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).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.GameMath;
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using System.Collections.Generic;
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using System.Diagnostics.Contracts;
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namespace Game.Collision
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{
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public class DynamicMapTree
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{
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DynTreeImpl impl;
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public DynamicMapTree()
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{
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impl = new DynTreeImpl();
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}
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public void insert(GameObjectModel mdl)
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{
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impl.insert(mdl);
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}
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public void remove(GameObjectModel mdl)
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{
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impl.remove(mdl);
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}
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public bool contains(GameObjectModel mdl)
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{
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return impl.contains(mdl);
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}
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public void balance()
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{
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impl.balance();
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}
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int size()
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{
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return impl.size();
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}
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public void update(uint diff)
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{
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impl.update(diff);
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}
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public bool getIntersectionTime(List<uint> phases, Ray ray, Vector3 endPos, float maxDist)
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{
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float distance = maxDist;
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DynamicTreeIntersectionCallback callback = new DynamicTreeIntersectionCallback(phases);
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impl.intersectRay(ray, callback, ref distance, endPos);
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if (callback.didHit())
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maxDist = distance;
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return callback.didHit();
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}
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public bool getObjectHitPos(List<uint> phases, Vector3 startPos, Vector3 endPos, ref Vector3 resultHitPos, float modifyDist)
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{
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bool result = false;
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float maxDist = (endPos - startPos).magnitude();
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// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
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Contract.Assert(maxDist < float.MaxValue);
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// prevent NaN values which can cause BIH intersection to enter infinite loop
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if (maxDist < 1e-10f)
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{
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resultHitPos = endPos;
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return false;
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}
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Vector3 dir = (endPos - startPos) / maxDist; // direction with length of 1
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Ray ray = new Ray(startPos, dir);
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float dist = maxDist;
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if (getIntersectionTime(phases, ray, endPos, dist))
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{
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resultHitPos = startPos + dir * dist;
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if (modifyDist < 0)
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{
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if ((resultHitPos - startPos).magnitude() > -modifyDist)
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resultHitPos += dir * modifyDist;
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else
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resultHitPos = startPos;
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}
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else
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resultHitPos += dir * modifyDist;
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result = true;
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}
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else
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{
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resultHitPos = endPos;
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result = false;
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}
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return result;
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}
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public bool isInLineOfSight(Vector3 startPos, Vector3 endPos, List<uint> phases)
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{
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float maxDist = (endPos - startPos).magnitude();
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if (!MathFunctions.fuzzyGt(maxDist, 0))
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return true;
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Ray r = new Ray(startPos, (endPos - startPos) / maxDist);
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DynamicTreeIntersectionCallback callback = new DynamicTreeIntersectionCallback(phases);
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impl.intersectRay(r, callback, ref maxDist, endPos);
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return !callback.didHit();
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}
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public float getHeight(float x, float y, float z, float maxSearchDist, List<uint> phases)
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{
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Vector3 v = new Vector3(x, y, z + 0.5f);
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Ray r = new Ray(v, new Vector3(0, 0, -1));
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DynamicTreeIntersectionCallback callback = new DynamicTreeIntersectionCallback(phases);
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impl.intersectZAllignedRay(r, callback, ref maxSearchDist);
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if (callback.didHit())
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return v.Z - maxSearchDist;
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else
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return float.NegativeInfinity;
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}
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}
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public class DynTreeImpl : RegularGrid2D<GameObjectModel, BIHWrap<GameObjectModel>>
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{
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public DynTreeImpl()
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{
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rebalance_timer = new TimeTrackerSmall(200);
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unbalanced_times = 0;
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}
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public override void insert(GameObjectModel mdl)
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{
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base.insert(mdl);
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++unbalanced_times;
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}
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public override void remove(GameObjectModel mdl)
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{
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base.remove(mdl);
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++unbalanced_times;
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}
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public override void balance()
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{
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base.balance();
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unbalanced_times = 0;
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}
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public void update(uint difftime)
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{
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if (size() == 0)
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return;
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rebalance_timer.Update((int)difftime);
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if (rebalance_timer.Passed())
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{
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rebalance_timer.Reset(200);
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if (unbalanced_times > 0)
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balance();
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}
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}
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TimeTrackerSmall rebalance_timer;
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int unbalanced_times;
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}
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}
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