EQ2EMu/EQ2/source/WorldServer/Zone/map.cpp

474 lines
No EOL
10 KiB
C++

#include "map.h"
#include "raycast_mesh.h"
#include "../../common/Log.h"
#ifdef WIN32
#include <WinSock2.h>
#include <windows.h>
#endif
#include <algorithm>
#include <map>
#include <memory>
#include <tuple>
#include <vector>
#include <fstream>
struct Map::impl
{
RaycastMesh *rm;
};
ThreadReturnType LoadMapAsync(void* mapToLoad)
{
Map* map = (Map*)mapToLoad;
map->SetMapLoaded(false);
std::string filename = "Maps/";
filename += map->GetFileName();
filename += ".EQ2Map";
if (map->Load(filename))
map->SetMapLoaded(true);
map->SetMapLoading(false);
THREAD_RETURN(NULL);
}
Map::Map(string file, SPGrid* grid) {
CheckMapMutex.SetName(file + "MapMutex");
SetMapLoaded(false);
m_ZoneFile = file;
imp = nullptr;
mGrid = grid;
m_CellSize = CELLSIZEDEFAULT;
}
Map::~Map() {
SetMapLoaded(false);
if(imp) {
imp->rm->release();
safe_delete(imp);
}
}
float Map::FindBestZ(glm::vec3 &start, glm::vec3 *result)
{
if (!IsMapLoaded())
return BEST_Z_INVALID;
if (!imp)
return BEST_Z_INVALID;
glm::vec3 tmp;
if(!result)
result = &tmp;
start.z += 1.0f;//RuleI(Map, FindBestZHeightAdjust);
glm::vec3 from(start.x, start.y, start.z);
glm::vec3 to(start.x, start.y, BEST_Z_INVALID);
float hit_distance;
bool hit = false;
hit = imp->rm->raycast((const RmReal*)&from, (const RmReal*)&to, (RmReal*)result, nullptr, &hit_distance);
if(hit) {
return result->z;
}
// Find nearest Z above us
to.z = -BEST_Z_INVALID;
hit = imp->rm->raycast((const RmReal*)&from, (const RmReal*)&to, (RmReal*)result, nullptr, &hit_distance);
if (hit)
{
return result->z;
}
return BEST_Z_INVALID;
}
float Map::FindClosestZ(glm::vec3 &start, glm::vec3 *result) {
if (!IsMapLoaded())
return false;
// Unlike FindBestZ, this method finds the closest Z value above or below the specified point.
//
if (!imp)
return false;
float ClosestZ = BEST_Z_INVALID;
glm::vec3 tmp;
if (!result)
result = &tmp;
glm::vec3 from(start.x, start.y, start.z);
glm::vec3 to(start.x, start.y, BEST_Z_INVALID);
float hit_distance;
bool hit = false;
// first check is below us
hit = imp->rm->raycast((const RmReal*)&from, (const RmReal*)&to, (RmReal*)result, nullptr, &hit_distance);
if (hit) {
ClosestZ = result->z;
}
// Find nearest Z above us
to.z = -BEST_Z_INVALID;
hit = imp->rm->raycast((const RmReal*)&from, (const RmReal*)&to, (RmReal*)result, nullptr, &hit_distance);
if (hit) {
if (std::abs(from.z - result->z) < std::abs(ClosestZ - from.z))
return result->z;
}
return ClosestZ;
}
bool Map::LineIntersectsZone(glm::vec3 start, glm::vec3 end, float step, glm::vec3 *result) {
if (!IsMapLoaded())
return false;
if(!imp)
return false;
return imp->rm->raycast((const RmReal*)&start, (const RmReal*)&end, (RmReal*)result, nullptr, nullptr);
}
bool Map::LineIntersectsZoneNoZLeaps(glm::vec3 start, glm::vec3 end, float step_mag, glm::vec3 *result) {
if (!IsMapLoaded())
return false;
if (!imp)
return false;
float z = BEST_Z_INVALID;
glm::vec3 step;
glm::vec3 cur;
cur.x = start.x;
cur.y = start.y;
cur.z = start.z;
step.x = end.x - start.x;
step.y = end.y - start.y;
step.z = end.z - start.z;
float factor = step_mag / sqrt(step.x*step.x + step.y*step.y + step.z*step.z);
step.x *= factor;
step.y *= factor;
step.z *= factor;
int steps = 0;
if (step.x > 0 && step.x < 0.001f)
step.x = 0.001f;
if (step.y > 0 && step.y < 0.001f)
step.y = 0.001f;
if (step.z > 0 && step.z < 0.001f)
step.z = 0.001f;
if (step.x < 0 && step.x > -0.001f)
step.x = -0.001f;
if (step.y < 0 && step.y > -0.001f)
step.y = -0.001f;
if (step.z < 0 && step.z > -0.001f)
step.z = -0.001f;
//while we are not past end
//always do this once, even if start == end.
while(cur.x != end.x || cur.y != end.y || cur.z != end.z)
{
steps++;
glm::vec3 me;
me.x = cur.x;
me.y = cur.y;
me.z = cur.z;
glm::vec3 hit;
float best_z = FindBestZ(me, &hit);
float diff = best_z - z;
diff = diff < 0 ? -diff : diff;
if (z <= BEST_Z_INVALID || best_z <= BEST_Z_INVALID || diff < 12.0)
z = best_z;
else
return true;
//look at current location
if(LineIntersectsZone(start, end, step_mag, result))
{
return true;
}
//move 1 step
if (cur.x != end.x)
cur.x += step.x;
if (cur.y != end.y)
cur.y += step.y;
if (cur.z != end.z)
cur.z += step.z;
//watch for end conditions
if ( (cur.x > end.x && end.x >= start.x) || (cur.x < end.x && end.x <= start.x) || (step.x == 0) ) {
cur.x = end.x;
}
if ( (cur.y > end.y && end.y >= start.y) || (cur.y < end.y && end.y <= start.y) || (step.y == 0) ) {
cur.y = end.y;
}
if ( (cur.z > end.z && end.z >= start.z) || (cur.z < end.z && end.z < start.z) || (step.z == 0) ) {
cur.z = end.z;
}
}
//walked entire line and didnt run into anything...
return false;
}
bool Map::CheckLoS(glm::vec3 myloc, glm::vec3 oloc)
{
if (!IsMapLoaded())
return false;
if(!imp)
return false;
return !imp->rm->raycast((const RmReal*)&myloc, (const RmReal*)&oloc, nullptr, nullptr, nullptr);
}
// returns true if a collision happens
bool Map::DoCollisionCheck(glm::vec3 myloc, glm::vec3 oloc, glm::vec3 &outnorm, float &distance) {
if (!IsMapLoaded())
return false;
if(!imp)
return false;
return imp->rm->raycast((const RmReal*)&myloc, (const RmReal*)&oloc, nullptr, (RmReal *)&outnorm, (RmReal *)&distance);
}
inline bool file_exists(const std::string& name) {
std::ifstream f(name.c_str());
return f.good();
}
Map *Map::LoadMapFile(std::string file, SPGrid* grid) {
std::string filename = "Maps/";
filename += file;
filename += ".EQ2Map";
LogWrite(MAP__INFO, 7, "Map", "Attempting to load Map File [{%s}]", filename.c_str());
auto m = new Map(file, grid);
m->SetMapLoading(true);
#ifdef WIN32
_beginthread(LoadMapAsync, 0, (void*)m);
#else
pthread_t t1;
pthread_create(&t1, NULL, LoadMapAsync, (void*)m);
pthread_detach(t1);
#endif
return m;
}
/**
* @param filename
* @return
*/
bool Map::Load(const std::string &filename)
{
FILE *map_file = fopen(filename.c_str(), "rb");
if (map_file) {
LogWrite(MAP__INFO, 7, "Map", "Loading Map File [{%s}]", filename.c_str());
bool loaded_map_file = LoadV2(map_file);
fclose(map_file);
if (loaded_map_file) {
LogWrite(MAP__INFO, 7, "Map", "Loaded Map File [{%s}]", filename.c_str());
}
else {
LogWrite(MAP__ERROR, 7, "Map", "FAILED Loading Map File [{%s}]", filename.c_str());
}
return loaded_map_file;
}
else {
return false;
}
return false;
}
struct ModelEntry
{
struct Poly
{
uint32 v1, v2, v3;
uint8 vis;
};
std::vector<glm::vec3> verts;
std::vector<Poly> polys;
};
bool Map::LoadV2(FILE* f) {
// Read the string for the zone file name this was created for
int8 strSize;
char name[256];
fread(&strSize, sizeof(int8), 1, f);
LogWrite(MAP__DEBUG, 0, "Map", "strSize = %u", strSize);
size_t len = fread(&name, sizeof(char), strSize, f);
name[len] = '\0';
LogWrite(MAP__DEBUG, 0, "Map", "name = %s", name);
string fileName(name);
std::size_t found = fileName.find(m_ZoneFile);
// Make sure file contents are for the correct zone
if (found == std::string::npos) {
fclose(f);
LogWrite(MAP__ERROR, 0, "Map", "Map::LoadV2() 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, f);
fread(&m_MinZ, sizeof(float), 1, f);
// Read the max bounds
fread(&m_MaxX, sizeof(float), 1, f);
fread(&m_MaxZ, sizeof(float), 1, f);
// 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);
if (mGrid != nullptr)
mGrid->InitValues(m_MinX, m_MaxX, m_MinZ, m_MaxZ, m_NumCellsX, m_NumCellsZ);
// Read the number of grids
int32 NumGrids;
fread(&NumGrids, sizeof(int32), 1, f);
std::vector<glm::vec3> verts;
std::vector<uint32> indices;
uint32 face_count = 0;
// 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, f);
// Read the number of vertices
int32 NumFaces;
fread(&NumFaces, sizeof(int32), 1, f);
face_count += 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, f);
fread(&y1, sizeof(float), 1, f);
fread(&z1, sizeof(float), 1, f);
y++;
// Read the second vertex
fread(&x2, sizeof(float), 1, f);
fread(&y2, sizeof(float), 1, f);
fread(&z2, sizeof(float), 1, f);
y++;
// Read the third (final) vertex
fread(&x3, sizeof(float), 1, f);
fread(&y3, sizeof(float), 1, f);
fread(&z3, sizeof(float), 1, f);
y++;
glm::vec3 a(x1, z1, y1);
glm::vec3 b(x2, z2, y2);
glm::vec3 c(x3, z3, y3);
size_t sz = verts.size();
verts.push_back(a);
indices.push_back((uint32)sz);
verts.push_back(b);
indices.push_back((uint32)sz + 1);
verts.push_back(c);
indices.push_back((uint32)sz + 2);
if (mGrid != nullptr)
{
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;
mGrid->AddFace(face, GridID);
}
}
}
face_count = face_count / 3;
if (imp) {
imp->rm->release();
imp->rm = nullptr;
}
else {
imp = new impl;
}
imp->rm = createRaycastMesh((RmUint32)verts.size(), (const RmReal*)&verts[0], face_count, &indices[0]);
if (!imp->rm) {
delete imp;
imp = nullptr;
return false;
}
return true;
}
void Map::RotateVertex(glm::vec3 &v, float rx, float ry, float rz) {
glm::vec3 nv = v;
nv.y = (std::cos(rx) * v.y) - (std::sin(rx) * v.z);
nv.z = (std::sin(rx) * v.y) + (std::cos(rx) * v.z);
v = nv;
nv.x = (std::cos(ry) * v.x) + (std::sin(ry) * v.z);
nv.z = -(std::sin(ry) * v.x) + (std::cos(ry) * v.z);
v = nv;
nv.x = (std::cos(rz) * v.x) - (std::sin(rz) * v.y);
nv.y = (std::sin(rz) * v.x) + (std::cos(rz) * v.y);
v = nv;
}
void Map::ScaleVertex(glm::vec3 &v, float sx, float sy, float sz) {
v.x = v.x * sx;
v.y = v.y * sy;
v.z = v.z * sz;
}
void Map::TranslateVertex(glm::vec3 &v, float tx, float ty, float tz) {
v.x = v.x + tx;
v.y = v.y + ty;
v.z = v.z + tz;
}