server/src/shared/vmap/BaseModel.cpp
Lynx3d ae3ad10bcf [10097] Update G3D up to v8.0b4
+ Got rid of zip lib requirement in G3D...
  Still can re-enable code by defining _HAVE_ZIP...

+ Remove silly X11 lib dependency from G3D
  Code doesn't seem to do anything yet anyway, and even if, we don't want it :p

+ Fix another weird G3D build problem...

+ Remove some __asm usage in g3d, which is not available on Win64
  My editor also decided to remove a ton of trailing white spaces...tss...

+ Reapply G3D fixes for 64bit VC

+ not use SSE specific header when SSE not enabled in *nix

+ Updated project files

+ New vmap_assembler VC90/VC80 Project

+ vmap assembler binaries updates

NOTE: Old vmap fikes expected work (as tests show) with new library version.
      But better use new generated versions. Its different in small parts to bad or good...

(based on Lynx3d's repo commit 44798d3)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-06-23 06:45:25 +04:00

95 lines
3.2 KiB
C++

/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "BaseModel.h"
#include "VMapTools.h"
using namespace G3D;
namespace VMAP
{
//==========================================================
void BaseModel::getMember(Array<TriangleBox>& pMembers)
{
for(unsigned int i=0; i<iNTriangles; i++)
{
pMembers.append(iTriangles[i]);
}
}
//==========================================================
BaseModel::BaseModel(unsigned int pNNodes, unsigned int pNTriangles)
{
init(pNNodes, pNTriangles);
};
//==========================================================
void BaseModel::init(unsigned int pNNodes, unsigned int pNTriangles)
{
iNNodes = pNNodes;
iNTriangles = pNTriangles;
iTriangles = 0;
iTreeNodes = 0;
if(iNNodes >0) iTreeNodes = new TreeNode[iNNodes];
if(iNTriangles >0) iTriangles = new TriangleBox[iNTriangles];
}
//==========================================================
void BaseModel::free()
{
if(getTriangles() != 0) delete [] getTriangles(); setNTriangles(0);
if(getTreeNodes() != 0) delete [] getTreeNodes(); setNNodes(0);
}
//==========================================================
void BaseModel::intersect(const G3D::AABox& pBox, const G3D::Ray& pRay, float& pMaxDist, G3D::Vector3& pOutLocation, G3D::Vector3& /*pOutNormal*/) const
{
bool isInside = false;
float d = MyCollisionDetection::collisionLocationForMovingPointFixedAABox(
pRay.origin(), pRay.direction(),
pBox,
pOutLocation, isInside);
if (!isInside && ((d > 0) && (d < pMaxDist)))
{
pMaxDist = d;
}
}
//==========================================================
bool BaseModel::intersect(const G3D::AABox& pBox, const G3D::Ray& pRay, float& pMaxDist) const
{
// See if the ray will ever hit this node or its children
Vector3 location;
bool alreadyInsideBounds = false;
bool rayWillHitBounds =
MyCollisionDetection::collisionLocationForMovingPointFixedAABox(
pRay.origin(), pRay.direction(), pBox, location, alreadyInsideBounds);
bool canHitThisNode = (alreadyInsideBounds ||
(rayWillHitBounds && ((location - pRay.origin()).squaredLength() < (pMaxDist * pMaxDist))));
return canHitThisNode;
}
} // VMAP