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:
@@ -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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user