Files
CypherCore/Source/Game/Collision/Callbacks.cs
T
2018-03-28 11:09:30 -04:00

250 lines
7.3 KiB
C#

/*
* Copyright (C) 2012-2018 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.Collections.Generic;
namespace Game.Collision
{
public class WorkerCallback
{
public virtual void Invoke(Vector3 point, uint entry) { }
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 ray, uint idx, ref float maxDist) { 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 = (lo.Min(vertices[(int)tri.idx1])).Min(vertices[(int)tri.idx2]);
hi = (hi.Max(vertices[(int)tri.idx1])).Max(vertices[(int)tri.idx2]);
value = new AxisAlignedBox(lo, hi);
}
List<Vector3> vertices;
}
public class WModelAreaCallback : WorkerCallback
{
public WModelAreaCallback(List<GroupModel> vals, Vector3 down)
{
prims = vals;
hit = null;
zDist = float.PositiveInfinity;
zVec = down;
}
List<GroupModel> prims;
public GroupModel hit;
public float zDist;
Vector3 zVec;
public override void Invoke(Vector3 point, uint entry)
{
float group_Z;
if (prims[(int)entry].IsInsideObject(point, zVec, out group_Z))
{
if (group_Z < zDist)
{
zDist = group_Z;
hit = prims[(int)entry];
}
}
}
}
public class WModelRayCallBack : WorkerCallback
{
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;
}
List<GroupModel> models;
public bool 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)
{
bool result = IntersectTriangle(triangles[(int)entry], vertices, ray, ref distance);
if (result)
hit = true;
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 = new Vector3(ray.Direction.cross(e2));
float a = e1.dot(p);
if (Math.Abs(a) < EPS)
{
// Determinant is ill-conditioned; abort early
return false;
}
float f = 1.0f / a;
Vector3 s = new Vector3(ray.Origin - points[(int)tri.idx0]);
float u = f * s.dot(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 = new Vector3(s.cross(e1));
float v = f * ray.Direction.dot(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 * e2.dot(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)
{
prims = val;
hit = false;
}
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);
if (result)
hit = true;
return result;
}
public bool didHit() { return hit; }
ModelInstance[] prims;
bool hit;
}
public class AreaInfoCallback : WorkerCallback
{
public AreaInfoCallback(ModelInstance[] val)
{
prims = val;
}
public override void Invoke(Vector3 point, uint entry)
{
if (prims[entry] == null)
return;
prims[entry].intersectPoint(point, aInfo);
}
ModelInstance[] prims;
public AreaInfo aInfo = new AreaInfo();
}
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);
return _didHit;
}
public bool didHit() { return _didHit; }
bool _didHit;
PhaseShift _phaseShift;
}
}