight(pos1, pos2);
}
}
return true;
}
public void unloadMap(uint mapId)
{
var instanceTree = iInstanceMapTrees.LookupByKey(mapId);
if (instanceTree != null)
{
instanceTree.UnloadMap(this);
if (instanceTree.numLoadedTiles() == 0)
{
iInstanceMapTrees.Remove(mapId);
}
}
}
public void unloadMap(uint mapId, uint x, uint y)
{
var instanceTree = iInstanceMapTrees.LookupByKey(mapId);
if (instanceTree != null)
{
instanceTree.UnloadMapTile(x, y, this);
if (instanceTree.numLoadedTiles() == 0)
{
iInstanceMapTrees.Remove(mapId);
}
}
}
Dictionary<string, ManagedModel> iLoadedModelFiles = new Dictionary<string, ManagedModel>();
Dictionary<uint, StaticMapTree> iInstanceMapTrees = new Dictionary<uint, StaticMapTree>();
bool _enableLineOfSightCalc;
bool _enableHeightCalc;
}
public class ManagedModel
{
public ManagedModel()
{
iModel = null;
iRefCount = 0;
}
public void setModel(WorldModel model) { iModel = model; }
public WorldModel getModel() { return iModel; }
public void incRefCount() { ++iRefCount; }
public int decRefCount() { return --iRefCount; }
WorldModel iModel;
int iRefCount;
}
}
+387
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/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
using System.IO;
namespace Game.Collision
{
public class LocationInfo
{
public LocationInfo()
{
ground_Z = float.NegativeInfinity;
}
public ModelInstance hitInstance;
public GroupModel hitModel;
public float ground_Z;
}
public class AreaInfo
{
public AreaInfo()
{
ground_Z = float.NegativeInfinity;
}
public bool result;
public float ground_Z;
public uint flags;
public int adtId;
public int rootId;
public int groupId;
}
public class StaticMapTree
{
public StaticMapTree(uint mapId)
{
iMapID = mapId;
}
public bool InitMap(string fname, VMapManager vm)
{
Log.outDebug(LogFilter.Maps, "StaticMapTree.InitMap() : initializing StaticMapTree '{0}'", fname);
bool success = false;
if (!File.Exists(fname))
return false;
char tiled = '0';
using (BinaryReader reader = new BinaryReader(new FileStream(fname, FileMode.Open, FileAccess.Read)))
{
var magic = reader.ReadStringFromChars(8);
tiled = reader.ReadChar();
var node = reader.ReadStringFromChars(4);
if (magic == MapConst.VMapMagic && node == "NODE" && iTree.readFromFile(reader))
{
iNTreeValues = iTree.primCount();
iTreeValues = new ModelInstance[iNTreeValues];
success = reader.ReadStringFromChars(4) == "GOBJ";
}
iIsTiled = (tiled == 1);
// global model spawns
// only non-tiled maps have them, and if so exactly one (so far at least...)
ModelSpawn spawn;
if (!iIsTiled && ModelSpawn.readFromFile(reader, out spawn))
{
WorldModel model = vm.acquireModelInstance(spawn.name);
Log.outDebug(LogFilter.Maps, "StaticMapTree.InitMap() : loading {0}", spawn.name);
if (model != null)
{
// assume that global model always is the first and only tree value (could be improved...)
iTreeValues[0] = new ModelInstance(spawn, model);
iLoadedSpawns[0] = 1;
}
else
{
success = false;
Log.outError(LogFilter.Server, "StaticMapTree.InitMap() : could not acquire WorldModel for '{0}'", spawn.name);
}
}
}
return success;
}
public void UnloadMap(VMapManager vm)
{
foreach (var id in iLoadedSpawns)
{
iTreeValues[id.Key].setUnloaded();
for (uint refCount = 0; refCount < id.Key; ++refCount)
vm.releaseModelInstance(iTreeValues[id.Key].name);
}
iLoadedSpawns.Clear();
iLoadedTiles.Clear();
}
public bool LoadMapTile(uint tileX, uint tileY, VMapManager vm)
{
if (!iIsTiled)
{
// currently, core creates grids for all maps, whether it has terrain tiles or not
// so we need "fake" tile loads to know when we can unload map geometry
iLoadedTiles[packTileID(tileX, tileY)] = false;
return true;
}
if (iTreeValues == null)
{
Log.outError(LogFilter.Server, "StaticMapTree.LoadMapTile() : tree has not been initialized [{0}, {1}]", tileX, tileY);
return false;
}
bool result = true;
string tilefile = VMapManager.VMapPath + getTileFileName(iMapID, tileX, tileY);
if (!File.Exists(tilefile))
{
iLoadedTiles[packTileID(tileX, tileY)] = false;
}
else
{
using (BinaryReader reader = new BinaryReader(new FileStream(tilefile, FileMode.Open, FileAccess.Read)))
{
if (reader.ReadStringFromChars(8) != MapConst.VMapMagic)
return false;
uint numSpawns = reader.ReadUInt32();
for (uint i = 0; i < numSpawns && result; ++i)
{
// read model spawns
ModelSpawn spawn;
result = ModelSpawn.readFromFile(reader, out spawn);
if (result)
{
// acquire model instance
WorldModel model = vm.acquireModelInstance(spawn.name);
if (model == null)
Log.outError(LogFilter.Server, "StaticMapTree.LoadMapTile() : could not acquire WorldModel [{0}, {1}]", tileX, tileY);
// update tree
uint referencedVal = reader.ReadUInt32();
if (!iLoadedSpawns.ContainsKey(referencedVal))
{
iTreeValues[referencedVal] = new ModelInstance(spawn, model);
iLoadedSpawns[referencedVal] = 1;
}
else
++iLoadedSpawns[referencedVal];
}
else
result = false;
}
}
iLoadedTiles[packTileID(tileX, tileY)] = true;
}
return result;
}
public void UnloadMapTile(uint tileX, uint tileY, VMapManager vm)
{
uint tileID = packTileID(tileX, tileY);
var tile = iLoadedTiles.LookupByKey(tileID);
if (!iLoadedTiles.ContainsKey(tileID))
{
Log.outError(LogFilter.Server, "StaticMapTree.UnloadMapTile() : trying to unload non-loaded tile - Map:{0} X:{1} Y:{2}", iMapID, tileX, tileY);
return;
}
if (tile) // file associated with tile
{
string tilefile = VMapManager.VMapPath + getTileFileName(iMapID, tileX, tileY);
using (BinaryReader reader = new BinaryReader(new FileStream(tilefile, FileMode.Open, FileAccess.Read)))
{
bool result = true;
if (reader.ReadStringFromChars(8) != MapConst.VMapMagic)
result = false;
uint numSpawns = reader.ReadUInt32();
for (uint i = 0; i < numSpawns && result; ++i)
{
// read model spawns
ModelSpawn spawn;
result = ModelSpawn.readFromFile(reader, out spawn);
if (result)
{
// release model instance
vm.releaseModelInstance(spawn.name);
// update tree
uint referencedNode = reader.ReadUInt32();
if (!iLoadedSpawns.ContainsKey(referencedNode))
Log.outError(LogFilter.Server, "StaticMapTree.UnloadMapTile() : trying to unload non-referenced model '{0}' (ID:{1})", spawn.name, spawn.ID);
else if (--iLoadedSpawns[referencedNode] == 0)
{
iTreeValues[referencedNode].setUnloaded();
iLoadedSpawns.Remove(referencedNode);
}
}
}
}
}
iLoadedTiles.Remove(tileID);
}
static uint packTileID(uint tileX, uint tileY) { return tileX << 16 | tileY; }
static void unpackTileID(uint ID, ref uint tileX, ref uint tileY) { tileX = ID >> 16; tileY = ID & 0xFF; }
public static bool CanLoadMap(string vmapPath, uint mapID, uint tileX, uint tileY)
{
string fullname = vmapPath + VMapManager.getMapFileName(mapID);
bool success = true;
if (!File.Exists(fullname))
return false;
using (BinaryReader reader = new BinaryReader(new FileStream(fullname, FileMode.Open, FileAccess.Read)))
{
if (reader.ReadStringFromChars(8) != MapConst.VMapMagic)
return false;
char tiled = reader.ReadChar();
if (tiled == 1)
{
string tilefile = vmapPath + getTileFileName(mapID, tileX, tileY);
if (!File.Exists(tilefile))
return false;
using (BinaryReader reader1 = new BinaryReader(new FileStream(tilefile, FileMode.Open, FileAccess.Read)))
{
if (reader1.ReadStringFromChars(8) != MapConst.VMapMagic)
success = false;
}
}
}
return success;
}
public static string getTileFileName(uint mapID, uint tileX, uint tileY)
{
return string.Format("{0:D4}_{1:D2}_{2:D2}.vmtile", mapID, tileY, tileX);
}
public bool getAreaInfo(ref Vector3 pos, out uint flags, out int adtId, out int rootId, out int groupId)
{
flags = 0;
adtId = 0;
rootId = 0;
groupId = 0;
AreaInfoCallback intersectionCallBack = new AreaInfoCallback(iTreeValues);
iTree.intersectPoint(pos, intersectionCallBack);
if (intersectionCallBack.aInfo.result)
{
flags = intersectionCallBack.aInfo.flags;
adtId = intersectionCallBack.aInfo.adtId;
rootId = intersectionCallBack.aInfo.rootId;
groupId = intersectionCallBack.aInfo.groupId;
pos.Z = intersectionCallBack.aInfo.ground_Z;
return true;
}
return false;
}
public bool GetLocationInfo(Vector3 pos, LocationInfo info)
{
LocationInfoCallback intersectionCallBack = new LocationInfoCallback(iTreeValues, info);
iTree.intersectPoint(pos, intersectionCallBack);
return intersectionCallBack.result;
}
public float getHeight(Vector3 pPos, float maxSearchDist)
{
float height = float.PositiveInfinity;
Vector3 dir = new Vector3(0, 0, -1);
Ray ray = new Ray(pPos, dir); // direction with length of 1
float maxDist = maxSearchDist;
if (getIntersectionTime(ray, ref maxDist, false))
height = pPos.Z - maxDist;
return height;
}
bool getIntersectionTime(Ray pRay, ref float pMaxDist, bool pStopAtFirstHit)
{
float distance = pMaxDist;
MapRayCallback intersectionCallBack = new MapRayCallback(iTreeValues);
iTree.intersectRay(pRay, intersectionCallBack, ref distance, pStopAtFirstHit);
if (intersectionCallBack.didHit())
pMaxDist = distance;
return intersectionCallBack.didHit();
}
public bool getObjectHitPos(Vector3 pPos1, Vector3 pPos2, out Vector3 pResultHitPos, float pModifyDist)
{
bool result = false;
float maxDist = (pPos2 - pPos1).magnitude();
// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
Contract.Assert(maxDist < float.MaxValue);
// prevent NaN values which can cause BIH intersection to enter infinite loop
if (maxDist < 1e-10f)
{
pResultHitPos = pPos2;
return false;
}
Vector3 dir = (pPos2 - pPos1) / maxDist; // direction with length of 1
Ray ray = new Ray(pPos1, dir);
float dist = maxDist;
if (getIntersectionTime(ray, ref dist, false))
{
pResultHitPos = pPos1 + dir * dist;
if (pModifyDist < 0)
{
if ((pResultHitPos - pPos1).magnitude() > -pModifyDist)
{
pResultHitPos = pResultHitPos + dir * pModifyDist;
}
else
{
pResultHitPos = pPos1;
}
}
else
{
pResultHitPos = pResultHitPos + dir * pModifyDist;
}
result = true;
}
else
{
pResultHitPos = pPos2;
result = false;
}
return result;
}
public bool isInLineOfSight(Vector3 pos1, Vector3 pos2)
{
float maxDist = (pos2 - pos1).magnitude();
// return false if distance is over max float, in case of cheater teleporting to the end of the universe
if (maxDist == float.MaxValue ||
maxDist == float.PositiveInfinity)
return false;
// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
Contract.Assert(maxDist < float.MaxValue);
// prevent NaN values which can cause BIH intersection to enter infinite loop
if (maxDist < 1e-10f)
return true;
// direction with length of 1
Ray ray = new Ray(pos1, (pos2 - pos1) / maxDist);
if (getIntersectionTime(ray, ref maxDist, true))
return false;
return true;
}
public int numLoadedTiles() { return iLoadedTiles.Count; }
uint iMapID;
bool iIsTiled;
BIH iTree = new BIH();
ModelInstance[] iTreeValues;
uint iNTreeValues;
Dictionary<uint, bool> iLoadedTiles = new Dictionary<uint, bool>();
Dictionary<uint, uint> iLoadedSpawns = new Dictionary<uint, uint>();
}
}
@@ -0,0 +1,213 @@
/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.IO;
namespace Game.Collision
{
public class StaticModelList
{
public static Dictionary<uint, GameobjectModelData> models = new Dictionary<uint, GameobjectModelData>();
}
public class GameObjectModelOwnerBase
{
public virtual bool IsSpawned() { return false; }
public virtual uint GetDisplayId() { return 0; }
public virtual bool IsInPhase(List<uint> phases) { return false; }
public virtual Vector3 GetPosition() { return Vector3.Zero; }
public virtual float GetOrientation() { return 0.0f; }
public virtual float GetScale() { return 1.0f; }
public virtual void DebugVisualizeCorner(Vector3 corner) { }
}
public class GameObjectModel : IModel
{
bool initialize(GameObjectModelOwnerBase modelOwner)
{
var it = StaticModelList.models.LookupByKey(modelOwner.GetDisplayId());
if (it == null)
return false;
AxisAlignedBox mdl_box = new AxisAlignedBox(it.bound);
// ignore models with no bounds
if (mdl_box == AxisAlignedBox.Zero())
{
Log.outError(LogFilter.Server, "GameObject model {0} has zero bounds, loading skipped", it.name);
return false;
}
iModel = Global.VMapMgr.acquireModelInstance(it.name);
if (iModel == null)
return false;
name = it.name;
iPos = modelOwner.GetPosition();
iScale = modelOwner.GetScale();
iInvScale = 1.0f / iScale;
Matrix3 iRotation = Matrix3.fromEulerAnglesZYX(modelOwner.GetOrientation(), 0, 0);
iInvRot = iRotation.inverse();
// transform bounding box:
mdl_box = new AxisAlignedBox(mdl_box.Lo * iScale, mdl_box.Hi * iScale);
AxisAlignedBox rotated_bounds = new AxisAlignedBox();
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(iRotation * mdl_box.corner(i));
iBound = rotated_bounds + iPos;
owner = modelOwner;
return true;
}
public static GameObjectModel Create(GameObjectModelOwnerBase modelOwner)
{
GameObjectModel mdl = new GameObjectModel();
if (!mdl.initialize(modelOwner))
return null;
return mdl;
}
public bool intersectRay(Ray ray, ref float maxDist, bool stopAtFirstHit, List<uint> phases)
{
if (!isCollisionEnabled() || !owner.IsSpawned())
return false;
if (!owner.IsInPhase(phases))
return false;
float time = ray.intersectionTime(iBound);
if (time == float.PositiveInfinity)
return false;
// child bounds are defined in object space:
Vector3 p = iInvRot * (ray.Origin - iPos) * iInvScale;
Ray modRay = new Ray(p, iInvRot * ray.Direction);
float distance = maxDist * iInvScale;
bool hit = iModel.IntersectRay(modRay, ref distance, stopAtFirstHit);
if (hit)
{
distance *= iScale;
maxDist = distance;
}
return hit;
}
public bool UpdatePosition()
{
if (iModel == null)
return false;
var it = StaticModelList.models.LookupByKey(owner.GetDisplayId());
if (it == null)
return false;
AxisAlignedBox mdl_box = new AxisAlignedBox(it.bound);
// ignore models with no bounds
if (mdl_box == AxisAlignedBox.Zero())
{
Log.outError(LogFilter.Server, "GameObject model {0} has zero bounds, loading skipped", it.name);
return false;
}
iPos = owner.GetPosition();
Matrix3 iRotation = Matrix3.fromEulerAnglesZYX(owner.GetOrientation(), 0, 0);
iInvRot = iRotation.inverse();
// transform bounding box:
mdl_box = new AxisAlignedBox(mdl_box.Lo * iScale, mdl_box.Hi * iScale);
AxisAlignedBox rotated_bounds = new AxisAlignedBox();
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(iRotation * mdl_box.corner(i));
iBound = rotated_bounds + iPos;
return true;
}
public override Vector3 getPosition() { return iPos; }
public override AxisAlignedBox getBounds() { return iBound; }
public void enableCollision(bool enable) { _collisionEnabled = enable; }
bool isCollisionEnabled() { return _collisionEnabled; }
public static void LoadGameObjectModelList()
{
uint oldMSTime = Time.GetMSTime();
var filename = Global.WorldMgr.GetDataPath() + "/vmaps/GameObjectModels.dtree";
if (!File.Exists(filename))
{
Log.outError(LogFilter.Server, "Unable to open '{0}' file.", filename);
return;
}
try
{
using (BinaryReader reader = new BinaryReader(new FileStream(filename, FileMode.Open, FileAccess.Read)))
{
uint name_length, displayId;
string name;
while (true)
{
if (reader.BaseStream.Position >= reader.BaseStream.Length)
break;
Vector3 v1, v2;
displayId = reader.ReadUInt32();
name_length = reader.ReadUInt32();
name = reader.ReadString((int)name_length);
v1 = reader.ReadStruct<Vector3>();
v2 = reader.ReadStruct<Vector3>();
StaticModelList.models.Add(displayId, new GameobjectModelData(name, new AxisAlignedBox(v1, v2)));
}
}
}
catch (EndOfStreamException ex)
{
Log.outException(ex);
}
Log.outInfo(LogFilter.ServerLoading, "Loaded {0} GameObject models in {1} ms", StaticModelList.models.Count, Time.GetMSTimeDiffToNow(oldMSTime));
}
string name;
bool _collisionEnabled;
AxisAlignedBox iBound;
Matrix3 iInvRot;
Vector3 iPos;
float iInvScale;
float iScale;
WorldModel iModel;
GameObjectModelOwnerBase owner;
}
public class GameobjectModelData
{
public GameobjectModelData(string name_, AxisAlignedBox box)
{
bound = box;
name = name_;
}
public AxisAlignedBox bound;
public string name;
}
}
+27
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@@ -0,0 +1,27 @@
/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
namespace Game.Collision
{
public class IModel
{
public virtual Vector3 getPosition() { return default(Vector3); }
public virtual AxisAlignedBox getBounds() { return default(AxisAlignedBox); }
}
}
@@ -0,0 +1,201 @@
/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
using System;
using System.IO;
namespace Game.Collision
{
public enum ModelFlags
{
M2 = 1,
WorldSpawn = 1 << 1,
HasBound = 1 << 2
}
public class ModelSpawn
{
public ModelSpawn() { }
public ModelSpawn(ModelSpawn spawn)
{
flags = spawn.flags;
adtId = spawn.adtId;
ID = spawn.ID;
iPos = spawn.iPos;
iRot = spawn.iRot;
iScale = spawn.iScale;
iBound = spawn.iBound;
name = spawn.name;
}
public static bool readFromFile(BinaryReader reader, out ModelSpawn spawn)
{
spawn = new ModelSpawn();
spawn.flags = reader.ReadUInt32();
spawn.adtId = reader.ReadUInt16();
spawn.ID = reader.ReadUInt32();
spawn.iPos = reader.ReadStruct<Vector3>();
spawn.iRot = reader.ReadStruct<Vector3>();
spawn.iScale = reader.ReadSingle();
bool has_bound = Convert.ToBoolean(spawn.flags & (uint)ModelFlags.HasBound);
if (has_bound) // only WMOs have bound in MPQ, only available after computation
{
Vector3 bLow = reader.ReadStruct<Vector3>();
Vector3 bHigh = reader.ReadStruct<Vector3>();
spawn.iBound = new AxisAlignedBox(bLow, bHigh);
}
uint nameLen = reader.ReadUInt32();
spawn.name = reader.ReadString((int)nameLen);
return true;
}
public uint flags;
public ushort adtId;
public uint ID;
public Vector3 iPos;
public Vector3 iRot;
public float iScale;
public AxisAlignedBox iBound;
public string name;
}
public class ModelInstance : ModelSpawn
{
public ModelInstance()
{
iInvScale = 0.0f;
iModel = null;
}
public ModelInstance(ModelSpawn spawn, WorldModel model)
: base(spawn)
{
iModel = model;
iInvRot = Matrix3.fromEulerAnglesZYX(MathFunctions.PI * iRot.Y / 180.0f, MathFunctions.PI * iRot.X / 180.0f, MathFunctions.PI * iRot.Z / 180.0f).inverse();
iInvScale = 1.0f / iScale;
}
public bool intersectRay(Ray pRay, ref float pMaxDist, bool pStopAtFirstHit)
{
if (iModel == null)
return false;
float time = pRay.intersectionTime(iBound);
if (float.IsInfinity(time))
return false;
// child bounds are defined in object space:
Vector3 p = iInvRot * (pRay.Origin - iPos) * iInvScale;
Ray modRay = new Ray(p, iInvRot * pRay.Direction);
float distance = pMaxDist * iInvScale;
bool hit = iModel.IntersectRay(modRay, ref distance, pStopAtFirstHit);
if (hit)
{
distance *= iScale;
pMaxDist = distance;
}
return hit;
}
public void intersectPoint(Vector3 p, AreaInfo info)
{
if (iModel == null)
return;
// M2 files don't contain area info, only WMO files
if (Convert.ToBoolean(flags & (uint)ModelFlags.M2))
return;
if (!iBound.contains(p))
return;
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (p - 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;
// Transform back to world space. Note that:
// Mat * vec == vec * Mat.transpose()
// and for rotation matrices: Mat.inverse() == Mat.transpose()
float world_Z = ((modelGround * iInvRot) * iScale + iPos).Z;
if (info.ground_Z < world_Z)
{
info.ground_Z = world_Z;
info.adtId = adtId;
}
}
}
public bool GetLiquidLevel(Vector3 p, LocationInfo info, ref float liqHeight)
{
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (info.hitModel.GetLiquidLevel(pModel, out zDist))
{
// calculate world height (zDist in model coords):
// assume WMO not tilted (wouldn't make much sense anyway)
liqHeight = zDist * iScale + iPos.Z;
return true;
}
return false;
}
public bool GetLocationInfo(Vector3 p, LocationInfo info)
{
if (iModel == null)
return false;
// M2 files don't contain area info, only WMO files
if (Convert.ToBoolean(flags & (uint)ModelFlags.M2))
return false;
if (!iBound.contains(p))
return false;
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
Vector3 zDirModel = iInvRot * new Vector3(0.0f, 0.0f, -1.0f);
float zDist;
if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
// Transform back to world space. Note that:
// Mat * vec == vec * Mat.transpose()
// and for rotation matrices: Mat.inverse() == Mat.transpose()
float world_Z = ((modelGround * iInvRot) * iScale + iPos).Z;
if (info.ground_Z < world_Z) // hm...could it be handled automatically with zDist at intersection?
{
info.ground_Z = world_Z;
info.hitInstance = this;
return true;
}
}
return false;
}
public void setUnloaded() { iModel = null; }
Matrix3 iInvRot;
float iInvScale;
WorldModel iModel;
}
}
+405
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@@ -0,0 +1,405 @@
/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.IO;
namespace Game.Collision
{
public struct MeshTriangle
{
public MeshTriangle(uint na, uint nb, uint nc)
{
idx0 = na;
idx1 = nb;
idx2 = nc;
}
public uint idx0;
public uint idx1;
public uint idx2;
}
public class WmoLiquid
{
public WmoLiquid() { }
public WmoLiquid(uint width, uint height, Vector3 corner, uint type)
{
iTilesX = width;
iTilesY = height;
iCorner = corner;
iType = type;
iHeight = new float[(width + 1) * (height + 1)];
iFlags = new byte[width * height];
}
public WmoLiquid(WmoLiquid other)
{
if (this == other)
return;
iTilesX = other.iTilesX;
iTilesY = other.iTilesY;
iCorner = other.iCorner;
iType = other.iType;
if (other.iHeight != null)
{
iHeight = new float[(iTilesX + 1) * (iTilesY + 1)];
Buffer.BlockCopy(other.iHeight, 0, iHeight, 0, (int)((iTilesX + 1) * (iTilesY + 1)));
}
else
iHeight = null;
if (other.iFlags != null)
{
iFlags = new byte[iTilesX * iTilesY];
Buffer.BlockCopy(other.iFlags, 0, iFlags, 0, (int)(iTilesX * iTilesY));
}
else
iFlags = null;
}
public bool GetLiquidHeight(Vector3 pos, out float liqHeight)
{
liqHeight = 0f;
float tx_f = (pos.X - iCorner.X) / MapConst.LiquidTileSize;
uint tx = (uint)tx_f;
if (tx_f < 0.0f || tx >= iTilesX)
return false;
float ty_f = (pos.Y - iCorner.Y) / MapConst.LiquidTileSize;
uint ty = (uint)ty_f;
if (ty_f < 0.0f || ty >= iTilesY)
return false;
// check if tile shall be used for liquid level
// checking for 0x08 *might* be enough, but disabled tiles always are 0x?F:
if ((iFlags[tx + ty * iTilesX] & 0x0F) == 0x0F)
return false;
// (dx, dy) coordinates inside tile, in [0, 1]^2
float dx = tx_f - tx;
float dy = ty_f - ty;
uint rowOffset = iTilesX + 1;
if (dx > dy) // case (a)
{
float sx = iHeight[tx + 1 + ty * rowOffset] - iHeight[tx + ty * rowOffset];
float sy = iHeight[tx + 1 + (ty + 1) * rowOffset] - iHeight[tx + 1 + ty * rowOffset];
liqHeight = iHeight[tx + ty * rowOffset] + dx * sx + dy * sy;
}
else // case (b)
{
float sx = iHeight[tx + 1 + (ty + 1) * rowOffset] - iHeight[tx + (ty + 1) * rowOffset];
float sy = iHeight[tx + (ty + 1) * rowOffset] - iHeight[tx + ty * rowOffset];
liqHeight = iHeight[tx + ty * rowOffset] + dx * sx + dy * sy;
}
return true;
}
bool writeToFile(BinaryWriter writer)
{
writer.Write(iTilesX);
writer.Write(iTilesY);
writer.Write(iCorner.X);
writer.Write(iCorner.Y);
writer.Write(iCorner.Z);
writer.Write(iType);
uint size = (iTilesX + 1) * (iTilesY + 1);
for (var i = 0; i < size; i++)
writer.Write(iHeight[i]);
size = iTilesX * iTilesY;
for (var i = 0; i < size; i++)
writer.Write(iFlags[0]);
return true;
}
public static WmoLiquid readFromFile(BinaryReader reader)
{
WmoLiquid liquid = new WmoLiquid();
liquid.iTilesX = reader.ReadUInt32();
liquid.iTilesY = reader.ReadUInt32();
liquid.iCorner = reader.ReadStruct<Vector3>();
liquid.iType = reader.ReadUInt32();
uint size = (liquid.iTilesX + 1) * (liquid.iTilesY + 1);
liquid.iHeight = new float[size];
for (var i = 0; i < size; i++)
liquid.iHeight[i] = reader.ReadSingle();
size = liquid.iTilesX * liquid.iTilesY;
liquid.iFlags = new byte[size];
for (var i = 0; i < size; i++)
liquid.iFlags[i] = reader.ReadByte();
return liquid;
}
public uint GetLiquidType() { return iType; }
float[] GetHeightStorage() { return iHeight; }
byte[] GetFlagsStorage() { return iFlags; }
uint iTilesX;
uint iTilesY;
Vector3 iCorner;
uint iType;
float[] iHeight;
byte[] iFlags;
}
public class GroupModel : IModel
{
public GroupModel()
{
iLiquid = null;
}
public GroupModel(GroupModel other)
{
iBound = other.iBound;
iMogpFlags = other.iMogpFlags;
iGroupWMOID = other.iGroupWMOID;
vertices = other.vertices;
triangles = other.triangles;
meshTree = other.meshTree;
iLiquid = null;
if (other.iLiquid != null)
iLiquid = new WmoLiquid(other.iLiquid);
}
public GroupModel(uint mogpFlags, uint groupWMOID, AxisAlignedBox bound)
{
iBound = bound;
iMogpFlags = mogpFlags;
iGroupWMOID = groupWMOID;
iLiquid = null;
}
void setLiquidData(WmoLiquid liquid)
{
iLiquid = liquid;
liquid = null;
}
public bool readFromFile(BinaryReader reader)
{
uint chunkSize = 0;
uint count = 0;
triangles.Clear();
vertices.Clear();
iLiquid = null;
iBound = reader.ReadStruct<AxisAlignedBox>();
iMogpFlags = reader.ReadUInt32();
iGroupWMOID = reader.ReadUInt32();
// read vertices
if (reader.ReadStringFromChars(4) != "VERT")
return false;
chunkSize = reader.ReadUInt32();
count = reader.ReadUInt32();
if (count == 0)
return false;
for (var i = 0; i < count; ++i)
vertices.Add(reader.ReadStruct<Vector3>());
// read triangle mesh
if (reader.ReadStringFromChars(4) != "TRIM")
return false;
chunkSize = reader.ReadUInt32();
count = reader.ReadUInt32();
for (var i = 0; i < count; ++i)
triangles.Add(reader.ReadStruct<MeshTriangle>());
// read mesh BIH
if (reader.ReadStringFromChars(4) != "MBIH")
return false;
meshTree.readFromFile(reader);
// write liquid data
if (reader.ReadStringFromChars(4).ToString() != "LIQU")
return false;
chunkSize = reader.ReadUInt32();
if (chunkSize > 0)
iLiquid = WmoLiquid.readFromFile(reader);
return true;
}
public bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit)
{
if (triangles.Empty())
return false;
GModelRayCallback callback = new GModelRayCallback(triangles, vertices);
meshTree.intersectRay(ray, callback, ref distance, stopAtFirstHit);
return callback.hit;
}
public bool IsInsideObject(Vector3 pos, Vector3 down, out float z_dist)
{
z_dist = 0f;
if (triangles.Empty() || !iBound.contains(pos))
return false;
GModelRayCallback callback = new GModelRayCallback(triangles, vertices);
Vector3 rPos = pos - 0.1f * down;
float dist = float.PositiveInfinity;
Ray ray = new Ray(rPos, down);
bool hit = IntersectRay(ray, ref dist, false);
if (hit)
z_dist = dist - 0.1f;
return hit;
}
public bool GetLiquidLevel(Vector3 pos, out float liqHeight)
{
liqHeight = 0f;
if (iLiquid != null)
return iLiquid.GetLiquidHeight(pos, out liqHeight);
return false;
}
public uint GetLiquidType()
{
if (iLiquid != null)
return iLiquid.GetLiquidType();
return 0;
}
public override AxisAlignedBox getBounds() { return iBound; }
public uint GetMogpFlags() { return iMogpFlags; }
public uint GetWmoID() { return iGroupWMOID; }
AxisAlignedBox iBound;
uint iMogpFlags;
uint iGroupWMOID;
List<Vector3> vertices = new List<Vector3>();
List<MeshTriangle> triangles = new List<MeshTriangle>();
BIH meshTree = new BIH();
WmoLiquid iLiquid;
}
public class WorldModel : IModel
{
public WorldModel()
{
RootWMOID = 0;
}
public bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit)
{
// small M2 workaround, maybe better make separate class with virtual intersection funcs
// in any case, there's no need to use a bound tree if we only have one submodel
if (groupModels.Count == 1)
return groupModels[0].IntersectRay(ray, ref distance, stopAtFirstHit);
WModelRayCallBack isc = new WModelRayCallBack(groupModels);
groupTree.intersectRay(ray, isc, ref distance, stopAtFirstHit);
return isc.hit;
}
public bool IntersectPoint(Vector3 p, Vector3 down, out float dist, AreaInfo info)
{
dist = 0f;
if (groupModels.Empty())
return false;
WModelAreaCallback callback = new WModelAreaCallback(groupModels, down);
groupTree.intersectPoint(p, callback);
if (callback.hit != null)
{
info.rootId = (int)RootWMOID;
info.groupId = (int)callback.hit.GetWmoID();
info.flags = callback.hit.GetMogpFlags();
info.result = true;
dist = callback.zDist;
return true;
}
return false;
}
public bool GetLocationInfo(Vector3 p, Vector3 down, out float dist, LocationInfo info)
{
dist = 0f;
if (groupModels.Empty())
return false;
WModelAreaCallback callback = new WModelAreaCallback(groupModels, down);
groupTree.intersectPoint(p, callback);
if (callback.hit != null)
{
info.hitModel = callback.hit;
dist = callback.zDist;
return true;
}
return false;
}
public bool readFile(string filename)
{
if (!File.Exists(filename))
return false;
using (BinaryReader reader = new BinaryReader(new FileStream(filename, FileMode.Open, FileAccess.Read)))
{
uint chunkSize = 0;
uint count = 0;
if (reader.ReadStringFromChars(8) != MapConst.VMapMagic)
return false;
if (reader.ReadStringFromChars(4) != "WMOD")
return false;
chunkSize = reader.ReadUInt32();
RootWMOID = reader.ReadUInt32();
// read group models
if (reader.ReadStringFromChars(4) != "GMOD")
return false;
count = reader.ReadUInt32();
for (var i = 0; i < count; ++i)
{
GroupModel group = new GroupModel();
group.readFromFile(reader);
groupModels.Add(group);
}
// read group BIH
if (reader.ReadStringFromChars(4) != "GBIH")
return false;
groupTree.readFromFile(reader);
return true;
}
}
List<GroupModel> groupModels = new List<GroupModel>();
BIH groupTree = new BIH();
uint RootWMOID;
}
}
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/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
namespace Game.Collision
{
public class RegularGrid2D<T, Node> where T : IModel where Node : BIHWrap<T>, new()
{
public const int CELL_NUMBER = 64;
public const float HGRID_MAP_SIZE = (533.33333f * 64.0f); // shouldn't be changed
public const float CELL_SIZE = HGRID_MAP_SIZE / CELL_NUMBER;
public RegularGrid2D()
{
for (int x = 0; x < CELL_NUMBER; ++x)
nodes[x] = new Node[CELL_NUMBER];
}
public virtual void insert(T value)
{
Vector3 pos = value.getPosition();
Node node = getGridFor(pos.X, pos.Y);
node.insert(value);
memberTable.Add(value, node);
}
public virtual void remove(T value)
{
memberTable[value].remove(value);
// Remove the member
memberTable.Remove(value);
}
public virtual void balance()
{
for (int x = 0; x < CELL_NUMBER; ++x)
{
for (int y = 0; y < CELL_NUMBER; ++y)
{
Node n = nodes[x][y];
if (n != null)
n.balance();
}
}
}
public bool contains(T value) { return memberTable.ContainsKey(value); }
public int size() { return memberTable.Count; }
public struct Cell
{
public int x, y;
public static bool operator ==(Cell c1, Cell c2) { return c1.x == c2.x && c1.y == c2.y; }
public static bool operator !=(Cell c1, Cell c2) { return !(c1 == c2); }
public override bool Equals(object obj)
{
return base.Equals(obj);
}
public override int GetHashCode()
{
return base.GetHashCode();
}
public static Cell ComputeCell(float fx, float fy)
{
Cell c = new Cell();
c.x = (int)(fx * (1.0f / CELL_SIZE) + (CELL_NUMBER / 2));
c.y = (int)(fy * (1.0f / CELL_SIZE) + (CELL_NUMBER / 2));
return c;
}
public bool isValid() { return x >= 0 && x < CELL_NUMBER && y >= 0 && y < CELL_NUMBER; }
}
Node getGridFor(float fx, float fy)
{
Cell c = Cell.ComputeCell(fx, fy);
return getGrid(c.x, c.y);
}
Node getGrid(int x, int y)
{
Contract.Assert(x < CELL_NUMBER && y < CELL_NUMBER);
if (nodes[x][y] == null)
nodes[x][y] = new Node();
return nodes[x][y];
}
public void intersectRay(Ray ray, WorkerCallback intersectCallback, ref float max_dist)
{
intersectRay(ray, intersectCallback, ref max_dist, ray.Origin + ray.Direction * max_dist);
}
public void intersectRay(Ray ray, WorkerCallback intersectCallback, ref float max_dist, Vector3 end)
{
Cell cell = Cell.ComputeCell(ray.Origin.X, ray.Origin.Y);
if (!cell.isValid())
return;
Cell last_cell = Cell.ComputeCell(end.X, end.Y);
if (cell == last_cell)
{
Node node = nodes[cell.x][cell.y];
if (node != null)
node.intersectRay(ray, intersectCallback, ref max_dist);
return;
}
float voxel = CELL_SIZE;
float kx_inv = ray.invDirection().X, bx = ray.Origin.X;
float ky_inv = ray.invDirection().Y, by = ray.Origin.Y;
int stepX, stepY;
float tMaxX, tMaxY;
if (kx_inv >= 0)
{
stepX = 1;
float x_border = (cell.x + 1) * voxel;
tMaxX = (x_border - bx) * kx_inv;
}
else
{
stepX = -1;
float x_border = (cell.x - 1) * voxel;
tMaxX = (x_border - bx) * kx_inv;
}
if (ky_inv >= 0)
{
stepY = 1;
float y_border = (cell.y + 1) * voxel;
tMaxY = (y_border - by) * ky_inv;
}
else
{
stepY = -1;
float y_border = (cell.y - 1) * voxel;
tMaxY = (y_border - by) * ky_inv;
}
float tDeltaX = voxel * Math.Abs(kx_inv);
float tDeltaY = voxel * Math.Abs(ky_inv);
do
{
Node node = nodes[cell.x][cell.y];
if (node != null)
{
node.intersectRay(ray, intersectCallback, ref max_dist);
}
if (cell == last_cell)
break;
if (tMaxX < tMaxY)
{
tMaxX += tDeltaX;
cell.x += stepX;
}
else
{
tMaxY += tDeltaY;
cell.y += stepY;
}
} while (cell.isValid());
}
void intersectPoint(Vector3 point, WorkerCallback intersectCallback)
{
Cell cell = Cell.ComputeCell(point.X, point.Y);
if (!cell.isValid())
return;
Node node = nodes[cell.x][cell.y];
if (node != null)
node.intersectPoint(point, intersectCallback);
}
// Optimized verson of intersectRay function for rays with vertical directions
public void intersectZAllignedRay(Ray ray, WorkerCallback intersectCallback, ref float max_dist)
{
Cell cell = Cell.ComputeCell(ray.Origin.X, ray.Origin.Y);
if (!cell.isValid())
return;
Node node = nodes[cell.x][cell.y];
if (node != null)
node.intersectRay(ray, intersectCallback, ref max_dist);
}
Dictionary<T, Node> memberTable = new Dictionary<T, Node>();
Node[][] nodes = new Node[CELL_NUMBER][];
}
}