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DynamicTree.cpp
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277 lines (241 loc) · 7.46 KB
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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) 2005-2019 MaNGOS project <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(); }
}
}
ShortTimeTracker 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(); }
}