201 lines
6.9 KiB
C#
201 lines
6.9 KiB
C#
/*
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* Copyright (C) 2012-2018 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;
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using System.IO;
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namespace Game.Collision
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{
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public enum ModelFlags
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{
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M2 = 1,
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HasBound = 1 << 1,
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ParentSpawn = 1 << 2
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}
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public class ModelSpawn
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{
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public ModelSpawn() { }
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public ModelSpawn(ModelSpawn spawn)
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{
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flags = spawn.flags;
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adtId = spawn.adtId;
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ID = spawn.ID;
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iPos = spawn.iPos;
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iRot = spawn.iRot;
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iScale = spawn.iScale;
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iBound = spawn.iBound;
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name = spawn.name;
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}
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public static bool readFromFile(BinaryReader reader, out ModelSpawn spawn)
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{
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spawn = new ModelSpawn();
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spawn.flags = reader.ReadUInt32();
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spawn.adtId = reader.ReadUInt16();
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spawn.ID = reader.ReadUInt32();
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spawn.iPos = reader.Read<Vector3>();
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spawn.iRot = reader.Read<Vector3>();
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spawn.iScale = reader.ReadSingle();
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bool has_bound = Convert.ToBoolean(spawn.flags & (uint)ModelFlags.HasBound);
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if (has_bound) // only WMOs have bound in MPQ, only available after computation
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{
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Vector3 bLow = reader.Read<Vector3>();
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Vector3 bHigh = reader.Read<Vector3>();
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spawn.iBound = new AxisAlignedBox(bLow, bHigh);
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}
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uint nameLen = reader.ReadUInt32();
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spawn.name = reader.ReadString((int)nameLen);
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return true;
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}
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public uint flags;
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public ushort adtId;
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public uint ID;
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public Vector3 iPos;
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public Vector3 iRot;
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public float iScale;
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public AxisAlignedBox iBound;
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public string name;
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}
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public class ModelInstance : ModelSpawn
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{
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public ModelInstance()
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{
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iInvScale = 0.0f;
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iModel = null;
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}
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public ModelInstance(ModelSpawn spawn, WorldModel model)
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: base(spawn)
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{
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iModel = model;
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iInvRot = Matrix3.fromEulerAnglesZYX(MathFunctions.PI * iRot.Y / 180.0f, MathFunctions.PI * iRot.X / 180.0f, MathFunctions.PI * iRot.Z / 180.0f).inverse();
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iInvScale = 1.0f / iScale;
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}
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public bool intersectRay(Ray pRay, ref float pMaxDist, bool pStopAtFirstHit)
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{
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if (iModel == null)
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return false;
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float time = pRay.intersectionTime(iBound);
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if (float.IsInfinity(time))
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return false;
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// child bounds are defined in object space:
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Vector3 p = iInvRot * (pRay.Origin - iPos) * iInvScale;
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Ray modRay = new Ray(p, iInvRot * pRay.Direction);
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float distance = pMaxDist * iInvScale;
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bool hit = iModel.IntersectRay(modRay, ref distance, pStopAtFirstHit);
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if (hit)
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{
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distance *= iScale;
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pMaxDist = distance;
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}
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return hit;
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}
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public void intersectPoint(Vector3 p, AreaInfo info)
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{
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if (iModel == null)
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return;
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// M2 files don't contain area info, only WMO files
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if (Convert.ToBoolean(flags & (uint)ModelFlags.M2))
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return;
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if (!iBound.contains(p))
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return;
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// child bounds are defined in object space:
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Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot * new Vector3(0.0f, 0.0f, -1.0f);
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float zDist;
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if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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// Transform back to world space. Note that:
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// Mat * vec == vec * Mat.transpose()
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// and for rotation matrices: Mat.inverse() == Mat.transpose()
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float world_Z = ((modelGround * iInvRot) * iScale + iPos).Z;
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if (info.ground_Z < world_Z)
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{
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info.ground_Z = world_Z;
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info.adtId = adtId;
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}
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}
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}
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public bool GetLiquidLevel(Vector3 p, LocationInfo info, ref float liqHeight)
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{
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// child bounds are defined in object space:
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Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
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//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
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float zDist;
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if (info.hitModel.GetLiquidLevel(pModel, out zDist))
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{
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// calculate world height (zDist in model coords):
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// assume WMO not tilted (wouldn't make much sense anyway)
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liqHeight = zDist * iScale + iPos.Z;
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return true;
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}
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return false;
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}
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public bool GetLocationInfo(Vector3 p, LocationInfo info)
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{
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if (iModel == null)
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return false;
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// M2 files don't contain area info, only WMO files
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if (Convert.ToBoolean(flags & (uint)ModelFlags.M2))
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return false;
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if (!iBound.contains(p))
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return false;
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// child bounds are defined in object space:
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Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot * new Vector3(0.0f, 0.0f, -1.0f);
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float zDist;
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if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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// Transform back to world space. Note that:
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// Mat * vec == vec * Mat.transpose()
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// and for rotation matrices: Mat.inverse() == Mat.transpose()
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float world_Z = ((modelGround * iInvRot) * iScale + iPos).Z;
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if (info.ground_Z < world_Z) // hm...could it be handled automatically with zDist at intersection?
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{
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info.ground_Z = world_Z;
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info.hitInstance = this;
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return true;
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}
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}
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return false;
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}
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public void setUnloaded() { iModel = null; }
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Matrix3 iInvRot;
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float iInvScale;
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WorldModel iModel;
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}
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}
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