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- /*
- EQ2Emulator: Everquest II Server Emulator
- Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
- This file is part of EQ2Emulator.
- EQ2Emulator 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.
- EQ2Emulator 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 EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
- */
- #include "SPGrid.h"
- #include "../../common/Log.h"
- #include <cmath>
- SPGrid::SPGrid(string file, int32 cellSize) {
- m_ZoneFile = file;
- m_CellSize = cellSize;
- m_MinX = 0;
- m_MinZ = 0;
- m_MaxX = 0;
- m_MaxZ = 0;
- m_NumCellsX = 0;
- m_NumCellsZ = 0;
- m_NumFaceCellsX = 0;
- m_NumFaceCellsZ = 0;
- }
- SPGrid::~SPGrid() {
- vector<Cell>::iterator CellItr;
- map<int32, vector<Face*> >::iterator MapItr;
- vector<Face*>::iterator FaceItr;
- // Loop through the vector of cells
- /*for (CellItr = m_Cells.begin(); CellItr != m_Cells.end(); CellItr++) {
- // Loop through the map of vertices on this cell
- for (MapItr = (*CellItr).FaceList.begin(); MapItr != (*CellItr).FaceList.end(); MapItr++) {
- // Loop through the vector of faces in the map and delete the pointers
- for (FaceItr = (*MapItr).second.begin(); FaceItr != (*MapItr).second.end(); FaceItr++) {
- safe_delete((*FaceItr));
- }
- }
- }*/
- }
- bool SPGrid::Init() {
- // Make sure we have a zone file
- if (m_ZoneFile.empty()) {
- LogWrite(ZONE__ERROR, 0, "SPGrid", "SPGrid::Init() m_ZoneFile is empty.");
- return false;
- }
- // Make sure we have a cell size
- if (m_CellSize == 0)
- m_CellSize = CELLSIZEDEFAULT;
- // Open the map file for this zone
- string filePath = "Maps/" + m_ZoneFile + ".EQ2Map";
- FILE* file = fopen(filePath.c_str(), "rb");
- if (file == nullptr) {
- LogWrite(ZONE__WARNING, 0, "SPGrid", "SPGrid::Init() unable to open the map file for %s. (zoneserver will continue to run fine without it)", m_ZoneFile.c_str());
- return false;
- }
- // Read the string for the zone file name this was created for
- int8 strSize;
- char name[256];
- fread(&strSize, sizeof(int8), 1, file);
- LogWrite(ZONE__DEBUG, 0, "SPGrid", "strSize = %u", strSize);
- size_t len = fread(&name, sizeof(char), strSize, file);
- name[len] = '\0';
- LogWrite(ZONE__DEBUG, 0, "SPGrid", "name = %s", name);
- // Make sure file contents are for the correct zone
- if (string(name) != m_ZoneFile) {
- fclose(file);
- LogWrite(ZONE__ERROR, 0, "SPGrid", "SPGrid::Init() map contents (%s) do not match its name (%s).", &name, m_ZoneFile.c_str());
- return false;
- }
- // Read the min bounds
- fread(&m_MinX, sizeof(float), 1, file);
- fread(&m_MinZ, sizeof(float), 1, file);
- LogWrite(ZONE__DEBUG, 0, "SPGrid", "minx = %f, minz = %f", m_MinX, m_MinZ);
- // Read the max bounds
- fread(&m_MaxX, sizeof(float), 1, file);
- fread(&m_MaxZ, sizeof(float), 1, file);
- LogWrite(ZONE__DEBUG, 0, "SPGrid", "maxx = %f, maxz = %f", m_MaxX, m_MaxZ);
- // Calculate how many cells we need
- // in both the X and Z direction
- float width = m_MaxX - m_MinX;
- float height = m_MaxZ - m_MinZ;
- m_NumCellsX = ceil(width / m_CellSize);
- m_NumCellsZ = ceil(height / m_CellSize);
- LogWrite(ZONE__DEBUG, 0, "SPGrid", "CellSize = %u, x cells = %u, z cells = %u", m_CellSize, m_NumCellsX, m_NumCellsZ);
- // Allocate all the cells
- m_Cells.resize(m_NumCellsZ * m_NumCellsX);
- m_NumFaceCellsX = ceil(width / FACECELLSIZEDEFAULT);
- m_NumFaceCellsZ = ceil(height / FACECELLSIZEDEFAULT);
- m_FaceCells.resize(m_NumFaceCellsX * m_NumFaceCellsZ);
- // Read the number of grids
- int32 NumGrids;
- fread(&NumGrids, sizeof(int32), 1, file);
- LogWrite(ZONE__DEBUG, 0, "SPGrid", "NumGrids = %u", NumGrids);
- // Loop through the grids loading the face list
- for (int32 i = 0; i < NumGrids; i++) {
- // Read the grid id
- int32 GridID;
- fread(&GridID, sizeof(int32), 1, file);
- LogWrite(ZONE__DEBUG, 0, "SPGrid", "GridID = %u", GridID);
- // Read the number of vertices
- int32 NumFaces;
- fread(&NumFaces, sizeof(int32), 1, file);
- LogWrite(ZONE__DEBUG, 0, "SPGrid", "NumFaces = %u", NumFaces);
- // Loop through the vertices list reading
- // 3 at a time to creat a triangle (face)
- for (int32 y = 0; y < NumFaces; ) {
- // Each vertex need an x,y,z coordinate and
- // we will be reading 3 to create the face
- float x1, x2, x3;
- float y1, y2, y3;
- float z1, z2, z3;
- // Read the first vertex
- fread(&x1, sizeof(float), 1, file);
- fread(&y1, sizeof(float), 1, file);
- fread(&z1, sizeof(float), 1, file);
- y++;
- // Read the second vertex
- fread(&x2, sizeof(float), 1, file);
- fread(&y2, sizeof(float), 1, file);
- fread(&z2, sizeof(float), 1, file);
- y++;
- // Read the third (final) vertex
- fread(&x3, sizeof(float), 1, file);
- fread(&y3, sizeof(float), 1, file);
- fread(&z3, sizeof(float), 1, file);
- y++;
-
- // Create the face and add it to the grid
- Face* face = new Face;
- face->Vertex1[0] = x1;
- face->Vertex1[1] = y1;
- face->Vertex1[2] = z1;
- face->Vertex2[0] = x2;
- face->Vertex2[1] = y2;
- face->Vertex2[2] = z2;
- face->Vertex3[0] = x3;
- face->Vertex3[1] = y3;
- face->Vertex3[2] = z3;
- AddFace(face, GridID);
- }
- }
- fclose(file);
- /*map<int32, vector<Face*> >::iterator itr;
- vector<Face*>::iterator itr2;
- for (int32 i = 0; i < m_Cells.size(); i++) {
- Cell& cell = m_Cells[i];
- for (itr = cell.FaceList.begin(); itr != cell.FaceList.end(); itr++) {
- float min_x = 0.0f;
- float min_y = 0.0f;
- float min_z = 0.0f;
- float max_x = 0.0f;
- float max_y = 0.0f;
- float max_z = 0.0f;
- for (itr2 = (*itr).second.begin(); itr2 != (*itr).second.end(); itr2++) {
- Face* face = (*itr2);
- if (min_x == 0.0f || face->Vertex1[0] < min_x)
- min_x = face->Vertex1[0];
- if (face->Vertex2[0] < min_x)
- min_x = face->Vertex2[0];
- if (face->Vertex3[0] < min_x)
- min_x = face->Vertex3[0];
- if (min_y == 0.0f || face->Vertex1[1] < min_y)
- min_y = face->Vertex1[1];
- if (face->Vertex2[1] < min_y)
- min_y = face->Vertex2[1];
- if (face->Vertex3[1] < min_y)
- min_y = face->Vertex3[1];
- if (min_z == 0.0f || face->Vertex1[2] < min_z)
- min_z = face->Vertex1[2];
- if (face->Vertex2[2] < min_z)
- min_z = face->Vertex2[2];
- if (face->Vertex3[2] < min_z)
- min_z = face->Vertex3[2];
- // Max bounds
- if (max_x == 0.0f || face->Vertex1[0] > max_x)
- max_x = face->Vertex1[0];
- if (face->Vertex2[0] > max_x)
- max_x = face->Vertex2[0];
- if (face->Vertex3[0] > max_x)
- max_x = face->Vertex3[0];
- if (max_y == 0.0f || face->Vertex1[1] > max_y)
- max_y = face->Vertex1[1];
- if (face->Vertex2[1] > max_y)
- max_y = face->Vertex2[1];
- if (face->Vertex3[1] > max_y)
- max_y = face->Vertex3[1];
- if (max_z == 0.0f || face->Vertex1[2] > max_z)
- max_z = face->Vertex1[2];
- if (face->Vertex2[2] > max_z)
- max_z = face->Vertex2[2];
- if (face->Vertex3[2] > max_z)
- max_z = face->Vertex3[2];
- }
- GridBounds* bounds = new GridBounds;
- bounds->MinBounds[0] = min_x;
- bounds->MinBounds[1] = min_y;
- bounds->MinBounds[2] = min_z;
- bounds->MaxBounds[0] = max_x;
- bounds->MaxBounds[1] = max_y;
- bounds->MaxBounds[2] = max_z;
- cell.GridBounds[(*itr).first] = bounds;
- }
- }*/
- return true;
- }
- Cell* SPGrid::GetCell(int32 x, int32 z) {
- if (x >= m_NumCellsX)
- x = m_NumCellsX - 1;
- if (z >= m_NumCellsZ)
- z = m_NumCellsZ - 1;
- return &m_Cells[z * m_NumCellsX + x];
- }
- Cell* SPGrid::GetCell(float x, float z) {
- // As cell grid coordinates are all positive we need to
- // modify the coordinates by subtracting the min bounds
- float newX = x - m_MinX;
- float newZ = z - m_MinZ;
- // Get the cell coordinates by doing int division
- // with the modified coordinates and the cell size
- int32 CellX = (int32)(newX / m_CellSize);
- int32 CellZ = (int32)(newZ / m_CellSize);
- return GetCell(CellX, CellZ);
- }
- FaceCell* SPGrid::GetFaceCell(int32 x, int32 z) {
- if (x >= m_NumFaceCellsX)
- x = m_NumFaceCellsX - 1;
- if (z >= m_NumFaceCellsZ)
- z = m_NumFaceCellsZ - 1;
- return &m_FaceCells[z * m_NumFaceCellsX + x];
- }
- FaceCell* SPGrid::GetFaceCell(float x, float z) {
- // As cell grid coordinates are all positive we need to
- // modify the coordinates by subtracting the min bounds
- float newX = x - m_MinX;
- float newZ = z - m_MinZ;
- // Get the cell coordinates by doing int division
- // with the modified coordinates and the cell size
- int32 CellX = (int32)(newX / FACECELLSIZEDEFAULT);
- int32 CellZ = (int32)(newZ / FACECELLSIZEDEFAULT);
- return GetFaceCell(CellX, CellZ);
- }
- void SPGrid::AddFace(Face* face, int32 grid) {
- // As each face has three vertices we will need to check the cell
- // for all of them and add the face to each cell that it is within
- // Get the cell at the first vertex position (X and Z, Y is vertical in EQ2)
- // as this is the first check we will add it to this cell and compare it
- // to the other two cells we get for the other two verticies
- FaceCell* cell = GetFaceCell(face->Vertex1[0], face->Vertex1[2]);
- cell->FaceList[grid].push_back(face);
- // Get the cells for the other two verticies and compare
- FaceCell* cell2 = GetFaceCell(face->Vertex2[0], face->Vertex2[2]);
- FaceCell* cell3 = GetFaceCell(face->Vertex3[0], face->Vertex3[2]);
- // If cell 2 is not the same cell as the original cell then add the face to cell2
- if (cell2 != cell)
- cell2->FaceList[grid].push_back(face);
- // If cell 3 is not the same as the original cell AND not the same as cell 2 then add the face to cell 3
- if (cell3 != cell && cell3 != cell2)
- cell3->FaceList[grid].push_back(face);
- }
- float rayIntersectsTriangle(float *p, float *d, float *v0, float *v1, float *v2);
- int32 SPGrid::GetGridID(Spawn * spawn) {
- FaceCell* cell = GetFaceCell(spawn->GetX(), spawn->GetZ());
-
- /*if (cell->GridBounds.size() == 1)
- return cell->FaceList.begin()->first;*/
- // Create the starting point for the trace
- float point[3];
- point[0] = spawn->GetX();
- point[1] = spawn->GetY() + 3.0f; // Small bump to make sure we are above ground when we do the trace
- point[2] = spawn->GetZ();
- // Create the direction for the trace, as we want what
- // is below it will just be -1 in the y direction
- float direction[3];
- direction[0] = 0.0f;
- direction[1] = -1.0f;
- direction[2] = 0.0f;
- float MinDistance = 0.0f;
- int32 Grid = 0;
- /*map<int32, GridBounds*>::iterator itr;
- for (itr = cell->GridBounds.begin(); itr != cell->GridBounds.end(); itr++) {
- GridBounds* bounds = (*itr).second;
- if (point[0] >= bounds->MinBounds[0] && point[1] >= bounds->MinBounds[1] && point[2] >= bounds->MinBounds[2]
- && point[0] <= bounds->MaxBounds[0] && point[1] <= bounds->MaxBounds[1] && point[2] <= bounds->MaxBounds[2]) {
- vector<Face*>::iterator itr2;
- for (itr2 = cell->FaceList[(*itr).first].begin(); itr2 != cell->FaceList[(*itr).first].end(); itr2++) {
- Face* face = *itr2;
- float distance;
- if ((distance = rayIntersectsTriangle(point, direction, face->Vertex1, face->Vertex2, face->Vertex3)) != 0) {
- if (MinDistance == 0.0f || distance < MinDistance) {
- MinDistance = distance;
- Grid = (*itr).first;
- }
- }
- }
- }
- }*/
- map<int32, vector<Face*> >::iterator mapitr;
- for (mapitr = cell->FaceList.begin(); mapitr != cell->FaceList.end(); mapitr++) {
- vector<Face*>::iterator itr;
- for (itr = (*mapitr).second.begin(); itr != (*mapitr).second.end(); itr++) {
- Face* face = *itr;
- float distance;
- if ((distance = rayIntersectsTriangle(point, direction, face->Vertex1, face->Vertex2, face->Vertex3)) != 0) {
- if (MinDistance == 0.0f || distance < MinDistance) {
- MinDistance = distance;
- Grid = (*mapitr).first;
- }
- }
- }
- }
- return Grid;
- }
- void SPGrid::AddSpawn(Spawn * spawn) {
- Cell* cell = GetCell(spawn->GetX(), spawn->GetZ());
- AddSpawn(spawn, cell);
- }
- void SPGrid::AddSpawn(Spawn * spawn, Cell * cell) {
- cell->SpawnList.push_back(spawn);
- spawn->Cell_Info.CurrentCell = cell;
- spawn->Cell_Info.CellListIndex = cell->SpawnList.size() - 1;
- }
- void SPGrid::RemoveSpawnFromCell(Spawn * spawn) {
- if (spawn->Cell_Info.CurrentCell) {
- vector<Spawn*>& spawns = spawn->Cell_Info.CurrentCell->SpawnList;
- // Only do the vector swap if the vector has more than 1 spawn in it
- if (spawns.size() > 1) {
- // Swap the last spawn in this list to our position and update its stored index to match its new index
- spawns[spawn->Cell_Info.CellListIndex] = spawns.back();
- spawns[spawn->Cell_Info.CellListIndex]->Cell_Info.CellListIndex = spawn->Cell_Info.CellListIndex;
- }
- // Remove the last spawn from the list which should now be the spawn passed as a parameter
- spawns.pop_back();
- // Reset the spawns CellInfo to default values now that it is no longer in a cell
- spawn->Cell_Info.CellListIndex = -1;
- spawn->Cell_Info.CurrentCell = nullptr;
- }
- }
- /**********************************************************************
-
- Math functions/macros to test a ray intersection in 3D space
- **********************************************************************/
- /* a = b - c */
- #define vector(a,b,c) \
- (a)[0] = (b)[0] - (c)[0]; \
- (a)[1] = (b)[1] - (c)[1]; \
- (a)[2] = (b)[2] - (c)[2];
- #define crossProduct(a,b,c) \
- (a)[0] = (b)[1] * (c)[2] - (c)[1] * (b)[2]; \
- (a)[1] = (b)[2] * (c)[0] - (c)[2] * (b)[0]; \
- (a)[2] = (b)[0] * (c)[1] - (c)[0] * (b)[1];
- #define innerProduct(v,q) \
- ((v)[0] * (q)[0] + \
- (v)[1] * (q)[1] + \
- (v)[2] * (q)[2])
- // all parameters should be vectors (float[3])
- float rayIntersectsTriangle(float *p, float *d, float *v0, float *v1, float *v2) {
- float e1[3], e2[3], h[3], s[3], q[3];
- float a, f, u, v;
- vector(e1, v1, v0);
- vector(e2, v2, v0);
- crossProduct(h, d, e2);
- a = innerProduct(e1, h);
- if (a > -0.00001 && a < 0.00001)
- return 0;
- f = 1 / a;
- vector(s, p, v0);
- u = f * (innerProduct(s, h));
- if (u < 0.0 || u > 1.0)
- return 0;
- crossProduct(q, s, e1);
- v = f * innerProduct(d, q);
- if (v < 0.0 || u + v > 1.0)
- return 0;
- // at this stage we can compute t to find out where
- // the intersection point is on the line
- float t = f * innerProduct(e2, q);
- if (t > 0.00001) // ray intersection
- return t;
- else // this means that there is a line intersection
- // but not a ray intersection
- return 0;
- }
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