/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* 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
*/
#ifndef _VMAPTOOLS_H
#define _VMAPTOOLS_H
#include
#include
#include "NodeValueAccess.h"
/**
The Class is mainly taken from G3D/AABSPTree.h but modified to be able to use our internal data structure.
This is an iterator that helps us analysing the BSP-Trees.
The collision detection is modified to return true, if we are inside an object.
*/
namespace VMAP
{
template
class IntersectionCallBack {
public:
TValue* closestEntity;
G3D::Vector3 hitLocation;
G3D::Vector3 hitNormal;
void operator()(const G3D::Ray& ray, const TValue* entity, bool pStopAtFirstHit, float& distance) {
entity->intersect(ray, distance, pStopAtFirstHit, hitLocation, hitNormal);
}
};
//==============================================================
//==============================================================
//==============================================================
class MyCollisionDetection
{
private:
public:
static bool collisionLocationForMovingPointFixedAABox(
const G3D::Vector3& origin,
const G3D::Vector3& dir,
const G3D::AABox& box,
G3D::Vector3& location,
bool& Inside)
{
// Integer representation of a floating-point value.
#define IR(x) ((G3D::uint32&)x)
Inside = true;
const G3D::Vector3& MinB = box.low();
const G3D::Vector3& MaxB = box.high();
G3D::Vector3 MaxT(-1.0f, -1.0f, -1.0f);
// Find candidate planes.
for (int i = 0; i < 3; ++i)
{
if (origin[i] < MinB[i])
{
location[i] = MinB[i];
Inside = false;
// Calculate T distances to candidate planes
if (IR(dir[i]))
{
MaxT[i] = (MinB[i] - origin[i]) / dir[i];
}
}
else if (origin[i] > MaxB[i])
{
location[i] = MaxB[i];
Inside = false;
// Calculate T distances to candidate planes
if (IR(dir[i]))
{
MaxT[i] = (MaxB[i] - origin[i]) / dir[i];
}
}
}
if (Inside)
{
// definite hit
location = origin;
return true;
}
// Get largest of the maxT's for final choice of intersection
int WhichPlane = 0;
if (MaxT[1] > MaxT[WhichPlane])
{
WhichPlane = 1;
}
if (MaxT[2] > MaxT[WhichPlane])
{
WhichPlane = 2;
}
// Check final candidate actually inside box
if (IR(MaxT[WhichPlane]) & 0x80000000)
{
// Miss the box
return false;
}
for (int i = 0; i < 3; ++i)
{
if (i != WhichPlane)
{
location[i] = origin[i] + MaxT[WhichPlane] * dir[i];
if ((location[i] < MinB[i]) ||
(location[i] > MaxB[i]))
{
// On this plane we're outside the box extents, so
// we miss the box
return false;
}
}
}
/*
// Choose the normal to be the plane normal facing into the ray
normal = G3D::Vector3::zero();
normal[WhichPlane] = (dir[WhichPlane] > 0) ? -1.0 : 1.0;
*/
return true;
#undef IR
}
};
}
#endif