More cleanups of custom classes in favor of .NET runtime types.

This commit is contained in:
hondacrx
2021-11-15 18:04:57 -05:00
parent a9a51d0641
commit b026ee7ef8
132 changed files with 373 additions and 6833 deletions
-1
View File
@@ -18,7 +18,6 @@
using Framework.Constants;
using Game.Entities;
using Game.Spells;
using System.Collections.Generic;
namespace Game.AI
{
+13 -13
View File
@@ -16,7 +16,6 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Game.Chat;
using Game.DataStorage;
using Game.Entities;
@@ -27,6 +26,7 @@ using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Game.AI
{
@@ -1195,20 +1195,20 @@ namespace Game.AI
if (!summoner)
break;
foreach (var target in targets)
{
Position pos = target.GetPositionWithOffset(new Position(e.Target.x, e.Target.y, e.Target.z, e.Target.o));
Quaternion rot = Quaternion.fromEulerAnglesZYX(pos.GetOrientation(), 0f, 0f);
summoner.SummonGameObject(e.Action.summonGO.entry, pos, rot, e.Action.summonGO.despawnTime, (GameObjectSummonType)e.Action.summonGO.summonType);
}
foreach (var target in targets)
{
Position pos = target.GetPositionWithOffset(new Position(e.Target.x, e.Target.y, e.Target.z, e.Target.o));
Quaternion rot = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(pos.GetOrientation(), 0f, 0f));
summoner.SummonGameObject(e.Action.summonGO.entry, pos, rot, e.Action.summonGO.despawnTime, (GameObjectSummonType)e.Action.summonGO.summonType);
}
if (e.GetTargetType() != SmartTargets.Position)
if (e.GetTargetType() != SmartTargets.Position)
break;
Quaternion _rot = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(e.Target.o, 0f, 0f));
summoner.SummonGameObject(e.Action.summonGO.entry, new Position(e.Target.x, e.Target.y, e.Target.z, e.Target.o), _rot, e.Action.summonGO.despawnTime, (GameObjectSummonType)e.Action.summonGO.summonType);
break;
Quaternion _rot = Quaternion.fromEulerAnglesZYX(e.Target.o, 0f, 0f);
summoner.SummonGameObject(e.Action.summonGO.entry, new Position(e.Target.x, e.Target.y, e.Target.z, e.Target.o), _rot, e.Action.summonGO.despawnTime, (GameObjectSummonType)e.Action.summonGO.summonType);
break;
}
}
case SmartActions.KillUnit:
{
foreach (var target in targets)
@@ -18,7 +18,6 @@
using Framework.Constants;
using Framework.Database;
using Game.Arenas;
using Game.BattleFields;
using Game.BattleGrounds;
using Game.DataStorage;
using Game.Entities;
@@ -24,9 +24,7 @@ using Game.Mails;
using Game.Networking.Packets;
using System;
using System.Collections.Generic;
using System.Collections.Concurrent;
using System.Linq;
using Framework.Networking;
using Framework.IO;
using System.Collections;
+1 -2
View File
@@ -16,8 +16,6 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Game.DataStorage;
using Game.Entities;
using Game.Groups;
using Game.Maps;
@@ -25,6 +23,7 @@ using Game.Networking;
using Game.Networking.Packets;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.BattleFields
{
@@ -16,8 +16,8 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Game.Entities;
using System.Numerics;
namespace Game.BattleFields
{
+2 -2
View File
@@ -17,7 +17,6 @@
using Framework.Constants;
using Framework.Database;
using Framework.GameMath;
using Game.Chat;
using Game.DataStorage;
using Game.Entities;
@@ -30,6 +29,7 @@ using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Game.BattleGrounds
{
@@ -1353,7 +1353,7 @@ namespace Game.BattleGrounds
Log.outDebug(LogFilter.Battleground, $"Battleground.AddObject: gameoobject [entry: {entry}, object type: {type}] for BG (map: {GetMapId()}) has zeroed rotation fields, " +
"orientation used temporally, but please fix the spawn");
rotation = Quaternion.fromEulerAnglesZYX(o, 0.0f, 0.0f);
rotation = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(o, 0.0f, 0.0f));
}
// Must be created this way, adding to godatamap would add it to the base map of the instance
@@ -16,7 +16,6 @@
*/
using Framework.Constants;
using Game.DataStorage;
using Game.Entities;
using Game.Networking.Packets;
using System;
@@ -20,7 +20,6 @@ using Framework.Constants;
using System.Collections.Generic;
using Game.Networking.Packets;
using Game.DataStorage;
using Game.BattleGrounds;
namespace Game.BattleGrounds.Zones
{
@@ -16,11 +16,10 @@
*/
using Framework.Constants;
using Game.DataStorage;
using Game.Entities;
using Game.Networking.Packets;
using System.Collections.Generic;
using Framework.GameMath;
using System.Numerics;
namespace Game.BattleGrounds.Zones
{
@@ -16,10 +16,8 @@
*/
using Framework.Constants;
using Game.DataStorage;
using Game.Entities;
using Game.Networking.Packets;
using System.Collections.Generic;
namespace Game.BattleGrounds.Zones
{
@@ -19,7 +19,6 @@ using Framework.Constants;
using Game.Cache;
using Game.Entities;
using Game.Maps;
using Game.Networking;
using Game.Networking.Packets;
namespace Game.Chat
@@ -19,7 +19,6 @@ using Framework.Constants;
using Framework.Database;
using Framework.IO;
using System;
using System.Linq;
namespace Game.Chat.Commands
{
@@ -17,13 +17,13 @@
using Framework.Constants;
using Framework.Database;
using Framework.GameMath;
using Framework.IO;
using Game.DataStorage;
using Game.Entities;
using Game.Maps;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Text;
namespace Game.Chat
@@ -614,7 +614,7 @@ namespace Game.Chat
Player player = handler.GetPlayer();
Map map = player.GetMap();
GameObject obj = GameObject.CreateGameObject(objectInfo.entry, map, player, Quaternion.fromEulerAnglesZYX(player.GetOrientation(), 0.0f, 0.0f), 255, GameObjectState.Ready);
GameObject obj = GameObject.CreateGameObject(objectInfo.entry, map, player, Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(player.GetOrientation(), 0.0f, 0.0f)), 255, GameObjectState.Ready);
if (!obj)
return false;
@@ -658,7 +658,7 @@ namespace Game.Chat
if (spawntime != 0)
spawntm = spawntime;
Quaternion rotation = Quaternion.fromEulerAnglesZYX(player.GetOrientation(), 0.0f, 0.0f);
Quaternion rotation = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(player.GetOrientation(), 0.0f, 0.0f));
if (Global.ObjectMgr.GetGameObjectTemplate(id) == null)
{
-4
View File
@@ -19,12 +19,8 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Game.DataStorage;
using Framework.Constants;
using Game.Spells;
using Framework.Dynamic;
using Framework.Collections;
namespace Game.Chat
@@ -19,6 +19,7 @@ using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using System.Runtime.InteropServices;
namespace Game.Collision
@@ -76,12 +77,12 @@ namespace Game.Collision
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])
if (nodeBox.hi.GetAt(i) < gridBox.lo.GetAt(i) || nodeBox.lo.GetAt(i) > gridBox.hi.GetAt(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]);
split = 0.5f * (gridBox.lo.GetAt(axis) + gridBox.hi.GetAt(axis));
// partition L/R subsets
clipL = float.NegativeInfinity;
clipR = float.PositiveInfinity;
@@ -91,8 +92,8 @@ namespace Game.Collision
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 minb = dat.primBound[obj].Lo.GetAt(axis);
float maxb = dat.primBound[obj].Hi.GetAt(axis);
float center = (minb + maxb) * 0.5f;
if (center <= split)
{
@@ -115,9 +116,9 @@ namespace Game.Collision
nodeR = Math.Max(nodeR, maxb);
}
// check for empty space
if (nodeL > nodeBox.lo[axis] && nodeR < nodeBox.hi[axis])
if (nodeL > nodeBox.lo.GetAt(axis) && nodeR < nodeBox.hi.GetAt(axis))
{
float nodeBoxW = nodeBox.hi[axis] - nodeBox.lo[axis];
float nodeBoxW = nodeBox.hi.GetAt(axis) - nodeBox.lo.GetAt(axis);
float nodeNewW = nodeR - nodeL;
// node box is too big compare to space occupied by primitives?
if (1.3f * nodeNewW < nodeBoxW)
@@ -134,8 +135,8 @@ namespace Game.Collision
tempTree[nodeIndex + 1] = FloatToRawIntBits(nodeL);
tempTree[nodeIndex + 2] = FloatToRawIntBits(nodeR);
// update nodebox and recurse
nodeBox.lo[axis] = nodeL;
nodeBox.hi[axis] = nodeR;
nodeBox.lo.SetAt(nodeL, axis);
nodeBox.hi.SetAt(nodeR, axis);
Subdivide(left, rightOrig, tempTree, dat, gridBox, nodeBox, nextIndex1, depth + 1, stats);
return;
}
@@ -154,12 +155,12 @@ namespace Game.Collision
if (clipL <= split)
{
// keep looping on left half
gridBox.hi[axis] = split;
gridBox.hi.SetAt(split, axis);
prevClip = clipL;
wasLeft = true;
continue;
}
gridBox.hi[axis] = split;
gridBox.hi.SetAt(split, axis);
prevClip = float.NaN;
}
else if (left > right)
@@ -177,12 +178,12 @@ namespace Game.Collision
if (clipR >= split)
{
// keep looping on right half
gridBox.lo[axis] = split;
gridBox.lo.SetAt(split, axis);
prevClip = clipR;
wasLeft = false;
continue;
}
gridBox.lo[axis] = split;
gridBox.lo.SetAt(split, axis);
prevClip = float.NaN;
}
else
@@ -254,9 +255,12 @@ namespace Game.Collision
AABound gridBoxR = gridBox;
AABound nodeBoxL = nodeBox;
AABound nodeBoxR = nodeBox;
gridBoxL.hi[axis] = gridBoxR.lo[axis] = split;
nodeBoxL.hi[axis] = clipL;
nodeBoxR.lo[axis] = clipR;
gridBoxR.lo.SetAt(split, axis);
gridBoxL.hi.SetAt(split, axis);
nodeBoxL.hi.SetAt(clipL, axis);
nodeBoxR.lo.SetAt(clipR, axis);
// recurse
if (nl > 0)
Subdivide(left, right, tempTree, dat, gridBoxL, nodeBoxL, nextIndex, depth + 1, stats);
@@ -325,11 +329,11 @@ namespace Game.Collision
Vector3 invDir = new();
for (int i = 0; i < 3; ++i)
{
invDir[i] = 1.0f / dir[i];
if (MathFunctions.fuzzyNe(dir[i], 0.0f))
invDir.SetAt(1.0f / dir.GetAt(i), i);
if (MathFunctions.fuzzyNe(dir.GetAt(i), 0.0f))
{
float t1 = (bounds.Lo[i] - org[i]) * invDir[i];
float t2 = (bounds.Hi[i] - org[i]) * invDir[i];
float t1 = (bounds.Lo.GetAt(i) - org.GetAt(i)) * invDir.GetAt(i);
float t2 = (bounds.Hi.GetAt(i) - org.GetAt(i)) * invDir.GetAt(i);
if (t1 > t2)
MathFunctions.Swap<float>(ref t1, ref t2);
if (t1 > intervalMin)
@@ -356,7 +360,7 @@ namespace Game.Collision
for (int i = 0; i < 3; ++i)
{
offsetFront[i] = FloatToRawIntBits(dir[i]) >> 31;
offsetFront[i] = FloatToRawIntBits(dir.GetAt(i)) >> 31;
offsetBack[i] = offsetFront[i] ^ 1;
offsetFront3[i] = offsetFront[i] * 3;
offsetBack3[i] = offsetBack[i] * 3;
@@ -383,8 +387,8 @@ namespace Game.Collision
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];
float tf = (IntBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
// ray passes between clip zones
if (tf < intervalMin && tb > intervalMax)
break;
@@ -432,8 +436,8 @@ namespace Game.Collision
{
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];
float tf = (IntBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
node = offset;
intervalMin = (tf >= intervalMin) ? tf : intervalMin;
intervalMax = (tb <= intervalMax) ? tb : intervalMax;
@@ -484,18 +488,18 @@ namespace Game.Collision
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])
if (tl < p.GetAt(axis) && tr > p.GetAt(axis))
break;
int right = offset + 3;
node = right;
// point is in right node only
if (tl < p[(int)axis])
if (tl < p.GetAt(axis))
{
continue;
}
node = offset; // left
// point is in left node only
if (tr > p[axis])
if (tr > p.GetAt(axis))
{
continue;
}
@@ -525,7 +529,7 @@ namespace Game.Collision
float tl = IntBitsToFloat(tree[node + 1]);
float tr = IntBitsToFloat(tree[node + 2]);
node = offset;
if (tl > p[axis] || tr < p[axis])
if (tl > p.GetAt(axis) || tr < p.GetAt(axis))
break;
continue;
}
@@ -17,6 +17,7 @@
using Framework.GameMath;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Collision
{
+10 -9
View File
@@ -19,6 +19,7 @@ using Framework.Constants;
using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Collision
{
@@ -43,8 +44,8 @@ namespace Game.Collision
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]);
lo = Vector3.Min(Vector3.Min(lo, vertices[(int)tri.idx1]), vertices[(int)tri.idx2]);
hi = Vector3.Max(Vector3.Max(hi, vertices[(int)tri.idx1]), vertices[(int)tri.idx2]);
value = new AxisAlignedBox(lo, hi);
}
@@ -119,8 +120,8 @@ namespace Game.Collision
Vector3 e1 = points[(int)tri.idx1] - points[(int)tri.idx0];
Vector3 e2 = points[(int)tri.idx2] - points[(int)tri.idx0];
Vector3 p = new(ray.Direction.cross(e2));
float a = e1.dot(p);
Vector3 p = Vector3.Cross(ray.Direction, e2);
float a = Vector3.Dot(e1, p);
if (Math.Abs(a) < EPS)
{
@@ -129,8 +130,8 @@ namespace Game.Collision
}
float f = 1.0f / a;
Vector3 s = new(ray.Origin - points[(int)tri.idx0]);
float u = f * s.dot(p);
Vector3 s = ray.Origin - points[(int)tri.idx0];
float u = f * Vector3.Dot(s, p);
if ((u < 0.0f) || (u > 1.0f))
{
@@ -138,8 +139,8 @@ namespace Game.Collision
return false;
}
Vector3 q = new(s.cross(e1));
float v = f * ray.Direction.dot(q);
Vector3 q = Vector3.Cross(s, e1);
float v = f * Vector3.Dot(ray.Direction, q);
if ((v < 0.0f) || ((u + v) > 1.0f))
{
@@ -147,7 +148,7 @@ namespace Game.Collision
return false;
}
float t = f * e2.dot(q);
float t = f * Vector3.Dot(e2, q);
if ((t > 0.0f) && (t < distance))
{
+4 -3
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@@ -16,6 +16,7 @@
*/
using Framework.GameMath;
using System.Numerics;
namespace Game.Collision
{
@@ -64,7 +65,7 @@ namespace Game.Collision
public bool GetObjectHitPos(Vector3 startPos, Vector3 endPos, ref Vector3 resultHitPos, float modifyDist, PhaseShift phaseShift)
{
bool result;
float maxDist = (endPos - startPos).magnitude();
float maxDist = (endPos - startPos).Length();
// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
Cypher.Assert(maxDist < float.MaxValue);
// prevent NaN values which can cause BIH intersection to enter infinite loop
@@ -81,7 +82,7 @@ namespace Game.Collision
resultHitPos = startPos + dir * dist;
if (modifyDist < 0)
{
if ((resultHitPos - startPos).magnitude() > -modifyDist)
if ((resultHitPos - startPos).Length() > -modifyDist)
resultHitPos += dir * modifyDist;
else
resultHitPos = startPos;
@@ -101,7 +102,7 @@ namespace Game.Collision
public bool IsInLineOfSight(Vector3 startPos, Vector3 endPos, PhaseShift phaseShift)
{
float maxDist = (endPos - startPos).magnitude();
float maxDist = (endPos - startPos).Length();
if (!MathFunctions.fuzzyGt(maxDist, 0))
return true;
@@ -16,10 +16,10 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Framework.Dynamic;
using System;
using System.Collections.Generic;
using Framework.Dynamic;
using System.Numerics;
namespace Game.Collision
{
+4 -3
View File
@@ -20,6 +20,7 @@ using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
namespace Game.Collision
{
@@ -346,7 +347,7 @@ namespace Game.Collision
public bool GetObjectHitPos(Vector3 pPos1, Vector3 pPos2, out Vector3 pResultHitPos, float pModifyDist)
{
bool result;
float maxDist = (pPos2 - pPos1).magnitude();
float maxDist = (pPos2 - pPos1).Length();
// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
Cypher.Assert(maxDist < float.MaxValue);
// prevent NaN values which can cause BIH intersection to enter infinite loop
@@ -363,7 +364,7 @@ namespace Game.Collision
pResultHitPos = pPos1 + dir * dist;
if (pModifyDist < 0)
{
if ((pResultHitPos - pPos1).magnitude() > -pModifyDist)
if ((pResultHitPos - pPos1).Length() > -pModifyDist)
{
pResultHitPos += dir * pModifyDist;
}
@@ -388,7 +389,7 @@ namespace Game.Collision
public bool IsInLineOfSight(Vector3 pos1, Vector3 pos2, ModelIgnoreFlags ignoreFlags)
{
float maxDist = (pos2 - pos1).magnitude();
float maxDist = (pos2 - pos1).Length();
// 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)
+18 -17
View File
@@ -15,11 +15,12 @@
* 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;
using Framework.Constants;
using System.Numerics;
namespace Game.Collision
{
@@ -64,13 +65,13 @@ namespace Game.Collision
iScale = modelOwner.GetScale();
iInvScale = 1.0f / iScale;
Matrix3 iRotation = Matrix3.fromEulerAnglesZYX(modelOwner.GetOrientation(), 0, 0);
iInvRot = iRotation.inverse();
Matrix4x4 iRotation = Extensions.fromEulerAnglesZYX(modelOwner.GetOrientation(), 0, 0);
Matrix4x4.Invert(iRotation, out iInvRot);
// transform bounding box:
mdl_box = new AxisAlignedBox(mdl_box.Lo * iScale, mdl_box.Hi * iScale);
AxisAlignedBox rotated_bounds = new();
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(iRotation * mdl_box.corner(i));
rotated_bounds.merge(Vector3.Transform(mdl_box.corner(i), iRotation));
iBound = rotated_bounds + iPos;
owner = modelOwner;
@@ -100,8 +101,8 @@ namespace Game.Collision
return false;
// child bounds are defined in object space:
Vector3 p = iInvRot * (ray.Origin - iPos) * iInvScale;
Ray modRay = new(p, iInvRot * ray.Direction);
Vector3 p = Vector3.Transform((ray.Origin - iPos) * iInvScale, iInvRot);
Ray modRay = new Ray(p, Vector3.Transform(ray.Direction, iInvRot));
float distance = maxDist * iInvScale;
bool hit = iModel.IntersectRay(modRay, ref distance, stopAtFirstHit, ignoreFlags);
if (hit)
@@ -124,13 +125,13 @@ namespace Game.Collision
return;
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
Vector3 zDirModel = iInvRot * new Vector3(0.0f, 0.0f, -1.0f);
Vector3 pModel = Vector3.Transform((point - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
float zDist;
if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
float world_Z = ((modelGround * iInvRot) * iScale + iPos).Z;
float world_Z = (Vector3.Transform(modelGround, iInvRot) * iScale + iPos).Z;
if (info.ground_Z < world_Z)
{
info.ground_Z = world_Z;
@@ -151,13 +152,13 @@ namespace Game.Collision
return false;
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
Vector3 zDirModel = iInvRot * new Vector3(0.0f, 0.0f, -1.0f);
Vector3 pModel = Vector3.Transform((point - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
float zDist;
if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
float world_Z = ((modelGround * iInvRot) * iScale + iPos).Z;
float world_Z = (Vector3.Transform(modelGround, iInvRot) * iScale + iPos).Z;
if (info.ground_Z < world_Z)
{
info.ground_Z = world_Z;
@@ -171,7 +172,7 @@ namespace Game.Collision
public bool GetLiquidLevel(Vector3 point, LocationInfo info, ref float liqHeight)
{
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
Vector3 pModel = Vector3.Transform((point - iPos) * iInvScale, iInvRot);
//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (info.hitModel.GetLiquidLevel(pModel, out zDist))
@@ -203,13 +204,13 @@ namespace Game.Collision
iPos = owner.GetPosition();
Matrix3 iRotation = Matrix3.fromEulerAnglesZYX(owner.GetOrientation(), 0, 0);
iInvRot = iRotation.inverse();
Matrix4x4 iRotation = Extensions.fromEulerAnglesZYX(owner.GetOrientation(), 0, 0);
Matrix4x4.Invert(iRotation, out iInvRot);
// transform bounding box:
mdl_box = new AxisAlignedBox(mdl_box.Lo * iScale, mdl_box.Hi * iScale);
AxisAlignedBox rotated_bounds = new();
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(iRotation * mdl_box.corner(i));
rotated_bounds.merge(Vector3.Transform(mdl_box.corner(i), iRotation));
iBound = rotated_bounds + iPos;
@@ -269,7 +270,7 @@ namespace Game.Collision
bool _collisionEnabled;
AxisAlignedBox iBound;
Matrix3 iInvRot;
Matrix4x4 iInvRot;
Vector3 iPos;
float iInvScale;
float iScale;
+2 -1
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@@ -15,8 +15,9 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
using Framework.Constants;
using Framework.GameMath;
using System.Numerics;
namespace Game.Collision
{
+13 -11
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@@ -19,6 +19,7 @@ using Framework.Constants;
using Framework.GameMath;
using System;
using System.IO;
using System.Numerics;
namespace Game.Collision
{
@@ -85,7 +86,7 @@ namespace Game.Collision
public class ModelInstance : ModelMinimalData
{
Matrix3 iInvRot;
Matrix4x4 iInvRot;
float iInvScale;
WorldModel iModel;
@@ -107,7 +108,8 @@ namespace Game.Collision
iModel = model;
iInvRot = Matrix3.fromEulerAnglesZYX(MathFunctions.PI * spawn.iRot.Y / 180.0f, MathFunctions.PI * spawn.iRot.X / 180.0f, MathFunctions.PI * spawn.iRot.Z / 180.0f).inverse();
Matrix4x4.Invert(Extensions.fromEulerAnglesZYX(MathFunctions.PI * spawn.iRot.Y / 180.0f, MathFunctions.PI * spawn.iRot.X / 180.0f, MathFunctions.PI * spawn.iRot.Z / 180.0f), out iInvRot);
iInvScale = 1.0f / iScale;
}
@@ -121,8 +123,8 @@ namespace Game.Collision
return false;
// child bounds are defined in object space:
Vector3 p = iInvRot * (pRay.Origin - iPos) * iInvScale;
Ray modRay = new(p, iInvRot * pRay.Direction);
Vector3 p = Vector3.Transform((pRay.Origin - iPos) * iInvScale, iInvRot);
Ray modRay = new Ray(p, Vector3.Transform(pRay.Direction, iInvRot));
float distance = pMaxDist * iInvScale;
bool hit = iModel.IntersectRay(modRay, ref distance, pStopAtFirstHit, ignoreFlags);
if (hit)
@@ -144,8 +146,8 @@ namespace Game.Collision
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);
Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
float zDist;
if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
{
@@ -153,7 +155,7 @@ namespace Game.Collision
// 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;
float world_Z = ((Vector3.Transform(modelGround, iInvRot)) * iScale + iPos).Z;
if (info.ground_Z < world_Z)
{
info.ground_Z = world_Z;
@@ -165,7 +167,7 @@ namespace Game.Collision
public bool GetLiquidLevel(Vector3 p, LocationInfo info, ref float liqHeight)
{
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (info.hitModel.GetLiquidLevel(pModel, out zDist))
@@ -189,8 +191,8 @@ namespace Game.Collision
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);
Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
float zDist;
if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
{
@@ -198,7 +200,7 @@ namespace Game.Collision
// 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;
float world_Z = (Vector3.Transform(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;
@@ -20,6 +20,7 @@ using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
namespace Game.Collision
{
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@@ -18,6 +18,7 @@
using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Collision
{
@@ -17,10 +17,10 @@
using Framework.Constants;
using Framework.Database;
using Framework.GameMath;
using Game.Entities;
using Game.Maps;
using System.Collections.Generic;
using System.Numerics;
namespace Game.DataStorage
{
@@ -18,12 +18,12 @@
using Framework.Constants;
using Framework.Database;
using Framework.Dynamic;
using Framework.GameMath;
using Framework.IO;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using System.Numerics;
using System.Reflection;
namespace Game.DataStorage
{
@@ -19,15 +19,15 @@ using Framework.Collections;
using Framework.Constants;
using Framework.Database;
using Framework.Dynamic;
using Framework.GameMath;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Collections;
namespace Game.DataStorage
{
+2 -3
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@@ -17,13 +17,12 @@
using Framework.Constants;
using Framework.Database;
using Framework.GameMath;
using Game.Networking;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Collections;
using Framework.Dynamic;
using System.Numerics;
namespace Game.DataStorage
{
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@@ -15,10 +15,10 @@
* 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.Numerics;
namespace Game.DataStorage
{
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@@ -16,8 +16,8 @@
*/
using Framework.Constants;
using Framework.GameMath;
using System;
using System.Numerics;
namespace Game.DataStorage
{
+1 -1
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@@ -16,7 +16,7 @@
*/
using Framework.Constants;
using Framework.GameMath;
using System.Numerics;
namespace Game.DataStorage
{
+1 -1
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@@ -16,7 +16,7 @@
*/
using Framework.Constants;
using Framework.GameMath;
using System.Numerics;
namespace Game.DataStorage
{
+1 -2
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@@ -15,8 +15,7 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Framework.GameMath;
using System.Numerics;
namespace Game.DataStorage
{
+1 -1
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@@ -16,7 +16,7 @@
*/
using Framework.Constants;
using Framework.GameMath;
using System.Numerics;
namespace Game.DataStorage
{
@@ -17,6 +17,7 @@
using Framework.GameMath;
using System.IO;
using System.Numerics;
namespace Game.DataStorage
{
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@@ -14,8 +14,9 @@
* 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.Numerics;
namespace Game.DataStorage
{
+1 -1
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@@ -16,7 +16,7 @@
*/
using Framework.Constants;
using Framework.GameMath;
using System.Numerics;
namespace Game.DataStorage
{
+2 -1
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@@ -14,8 +14,9 @@
* 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 Framework.Constants;
using System.Numerics;
namespace Game.DataStorage
{
+1 -1
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@@ -16,8 +16,8 @@
*/
using Framework.Constants;
using Framework.GameMath;
using System;
using System.Numerics;
namespace Game.DataStorage
{
@@ -16,7 +16,6 @@
*/
using Framework.Constants;
using Framework.GameMath;
namespace Game.DataStorage
{
@@ -17,7 +17,6 @@
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.AI;
using Game.Maps;
using Game.Movement;
@@ -26,6 +25,7 @@ using Game.Networking.Packets;
using Game.Spells;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Entities
{
@@ -17,10 +17,10 @@
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.Networking;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
namespace Game.Entities
@@ -19,7 +19,6 @@ using Framework.Constants;
using Framework.Database;
using Framework.Dynamic;
using Game.AI;
using Game.Combat;
using Game.DataStorage;
using Game.Groups;
using Game.Loots;
@@ -19,7 +19,6 @@ using Framework.Collections;
using Framework.Constants;
using System;
using System.Collections.Generic;
using Framework.Dynamic;
using Game.Networking.Packets;
using Game.Maps;
+1 -1
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@@ -17,13 +17,13 @@
using Framework.Collections;
using Framework.Constants;
using Framework.GameMath;
using Game.Conditions;
using Game.DataStorage;
using Game.Entities;
using Game.Networking.Packets;
using Game.Spells;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Misc
{
-1
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@@ -18,7 +18,6 @@
using Framework.Constants;
using Game.Spells;
using Game.Networking;
using Game.Networking.Packets;
namespace Game.Entities
{
@@ -17,7 +17,6 @@
using Framework.Constants;
using Framework.Database;
using Framework.GameMath;
using Game.AI;
using Game.BattleGrounds;
using Game.Collision;
@@ -25,12 +24,13 @@ using Game.DataStorage;
using Game.Groups;
using Game.Loots;
using Game.Maps;
using Game.Networking;
using Game.Networking.Packets;
using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
using Game.Networking;
using System.Numerics;
namespace Game.Entities
{
@@ -246,7 +246,7 @@ namespace Game.Entities
GameObjectAddon gameObjectAddon = Global.ObjectMgr.GetGameObjectAddon(GetSpawnId());
// For most of gameobjects is (0, 0, 0, 1) quaternion, there are only some transports with not standard rotation
Quaternion parentRotation = Quaternion.WAxis;
Quaternion parentRotation = Quaternion.Identity;
if (gameObjectAddon != null)
parentRotation = gameObjectAddon.ParentRotation;
@@ -2191,8 +2191,9 @@ namespace Game.Entities
public void SetWorldRotation(float qx, float qy, float qz, float qw)
{
Quaternion rotation = new(qx, qy, qz, qw);
rotation.unitize();
Quaternion rotation = new Quaternion(qx, qy, qz, qw);
rotation = Quaternion.Multiply(rotation, 1.0f / MathF.Sqrt(Quaternion.Dot(rotation, rotation)));
m_worldRotation.X = rotation.X;
m_worldRotation.Y = rotation.Y;
m_worldRotation.Z = rotation.Z;
@@ -2207,7 +2208,7 @@ namespace Game.Entities
public void SetWorldRotationAngles(float z_rot, float y_rot, float x_rot)
{
Quaternion quat = Quaternion.fromEulerAnglesZYX(z_rot, y_rot, x_rot);
Quaternion quat = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(z_rot, y_rot, x_rot));
SetWorldRotation(quat.X, quat.Y, quat.Z, quat.W);
}
@@ -17,11 +17,10 @@
using Framework.Collections;
using Framework.Constants;
using Framework.GameMath;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Game.Networking.Packets;
using Game.Maps;
using Game.Networking.Packets;
using System.Numerics;
using System.Runtime.InteropServices;
namespace Game.Entities
{
@@ -15,13 +15,10 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using System;
using System.Collections.Generic;
using System.Text;
using Game.Networking;
using Framework.Constants;
using Framework.Database;
using Game.Networking.Packets;
using Game.DataStorage;
using System.Linq;
-1
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@@ -17,7 +17,6 @@
using System;
using System.Collections.Generic;
using System.Text;
using Game.Networking;
using Framework.Constants;
using Framework.Database;
+1 -1
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@@ -15,9 +15,9 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
using Game.Maps;
using System;
using System.Numerics;
namespace Game.Entities
{
@@ -17,13 +17,13 @@
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.DataStorage;
using Game.Networking;
using Game.Networking.Packets;
using Game.Spells;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Entities
{
+1 -1
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@@ -17,7 +17,6 @@
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.AI;
using Game.BattleFields;
using Game.DataStorage;
@@ -28,6 +27,7 @@ using Game.Scenarios;
using Game.Spells;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Entities
{
@@ -17,7 +17,6 @@
using Framework.Constants;
using Framework.Database;
using Game.Arenas;
using Game.BattleGrounds;
using Game.DataStorage;
using Game.Groups;
@@ -32,7 +31,6 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using Game.BattleFields;
using Framework.Dynamic;
namespace Game.Entities
{
@@ -17,7 +17,6 @@
using Framework.Constants;
using Framework.Dynamic;
using Game.BattlePets;
using Game.DataStorage;
using Game.Networking.Packets;
using Game.Spells;
+1 -1
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@@ -18,10 +18,10 @@
using Framework.Algorithms;
using Framework.Collections;
using Framework.Constants;
using Framework.GameMath;
using Game.DataStorage;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Entities
{
+2 -2
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@@ -16,12 +16,12 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Game.DataStorage;
using Game.Maps;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Game.Entities
{
@@ -132,7 +132,7 @@ namespace Game.Entities
SetGoAnimProgress(animprogress);
SetName(goinfo.name);
SetWorldRotation(0.0f, 0.0f, 0.0f, 1.0f);
SetParentRotation(Quaternion.WAxis);
SetParentRotation(Quaternion.Identity);
CreateModel();
return true;
+1 -1
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@@ -17,10 +17,10 @@
using Framework.Collections;
using Framework.Constants;
using Framework.GameMath;
using Game.Networking;
using Game.Spells;
using System;
using System.Numerics;
namespace Game.Entities
{
-3
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@@ -17,13 +17,10 @@
using Framework.Collections;
using Framework.Constants;
using Framework.Dynamic;
using Game.AI;
using Game.Combat;
using Game.DataStorage;
using Game.Maps;
using Game.Movement;
using Game.Networking;
using Game.Networking.Packets;
using Game.Spells;
using System;
+1 -1
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@@ -17,7 +17,6 @@
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.BattleGrounds;
using Game.DataStorage;
using Game.Maps;
@@ -26,6 +25,7 @@ using Game.Networking.Packets;
using Game.Spells;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Entities
{
-1
View File
@@ -17,7 +17,6 @@
using Framework.Constants;
using Game.AI;
using Game.Movement;
using Game.Networking.Packets;
using Game.Spells;
using System.Collections.Generic;
+1 -2
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@@ -16,8 +16,6 @@
*/
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.AI;
using Game.BattleGrounds;
using Game.Chat;
@@ -32,6 +30,7 @@ using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Game.Entities
{
+2 -2
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@@ -18,7 +18,6 @@
using Framework.Constants;
using Framework.Database;
using Framework.Dynamic;
using Framework.GameMath;
using Game.DataStorage;
using Game.Entities;
using Game.Maps;
@@ -26,6 +25,7 @@ using Game.Networking.Packets;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Game.Garrisons
{
@@ -735,7 +735,7 @@ namespace Game.Garrisons
if (finalizeInfo != null)
{
Position pos2 = finalizeInfo.factionInfo[faction].Pos;
GameObject finalizer = GameObject.CreateGameObject(finalizeInfo.factionInfo[faction].GameObjectId, map, pos2, Quaternion.fromEulerAnglesZYX(pos2.GetOrientation(), 0.0f, 0.0f), 255, GameObjectState.Ready);
GameObject finalizer = GameObject.CreateGameObject(finalizeInfo.factionInfo[faction].GameObjectId, map, pos2, Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(pos2.GetOrientation(), 0.0f, 0.0f)), 255, GameObjectState.Ready);
if (finalizer)
{
// set some spell id to make the object delete itself after use
+3 -3
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@@ -19,7 +19,6 @@ using Framework.Collections;
using Framework.Constants;
using Framework.Database;
using Framework.Dynamic;
using Framework.GameMath;
using Framework.IO;
using Game.Conditions;
using Game.DataStorage;
@@ -32,6 +31,7 @@ using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Runtime.InteropServices;
namespace Game
@@ -4257,10 +4257,10 @@ namespace Game
gameObjectAddon.invisibilityValue = 1;
}
if (!gameObjectAddon.ParentRotation.isUnit())
if (!(Math.Abs(Quaternion.Dot(gameObjectAddon.ParentRotation, gameObjectAddon.ParentRotation) - 1) < 1e-5))
{
Log.outError(LogFilter.Sql, $"GameObject (GUID: {guid}) has invalid parent rotation in `gameobject_addon`, set to default");
gameObjectAddon.ParentRotation = Quaternion.WAxis;
gameObjectAddon.ParentRotation = Quaternion.Identity;
}
if (gameObjectAddon.WorldEffectID != 0 && !CliDB.WorldEffectStorage.ContainsKey(gameObjectAddon.WorldEffectID))
@@ -16,20 +16,10 @@
*/
using Framework.Constants;
using Framework.IO;
using Game.BattleGrounds;
using Game.DataStorage;
using Game.Entities;
using Game.Groups;
using Game.Guilds;
using Game.Maps;
using Game.Misc;
using Game.Networking;
using Game.Networking.Packets;
using Game.PvP;
using System;
using System.Collections.Generic;
using System.Text;
namespace Game
{
@@ -16,20 +16,9 @@
*/
using Framework.Constants;
using Framework.IO;
using Game.BattleGrounds;
using Game.DataStorage;
using Game.Entities;
using Game.Groups;
using Game.Guilds;
using Game.Maps;
using Game.Misc;
using Game.Networking;
using Game.Networking.Packets;
using Game.PvP;
using System;
using System.Collections.Generic;
using System.Text;
using System.Linq;
namespace Game
-1
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@@ -20,7 +20,6 @@ using Game.DataStorage;
using Game.Entities;
using Game.Networking;
using Game.Networking.Packets;
using System;
namespace Game
{
-1
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@@ -19,7 +19,6 @@ using Framework.Constants;
using Game.DataStorage;
using Game.Networking;
using Game.Networking.Packets;
using System.Collections.Generic;
namespace Game
{
-1
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@@ -22,7 +22,6 @@ using Game.Guilds;
using Game.Networking;
using Game.Networking.Packets;
using System.Collections.Generic;
using System.Text;
namespace Game
{
-5
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@@ -15,11 +15,6 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.Entities;
using Game.Networking;
using Game.Networking.Packets;
namespace Game
{
public partial class WorldSession
-1
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@@ -16,7 +16,6 @@
*/
using Framework.Constants;
using Framework.Database;
using Framework.Dynamic;
using Game.Conditions;
using Game.Entities;
+4 -4
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@@ -17,11 +17,12 @@
using Framework.Constants;
using Framework.GameMath;
using Game.Collision;
using Game.DataStorage;
using System;
using System.Collections.Generic;
using System.IO;
using Game.Collision;
using System.Numerics;
namespace Game.Maps
{
@@ -175,7 +176,7 @@ namespace Game.Maps
_minHeightPlanes = new Plane[8];
for (uint quarterIndex = 0; quarterIndex < 8; ++quarterIndex)
_minHeightPlanes[quarterIndex] = new Plane(
_minHeightPlanes[quarterIndex] = Plane.CreateFromVertices(
new Vector3(boundGridCoords[indices[quarterIndex][0]][0], boundGridCoords[indices[quarterIndex][0]][1], minHeights[indices[quarterIndex][0]]),
new Vector3(boundGridCoords[indices[quarterIndex][1]][0], boundGridCoords[indices[quarterIndex][1]][1], minHeights[indices[quarterIndex][1]]),
new Vector3(boundGridCoords[indices[quarterIndex][2]][0], boundGridCoords[indices[quarterIndex][2]][1], minHeights[indices[quarterIndex][2]])
@@ -500,8 +501,7 @@ namespace Game.Maps
else
quarterIndex = gx > gy ? 1u : 0;
Ray ray = new(new Vector3(gx, gy, 0.0f), Vector3.ZAxis);
Ray ray = new(new Vector3(gx, gy, 0.0f), Vector3.UnitZ);
return ray.intersection(_minHeightPlanes[quarterIndex]).Z;
}
+1 -1
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@@ -18,7 +18,6 @@
using Framework.Constants;
using Framework.Database;
using Framework.Dynamic;
using Framework.GameMath;
using Game.BattleGrounds;
using Game.Collision;
using Game.DataStorage;
@@ -32,6 +31,7 @@ using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Numerics;
namespace Game.Maps
{
+4 -4
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@@ -17,13 +17,13 @@
using Framework.Constants;
using Framework.Database;
using Framework.GameMath;
using Game.DataStorage;
using Game.Entities;
using Game.Movement;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Game.Maps
{
@@ -186,9 +186,9 @@ namespace Game.Maps
allPoints.Add(new Vector3(path[i].Loc.X, path[i].Loc.Y, path[i].Loc.Z));
// Add extra points to allow derivative calculations for all path nodes
allPoints.Insert(0, allPoints.First().lerp(allPoints[1], -0.2f));
allPoints.Add(allPoints.Last().lerp(allPoints[^2], -0.2f));
allPoints.Add(allPoints.Last().lerp(allPoints[^2], -1.0f));
allPoints.Insert(0, Vector3.Lerp(allPoints.First(), allPoints[1], -0.2f));
allPoints.Add(Vector3.Lerp(allPoints.Last(), allPoints[^2], -0.2f));
allPoints.Add(Vector3.Lerp(allPoints.Last(), allPoints[^2], -1.0f));
SplineRawInitializer initer = new(allPoints);
Spline orientationSpline = new();
-5
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@@ -15,11 +15,6 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Game.Entities;
namespace Game.Movement
@@ -16,13 +16,13 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Game.DataStorage;
using Game.Entities;
using Game.Maps;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Game.Movement
{
@@ -17,7 +17,6 @@
using Framework.Constants;
using Game.Entities;
using System;
namespace Game.Movement
{
@@ -16,10 +16,10 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Game.Entities;
using Game.Maps;
using System;
using System.Numerics;
namespace Game.Movement
{
@@ -481,7 +481,7 @@ namespace Game.Movement
Vector3 endVec = new(endPoint[0], endPoint[1], endPoint[2]);
Vector3 diffVec = (endVec - startVec);
Vector3 prevVec = startVec;
float len = diffVec.GetLength();
float len = diffVec.Length();
diffVec *= 4.0f / len;
while (len > 4.0f)
{
@@ -861,7 +861,7 @@ namespace Game.Movement
float Dist3DSqr(Vector3 p1, Vector3 p2)
{
return (p1 - p2).GetLengthSquared();
return (p1 - p2).LengthSquared();
}
public void ShortenPathUntilDist(Position pos, float dist) { ShortenPathUntilDist(new Vector3(pos.posX, pos.posY, pos.posZ), dist); }
@@ -878,11 +878,11 @@ namespace Game.Movement
// the first point of the path must be outside the specified range
// (this should have really been checked by the caller...)
if ((_pathPoints[0] - target).GetLengthSquared() < distSq)
if ((_pathPoints[0] - target).LengthSquared() < distSq)
return;
// check if we even need to do anything
if ((_pathPoints[0] - target).GetLengthSquared() >= distSq)
if ((_pathPoints[0] - target).LengthSquared() >= distSq)
return;
int i = _pathPoints.Length - 1;
@@ -893,7 +893,7 @@ namespace Game.Movement
while (true)
{
// we know that pathPoints[i] is too close already (from the previous iteration)
if ((_pathPoints[i - 1] - target).GetLengthSquared() >= distSq)
if ((_pathPoints[i - 1] - target).LengthSquared() >= distSq)
break; // bingo!
if (--i == 0)
@@ -908,7 +908,7 @@ namespace Game.Movement
// ok, _pathPoints[i] is too close, _pathPoints[i-1] is not, so our target point is somewhere between the two...
// ... settle for a guesstimate since i'm not confident in doing trig on every chase motion tick...
// (@todo review this)
_pathPoints[i] += (_pathPoints[i - 1] - _pathPoints[i]).directionOrZero() * (dist - (_pathPoints[i] - target).GetLength());
_pathPoints[i] += (_pathPoints[i - 1] - _pathPoints[i]).directionOrZero() * (dist - (_pathPoints[i] - target).Length());
Array.Resize(ref _pathPoints, i + 1);
}
@@ -17,7 +17,6 @@
using Framework.Constants;
using Game.Entities;
using Game.Maps;
using System;
namespace Game.Movement
@@ -16,11 +16,11 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Game.AI;
using Game.Entities;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Movement
{
+1 -1
View File
@@ -16,13 +16,13 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Game.AI;
using Game.DataStorage;
using Game.Entities;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Game.Movement
{
+2 -2
View File
@@ -17,9 +17,9 @@
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Movement
{
@@ -52,7 +52,7 @@ namespace Game.Movement
effect_start_time = 0;
spell_effect_extra = args.spellEffectExtra;
anim_tier = args.animTier;
splineIsFacingOnly = args.path.Length == 2 && args.facing.type != MonsterMoveType.Normal && ((args.path[1] - args.path[0]).GetLength() < 0.1f);
splineIsFacingOnly = args.path.Length == 2 && args.facing.type != MonsterMoveType.Normal && ((args.path[1] - args.path[0]).Length() < 0.1f);
// Check if its a stop spline
if (args.flags.HasFlag(SplineFlag.Done))
+1 -1
View File
@@ -16,10 +16,10 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Game.Entities;
using Game.Networking.Packets;
using System;
using System.Numerics;
namespace Game.Movement
{
+2 -3
View File
@@ -16,9 +16,8 @@
*/
using Framework.Dynamic;
using Framework.GameMath;
using Game.Entities;
using System;
using System.Numerics;
namespace Game.Movement
{
@@ -80,7 +79,7 @@ namespace Game.Movement
{
if (path.Length > 2 || facing.type == Framework.Constants.MonsterMoveType.Normal)
for (uint i = 0; i < path.Length - 1; ++i)
if ((path[i + 1] - path[i]).GetLength() < 0.1f)
if ((path[i + 1] - path[i]).Length() < 0.1f)
return false;
return true;
}
+16 -16
View File
@@ -16,10 +16,10 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Game.Entities;
using Game.Maps;
using System;
using System.Numerics;
namespace Game.Movement
{
@@ -139,14 +139,14 @@ namespace Game.Movement
if (cyclic_point == 0)
points[0] = controls[count - 1];
else
points[0] = controls[0].lerp(controls[1], -1);
points[0] = Vector3.Lerp(controls[0], controls[1], -1);
points[high_index + 1] = controls[cyclic_point];
points[high_index + 2] = controls[cyclic_point + 1];
}
else
{
points[0] = controls[0].lerp(controls[1], -1);
points[0] = Vector3.Lerp(controls[0], controls[1], -1);
points[high_index + 1] = controls[count - 1];
}
@@ -219,7 +219,7 @@ namespace Game.Movement
}
float SegLengthLinear(int index)
{
return (points[index] - points[index + 1]).GetLength();
return (points[index] - points[index + 1]).Length();
}
float SegLengthCatmullRom(int index)
{
@@ -232,7 +232,7 @@ namespace Game.Movement
while (i <= 3)
{
C_Evaluate(p, i / (float)3, s_catmullRomCoeffs, out nextPos);
length += (nextPos - curPos).GetLength();
length += (nextPos - curPos).Length();
curPos = nextPos;
++i;
}
@@ -253,7 +253,7 @@ namespace Game.Movement
while (i <= 3)
{
C_Evaluate(p, i / (float)3, s_Bezier3Coeffs, out nextPos);
length += (nextPos - curPos).GetLength();
length += (nextPos - curPos).Length();
curPos = nextPos;
++i;
}
@@ -296,25 +296,25 @@ namespace Game.Movement
return i;
}
private static readonly Matrix4 s_catmullRomCoeffs = new(-0.5f, 1.5f, -1.5f, 0.5f, 1.0f, -2.5f, 2.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f);
private static readonly Matrix4x4 s_catmullRomCoeffs = new(-0.5f, 1.5f, -1.5f, 0.5f, 1.0f, -2.5f, 2.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f);
private static readonly Matrix4 s_Bezier3Coeffs = new(-1.0f, 3.0f, -3.0f, 1.0f, 3.0f, -6.0f, 3.0f, 0.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
private static readonly Matrix4x4 s_Bezier3Coeffs = new(-1.0f, 3.0f, -3.0f, 1.0f, 3.0f, -6.0f, 3.0f, 0.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
void C_Evaluate(Span<Vector3> vertice, float t, Matrix4 matr, out Vector3 result)
void C_Evaluate(Span<Vector3> vertice, float t, Matrix4x4 matr, out Vector3 result)
{
Vector4 tvec = new(t * t * t, t * t, t, 1.0f);
Vector4 weights = (tvec * matr);
Vector4 weights = Vector4.Transform(tvec, matr);
result = vertice[0] * weights[0] + vertice[1] * weights[1]
+ vertice[2] * weights[2] + vertice[3] * weights[3];
result = vertice[0] * weights.X + vertice[1] * weights.Y
+ vertice[2] * weights.Z + vertice[3] * weights.W;
}
void C_Evaluate_Derivative(Span<Vector3> vertice, float t, Matrix4 matr, out Vector3 result)
void C_Evaluate_Derivative(Span<Vector3> vertice, float t, Matrix4x4 matr, out Vector3 result)
{
Vector4 tvec = new(3.0f * t * t, 2.0f * t, 1.0f, 0.0f);
Vector4 weights = (tvec * matr);
Vector4 weights = Vector4.Transform(tvec, matr);
result = vertice[0] * weights[0] + vertice[1] * weights[1]
+ vertice[2] * weights[2] + vertice[3] * weights[3];
result = vertice[0] * weights.X + vertice[1] * weights.Y
+ vertice[2] * weights.Z + vertice[3] * weights.W;
}
public int Length() { return lengths[index_hi];}
@@ -15,12 +15,6 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.Entities;
using System;
using System.Collections.Generic;
using Framework.Dynamic;
namespace Game.Networking.Packets
{
public struct AddOnInfo
@@ -16,10 +16,6 @@
*/
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.Entities;
using System;
using System.Collections.Generic;
namespace Game.Networking.Packets
@@ -15,13 +15,6 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.Entities;
using System;
using System.Collections.Generic;
namespace Game.Networking.Packets
{
class AdventureMapStartQuest : ClientPacket
@@ -17,10 +17,9 @@
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.Entities;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Networking.Packets
{
@@ -17,7 +17,6 @@
using Framework.Constants;
using Game.Entities;
using Framework.Dynamic;
namespace Game.Networking.Packets
{
@@ -17,10 +17,10 @@
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.Entities;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Networking.Packets
{
@@ -18,11 +18,11 @@
using Framework.Constants;
using Framework.Database;
using Framework.Dynamic;
using Framework.GameMath;
using Framework.IO;
using Game.Entities;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Networking.Packets
{
@@ -18,7 +18,6 @@
using Framework.Constants;
using Framework.IO;
using Game.Entities;
using System.Collections.Generic;
namespace Game.Networking.Packets
{
@@ -16,11 +16,8 @@
*/
using Framework.Constants;
using Framework.Dynamic;
using Framework.IO;
using Game.Entities;
using System.Collections.Generic;
using System;
using Game.DataStorage;
namespace Game.Networking.Packets
@@ -17,10 +17,10 @@
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.Entities;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Networking.Packets
{
@@ -17,11 +17,11 @@
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.Entities;
using Game.Movement;
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Networking.Packets
{
+2 -2
View File
@@ -16,11 +16,11 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Framework.Dynamic;
using Game.Entities;
using System;
using System.Collections.Generic;
using Framework.Dynamic;
using System.Numerics;
namespace Game.Networking.Packets
{
+1 -1
View File
@@ -16,10 +16,10 @@
*/
using Framework.Constants;
using Framework.GameMath;
using Game.Entities;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Networking.Packets
{

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