Files
CypherCore/Source/Game/Collision/Callbacks.cs
T

264 lines
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C#

// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
using Framework.Constants;
using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Game.Collision
{
public class WorkerCallback
{
public virtual void Invoke(Vector3 point, uint entry) { }
public virtual void Invoke(Vector3 point, GameObjectModel obj) { }
public virtual bool Invoke(Ray ray, uint entry, ref float distance, bool pStopAtFirstHit) { return false; }
public virtual bool Invoke(Ray r, IModel obj, ref float distance) { return false; }
public virtual bool Invoke(Ray r, GameObjectModel obj, ref float distance) { 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 = 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);
}
List<Vector3> vertices;
}
public class WModelAreaCallback : WorkerCallback
{
List<GroupModel> prims;
public GroupModel[] hit = new GroupModel[3];
public WModelAreaCallback(List<GroupModel> vals)
{
prims = vals;
}
public override bool Invoke(Ray ray, uint entry, ref float distance, bool stopAtFirstHit)
{
GroupModel.InsideResult result = prims[(int)entry].IsInsideObject(ray, out float group_Z);
if (result != GroupModel.InsideResult.OutOfBounds)
{
if (result != GroupModel.InsideResult.MaybeInside)
{
if (group_Z < distance)
{
distance = group_Z;
hit[(int)result] = prims[(int)entry];
return true;
}
}
else
hit[(int)result] = prims[(int)entry];
}
return false;
}
}
public class WModelRayCallBack : WorkerCallback
{
List<GroupModel> models;
public bool hit;
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;
}
}
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)
{
hit = IntersectTriangle(triangles[(int)entry], vertices, ray, ref distance) || hit;
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 = Vector3.Cross(ray.Direction, e2);
float a = Vector3.Dot(e1, p);
if (Math.Abs(a) < EPS)
{
// Determinant is ill-conditioned; abort early
return false;
}
float f = 1.0f / a;
Vector3 s = ray.Origin - points[(int)tri.idx0];
float u = f * Vector3.Dot(s, 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 = Vector3.Cross(s, e1);
float v = f * Vector3.Dot(ray.Direction, 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 * Vector3.Dot(e2, 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, ModelIgnoreFlags ignoreFlags)
{
prims = val;
hit = false;
flags = ignoreFlags;
}
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, flags);
if (result)
hit = true;
return result;
}
public bool DidHit() { return hit; }
ModelInstance[] prims;
bool hit;
ModelIgnoreFlags flags;
}
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(PhaseShift phaseShift)
{
_didHit = false;
_phaseShift = phaseShift;
}
public override bool Invoke(Ray r, IModel obj, ref float distance)
{
_didHit = obj.IntersectRay(r, ref distance, true, _phaseShift, ModelIgnoreFlags.Nothing);
return _didHit;
}
public bool DidHit() { return _didHit; }
bool _didHit;
PhaseShift _phaseShift;
}
class DynamicTreeLosCallback : WorkerCallback
{
bool _didHit;
PhaseShift _phaseShift;
public DynamicTreeLosCallback(PhaseShift phaseShift)
{
_phaseShift = phaseShift;
}
public override bool Invoke(Ray r, GameObjectModel obj, ref float distance)
{
if (!obj.IsLosBlockingDisabled())
_didHit = obj.IntersectRay(r, ref distance, true, _phaseShift, ModelIgnoreFlags.Nothing);
return _didHit;
}
public bool DidHit() { return _didHit; }
}
public class DynamicTreeLocationInfoCallback : WorkerCallback
{
public DynamicTreeLocationInfoCallback(PhaseShift phaseShift)
{
_phaseShift = phaseShift;
}
public override void Invoke(Vector3 p, GameObjectModel obj)
{
if (obj.GetLocationInfo(p, _locationInfo, _phaseShift))
_hitModel = obj;
}
public LocationInfo GetLocationInfo() { return _locationInfo; }
public GameObjectModel GetHitModel() { return _hitModel; }
PhaseShift _phaseShift;
LocationInfo _locationInfo = new();
GameObjectModel _hitModel = new();
}
}