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master
src/game/vmap/DynamicTree.cpp
289 строк
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01 янв 2023, 00:29
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01 янв 2023, 00:29
ce8b12f
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/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2023 MaNGOS <https://getmangos.eu> * * 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 2 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "DynamicTree.h" #include "Log.h" #include "Timer.h" #include "BIHWrap.h" #include "RegularGrid.h" #include "GameObjectModel.h" template<> struct HashTrait< GameObjectModel> { static size_t hashCode(const GameObjectModel& g) { return (size_t)(void*)&g; } }; template<> struct PositionTrait< GameObjectModel> { static void getPosition(const GameObjectModel& g, Vector3& p) { p = g.GetPosition(); } }; template<> struct BoundsTrait< GameObjectModel> { static void getBounds(const GameObjectModel& g, G3D::AABox& out) { out = g.GetBounds();} static void getBounds2(const GameObjectModel* g, G3D::AABox& out) { out = g->GetBounds();} }; //int UNBALANCED_TIMES_LIMIT = 5; int CHECK_TREE_PERIOD = 200; typedef RegularGrid2D<GameObjectModel, BIHWrap<GameObjectModel> > ParentTree; struct DynTreeImpl : public ParentTree/*, public Intersectable*/ { typedef GameObjectModel Model; typedef ParentTree base; DynTreeImpl() : rebalance_timer(CHECK_TREE_PERIOD), unbalanced_times(0) { } void insert(const Model& mdl) { base::insert(mdl); ++unbalanced_times; } void remove(const Model& mdl) { base::remove(mdl); ++unbalanced_times; } void balance() { base::balance(); unbalanced_times = 0; } void update(uint32 difftime) { if (!size()) { return; } rebalance_timer.Update(difftime); if (rebalance_timer.Passed()) { rebalance_timer.Reset(CHECK_TREE_PERIOD); if (unbalanced_times > 0) { balance(); } } } TimeTracker rebalance_timer; int unbalanced_times; }; DynamicMapTree::DynamicMapTree() : impl(*new DynTreeImpl()) { } DynamicMapTree::~DynamicMapTree() { delete &impl; } void DynamicMapTree::insert(const GameObjectModel& mdl) { impl.insert(mdl); } void DynamicMapTree::remove(const GameObjectModel& mdl) { impl.remove(mdl); } bool DynamicMapTree::contains(const GameObjectModel& mdl) const { return impl.contains(mdl); } void DynamicMapTree::balance() { impl.balance(); } int DynamicMapTree::size() const { return impl.size(); } void DynamicMapTree::update(uint32 t_diff) { impl.update(t_diff); } struct DynamicTreeIntersectionCallback { bool did_hit; DynamicTreeIntersectionCallback() : did_hit(false) {} bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance) { did_hit = obj.IntersectRay(r, distance, true); return did_hit; } bool didHit() const { return did_hit;} }; struct DynamicTreeIntersectionCallback_WithLogger { bool did_hit; DynamicTreeIntersectionCallback_WithLogger() : did_hit(false) { DEBUG_LOG("Dynamic Intersection log"); } bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance) { DEBUG_LOG("testing intersection with %s", obj.GetName().c_str()); bool hit = obj.IntersectRay(r, distance, true); if (hit) { did_hit = true; DEBUG_LOG("result: intersects"); } return hit; } bool didHit() const { return did_hit;} }; //========================================================= /** If intersection is found within pMaxDist, sets pMaxDist to intersection distance and returns true. Else, pMaxDist is not modified and returns false; */ bool DynamicMapTree::getIntersectionTime(const G3D::Ray& ray, const Vector3& endPos, float& pMaxDist) const { float distance = pMaxDist; DynamicTreeIntersectionCallback callback; impl.intersectRay(ray, callback, distance, endPos); if (callback.didHit()) { pMaxDist = distance; } return callback.didHit(); } //========================================================= bool DynamicMapTree::getObjectHitPos(float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float pModifyDist) const { Vector3 pos1 = Vector3(x1, y1, z1); Vector3 pos2 = Vector3(x2, y2, z2); Vector3 resultPos; bool result = getObjectHitPos(pos1, pos2, resultPos, pModifyDist); rx = resultPos.x; ry = resultPos.y; rz = resultPos.z; return result; } //========================================================= /** When moving from pos1 to pos2 check if we hit an object. Return true and the position if we hit one Return the hit pos or the original dest pos */ bool DynamicMapTree::getObjectHitPos(const Vector3& pPos1, const Vector3& pPos2, Vector3& pResultHitPos, float pModifyDist) const { bool result = false; float maxDist = (pPos2 - pPos1).magnitude(); // valid map coords should *never ever* produce float overflow, but this would produce NaNs too: MANGOS_ASSERT(maxDist < std::numeric_limits<float>::max()); // prevent NaN values which can cause BIH intersection to enter infinite loop if (maxDist < 1e-10f) { pResultHitPos = pPos2; return false; } Vector3 dir = (pPos2 - pPos1) / maxDist; // direction with length of 1 G3D::Ray ray(pPos1, dir); float dist = maxDist; if (getIntersectionTime(ray, pPos2, dist)) { pResultHitPos = pPos1 + dir * dist; if (pModifyDist < 0) { if ((pResultHitPos - pPos1).magnitude() > -pModifyDist) { pResultHitPos = pResultHitPos + dir * pModifyDist; } else { pResultHitPos = pPos1; } } else { pResultHitPos = pResultHitPos + dir * pModifyDist; } result = true; } else { pResultHitPos = pPos2; result = false; } return result; } bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2) const { Vector3 v1(x1, y1, z1), v2(x2, y2, z2); float maxDist = (v2 - v1).magnitude(); if (!G3D::fuzzyGt(maxDist, 0)) { return true; } G3D::Ray r(v1, (v2 - v1) / maxDist); DynamicTreeIntersectionCallback callback; impl.intersectRay(r, callback, maxDist, v2); return !callback.did_hit; } float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist) const { Vector3 v(x, y, z); G3D::Ray r(v, Vector3(0, 0, -1)); DynamicTreeIntersectionCallback callback; impl.intersectZAllignedRay(r, callback, maxSearchDist); if (callback.didHit()) { return v.z - maxSearchDist; } else { return -G3D::inf(); } }