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- #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);
- THREAD_RETURN(NULL);
- }
- Map::Map(string file) {
- CheckMapMutex.SetName(file + "MapMutex");
- SetMapLoaded(false);
- m_ZoneFile = file;
- imp = nullptr;
- }
- 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) {
- 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);
- #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);
- // 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);
- }
- }
- 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;
- }
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