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- #include "region_map_v1.h"
- #include "../../common/Log.h"
- RegionMapV1::RegionMapV1() {
- }
- RegionMapV1::~RegionMapV1() {
- map<Region_Node*, ZBSP_Node*>::const_iterator itr;
- int region_num = 0;
- for (itr = Regions.begin(); itr != Regions.end();)
- {
- Region_Node* node = itr->first;
- ZBSP_Node* bsp_node = itr->second;
- map<Region_Node*, ZBSP_Node*>::const_iterator deleteItr = itr;
- itr++;
- Regions.erase(deleteItr);
- safe_delete(node);
- safe_delete(bsp_node);
- }
- Regions.clear();
- }
- WaterRegionType RegionMapV1::ReturnRegionType(const glm::vec3& location, float belowY) const {
- return BSPReturnRegionType(1, glm::vec3(location.y, location.x + 0.5f, location.z));
- }
- bool RegionMapV1::InWater(const glm::vec3& location, float belowY) const {
- return ReturnRegionType(location, belowY) == RegionTypeWater;
- }
- bool RegionMapV1::InLava(const glm::vec3& location) const {
- return ReturnRegionType(location) == RegionTypeLava;
- }
- bool RegionMapV1::InLiquid(const glm::vec3& location) const {
- return InWater(location) || InLava(location);
- }
- bool RegionMapV1::InPvP(const glm::vec3& location) const {
- return ReturnRegionType(location) == RegionTypePVP;
- }
- bool RegionMapV1::InZoneLine(const glm::vec3& location) const {
- return ReturnRegionType(location) == RegionTypeZoneLine;
- }
- bool RegionMapV1::Load(FILE* fp) {
- uint32 region_size;
- if (fread(®ion_size, sizeof(region_size), 1, fp) != 1) {
- return false;
- }
- LogWrite(REGION__DEBUG, 0, "RegionMap", "region count = %u", region_size);
- for (int i = 0; i < region_size; i++)
- {
- uint32 region_num;
- if (fread(®ion_num, sizeof(region_num), 1, fp) != 1) {
- return false;
- }
- uint32 region_type;
- if (fread(®ion_type, sizeof(region_type), 1, fp) != 1) {
- return false;
- }
- float x, y, z, dist;
- if (fread(&x, sizeof(x), 1, fp) != 1) {
- return false;
- }
- if (fread(&y, sizeof(y), 1, fp) != 1) {
- return false;
- }
- if (fread(&z, sizeof(z), 1, fp) != 1) {
- return false;
- }
- if (fread(&dist, sizeof(dist), 1, fp) != 1) {
- return false;
- }
- uint32 bsp_tree_size;
- if (fread(&bsp_tree_size, sizeof(bsp_tree_size), 1, fp) != 1) {
- return false;
- }
- LogWrite(REGION__DEBUG, 0, "RegionMap", "region x,y,z,dist = %f, %f, %f, %f, region bsp tree size: %u", x, y, z, dist, bsp_tree_size);
- ZBSP_Node* BSP_Root = new ZBSP_Node[bsp_tree_size];
- if (fread(BSP_Root, sizeof(ZBSP_Node), bsp_tree_size, fp) != bsp_tree_size) {
- LogWrite(REGION__ERROR, 0, "RegionMap", "Failed to load region.");
- return false;
- }
- Region_Node* tmpNode = new Region_Node;
- tmpNode->x = x;
- tmpNode->y = y;
- tmpNode->z = z;
- tmpNode->dist = dist;
- tmpNode->region_type = region_type;
- Regions.insert(make_pair(tmpNode, BSP_Root));
- }
- fclose(fp);
- LogWrite(REGION__DEBUG, 0, "RegionMap", "completed load!");
- return true;
- }
- WaterRegionType RegionMapV1::BSPReturnRegionType(int32 node_number, const glm::vec3& location) const {
- map<Region_Node*, ZBSP_Node*>::const_iterator itr;
- int region_num = 0;
- for (itr = Regions.begin(); itr != Regions.end(); itr++)
- {
- Region_Node* node = itr->first;
- ZBSP_Node* BSP_Root = itr->second;
- float x1 = node->x - location.x;
- float y1 = node->y - location.y;
- float z1 = node->z - location.z;
- float dist = sqrt(x1 * x1 + y1 * y1 + z1 * z1);
- #ifdef REGIONDEBUG
- printf("Region %i (%i) dist %f / node dist %f. NodeXYZ: %f %f %f, XYZ: %f %f %f.\n", region_num, node->region_type, dist, node->dist, node->x, node->y, node->z, location.x, location.y, location.z);
- #endif
- if (dist <= node->dist)
- {
- ZBSP_Node* BSP_Root = itr->second;
- const ZBSP_Node* current_node = &BSP_Root[node_number - 1];
- WaterRegionType regionType = RegionTypeUntagged;
- if (node->region_type == ClassWaterRegion)
- regionType = BSPReturnRegionWaterRegion(node, BSP_Root, node_number, location, dist);
- else
- regionType = BSPReturnRegionTypeNode(node, BSP_Root, node_number, location, dist);
- if (regionType != RegionTypeNormal)
- return regionType;
- }
- region_num++;
- }
- return(RegionTypeNormal);
- }
- WaterRegionType RegionMapV1::BSPReturnRegionTypeNode(const Region_Node* region_node, const ZBSP_Node* BSP_Root, int32 node_number, const glm::vec3& location, float distToNode) const {
- const ZBSP_Node* current_node = &BSP_Root[node_number - 1];
- float distance;
- #ifdef REGIONDEBUG
- printf("left = %u, right %u\n", current_node->left, current_node->right);
- #endif
- if (region_node->region_type == ClassWaterRegion2)
- {
- distance = (location.x * current_node->normal[0]) +
- (location.y * current_node->normal[1]) +
- (location.z * current_node->normal[2]) +
- current_node->splitdistance;
- }
- else {
- distance = (location.x * current_node->normal[0]) +
- (location.y * current_node->normal[1]) +
- (location.z * current_node->normal[2]) -
- current_node->splitdistance;
- }
- float absDistance = distance;
- if (absDistance < 0.0f)
- absDistance *= -1.0f;
- float absSplitDist = current_node->splitdistance;
- if (absSplitDist < 0.0f)
- absSplitDist *= -1.0f;
- #ifdef REGIONDEBUG
- printf("distance = %f, normals: %f %f %f, location: %f %f %f, split distance: %f\n", distance, current_node->left, current_node->right, current_node->normal[0], current_node->normal[1], current_node->normal[2],
- location.x, location.y, location.z, current_node->splitdistance);
- #endif
- if ((current_node->left == 4294967294) &&
- (current_node->right == 4294967295)) {
- if (region_node->region_type == ClassWaterOcean || region_node->region_type == ClassWaterOcean2)
- {
- return EstablishDistanceAtAngle(region_node, current_node, distance, absDistance, absSplitDist, false);
- }
- else
- {
- if (distance > 0)
- return(RegionTypeWater);
- else
- return RegionTypeNormal;
- }
- }
- else if ((region_node->region_type == ClassWaterOcean || region_node->region_type == ClassWaterOcean2) && current_node->normal[1] != 1.0f && current_node->normal[1] != -1.0f)
- {
- float fraction = abs(current_node->normal[0] * current_node->normal[2]);
- float diff = distToNode / region_node->dist;
- if (distance > 0)
- diff = distance * diff;
- #ifdef REGIONDEBUG
- printf("Diff: %f (%f + %f), fraction %f\n", diff, distToNode, distance, fraction);
- #endif
- if ((abs(diff) / 2.0f) > (absSplitDist * (1.0f / fraction)) * 2.0f)
- return RegionTypeNormal;
- }
- if (distance == 0.0f) {
- return(RegionTypeNormal);
- }
- if (distance > 0.0f) {
- #ifdef REGIONDEBUG
- printf("to left node %i\n", current_node->left);
- #endif
- if (current_node->left == 4294967294 && ((region_node->region_type == ClassWaterVolume || region_node->region_type == ClassWaterOcean2) ||
- (region_node->region_type == ClassWaterOcean && current_node->normal[1] == 1.0f)))
- return RegionTypeWater;
- else if (current_node->left == -1 || current_node->left == -2) {
- if (current_node->left == -2 && region_node->region_type == ClassWaterCavern)
- return EstablishDistanceAtAngle(region_node, current_node, distance, absDistance, absSplitDist, true);
- else
- return(RegionTypeNormal);
- }
- return BSPReturnRegionTypeNode(region_node, BSP_Root, current_node->left + 1, location, distToNode);
- }
- #ifdef REGIONDEBUG
- printf("to right node %i, sign bit %i\n", current_node->right, signbit(current_node->normal[1]));
- #endif
- if (current_node->right == -1) {
- if (region_node->region_type == ClassWaterOcean2 && signbit(current_node->normal[1]) == 0 && absDistance < absSplitDist)
- return RegionTypeWater;
- else if ((region_node->region_type == ClassWaterOcean || region_node->region_type == ClassWaterOcean2) &&
- (current_node->normal[1] > 0.0f && distance < 0.0f && absDistance < absSplitDist))
- {
- return(RegionTypeWater);
- }
- return(RegionTypeNormal);
- }
- return BSPReturnRegionTypeNode(region_node, BSP_Root, current_node->right + 1, location, distToNode);
- }
- WaterRegionType RegionMapV1::BSPReturnRegionWaterRegion(const Region_Node* region_node, const ZBSP_Node* BSP_Root, int32 node_number, const glm::vec3& location, float distToNode) const {
- const ZBSP_Node* current_node = &BSP_Root[node_number - 1];
- float distance;
- #ifdef REGIONDEBUG
- printf("left = %u, right %u\n", current_node->left, current_node->right);
- #endif
- distance = (location.x * current_node->normal[0]) +
- (location.y * current_node->normal[1]) +
- (location.z * current_node->normal[2]) -
- current_node->splitdistance;
- #ifdef REGIONDEBUG
- printf("distance = %f, normals: %f %f %f, location: %f %f %f, split distance: %f\n", distance, current_node->left, current_node->right, current_node->normal[0], current_node->normal[1], current_node->normal[2],
- location.x, location.y, location.z, current_node->splitdistance);
- #endif
- if (distance > 0.0f) {
- #ifdef REGIONDEBUG
- printf("to left node %i\n", current_node->left);
- #endif
- if (current_node->left == -1) {
- return(RegionTypeNormal);
- }
- else if (current_node->left == 4294967294) {
- return(RegionTypeWater);
- }
- return BSPReturnRegionWaterRegion(region_node, BSP_Root, current_node->left + 1, location, distToNode);
- }
- #ifdef REGIONDEBUG
- printf("to right node %i, sign bit %i\n", current_node->right, signbit(current_node->normal[1]));
- #endif
- if (current_node->right == -1) {
- return(RegionTypeNormal);
- }
- return BSPReturnRegionWaterRegion(region_node, BSP_Root, current_node->right + 1, location, distToNode);
- }
- WaterRegionType RegionMapV1::EstablishDistanceAtAngle(const Region_Node* region_node, const ZBSP_Node* current_node, float distance, float absDistance, float absSplitDist, bool checkEdgedAngle) const {
- float fraction = abs(current_node->normal[0] * current_node->normal[2]);
- #ifdef REGIONDEBUG
- printf("Distcheck: %f < %f\n", absDistance, absSplitDist);
- #endif
- if (absDistance < absSplitDist &&
- (current_node->normal[0] == 1.0f || current_node->normal[0] == -1.0f ||
- (current_node->normal[1] == 1.0f && distance < 0.0f) ||
- (current_node->normal[1] == -1.0f && distance > 0.0f)))
- {
- return RegionTypeWater;
- }
- else if (region_node->region_type == ClassWaterOcean2 || checkEdgedAngle)
- {
- if (current_node->normal[2] == 1.0f || current_node->normal[2] == -1.0f)
- return RegionTypeNormal;
- else if (current_node->normal[1] == 0.0f && (current_node->normal[0] < -0.5f || current_node->normal[0] > 0.5f) &&
- ((abs(absDistance * current_node->normal[0]) / 2.0f) < ((abs(absSplitDist * (1.0f / fraction))))))
- {
- return RegionTypeWater;
- }
- else if (current_node->normal[1] == 0.0f && (current_node->normal[2] < -0.5f || current_node->normal[2] > 0.5f) &&
- ((abs(absDistance * current_node->normal[2]) / 2.0f) < ((abs(absSplitDist * (1.0f / fraction))))))
- {
- return RegionTypeWater;
- }
- }
- return RegionTypeNormal;
- }
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