root/trunk/src/shared/vmap/VMapTools.h @ 102

Revision 102, 4.7 kB (checked in by yumileroy, 17 years ago)

[svn] Fixed copyright notices to comply with GPL.

Original author: w12x
Date: 2008-10-23 03:29:52-05:00

Line 
1/*
2* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3*
4* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
5*
6* This program is free software; you can redistribute it and/or modify
7* it under the terms of the GNU General Public License as published by
8* the Free Software Foundation; either version 2 of the License, or
9* (at your option) any later version.
10*
11* This program is distributed in the hope that it will be useful,
12* but WITHOUT ANY WARRANTY; without even the implied warranty of
13* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14* GNU General Public License for more details.
15*
16* You should have received a copy of the GNU General Public License
17* along with this program; if not, write to the Free Software
18* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19*/
20
21#ifndef _VMAPTOOLS_H
22#define _VMAPTOOLS_H
23
24#include <G3D/CollisionDetection.h>
25#include <G3D/AABox.h>
26
27#include "NodeValueAccess.h"
28
29/**
30The Class is mainly taken from G3D/AABSPTree.h but modified to be able to use our internal data structure.
31This is an iterator that helps us analysing the BSP-Trees.
32The collision detection is modified to return true, if we are inside an object.
33*/
34
35namespace VMAP
36{
37    template<class TValue> 
38    class IntersectionCallBack {
39    public:
40        TValue*      closestEntity;
41        G3D::Vector3 hitLocation;
42        G3D::Vector3 hitNormal;
43
44        void operator()(const G3D::Ray& ray, const TValue* entity, bool pStopAtFirstHit, float& distance) {
45            entity->intersect(ray, distance, pStopAtFirstHit, hitLocation, hitNormal);
46        }
47    };
48
49    //==============================================================
50    //==============================================================
51    //==============================================================
52
53    class MyCollisionDetection
54    {
55    private:
56    public:
57
58        static bool collisionLocationForMovingPointFixedAABox(
59            const G3D::Vector3&     origin,
60            const G3D::Vector3&     dir,
61            const G3D::AABox&       box,
62            G3D::Vector3&           location,
63            bool&                   Inside)
64        {
65
66            // Integer representation of a floating-point value.
67#define IR(x)   ((G3D::uint32&)x)
68
69            Inside = true;
70            const G3D::Vector3& MinB = box.low();
71            const G3D::Vector3& MaxB = box.high();
72            G3D::Vector3 MaxT(-1.0f, -1.0f, -1.0f);
73
74            // Find candidate planes.
75            for (int i = 0; i < 3; ++i)
76            {
77                if (origin[i] < MinB[i])
78                {
79                    location[i] = MinB[i];
80                    Inside      = false;
81
82                    // Calculate T distances to candidate planes
83                    if (IR(dir[i]))
84                    {
85                        MaxT[i] = (MinB[i] - origin[i]) / dir[i];
86                    }
87                }
88                else if (origin[i] > MaxB[i])
89                {
90                    location[i] = MaxB[i];
91                    Inside      = false;
92
93                    // Calculate T distances to candidate planes
94                    if (IR(dir[i]))
95                    {
96                        MaxT[i] = (MaxB[i] - origin[i]) / dir[i];
97                    }
98                }
99            }
100
101            if (Inside)
102            {
103                // definite hit
104                location = origin;
105                return true;
106            }
107
108            // Get largest of the maxT's for final choice of intersection
109            int WhichPlane = 0;
110            if (MaxT[1] > MaxT[WhichPlane])
111            {
112                WhichPlane = 1;
113            }
114
115            if (MaxT[2] > MaxT[WhichPlane])
116            {
117                WhichPlane = 2;
118            }
119
120            // Check final candidate actually inside box
121            if (IR(MaxT[WhichPlane]) & 0x80000000)
122            {
123                // Miss the box
124                return false;
125            }
126
127            for (int i = 0; i < 3; ++i)
128            {
129                if (i != WhichPlane)
130                {
131                    location[i] = origin[i] + MaxT[WhichPlane] * dir[i];
132                    if ((location[i] < MinB[i]) ||
133                        (location[i] > MaxB[i]))
134                    {
135                        // On this plane we're outside the box extents, so
136                        // we miss the box
137                        return false;
138                    }
139                }
140            }
141            /*
142            // Choose the normal to be the plane normal facing into the ray
143            normal = G3D::Vector3::zero();
144            normal[WhichPlane] = (dir[WhichPlane] > 0) ? -1.0 : 1.0;
145            */
146            return true;
147
148#undef IR
149        }
150    };
151}
152#endif
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