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-/*
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-EQ2Emulator: Everquest II Server Emulator
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-Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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-
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-This file is part of EQ2Emulator.
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-EQ2Emulator is free software: you can redistribute it and/or modify
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-it under the terms of the GNU General Public License as published by
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-the Free Software Foundation, either version 3 of the License, or
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-(at your option) any later version.
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-
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-EQ2Emulator is distributed in the hope that it will be useful,
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-but WITHOUT ANY WARRANTY; without even the implied warranty of
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-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-GNU General Public License for more details.
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-
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-You should have received a copy of the GNU General Public License
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-along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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-*/
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-
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-#include "SPGrid.h"
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-#include "../../common/Log.h"
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-
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-SPGrid::SPGrid(string file, int32 cellSize) {
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- m_ZoneFile = file;
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- m_MinX = 0;
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- m_MinZ = 0;
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- m_MaxX = 0;
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- m_MaxZ = 0;
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- m_NumCellsX = 0;
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- m_NumCellsZ = 0;
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- m_NumFaceCellsX = 0;
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- m_NumFaceCellsZ = 0;
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-}
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-
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-SPGrid::~SPGrid() {
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- vector<FaceCell>::iterator CellItr;
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- map<int32, vector<Face*> >::iterator MapItr;
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- vector<Face*>::iterator FaceItr;
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-
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- map<Face*, bool> deadPtrs;
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-
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- // Loop through the vector of cells
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- for (CellItr = m_FaceCells.begin(); CellItr != m_FaceCells.end(); CellItr++) {
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- // Loop through the map of vertices on this cell
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- for (MapItr = (*CellItr).FaceList.begin(); MapItr != (*CellItr).FaceList.end(); MapItr++) {
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- // Loop through the vector of faces in the map and delete the pointers
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- for (FaceItr = (*MapItr).second.begin(); FaceItr != (*MapItr).second.end(); FaceItr++) {
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- if(deadPtrs.count((*FaceItr)) == 0)
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- {
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- deadPtrs.insert(make_pair((*FaceItr), true));
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- safe_delete((*FaceItr));
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- }
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- }
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- }
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- }
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-}
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-
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-bool SPGrid::Init() {
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- // Make sure we have a zone file
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- if (m_ZoneFile.empty()) {
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- LogWrite(ZONE__ERROR, 0, "SPGrid", "SPGrid::Init() m_ZoneFile is empty.");
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- return false;
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- }
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-
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- // Open the map file for this zone
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- string filePath = "Maps/" + m_ZoneFile + ".EQ2Map";
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- FILE* file = fopen(filePath.c_str(), "rb");
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- if (file == nullptr) {
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- 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());
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- return false;
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- }
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-
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- // Read the string for the zone file name this was created for
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- int8 strSize;
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- char name[256];
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- fread(&strSize, sizeof(int8), 1, file);
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- LogWrite(ZONE__DEBUG, 0, "SPGrid", "strSize = %u", strSize);
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-
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- size_t len = fread(&name, sizeof(char), strSize, file);
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- name[len] = '\0';
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- LogWrite(ZONE__DEBUG, 0, "SPGrid", "name = %s", name);
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-
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- string fileName(name);
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- std::size_t found = fileName.find(m_ZoneFile);
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- // Make sure file contents are for the correct zone
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- if (found == std::string::npos) {
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- fclose(file);
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- LogWrite(ZONE__ERROR, 0, "SPGrid", "SPGrid::Init() map contents (%s) do not match its name (%s).", &name, m_ZoneFile.c_str());
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- return false;
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- }
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-
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- // Read the min bounds
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- fread(&m_MinX, sizeof(float), 1, file);
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- fread(&m_MinZ, sizeof(float), 1, file);
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- LogWrite(ZONE__DEBUG, 0, "SPGrid", "minx = %f, minz = %f", m_MinX, m_MinZ);
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-
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- // Read the max bounds
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- fread(&m_MaxX, sizeof(float), 1, file);
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- fread(&m_MaxZ, sizeof(float), 1, file);
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- LogWrite(ZONE__DEBUG, 0, "SPGrid", "maxx = %f, maxz = %f", m_MaxX, m_MaxZ);
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-
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- // Calculate how many cells we need
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- // in both the X and Z direction
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- float width = m_MaxX - m_MinX;
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- float height = m_MaxZ - m_MinZ;
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-
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- m_NumFaceCellsX = ceil(width / CELLSIZEDEFAULT);
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- m_NumFaceCellsZ = ceil(height / CELLSIZEDEFAULT);
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- m_FaceCells.resize(m_NumFaceCellsX * m_NumFaceCellsZ);
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-
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- // Read the number of grids
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- int32 NumGrids;
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- fread(&NumGrids, sizeof(int32), 1, file);
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- LogWrite(ZONE__DEBUG, 0, "SPGrid", "NumGrids = %u", NumGrids);
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-
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- // Loop through the grids loading the face list
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- for (int32 i = 0; i < NumGrids; i++) {
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- // Read the grid id
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- int32 GridID;
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- fread(&GridID, sizeof(int32), 1, file);
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- LogWrite(ZONE__DEBUG, 0, "SPGrid", "GridID = %u", GridID);
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-
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- // Read the number of vertices
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- int32 NumFaces;
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- fread(&NumFaces, sizeof(int32), 1, file);
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- LogWrite(ZONE__DEBUG, 0, "SPGrid", "NumFaces = %u", NumFaces);
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-
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- // Loop through the vertices list reading
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- // 3 at a time to creat a triangle (face)
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- for (int32 y = 0; y < NumFaces; ) {
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-
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- // Each vertex need an x,y,z coordinate and
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- // we will be reading 3 to create the face
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- float x1, x2, x3;
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- float y1, y2, y3;
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- float z1, z2, z3;
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-
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- // Read the first vertex
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- fread(&x1, sizeof(float), 1, file);
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- fread(&y1, sizeof(float), 1, file);
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- fread(&z1, sizeof(float), 1, file);
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- y++;
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-
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- // Read the second vertex
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- fread(&x2, sizeof(float), 1, file);
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- fread(&y2, sizeof(float), 1, file);
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- fread(&z2, sizeof(float), 1, file);
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- y++;
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-
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- // Read the third (final) vertex
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- fread(&x3, sizeof(float), 1, file);
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- fread(&y3, sizeof(float), 1, file);
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- fread(&z3, sizeof(float), 1, file);
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- y++;
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-
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- // Create the face and add it to the grid
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- Face* face = new Face;
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- face->Vertex1[0] = x1;
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- face->Vertex1[1] = y1;
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- face->Vertex1[2] = z1;
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-
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- face->Vertex2[0] = x2;
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- face->Vertex2[1] = y2;
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- face->Vertex2[2] = z2;
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-
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- face->Vertex3[0] = x3;
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- face->Vertex3[1] = y3;
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- face->Vertex3[2] = z3;
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-
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- AddFace(face, GridID);
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- }
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- }
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-
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- fclose(file);
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-
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- return true;
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-}
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-
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-FaceCell* SPGrid::GetFaceCell(int32 x, int32 z) {
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- if (x >= m_NumFaceCellsX)
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- x = m_NumFaceCellsX - 1;
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-
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- if (z >= m_NumFaceCellsZ)
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- z = m_NumFaceCellsZ - 1;
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-
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- return &m_FaceCells[z * m_NumFaceCellsX + x];
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-}
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-
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-FaceCell* SPGrid::GetFaceCell(float x, float z) {
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- // As cell grid coordinates are all positive we need to
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- // modify the coordinates by subtracting the min bounds
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- float newX = x - m_MinX;
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- float newZ = z - m_MinZ;
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-
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- // Get the cell coordinates by doing int division
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- // with the modified coordinates and the cell size
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- int32 CellX = (int32)(newX / CELLSIZEDEFAULT);
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- int32 CellZ = (int32)(newZ / CELLSIZEDEFAULT);
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-
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- return GetFaceCell(CellX, CellZ);
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-}
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-
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-void SPGrid::AddFace(Face* face, int32 grid) {
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- // As each face has three vertices we will need to check the cell
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- // for all of them and add the face to each cell that it is within
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- face->grid_id = grid;
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- // Get the cell at the first vertex position (X and Z, Y is vertical in EQ2)
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- // as this is the first check we will add it to this cell and compare it
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- // to the other two cells we get for the other two verticies
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- FaceCell* cell = GetFaceCell(face->Vertex1[0], face->Vertex1[2]);
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- cell->FaceList[grid].push_back(face);
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-
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- // Get the cells for the other two verticies and compare
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- FaceCell* cell2 = GetFaceCell(face->Vertex2[0], face->Vertex2[2]);
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- FaceCell* cell3 = GetFaceCell(face->Vertex3[0], face->Vertex3[2]);
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-
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- // If cell 2 is not the same cell as the original cell then add the face to cell2
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- if (cell2 != cell)
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- cell2->FaceList[grid].push_back(face);
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-
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- // 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
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- if (cell3 != cell && cell3 != cell2)
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- cell3->FaceList[grid].push_back(face);
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-}
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-
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-float rayIntersectsTriangle(float *p, float *d, float *v0, float *v1, float *v2);
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-
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-int32 SPGrid::GetGridID(Spawn * spawn) {
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- FaceCell* cell = GetFaceCell(spawn->GetX(), spawn->GetZ());
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-
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-
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- /*if (cell->GridBounds.size() == 1)
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- return cell->FaceList.begin()->first;*/
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-
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- // Create the starting point for the trace
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- float point[3];
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- point[0] = spawn->GetX();
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- point[1] = spawn->GetY() + (float)(spawn->GetSize()/6.0f); // Small bump to make sure we are above ground when we do the trace
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- point[2] = spawn->GetZ();
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-
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- // Create the direction for the trace, as we want what
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- // is below it will just be -1 in the y direction
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- float direction[3];
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- direction[0] = 0.0f;
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- direction[1] = -1.0f;
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- direction[2] = 0.0f;
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-
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- float MinDistance = 0.0f;
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- int32 Grid = 0;
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-
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- /*map<int32, GridBounds*>::iterator itr;
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- for (itr = cell->GridBounds.begin(); itr != cell->GridBounds.end(); itr++) {
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- GridBounds* bounds = (*itr).second;
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-
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- if (point[0] >= bounds->MinBounds[0] && point[1] >= bounds->MinBounds[1] && point[2] >= bounds->MinBounds[2]
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- && point[0] <= bounds->MaxBounds[0] && point[1] <= bounds->MaxBounds[1] && point[2] <= bounds->MaxBounds[2]) {
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-
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- vector<Face*>::iterator itr2;
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- for (itr2 = cell->FaceList[(*itr).first].begin(); itr2 != cell->FaceList[(*itr).first].end(); itr2++) {
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- Face* face = *itr2;
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- float distance;
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- if ((distance = rayIntersectsTriangle(point, direction, face->Vertex1, face->Vertex2, face->Vertex3)) != 0) {
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- if (MinDistance == 0.0f || distance < MinDistance) {
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- MinDistance = distance;
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- Grid = (*itr).first;
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- }
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- }
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- }
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- }
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- }*/
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- map<int32, vector<Face*> >::iterator mapitr;
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- for (mapitr = cell->FaceList.begin(); mapitr != cell->FaceList.end(); mapitr++) {
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- vector<Face*>::iterator itr;
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- for (itr = (*mapitr).second.begin(); itr != (*mapitr).second.end(); itr++) {
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- Face* face = *itr;
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- float distance;
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- if ((distance = rayIntersectsTriangle(point, direction, face->Vertex1, face->Vertex2, face->Vertex3)) != 0) {
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- if (MinDistance == 0.0f || distance < MinDistance) {
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- MinDistance = distance;
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- Grid = (*mapitr).first;
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- }
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- }
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- }
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- }
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-
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- return Grid;
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-}
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-
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-int32 SPGrid::GetGridIDByLocation(float x, float y, float z) {
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- FaceCell* cell = GetFaceCell(x, z);
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-
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-
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- /*if (cell->GridBounds.size() == 1)
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- return cell->FaceList.begin()->first;*/
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-
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- // Create the starting point for the trace
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- float point[3];
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- point[0] = x;
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- point[1] = y + 3.0f; // Small bump to make sure we are above ground when we do the trace
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- point[2] = z;
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-
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- // Create the direction for the trace, as we want what
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- // is below it will just be -1 in the y direction
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- float direction[3];
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- direction[0] = 0.0f;
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- direction[1] = -1.0f;
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- direction[2] = 0.0f;
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-
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- float MinDistance = 0.0f;
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- int32 Grid = 0;
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-
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- /*map<int32, GridBounds*>::iterator itr;
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- for (itr = cell->GridBounds.begin(); itr != cell->GridBounds.end(); itr++) {
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- GridBounds* bounds = (*itr).second;
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-
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- if (point[0] >= bounds->MinBounds[0] && point[1] >= bounds->MinBounds[1] && point[2] >= bounds->MinBounds[2]
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- && point[0] <= bounds->MaxBounds[0] && point[1] <= bounds->MaxBounds[1] && point[2] <= bounds->MaxBounds[2]) {
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-
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- vector<Face*>::iterator itr2;
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- for (itr2 = cell->FaceList[(*itr).first].begin(); itr2 != cell->FaceList[(*itr).first].end(); itr2++) {
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- Face* face = *itr2;
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- float distance;
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- if ((distance = rayIntersectsTriangle(point, direction, face->Vertex1, face->Vertex2, face->Vertex3)) != 0) {
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- if (MinDistance == 0.0f || distance < MinDistance) {
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- MinDistance = distance;
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- Grid = (*itr).first;
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- }
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- }
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- }
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- }
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- }*/
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- map<int32, vector<Face*> >::iterator mapitr;
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- for (mapitr = cell->FaceList.begin(); mapitr != cell->FaceList.end(); mapitr++) {
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- vector<Face*>::iterator itr;
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- for (itr = (*mapitr).second.begin(); itr != (*mapitr).second.end(); itr++) {
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- Face* face = *itr;
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- float distance;
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- if ((distance = rayIntersectsTriangle(point, direction, face->Vertex1, face->Vertex2, face->Vertex3)) != 0) {
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- if (MinDistance == 0.0f || distance < MinDistance) {
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- MinDistance = distance;
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- Grid = (*mapitr).first;
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- }
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- }
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- }
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- }
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-
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- return Grid;
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-}
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-
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-float SPGrid::GetBestY(float x, float y, float z)
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-{
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- float temp_y = 0;
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- float best_y = 999999.0f;
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- FaceCell* startCell = GetFaceCell(x, z);
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-
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- float tmpY = y + 0.5f;
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-
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- float point[3];
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- point[0] = x;
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- point[1] = tmpY; // Small bump to make sure we are above ground when we do the trace
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- point[2] = z;
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-
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- float MinDistance = 0.0f;
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-
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- // Create the direction for the trace, as we want what
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- // is below it will just be -1 in the y direction
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- float direction[3];
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- direction[0] = 0.0f;
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- direction[1] = -1.0f;
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- direction[2] = 0.0f;
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-
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- Face* lastFace = 0;
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- int32 Grid = 0;
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- float BestZ = -999999.0f;
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- map<int32, vector<Face*> >::iterator mapitr;
|
|
|
- for (mapitr = startCell->FaceList.begin(); mapitr != startCell->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) {
|
|
|
- BestZ = face->Vertex2[1];
|
|
|
- MinDistance = distance;
|
|
|
- lastFace = face;
|
|
|
- Grid = (*mapitr).first;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- printf("GridID: %i, BestZ: %f yIn:% f\n", Grid, BestZ, y);
|
|
|
-
|
|
|
- float endY = 999999.0f;
|
|
|
-
|
|
|
- if (lastFace)
|
|
|
- {
|
|
|
-/* for (int i = 0; i < 3; i++)
|
|
|
- {
|
|
|
- for (int z = 0; z < 3; z++)
|
|
|
- {
|
|
|
- if (i == 0)
|
|
|
- printf("Face%i-%i: %f\n", i, z, lastFace->Vertex1[z]);
|
|
|
- else if (i == 1)
|
|
|
- printf("Face%i-%i: %f\n", i, z, lastFace->Vertex2[z]);
|
|
|
- else if (i == 2)
|
|
|
- printf("Face%i-%i: %f\n", i, z, lastFace->Vertex3[z]);
|
|
|
- }
|
|
|
- }*/
|
|
|
- endY = lastFace->Vertex2[1];
|
|
|
- }
|
|
|
-
|
|
|
- return endY;
|
|
|
-}
|
|
|
-
|
|
|
-Face* SPGrid::GetClosestFace(float x, float y, float z)
|
|
|
-{
|
|
|
- float temp_y = 0;
|
|
|
- float best_y = 999999.0f;
|
|
|
- FaceCell* startCell = GetFaceCell(x, z);
|
|
|
-
|
|
|
- float tmpY = y + 0.5f;
|
|
|
-
|
|
|
- float point[3];
|
|
|
- point[0] = x;
|
|
|
- point[1] = tmpY; // Small bump to make sure we are above ground when we do the trace
|
|
|
- point[2] = z;
|
|
|
-
|
|
|
- float MinDistance = 0.0f;
|
|
|
-
|
|
|
- // 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;
|
|
|
-
|
|
|
- Face* lastFace = 0;
|
|
|
- int32 Grid = 0;
|
|
|
- float BestZ = -999999.0f;
|
|
|
- map<int32, vector<Face*> >::iterator mapitr;
|
|
|
- for (mapitr = startCell->FaceList.begin(); mapitr != startCell->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) {
|
|
|
- BestZ = face->Vertex2[1];
|
|
|
- MinDistance = distance;
|
|
|
- lastFace = face;
|
|
|
- Grid = (*mapitr).first;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return lastFace;
|
|
|
-}
|
|
|
-
|
|
|
-Face* SPGrid::FindPath(float x, float y, float z, float targX, float targY, float targZ, bool forceEndCell)
|
|
|
-{
|
|
|
- float MinDistance = 0.0f;
|
|
|
- float MinDistanceEnd = 999999.0f;
|
|
|
- // Create the starting point for the trace
|
|
|
- float point[3];
|
|
|
- point[0] = x;
|
|
|
- point[1] = y + 1.0f; // Small bump to make sure we are above ground when we do the trace
|
|
|
- point[2] = z;
|
|
|
-
|
|
|
- float pointEnd[3];
|
|
|
- pointEnd[0] = targX;
|
|
|
- pointEnd[1] = y + 1.0f; // Small bump to make sure we are above ground when we do the trace
|
|
|
- pointEnd[2] = targZ;
|
|
|
-
|
|
|
- // Create the direction for the trace, as we want what
|
|
|
- // is below it will just be -1 in the y direction
|
|
|
- float direction[3];
|
|
|
-
|
|
|
- if (!forceEndCell)
|
|
|
- {
|
|
|
- if (targX > x)
|
|
|
- direction[0] = -0.5f;
|
|
|
- else
|
|
|
- direction[0] = 0.5f;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (targX > x)
|
|
|
- direction[0] = 1.0f;
|
|
|
- else// if (targZ < z)
|
|
|
- direction[0] = -1.0f;
|
|
|
- }
|
|
|
-
|
|
|
- //if (targY < y)
|
|
|
- direction[1] = -1.0f;
|
|
|
- //else
|
|
|
- // direction[1] = .5f;
|
|
|
-
|
|
|
- //direction[1] = -1.0f;
|
|
|
-
|
|
|
- if (forceEndCell)
|
|
|
- {
|
|
|
- if (targZ > z)
|
|
|
- direction[2] = -0.5f;
|
|
|
- else
|
|
|
- direction[2] = 0.5f;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (targZ > z)
|
|
|
- direction[2] = 1.0f;
|
|
|
- else// if ( targX < x )
|
|
|
- direction[2] = -1.0f;
|
|
|
- }
|
|
|
-
|
|
|
- FaceCell* startCell = GetFaceCell(x, z);
|
|
|
- FaceCell* endCell = GetFaceCell(x, z);
|
|
|
-
|
|
|
- Face* startFace = GetClosestFace(x, y, z);
|
|
|
- if (startFace == NULL)
|
|
|
- return 0;
|
|
|
-
|
|
|
- //float tmpDistance = rayIntersectsTriangle(pointEnd, direction, startFace->Vertex1, startFace->Vertex2, startFace->Vertex3);
|
|
|
- //if (tmpDistance != 0.0f && tmpDistance < 15.0f)
|
|
|
- // return 0;
|
|
|
-
|
|
|
- Face* nextFace = 0;
|
|
|
-
|
|
|
- Face* endFace = GetClosestFace(targX, targY, targZ);
|
|
|
-
|
|
|
- float distBetweenEachOther = 999999.0f;
|
|
|
- map<int32, vector<Face*> >::iterator mapitr;
|
|
|
- if (endFace != NULL && startCell->FaceList.count(endFace->grid_id))
|
|
|
- mapitr = startCell->FaceList.find(endFace->grid_id);
|
|
|
- else if (startFace != NULL)
|
|
|
- mapitr = startCell->FaceList.find(startFace->grid_id);
|
|
|
- else
|
|
|
- return 0;
|
|
|
-
|
|
|
- //FILE* pFile;
|
|
|
- //pFile = fopen("vertices.txt", "a+");
|
|
|
- char msg[256];
|
|
|
- //_snprintf(msg, 256, "%f %f %f - %f %f %f\n", x,y,z,targX,targY,targZ);
|
|
|
- //fwrite(msg, 1, strnlen(msg, 256), pFile);
|
|
|
- for (; mapitr != startCell->FaceList.end(); mapitr++) {
|
|
|
- vector<Face*>::iterator itr;
|
|
|
- for (itr = (*mapitr).second.begin(); itr != (*mapitr).second.end(); itr++) {
|
|
|
- Face* face = *itr;
|
|
|
- float distance;
|
|
|
- float distanceend;
|
|
|
- distance = rayIntersectsTriangle(point, direction, face->Vertex1, face->Vertex2, face->Vertex3);
|
|
|
- //distanceend = rayIntersectsTriangle(pointEnd, direction, face->Vertex1, face->Vertex2, face->Vertex3);
|
|
|
-
|
|
|
- float tmpx1 = face->Vertex1[0] - pointEnd[0];
|
|
|
- float tmpy1 = face->Vertex1[1] - pointEnd[1];
|
|
|
- float tmpz1 = face->Vertex1[2] - pointEnd[2];
|
|
|
- float tmpDistBetweenEachOther = sqrt(tmpx1 * tmpx1 + tmpy1 * tmpy1 + tmpz1 * tmpz1);
|
|
|
- snprintf(msg, 256, "%f (%f): Face: %f %f %f\n", tmpDistBetweenEachOther, distance, face->Vertex1[0], face->Vertex1[1], face->Vertex1[2]);
|
|
|
-
|
|
|
- if (face == startFace)
|
|
|
- {
|
|
|
- printf("Hit Start Cell..%s\n",msg);
|
|
|
- break;
|
|
|
- }
|
|
|
- else if (face == endFace)
|
|
|
- {
|
|
|
- printf("Hit End Cell..%s\n",msg);
|
|
|
- //continue;
|
|
|
- }
|
|
|
- //fwrite(msg, 1, strnlen(msg,256), pFile);
|
|
|
- //printf("%f: Face: %f %f %f... distance: %f..\n", tmpDistBetweenEachOther, face->Vertex1[0], face->Vertex1[1], face->Vertex1[2],distance);
|
|
|
- if (distance > 0.0f && ((MinDistance == 0.0f || distance < MinDistance) || (tmpDistBetweenEachOther < distBetweenEachOther))) {
|
|
|
- printf("%f (%f): !HIT! Face: %f %f %f\n", tmpDistBetweenEachOther, distance, face->Vertex1[0], face->Vertex1[1], face->Vertex1[2]);
|
|
|
- distBetweenEachOther = tmpDistBetweenEachOther;
|
|
|
- nextFace = face;
|
|
|
- MinDistance = distance;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- /*
|
|
|
- fwrite("\n", sizeof(char), 1, pFile);
|
|
|
- if (forceEndCell)
|
|
|
- fwrite("Y", sizeof(char), 1, pFile);
|
|
|
- fwrite("\n\n", sizeof(char), 2, pFile);
|
|
|
- fclose(pFile);*/
|
|
|
-
|
|
|
- Face* anotherAttempt = 0;
|
|
|
- if (!forceEndCell)
|
|
|
- {
|
|
|
- printf("ForceEndCellSet:\n");
|
|
|
- anotherAttempt = FindPath(x, y, z, targX, targY, targZ, true);
|
|
|
- }
|
|
|
- if (!nextFace)
|
|
|
- {
|
|
|
- if (anotherAttempt)
|
|
|
- nextFace = anotherAttempt;
|
|
|
- else
|
|
|
- nextFace = endFace;
|
|
|
- /*if (!forceEndCell)
|
|
|
- return FindPath(x, y, z, targX, targY, targZ, true);
|
|
|
- nextFace = endFace;*/
|
|
|
- }
|
|
|
-
|
|
|
- return nextFace;
|
|
|
-}
|
|
|
-
|
|
|
-/**********************************************************************
|
|
|
-
|
|
|
- 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;
|
|
|
-}
|