[11529] Pack and send to client all gameobject's quaternion components which allows place gameobjects cornerwise.

Update '.gobject turn' command, now you have to specify 3 rotations to turn gameobject: rotation angles around z, y and x axes.
Note to DB devs: use QuaternionCompressed::Unpack to extract rotations from the data that came with UPDATEFLAG_ROTATION.
This commit is contained in:
SilverIce 2011-05-24 03:49:13 +03:00
parent ab50a7d3e9
commit 7c86d3f477
8 changed files with 70 additions and 48 deletions

View file

@ -38,6 +38,7 @@
#include "BattleGroundAV.h"
#include "Util.h"
#include "ScriptMgr.h"
#include <G3D/Quat.h>
GameObject::GameObject() : WorldObject(),
m_goInfo(NULL),
@ -128,10 +129,7 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
SetObjectScale(goinfo->size);
SetFloatValue(GAMEOBJECT_PARENTROTATION+0, rotation0);
SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1);
UpdateRotationFields(rotation2,rotation3); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION, GAMEOBJECT_PARENTROTATION+2/3
SetRotationQuat(rotation0,rotation1,rotation2,rotation3);
SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
@ -1632,34 +1630,60 @@ const char* GameObject::GetNameForLocaleIdx(int32 loc_idx) const
return GetName();
}
void GameObject::UpdateRotationFields(float rotation2 /*=0.0f*/, float rotation3 /*=0.0f*/)
using G3D::Quat;
struct QuaternionCompressed
{
static double const atan_pow = atan(pow(2.0f, -20.0f));
QuaternionCompressed() : m_raw(0) {}
QuaternionCompressed(int64 val) : m_raw(val) {}
QuaternionCompressed(const Quat& quat) { Set(quat); }
double f_rot1 = sin(GetOrientation() / 2.0f);
double f_rot2 = cos(GetOrientation() / 2.0f);
enum{
PACK_COEFF_YZ = 1 << 20,
PACK_COEFF_X = 1 << 21,
};
int64 i_rot1 = int64(f_rot1 / atan_pow *(f_rot2 >= 0 ? 1.0f : -1.0f));
int64 rotation = (i_rot1 << 43 >> 43) & 0x00000000001FFFFF;
//float f_rot2 = sin(0.0f / 2.0f);
//int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f));
//rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000;
//float f_rot3 = sin(0.0f / 2.0f);
//int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f));
//rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000;
m_rotation = rotation;
if(rotation2==0.0f && rotation3==0.0f)
void Set(const Quat& quat)
{
rotation2 = (float)f_rot1;
rotation3 = (float)f_rot2;
int8 w_sign = (quat.w >= 0 ? 1 : -1);
int64 X = int32(quat.x * PACK_COEFF_X) * w_sign & ((1 << 22) - 1);
int64 Y = int32(quat.y * PACK_COEFF_YZ) * w_sign & ((1 << 21) - 1);
int64 Z = int32(quat.z * PACK_COEFF_YZ) * w_sign & ((1 << 21) - 1);
m_raw = Z | (Y << 21) | (X << 42);
}
SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);
SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3);
Quat Unpack() const
{
double x = (double)(m_raw >> 42) / (double)PACK_COEFF_X;
double y = (double)(m_raw << 22 >> 43) / (double)PACK_COEFF_YZ;
double z = (double)(m_raw << 43 >> 43) / (double)PACK_COEFF_YZ;
double w = 1 - (x * x + y * y + z * z);
MANGOS_ASSERT(w >= 0);
w = sqrt(w);
return Quat(x,y,z,w);
}
int64 m_raw;
};
void GameObject::SetRotationQuat(float qx, float qy, float qz, float qw)
{
Quat quat(qx, qy, qz, qw);
// Temporary solution for gameobjects that has no rotation data in DB:
if (qz == 0 && qw == 0)
quat = Quat::fromAxisAngleRotation(G3D::Vector3::unitZ(), GetOrientation());
m_rotation = QuaternionCompressed(quat).m_raw;
SetFloatValue(GAMEOBJECT_PARENTROTATION+0, quat.x);
SetFloatValue(GAMEOBJECT_PARENTROTATION+1, quat.y);
SetFloatValue(GAMEOBJECT_PARENTROTATION+2, quat.z);
SetFloatValue(GAMEOBJECT_PARENTROTATION+3, quat.w);
}
void GameObject::SetRotationAngles(float z_rot, float y_rot, float x_rot)
{
Quat quat( G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot) );
SetRotationQuat(quat.x, quat.y, quat.z, quat.w);
}
bool GameObject::IsHostileTo(Unit const* unit) const