CodeWalker/CodeWalker.Core/World/Space.cs

2170 lines
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C#
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2017-09-21 18:33:05 +08:00
using CodeWalker.GameFiles;
using SharpDX;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CodeWalker.World
{
public class Space
{
public LinkedList<Entity> TemporaryEntities = new LinkedList<Entity>();
public LinkedList<Entity> PersistentEntities = new LinkedList<Entity>();
public List<Entity> EnabledEntities = new List<Entity>(); //built each frame
private GameFileCache GameFileCache = null;
public SpaceGrid Grid;
private Dictionary<SpaceBoundsKey, BoundsStoreItem> visibleBoundsDict = new Dictionary<SpaceBoundsKey, BoundsStoreItem>();
private Dictionary<MetaHash, MetaHash> interiorLookup = new Dictionary<MetaHash, MetaHash>();
private Dictionary<MetaHash, YmfInterior> interiorManifest = new Dictionary<MetaHash, YmfInterior>();
private Dictionary<SpaceBoundsKey, CInteriorProxy> interiorProxies = new Dictionary<SpaceBoundsKey, CInteriorProxy>();
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private Dictionary<MetaHash, YmfMapDataGroup> dataGroupDict = new Dictionary<MetaHash, YmfMapDataGroup>();
private Dictionary<MetaHash, MapDataStoreNode> nodedict = new Dictionary<MetaHash, MapDataStoreNode>();
private Dictionary<SpaceBoundsKey, BoundsStoreItem> boundsdict = new Dictionary<SpaceBoundsKey, BoundsStoreItem>();
private Dictionary<MetaHash, BoundsStoreItem> usedboundsdict = new Dictionary<MetaHash, BoundsStoreItem>();
private Dictionary<MetaHash, uint> ymaptimes = new Dictionary<MetaHash, uint>();
private Dictionary<MetaHash, MetaHash[]> ymapweathertypes = new Dictionary<MetaHash, MetaHash[]>();
public bool Inited = false;
public SpaceNodeGrid NodeGrid;
private Dictionary<uint, YndFile> AllYnds = new Dictionary<uint, YndFile>();
public SpaceNavGrid NavGrid;
public List<SpaceEntityCollision> Collisions = new List<SpaceEntityCollision>();
public void Init(GameFileCache gameFileCache, Action<string> updateStatus)
{
GameFileCache = gameFileCache;
updateStatus("Scanning manifests...");
InitManifestData();
updateStatus("Scanning caches...");
InitCacheData();
updateStatus("Building world grid...");
InitMapGrid();
updateStatus("Loading paths...");
InitNodeGrid();
updateStatus("Loading nav meshes...");
InitNavGrid();
Inited = true;
updateStatus("World initialised.");
}
private void InitManifestData()
{
interiorLookup.Clear();
interiorManifest.Clear();
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ymaptimes.Clear();
ymapweathertypes.Clear();
dataGroupDict.Clear();
var manifests = GameFileCache.AllManifests;
foreach (var manifest in manifests)
{
//build interior lookup - maps child->parent interior bounds
if (manifest.Interiors != null)
{
foreach (var interior in manifest.Interiors)
{
var intname = interior.Interior.Name;
if (interiorManifest.ContainsKey(intname))
{ }
interiorManifest[intname] = interior;
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if (interior.Bounds != null)
{
foreach (var intbound in interior.Bounds)
{
if (interiorLookup.ContainsKey(intbound))
{ }//updates can hit here
interiorLookup[intbound] = intname;
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}
}
else
{ }
}
}
//these appear to be all the dynamic "togglable" ymaps....
if (manifest.MapDataGroups != null)
{
foreach (var mapgroup in manifest.MapDataGroups)
{
if (mapgroup.HoursOnOff != 0)
{
ymaptimes[mapgroup.Name] = mapgroup.HoursOnOff;
}
if (mapgroup.WeatherTypes != null)
{
ymapweathertypes[mapgroup.Name] = mapgroup.WeatherTypes;
}
if (dataGroupDict.ContainsKey(mapgroup.DataGroup.Name))
{
if (mapgroup.Bounds != null)
{
var ex = dataGroupDict[mapgroup.DataGroup.Name];
if (ex.Bounds != null)
{ } //only 1 hit here - redcarpet
}
else
{
continue;//nothing to replace with
}
}
dataGroupDict[mapgroup.DataGroup.Name] = mapgroup;
}
}
}
//YmfMapDataGroups string
//StringBuilder sb = new StringBuilder();
//foreach (var dg in dataGroupDict.Values)
//{
// sb.AppendLine(dg.ToString());
// if (dg.YBNHashes_3298223272 != null)
// {
// foreach (var ybnh in dg.YBNHashes_3298223272)
// {
// sb.AppendLine(" " + ybnh.ToString());
// }
// }
//}
//string str = sb.ToString();
}
private void InitCacheData()
{
//build the grid from the cached data
var caches = GameFileCache.AllCacheFiles;
nodedict = new Dictionary<MetaHash, MapDataStoreNode>();
MetaHash inthash;
List<BoundsStoreItem> intlist = new List<BoundsStoreItem>();
boundsdict = new Dictionary<SpaceBoundsKey, BoundsStoreItem>();
usedboundsdict = new Dictionary<MetaHash, BoundsStoreItem>();
interiorProxies = new Dictionary<SpaceBoundsKey, CInteriorProxy>();
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Dictionary<MetaHash, CacheFileDate> filedates = new Dictionary<MetaHash, CacheFileDate>();
Dictionary<uint, CacheFileDate> filedates2 = new Dictionary<uint, CacheFileDate>();
foreach (var cache in caches)
{
foreach (var filedate in cache.FileDates)
{
CacheFileDate exdate;
if (filedates.TryGetValue(filedate.FileName, out exdate))
{
if (filedate.TimeStamp >= exdate.TimeStamp)
{
filedates[filedate.FileName] = filedate;
}
else //if (filedate.TimeStamp < exdate.TimeStamp)
{ }
}
else
{
filedates[filedate.FileName] = filedate;
}
if (filedates2.TryGetValue(filedate.FileID, out exdate))
{
if (filedate.FileName != exdate.FileName)
{ }
if (filedate.TimeStamp >= exdate.TimeStamp)
{
filedates2[filedate.FileID] = filedate;
}
else
{ }
}
else
{
filedates2[filedate.FileID] = filedate;
}
}
foreach (var node in cache.AllMapNodes)
{
if (!GameFileCache.YmapDict.ContainsKey(node.Name))
{ continue; }
nodedict[node.Name] = node;
}
foreach (var intprx in cache.AllCInteriorProxies)
{
//these might need to go into the grid. which grid..?
//but might need to map back to the bounds store... this has more info though!
SpaceBoundsKey key = new SpaceBoundsKey(intprx.Name, intprx.Position);
if (interiorProxies.ContainsKey(key))
{ }//updates/dlc hit here
interiorProxies[key] = intprx;
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}
foreach (var item in cache.AllBoundsStoreItems)
{
if (!GameFileCache.YbnDict.ContainsKey(item.Name))
{ continue; }
if ((item.Layer < 0) || (item.Layer > 3))
{ } //won't hit here..
if (interiorLookup.TryGetValue(item.Name, out inthash))
{
//it's an interior... the vectors are in local space...
intlist.Add(item);//handle it later? use the parent for a dict?
}
else //interiors filtered out
{
SpaceBoundsKey key = new SpaceBoundsKey(item.Name, item.Min);
if (boundsdict.ContainsKey(key))
{ }//updates/dlc hit here
boundsdict[key] = item;
}
usedboundsdict[item.Name] = item;
}
}
//try and generate the cache data for uncached ymaps... mainly for mod maps!
var maprpfs = GameFileCache.ActiveMapRpfFiles;
foreach (var maprpf in maprpfs.Values)
{
foreach (var entry in maprpf.AllEntries)
{
if (entry.NameLower.EndsWith(".ymap"))
{
if (!nodedict.ContainsKey(new MetaHash(entry.ShortNameHash)))
{
//non-cached ymap. mostly only mods... but some interesting test things also
var ymap = GameFileCache.RpfMan.GetFile<YmapFile>(entry);
if (ymap != null)
{
MapDataStoreNode dsn = new MapDataStoreNode(ymap);
if (dsn.Name != 0)
{
nodedict[dsn.Name] = dsn;//perhaps should add as entry.ShortNameHash?
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}
else
{ }
}
else
{ }
}
}
if (entry.NameLower.EndsWith(".ybn"))
{
MetaHash ehash = new MetaHash(entry.ShortNameHash);
if (!usedboundsdict.ContainsKey(ehash))
{
if (interiorLookup.ContainsKey(ehash))
{
}
else
{
//exterior ybn's that aren't already cached... only noncached modded bounds hit here...
//load the ybn and cache its extents.
var ybn = GameFileCache.RpfMan.GetFile<YbnFile>(entry);
BoundsStoreItem item = new BoundsStoreItem(ybn.Bounds);
item.Name = ehash;
SpaceBoundsKey key = new SpaceBoundsKey(ehash, item.Min);
if (boundsdict.ContainsKey(key))
{ }
boundsdict[key] = item;
}
}
}
}
}
}
private void InitMapGrid()
{
Grid = new SpaceGrid();
//List<MapDataStoreNode> containers = new List<MapDataStoreNode>();
//List<MapDataStoreNode> critnodes = new List<MapDataStoreNode>();
//List<MapDataStoreNode> hdnodes = new List<MapDataStoreNode>();
//List<MapDataStoreNode> lodnodes = new List<MapDataStoreNode>();
//List<MapDataStoreNode> strmnodes = new List<MapDataStoreNode>();
//List<MapDataStoreNode> intnodes = new List<MapDataStoreNode>();
//List<MapDataStoreNode> occlnodes = new List<MapDataStoreNode>();
//List<MapDataStoreNode> grassnodes = new List<MapDataStoreNode>();
//List<MapDataStoreNode> lodlightsnodes = new List<MapDataStoreNode>();
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foreach (var node in nodedict.Values)
{
bool addtogrid = false;
byte t = (byte)(node.ContentFlags & 0xFF);
switch (node.ContentFlags)// t)
{
case 0: //for mods/unused stuff? could be interesting.
addtogrid = true;
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break;
case 16://"container" node?
//containers.Add(node);
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break;
case 18:
case 82: //HD nodes
//hdnodes.Add(node);
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addtogrid = true;
break;
case 1:
case 65: //Stream nodes
//strmnodes.Add(node);
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addtogrid = true;
break;
case 513:
case 577: //critical nodes
//critnodes.Add(node);
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addtogrid = true;
break;
case 9:
case 73: //interior nodes
//intnodes.Add(node);
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addtogrid = true;
break;
case 2:
case 4:
case 20:
case 66:
case 514: //LOD nodes
//lodnodes.Add(node);
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addtogrid = true;
break;
case 128:
case 256: //LOD lights nodes
//lodlightsnodes.Add(node);
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addtogrid = true;
break;
case 32: //occlusion nodes
//occlnodes.Add(node);
addtogrid = true;
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break;
case 1088: //grass nodes
//grassnodes.Add(node);
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addtogrid = true;
break;
default:
addtogrid = true;
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break;
}
if (addtogrid)
{
Grid.AddNode(node);
}
}
foreach (var item in boundsdict.Values)
{
Grid.AddBounds(item);
}
foreach (var intprx in interiorProxies.Values)
{
Grid.AddInterior(intprx);
}
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}
private void InitNodeGrid()
{
NodeGrid = new SpaceNodeGrid();
AllYnds.Clear();
var rpfman = GameFileCache.RpfMan;
Dictionary<uint, RpfFileEntry> yndentries = new Dictionary<uint, RpfFileEntry>();
foreach (var rpffile in GameFileCache.BaseRpfs) //load nodes from base rpfs
{
AddRpfYnds(rpffile, yndentries);
}
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if (GameFileCache.EnableDlc)
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{
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var updrpf = rpfman.FindRpfFile("update\\update.rpf"); //load nodes from patch area...
if (updrpf != null)
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{
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foreach (var rpffile in updrpf.Children)
{
AddRpfYnds(rpffile, yndentries);
}
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}
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foreach (var dlcrpf in GameFileCache.DlcActiveRpfs) //load nodes from current dlc rpfs
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{
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foreach (var rpffile in dlcrpf.Children)
{
AddRpfYnds(rpffile, yndentries);
}
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}
}
Vector3 corner = new Vector3(-8192, -8192, -2048);
Vector3 cellsize = new Vector3(512, 512, 4096);
for (int x = 0; x < NodeGrid.CellCountX; x++)
{
for (int y = 0; y < NodeGrid.CellCountY; y++)
{
var cell = NodeGrid.Cells[x, y];
string fname = "nodes" + cell.ID + ".ynd";
uint fnhash = JenkHash.GenHash(fname);
RpfFileEntry fentry = null;
if (yndentries.TryGetValue(fnhash, out fentry))
{
cell.Ynd = rpfman.GetFile<YndFile>(fentry);
cell.Ynd.BBMin = corner + (cellsize * new Vector3(x, y, 0));
cell.Ynd.BBMax = cell.Ynd.BBMin + cellsize;
cell.Ynd.CellX = x;
cell.Ynd.CellY = y;
cell.Ynd.Loaded = true;
AllYnds[fnhash] = cell.Ynd;
#region node flags test
//if (cell.Ynd == null) continue;
//if (cell.Ynd.NodeDictionary == null) continue;
//if (cell.Ynd.NodeDictionary.Nodes == null) continue;
//var na = cell.Ynd.NodeDictionary.Nodes;
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//for (int i = 0; i < na.Length; i++)
//{
// var node = na[i];
// int nodetype = node.Unk25Type & 7;
// int linkcount = node.Unk25Type >> 3;
// int nxtlink = node.LinkID + linkcount;
// if (i < na.Length - 1)
// {
// var nxtnode = na[i + 1];
// if (nxtnode.LinkID != nxtlink)
// { }
// }
// else
// {
// if (nxtlink != cell.Ynd.NodeDictionary.LinksCount)
// { }
// }
// switch (node.Flags0)
// {
// case 0:
// case 1:
// case 2:
// case 8:
// case 10:
// case 32:
// case 34:
// case 35:
// case 40:
// case 42:
// case 66:
// case 98:
// case 129:
// case 130:
// case 162:
// case 194:
// case 226:
// break;
// default:
// break;
// }
// switch (node.Flags1)
// {
// case 0:
// case 1:
// case 2:
// case 3:
// case 4:
// case 16:
// case 80:
// case 112:
// case 120:
// case 121:
// case 122:
// case 128:
// case 129:
// case 136:
// case 144:
// case 152:
// case 160:
// break;
// default:
// break;
// }
//}
#endregion
}
}
}
//join the dots....
//StringBuilder sb = new StringBuilder();
List<EditorVertex> tverts = new List<EditorVertex>();
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List<YndLink> tlinks = new List<YndLink>();
List<YndLink> nlinks = new List<YndLink>();
foreach (var ynd in AllYnds.Values)
{
BuildYndData(ynd, tverts, tlinks, nlinks);
//sb.Append(ynd.nodestr);
}
//string str = sb.ToString();
}
private void AddRpfYnds(RpfFile rpffile, Dictionary<uint, RpfFileEntry> yndentries)
{
if (rpffile.AllEntries == null) return;
foreach (var entry in rpffile.AllEntries)
{
if (entry is RpfFileEntry)
{
RpfFileEntry fentry = entry as RpfFileEntry;
if (entry.NameLower.EndsWith(".ynd"))
{
if (yndentries.ContainsKey(entry.NameHash))
{ }
yndentries[entry.NameHash] = fentry;
}
}
}
}
public void BuildYndLinks(YndFile ynd, List<YndLink> tlinks = null, List<YndLink> nlinks = null)
{
var ynodes = ynd.Nodes;
var nodes = ynd.NodeDictionary?.Nodes;
var links = ynd.NodeDictionary?.Links;
if ((ynodes == null) || (nodes == null) || (links == null)) return;
int nodecount = ynodes.Length;
//build the links arrays.
if(tlinks==null) tlinks = new List<YndLink>();
if(nlinks==null) nlinks = new List<YndLink>();
tlinks.Clear();
for (int i = 0; i < nodecount; i++)
{
nlinks.Clear();
var node = ynodes[i];
var linkid = node.LinkID;
for (int l = 0; l < node.LinkCount; l++)
{
var llid = linkid + l;
if (llid >= links.Length) continue;
var link = links[llid];
YndNode tnode;
if (link.AreaID == node.AreaID)
{
if (link.NodeID >= ynodes.Length)
{ continue; }
tnode = ynodes[link.NodeID];
}
else
{
tnode = NodeGrid.GetYndNode(link.AreaID, link.NodeID);
if (tnode == null)
{ continue; }
if ((Math.Abs(tnode.Ynd.CellX - ynd.CellX) > 1) || (Math.Abs(tnode.Ynd.CellY - ynd.CellY) > 1))
{ /*continue;*/ } //non-adjacent cell? seems to be the carrier problem...
}
YndLink yl = new YndLink();
yl.Init(ynd, node, tnode, link);
tlinks.Add(yl);
nlinks.Add(yl);
}
node.Links = nlinks.ToArray();
}
ynd.Links = tlinks.ToArray();
}
public void BuildYndVerts(YndFile ynd, List<EditorVertex> tverts = null)
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{
var ynodes = ynd.Nodes;
if (ynodes == null) return;
int nodecount = ynodes.Length;
//build the main linked vertex array (used by the renderable to draw the lines).
if(tverts==null) tverts = new List<EditorVertex>();
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tverts.Clear();
for (int i = 0; i < nodecount; i++)
{
var node = ynodes[i];
if (node.Links == null) continue;
var nvert = new EditorVertex();
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nvert.Position = node.Position;
nvert.Colour = (uint)node.Colour.ToRgba();
for (int l = 0; l < node.Links.Length; l++)
{
YndLink yl = node.Links[l];
var tnode = yl.Node2;
if (tnode == null) continue; //invalid links could hit here
var tvert = new EditorVertex();
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tvert.Position = tnode.Position;
tvert.Colour = (uint)tnode.Colour.ToRgba();
tverts.Add(nvert);
tverts.Add(tvert);
}
}
ynd.LinkedVerts = tverts.ToArray();
ynd.UpdateTriangleVertices();
}
public void BuildYndJuncs(YndFile ynd)
{
//attach the junctions to the nodes.
var yjuncs = ynd.Junctions;
if (yjuncs != null)
{
var junccount = yjuncs.Length;
for (int i = 0; i < junccount; i++)
{
var junc = yjuncs[i];
var cell = NodeGrid.GetCell(junc.RefData.AreaID);
if ((cell == null) || (cell.Ynd == null) || (cell.Ynd.Nodes == null))
{ continue; }
var jynd = cell.Ynd;
if (cell.Ynd != ynd) //junc in different ynd..? no hits here, except ynds in project..
{
if (cell.Ynd.AreaID == ynd.AreaID)
{
jynd = ynd;
}
else
{ }
}
if (junc.RefData.NodeID >= jynd.Nodes.Length)
{ continue; }
var jnode = jynd.Nodes[junc.RefData.NodeID];
jnode.Junction = junc;
jnode.HasJunction = true;
}
}
}
public void BuildYndData(YndFile ynd, List<EditorVertex> tverts = null, List<YndLink> tlinks = null, List<YndLink> nlinks = null)
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{
BuildYndLinks(ynd, tlinks, nlinks);
BuildYndJuncs(ynd);
BuildYndVerts(ynd, tverts);
}
private void InitNavGrid()
{
NavGrid = new SpaceNavGrid();
var rpfman = GameFileCache.RpfMan;
Dictionary<uint, RpfFileEntry> ynventries = new Dictionary<uint, RpfFileEntry>();
foreach (var rpffile in GameFileCache.BaseRpfs) //load navmeshes from base rpfs
{
AddRpfYnvs(rpffile, ynventries);
}
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if (GameFileCache.EnableDlc)
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{
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var updrpf = rpfman.FindRpfFile("update\\update.rpf"); //load navmeshes from patch area...
if (updrpf != null)
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{
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foreach (var rpffile in updrpf.Children)
{
AddRpfYnvs(rpffile, ynventries);
}
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}
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foreach (var dlcrpf in GameFileCache.DlcActiveRpfs) //load navmeshes from current dlc rpfs
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{
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foreach (var rpffile in dlcrpf.Children)
{
AddRpfYnvs(rpffile, ynventries);
}
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}
}
for (int x = 0; x < NavGrid.CellCountX; x++)
{
for (int y = 0; y < NavGrid.CellCountY; y++)
{
var cell = NavGrid.Cells[x, y];
string fname = "navmesh[" + cell.FileX.ToString() + "][" + cell.FileY.ToString() + "].ynv";
uint fnhash = JenkHash.GenHash(fname);
RpfFileEntry fentry = null;
if (ynventries.TryGetValue(fnhash, out fentry))
{
cell.YnvEntry = fentry as RpfResourceFileEntry;
//cell.Ynv = rpfman.GetFile<YnvFile>(fentry);
}
}
}
}
private void AddRpfYnvs(RpfFile rpffile, Dictionary<uint, RpfFileEntry> ynventries)
{
if (rpffile.AllEntries == null) return;
foreach (var entry in rpffile.AllEntries)
{
if (entry is RpfFileEntry)
{
RpfFileEntry fentry = entry as RpfFileEntry;
if (entry.NameLower.EndsWith(".ynv"))
{
if (ynventries.ContainsKey(entry.NameHash))
{ }
ynventries[entry.NameHash] = fentry;
}
}
}
}
public void Update(float elapsed)
{
if (!Inited) return;
if (Grid == null) return;
if (elapsed > 0.1f) elapsed = 0.1f;
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Collisions.Clear();
EnabledEntities.Clear();
foreach (var e in PersistentEntities)
{
if (e.Enabled) EnabledEntities.Add(e);
}
foreach (var e in TemporaryEntities)
{
if (e.Enabled) EnabledEntities.Add(e);
}
float gravamt = -9.8f;
Vector3 dvgrav = new Vector3(0, 0, gravamt * elapsed); //gravity acceleration vector
dvgrav += (0.5f * dvgrav * elapsed); //v = ut+0.5at^2 !
float minvel = 0.5f; // stop bouncing when slow...
foreach (var e in EnabledEntities)
{
if (!e.Enabled) continue;
e.Velocity += dvgrav; //apply gravity
e.Momentum = e.Velocity * e.Mass;
e.PreUpdate(elapsed);
if (e.EnableCollisions)
{
var coll = FindFirstCollision(e, elapsed);
if (coll.Hit)
{
Collisions.Add(coll);
float argvel = Math.Abs((e.Velocity - dvgrav).Length());
if (e.WasColliding && (argvel < minvel))
{
e.Velocity = Vector3.Zero;
e.Momentum = Vector3.Zero;
}
else
{
e.Position = coll.PrePos; //move to the last known position before collision
//bounce...
int maxbounce = 5;
int curbounce = 0;
float trem = 1.0f - coll.PreT;
while (trem > 0)
{
float vl = e.Velocity.Length();
float erem = elapsed * trem;
float drem = vl * erem;
Vector3 hitn = coll.SphereHit.Normal;
Vector3 bdir = Vector3.Reflect(coll.HitVelDir, hitn);
Vector3 newvel = bdir * (vl * 0.5f); //restitution/bouncyness
e.Velocity = newvel;
coll = FindFirstCollision(e, erem);
if (!coll.Hit)
{
e.Position = coll.HitPos;//no hit, all done
break;
}
Collisions.Add(coll);
e.Position = coll.PrePos;
trem = Math.Max(trem * (1.0f - coll.PreT), 0);
curbounce++;
if (curbounce >= maxbounce)
{
e.Position = coll.HitPos;
break;
}
//if ((coll.PreT <= 0))// || (coll.SphereHit.Normal == hitn))
//{
// //ae.Velocity = Vector3.Zero; //same collision twice? abort?
// break;
//}
}
e.Momentum = e.Velocity * e.Mass;
}
e.WasColliding = true;
}
else
{
e.Position = coll.HitPos; //hit pos is the end pos if no hit
e.WasColliding = false;
}
}
if (e.EntityDef != null)
{
e.EntityDef.Position = e.Position;
}
}
}
public SpaceEntityCollision FindFirstCollision(Entity e, float elapsed)
{
SpaceEntityCollision r = new SpaceEntityCollision();
r.Entity = e;
Vector3 pos = e.Position;
Vector3 sphpos = pos + e.Center;
Vector3 disp = e.Velocity * elapsed;
float absdisp = disp.Length();
r.HitVelDir = Vector3.Normalize(disp);
r.HitPos = pos + disp;
r.HitVel = e.Velocity;
r.HitT = 1.0f;
r.PreT = 0.0f;
r.PrePos = pos;
BoundingSphere sph = new BoundingSphere(r.HitPos + e.Center, e.Radius);
r.SphereHit = SphereIntersect(sph);
if (!r.SphereHit.Hit)
{
if (absdisp > (e.Radius * 2.0f)) //fast-moving... do a ray test to make sure it's not tunnelling
{
Ray rayt = new Ray(sphpos, r.HitVelDir);
float rayl = absdisp + e.Radius * 4.0f; //include some extra incase of glancing hit
var rayhit = RayIntersect(rayt, rayl);
if (rayhit.Hit) //looks like it is tunnelling... need to find the sphere hit point
{
sph.Center = rayhit.Position;
float hitd = rayhit.HitDist;
r.HitT = hitd / absdisp;
if (r.HitT > 1.0f)
{
r.HitT = 1.0f;
sph.Center = r.HitPos + e.Center; //this really shouldn't happen... but just in case of glancing hit..
}
r.SphereHit = SphereIntersect(sph); //this really should be a hit!
}
}
}
if (r.SphereHit.Hit)
{
int maxiter = 6;//(would be better to iterate until error within tolerance..)
int curiter = 0;
float curt = r.HitT * 0.5f;
float step = curt * 0.5f;
float minstep = 0.05f;
while (curiter < maxiter) //iterate to find a closer hit time... improve this!
{
sph.Center = sphpos + disp * curt;
var tcollres = SphereIntersect(sph);
if (tcollres.Hit)
{
r.HitT = curt;
r.HitPos = sph.Center - e.Center;
r.SphereHit = tcollres; //only use the best hit (ignore misses)
r.HitNumber = curiter;
}
else
{
r.PreT = curt;
r.PrePos = sph.Center - e.Center;
}
curiter++;
if (curiter < maxiter)
{
curt += step * (tcollres.Hit ? -1.0f : 1.0f);
step *= 0.5f;
}
if (absdisp * step < minstep)
{
break;
}
}
}
r.Hit = r.SphereHit.Hit;
return r;
}
public void AddTemporaryEntity(Entity e)
{
e.Space = this;
while (TemporaryEntities.Count > 100)
{
TemporaryEntities.RemoveFirst();//don't be too laggy
}
TemporaryEntities.AddLast(e);
}
public void AddPersistentEntity(Entity e)
{
e.Space = this;
PersistentEntities.AddLast(e);
}
public void RemovePersistentEntity(Entity e)
{
PersistentEntities.Remove(e);
}
private bool IsYmapAvailable(uint ymaphash, int hour, MetaHash weather)
{
MetaHash ymapname = new MetaHash(ymaphash);
uint ymaptime;
MetaHash[] weathers;
if ((hour >= 0) && (hour <= 23))
{
if (ymaptimes.TryGetValue(ymapname, out ymaptime))
{
uint mask = 1u << hour;
if ((ymaptime & mask) == 0) return false;
}
}
if (weather.Hash != 0)
{
if (ymapweathertypes.TryGetValue(ymapname, out weathers))
{
for (int i = 0; i < weathers.Length; i++)
{
if (weathers[i] == weather) return true;
}
return false;
}
}
return true;
}
public void GetVisibleYmaps(Camera cam, int hour, MetaHash weather, Dictionary<MetaHash, YmapFile> ymaps)
{
if (!Inited) return;
if (Grid == null) return;
ymaps.Clear();
//var pos = Grid.GetCellPos(cam.Position);
var cell = Grid.GetCell(cam.Position);
if (cell.NodesList != null)
{
for (int n = 0; n < cell.NodesList.Count; n++)
{
var node = cell.NodesList[n];
var hash = node.Name;
if (!ymaps.ContainsKey(hash))
{
var ymap = (hash > 0) ? GameFileCache.GetYmap(hash) : null;
while ((ymap != null) && (ymap.Loaded))
{
if (!IsYmapAvailable(hash, hour, weather)) break;
ymaps[hash] = ymap;
hash = ymap._CMapData.parent;
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if (ymaps.ContainsKey(hash)) break;
ymap = (hash > 0) ? GameFileCache.GetYmap(hash) : null;
}
}
}
}
//int gridrange = 0;
//var pos = Grid.GetCellPos(cam.Position);
//int minx = Math.Min(Math.Max(pos.X - gridrange, 0), SpaceGrid.LastCell);
//int maxx = Math.Min(Math.Max(pos.X + gridrange, 0), SpaceGrid.LastCell);
//int miny = Math.Min(Math.Max(pos.Y - gridrange, 0), SpaceGrid.LastCell);
//int maxy = Math.Min(Math.Max(pos.Y + gridrange, 0), SpaceGrid.LastCell);
//for (int x = minx; x <= maxx; x++)
//{
// for (int y = miny; y <= maxy; y++)
// {
// var cell = Grid.GetCell(new Vector2I(x, y));
// if (cell.NodesList != null)
// {
// for (int n = 0; n < cell.NodesList.Count; n++)
// {
// var node = cell.NodesList[n];
// var hash = node.Name;
// if (!ymaps.ContainsKey(hash))
// {
// var ymap = (hash > 0) ? GameFileCache.GetYmap(hash) : null;
// if ((ymap != null) && (ymap.Loaded))
// {
// ymaps[hash] = ymap;
// }
// }
// }
// }
// }
//}
}
public void GetVisibleBounds(Camera cam, int gridrange, bool[] layers, List<BoundsStoreItem> boundslist)
{
if (!Inited) return;
if (Grid == null) return;
visibleBoundsDict.Clear();
var pos = Grid.GetCellPos(cam.Position);
int minx = Math.Min(Math.Max(pos.X - gridrange, 0), SpaceGrid.LastCell);
int maxx = Math.Min(Math.Max(pos.X + gridrange, 0), SpaceGrid.LastCell);
int miny = Math.Min(Math.Max(pos.Y - gridrange, 0), SpaceGrid.LastCell);
int maxy = Math.Min(Math.Max(pos.Y + gridrange, 0), SpaceGrid.LastCell);
for (int x = minx; x <= maxx; x++)
{
for (int y = miny; y <= maxy; y++)
{
var cell = Grid.GetCell(new Vector2I(x, y));
if (cell.BoundsList != null)
{
foreach (var item in cell.BoundsList)
{
uint l = item.Layer;
if (l < 3)
{
if (!layers[l]) continue;
}
else
{ }
visibleBoundsDict[new SpaceBoundsKey(item.Name, item.Min)] = item;
}
}
}
}
//var cell = grid.GetCell(cam.Position);
//if (cell.BoundsList != null)
//{
// boundslist.AddRange(cell.BoundsList);
//}
boundslist.AddRange(visibleBoundsDict.Values);
}
public void GetVisibleYnds(Camera cam, List<YndFile> ynds)
{
if (!Inited) return;
if (NodeGrid == null) return;
//int x = 9;
//int y = 15; //== nodes489.ynd
//ynds.Add(NodeGrid.Cells[x, y].Ynd);
ynds.AddRange(AllYnds.Values);
}
public void GetVisibleYnvs(Camera cam, int gridrange, List<YnvFile> ynvs)
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{
if (!Inited) return;
if (Grid == null) return;
ynvs.Clear();
var pos = NavGrid.GetCellPos(cam.Position);
int minx = Math.Min(Math.Max(pos.X - gridrange, 0), NavGrid.CellCountX-1);
int maxx = Math.Min(Math.Max(pos.X + gridrange, 0), NavGrid.CellCountX-1);
int miny = Math.Min(Math.Max(pos.Y - gridrange, 0), NavGrid.CellCountY-1);
int maxy = Math.Min(Math.Max(pos.Y + gridrange, 0), NavGrid.CellCountY-1);
for (int x = minx; x <= maxx; x++)
{
for (int y = miny; y <= maxy; y++)
{
var cell = NavGrid.GetCell(new Vector2I(x, y));
if ((cell != null) && (cell.YnvEntry != null))
{
var hash = cell.YnvEntry.ShortNameHash;
var ynv = (hash > 0) ? GameFileCache.GetYnv(hash) : null;
if ((ynv != null) && (ynv.Loaded))
{
ynvs.Add(ynv);
}
}
}
}
}
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public SpaceRayIntersectResult RayIntersect(Ray ray, float maxdist = float.MaxValue, bool[] layers = null)
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{
var res = new SpaceRayIntersectResult();
if (GameFileCache == null) return res;
int polytestcount = 0;
int nodetestcount = 0;
bool testcomplete = true;
var cellpos = Grid.GetCellPos(ray.Position);
var cell = Grid.GetCell(cellpos);
var startz = ray.Position.Z;
var maxcells = 5;
var cellcount = 0;
var box = new BoundingBox();
var tsph = new BoundingSphere();
var rayt = new Ray();
var rp = ray.Position;
var rd = ray.Direction;
float dirx = (rd.X < 0) ? -1 : (rd.X > 0) ? 1 : 0;
float diry = (rd.Y < 0) ? -1 : (rd.Y > 0) ? 1 : 0;
var boxhitdist = float.MaxValue;
var itemhitdist = float.MaxValue;
Vector3 p1, p2, p3, p4, a1, a2, a3;
Vector3 n1 = Vector3.Zero;
float polyhittestdist = 0;
bool hit = false;
BoundPolygon hitpoly = null;
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BoundMaterial_s hitmat = new BoundMaterial_s();
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Vector3 hitnorm = Vector3.Zero;
Vector3 hitpos = Vector3.Zero;
while (cell != null)
{
if (cell.BoundsList != null)
{
foreach (var bound in cell.BoundsList)
{
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uint l = bound.Layer;
if ((layers != null) && (l < 3))
{
if (!layers[l]) continue;
}
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box.Minimum = bound.Min;
box.Maximum = bound.Max;
float boxhitdisttest;
if (ray.Intersects(ref box, out boxhitdisttest))
{
YbnFile ybn = GameFileCache.GetYbn(bound.Name);
if (ybn == null)
{ continue; } //ybn not found?
if (!ybn.Loaded)
{ testcomplete = false; continue; } //ybn not loaded yet...
bool ybnhit = false;
var b = ybn.Bounds;
box.Minimum = b.BoundingBoxMin;
box.Maximum = b.BoundingBoxMax;
float itemboxhitdisttest;
if (!ray.Intersects(ref box, out itemboxhitdisttest))
{ continue; } //ray doesn't hit this ybn
if (itemboxhitdisttest > itemhitdist)
{ continue; } //already a closer hit.
if (itemboxhitdisttest > maxdist)
{ continue; }
switch (b.Type)
{
case 10: //BoundComposite
BoundComposite boundcomp = b as BoundComposite;
if (boundcomp == null)
{ continue; }
var compchilds = boundcomp.Children?.data_items;
if (compchilds == null)
{ continue; }
for (int i = 0; i < compchilds.Length; i++)
{
BoundBVH bgeom = compchilds[i] as BoundBVH;
if (bgeom == null)
{ continue; }
if (bgeom.Polygons == null)
{ continue; }
if ((bgeom.BVH?.Nodes?.data_items == null) || (bgeom.BVH?.Trees?.data_items == null))
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{ continue; }
box.Minimum = bgeom.BoundingBoxMin;
box.Maximum = bgeom.BoundingBoxMax;
float bvhboxhittest;
if (!ray.Intersects(ref box, out bvhboxhittest))
{ continue; }
if (bvhboxhittest > itemhitdist)
{ continue; } //already a closer hit.
var q = bgeom.BVH.Quantum.XYZ();
var c = bgeom.BVH.BoundingBoxCenter.XYZ();
var cg = bgeom.CenterGeom;
for (int t = 0; t < bgeom.BVH.Trees.data_items.Length; t++)
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{
var tree = bgeom.BVH.Trees.data_items[t];
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box.Minimum = new Vector3(tree.MinX, tree.MinY, tree.MinZ) * q + c;
box.Maximum = new Vector3(tree.MaxX, tree.MaxY, tree.MaxZ) * q + c;
if (!ray.Intersects(ref box, out bvhboxhittest))
{ continue; }
if (bvhboxhittest > itemhitdist)
{ continue; } //already a closer hit.
if (bvhboxhittest > maxdist)
{ continue; }
int nodeind = tree.NodeIndex1;
int lastind = tree.NodeIndex2;
while (nodeind < lastind)
{
var node = bgeom.BVH.Nodes.data_items[nodeind];
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box.Minimum = new Vector3(node.MinX, node.MinY, node.MinZ) * q + c;
box.Maximum = new Vector3(node.MaxX, node.MaxY, node.MaxZ) * q + c;
bool nodehit = ray.Intersects(ref box, out bvhboxhittest);
bool nodeskip = !nodehit || (bvhboxhittest > itemhitdist);
if (node.PolyCount <= 0) //intermediate node with child nodes
{
if (nodeskip)
{
nodeind += node.PolyId; //(child node count)
}
else
{
nodeind++;
}
}
else //leaf node, with polygons
{
if (!nodeskip)
{
var lastp = node.PolyId + node.PolyCount;
lastp = Math.Min(lastp, (int)bgeom.PolygonsCount);
for (int p = node.PolyId; p < lastp; p++)
{
var polygon = bgeom.Polygons[p];
bool polyhit = false;
switch (polygon.Type)
{
case BoundPolygonType.Triangle:
var ptri = polygon as BoundPolygonTriangle;
p1 = bgeom.GetVertex(ptri.vertIndex1) + cg;
p2 = bgeom.GetVertex(ptri.vertIndex2) + cg;
p3 = bgeom.GetVertex(ptri.vertIndex3) + cg;
polyhit = ray.Intersects(ref p1, ref p2, ref p3, out polyhittestdist);
if (polyhit) n1 = Vector3.Normalize(Vector3.Cross(p2 - p1, p3 - p1));
break;
case BoundPolygonType.Sphere:
var psph = polygon as BoundPolygonSphere;
tsph.Center = bgeom.GetVertex(psph.sphereIndex) + cg;
tsph.Radius = psph.sphereRadius;
polyhit = ray.Intersects(ref tsph, out polyhittestdist);
if (polyhit) n1 = Vector3.Normalize((ray.Position + ray.Direction * polyhittestdist) - tsph.Center);
break;
case BoundPolygonType.Capsule:
//TODO
break;
case BoundPolygonType.Box:
var pbox = polygon as BoundPolygonBox;
p1 = bgeom.GetVertex(pbox.boxIndex1);// + cg; //corner
p2 = bgeom.GetVertex(pbox.boxIndex2);// + cg;
p3 = bgeom.GetVertex(pbox.boxIndex3);// + cg;
p4 = bgeom.GetVertex(pbox.boxIndex4);// + cg;
a1 = ((p3 + p4) - (p1 + p2)) * 0.5f;
a2 = p3 - (p1 + a1);
a3 = p4 - (p1 + a1);
Vector3 bs = new Vector3(a1.Length(), a2.Length(), a3.Length());
Vector3 m1 = a1 / bs.X;
Vector3 m2 = a2 / bs.Y;
Vector3 m3 = a3 / bs.Z;
if ((bs.X < bs.Y) && (bs.X < bs.Z)) m1 = Vector3.Cross(m2, m3);
else if (bs.Y < bs.Z) m2 = Vector3.Cross(m1, m3);
else m3 = Vector3.Cross(m1, m2);
Vector3 tp = rp - (p1 + cg);
rayt.Position = new Vector3(Vector3.Dot(tp, m1), Vector3.Dot(tp, m2), Vector3.Dot(tp, m3));
rayt.Direction = new Vector3(Vector3.Dot(rd, m1), Vector3.Dot(rd, m2), Vector3.Dot(rd, m3));
box.Minimum = Vector3.Zero;
box.Maximum = bs;
polyhit = rayt.Intersects(ref box, out polyhittestdist);
if (polyhit)
{
Vector3 hpt = rayt.Position + rayt.Direction * polyhittestdist;
const float eps = 0.002f;
if (Math.Abs(hpt.X) < eps) n1 = -m1;
else if (Math.Abs(hpt.X - bs.X) < eps) n1 = m1;
else if (Math.Abs(hpt.Y) < eps) n1 = -m2;
else if (Math.Abs(hpt.Y - bs.Y) < eps) n1 = m2;
else if (Math.Abs(hpt.Z) < eps) n1 = -m3;
else if (Math.Abs(hpt.Z - bs.Z) < eps) n1 = m3;
else
{ n1 = Vector3.UnitZ; } //ray starts inside the box...
}
break;
case BoundPolygonType.Cylinder:
//TODO
break;
}
if (polyhit && (polyhittestdist < itemhitdist) && (polyhittestdist < maxdist))
{
itemhitdist = polyhittestdist;
ybnhit = true;
hit = true;
hitnorm = n1;
hitpoly = polygon;
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byte matind = ((bgeom.PolygonMaterialIndices != null) && (p < bgeom.PolygonMaterialIndices.Length)) ? bgeom.PolygonMaterialIndices[p] : (byte)0;
BoundMaterial_s mat = ((bgeom.Materials != null) && (matind < bgeom.Materials.Length)) ? bgeom.Materials[matind] : new BoundMaterial_s();
hitmat = mat;
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}
polytestcount++;
}
}
nodeind++;
}
nodetestcount++;
}
}
}
break;
case 3: //BoundBox - found in drawables - TODO
BoundBox boundbox = b as BoundBox;
if (boundbox == null)
{ continue; }
break;
case 0: //BoundSphere - found in drawables - TODO
BoundSphere boundsphere = b as BoundSphere;
if (boundsphere == null)
{ continue; }
break;
default:
break;
}
if (ybnhit)
{
boxhitdist = boxhitdisttest;
//hit = true;
}
}
}
}
//walk the line to the next cell...
cellcount++;
if (cellcount >= maxcells) break;
if ((dirx == 0) && (diry == 0)) break; //vertical ray
Vector3 cellwp = Grid.GetWorldPos(cellpos);
float compx = (dirx < 0) ? cellwp.X : cellwp.X + SpaceGrid.CellSize;
float compy = (diry < 0) ? cellwp.Y : cellwp.Y + SpaceGrid.CellSize;
float deltx = Math.Abs(compx - rp.X);
float delty = Math.Abs(compy - rp.Y);
float nextd = 0;
if (deltx < delty)
{
cellpos.X += (int)dirx;
nextd = (rd.X != 0) ? (deltx / rd.X) : 0;
}
else
{
cellpos.Y += (int)diry;
nextd = (rd.Y != 0) ? (delty / rd.Y) : 0;
}
cell = Grid.GetCell(cellpos);
if (nextd > itemhitdist)
{ break; } //next cell is further away than current hit.. no need to continue
if (nextd > maxdist)
{ break; } //next cell is out of the testing range.. stop now
}
if (hit)
{
hitpos = ray.Position + ray.Direction * itemhitdist;
}
res.TestedNodeCount = nodetestcount;
res.TestedPolyCount = polytestcount;
res.TestComplete = testcomplete;
res.Hit = hit;
res.HitDist = itemhitdist;
res.HitPolygon = hitpoly;
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res.Material = hitmat;
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res.Position = hitpos;
res.Normal = hitnorm;
return res;
}
public SpaceSphereIntersectResult SphereIntersect(BoundingSphere sph)
{
var res = new SpaceSphereIntersectResult();
if (GameFileCache == null) return res;
int polytestcount = 0;
int nodetestcount = 0;
bool testcomplete = true;
Vector3 sphmin = sph.Center - sph.Radius;
Vector3 sphmax = sph.Center + sph.Radius;
var cellmin = Grid.GetCellPos(sphmin);
var cellmax = Grid.GetCellPos(sphmax);
var cellcount = 0;
var box = new BoundingBox();
var tsph = new BoundingSphere();
var spht = new BoundingSphere();
var sp = sph.Center;
var sr = sph.Radius;
//var boxhitdist = float.MaxValue;
//var itemhitdist = float.MaxValue;
Vector3 p1, p2, p3, p4, a1, a2, a3;
Vector3 n1 = Vector3.Zero;
//float polyhittestdist = 0;
bool hit = false;
BoundPolygon hitpoly = null;
Vector3 hitnorm = Vector3.Zero;
Vector3 hitpos = Vector3.Zero;
for (int x = cellmin.X; x <= cellmax.X; x++)
{
for (int y = cellmin.Y; y <= cellmax.Y; y++)
{
var cell = Grid.GetCell(new Vector2I(x, y));
if (cell == null) continue;
if (cell.BoundsList == null) continue;
foreach (var bound in cell.BoundsList)
{
box.Minimum = bound.Min;
box.Maximum = bound.Max;
if (sph.Intersects(ref box))
{
YbnFile ybn = GameFileCache.GetYbn(bound.Name);
if (ybn == null)
{ continue; } //ybn not found?
if (!ybn.Loaded)
{ testcomplete = false; continue; } //ybn not loaded yet...
//bool ybnhit = false;
var b = ybn.Bounds;
box.Minimum = b.BoundingBoxMin;
box.Maximum = b.BoundingBoxMax;
if (!sph.Intersects(ref box))
{ continue; } //ray doesn't hit this ybn
switch (b.Type)
{
case 10: //BoundComposite
BoundComposite boundcomp = b as BoundComposite;
if (boundcomp == null)
{ continue; }
var compchilds = boundcomp.Children?.data_items;
if (compchilds == null)
{ continue; }
for (int i = 0; i < compchilds.Length; i++)
{
BoundBVH bgeom = compchilds[i] as BoundBVH;
if (bgeom == null)
{ continue; }
if (bgeom.Polygons == null)
{ continue; }
if ((bgeom.BVH?.Nodes?.data_items == null) || (bgeom.BVH?.Trees?.data_items == null))
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{ continue; }
box.Minimum = bgeom.BoundingBoxMin;
box.Maximum = bgeom.BoundingBoxMax;
if (!sph.Intersects(ref box))
{ continue; }
var q = bgeom.BVH.Quantum.XYZ();
var c = bgeom.BVH.BoundingBoxCenter.XYZ();
var cg = bgeom.CenterGeom;
for (int t = 0; t < bgeom.BVH.Trees.data_items.Length; t++)
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{
var tree = bgeom.BVH.Trees.data_items[t];
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box.Minimum = new Vector3(tree.MinX, tree.MinY, tree.MinZ) * q + c;
box.Maximum = new Vector3(tree.MaxX, tree.MaxY, tree.MaxZ) * q + c;
if (!sph.Intersects(ref box))
{ continue; }
int nodeind = tree.NodeIndex1;
int lastind = tree.NodeIndex2;
while (nodeind < lastind)
{
var node = bgeom.BVH.Nodes.data_items[nodeind];
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box.Minimum = new Vector3(node.MinX, node.MinY, node.MinZ) * q + c;
box.Maximum = new Vector3(node.MaxX, node.MaxY, node.MaxZ) * q + c;
bool nodehit = sph.Intersects(ref box);
bool nodeskip = !nodehit;
if (node.PolyCount <= 0) //intermediate node with child nodes
{
if (nodeskip)
{
nodeind += node.PolyId; //(child node count)
}
else
{
nodeind++;
}
}
else //leaf node, with polygons
{
if (!nodeskip)
{
var lastp = node.PolyId + node.PolyCount;
lastp = Math.Min(lastp, (int)bgeom.PolygonsCount);
for (int p = node.PolyId; p < lastp; p++)
{
var polygon = bgeom.Polygons[p];
bool polyhit = false;
switch (polygon.Type)
{
case BoundPolygonType.Triangle:
var ptri = polygon as BoundPolygonTriangle;
p1 = bgeom.GetVertex(ptri.vertIndex1) + cg;
p2 = bgeom.GetVertex(ptri.vertIndex2) + cg;
p3 = bgeom.GetVertex(ptri.vertIndex3) + cg;
polyhit = sph.Intersects(ref p1, ref p2, ref p3);
if (polyhit) n1 = Vector3.Normalize(Vector3.Cross(p2 - p1, p3 - p1));
break;
case BoundPolygonType.Sphere:
var psph = polygon as BoundPolygonSphere;
tsph.Center = bgeom.GetVertex(psph.sphereIndex) + cg;
tsph.Radius = psph.sphereRadius;
polyhit = sph.Intersects(ref tsph);
if (polyhit) n1 = Vector3.Normalize(sph.Center - tsph.Center);
break;
case BoundPolygonType.Capsule:
//TODO
break;
case BoundPolygonType.Box:
var pbox = polygon as BoundPolygonBox;
p1 = bgeom.GetVertex(pbox.boxIndex1);// + cg; //corner
p2 = bgeom.GetVertex(pbox.boxIndex2);// + cg;
p3 = bgeom.GetVertex(pbox.boxIndex3);// + cg;
p4 = bgeom.GetVertex(pbox.boxIndex4);// + cg;
a1 = ((p3 + p4) - (p1 + p2)) * 0.5f;
a2 = p3 - (p1 + a1);
a3 = p4 - (p1 + a1);
Vector3 bs = new Vector3(a1.Length(), a2.Length(), a3.Length());
Vector3 m1 = a1 / bs.X;
Vector3 m2 = a2 / bs.Y;
Vector3 m3 = a3 / bs.Z;
if ((bs.X < bs.Y) && (bs.X < bs.Z)) m1 = Vector3.Cross(m2, m3);
else if (bs.Y < bs.Z) m2 = Vector3.Cross(m1, m3);
else m3 = Vector3.Cross(m1, m2);
Vector3 tp = sp - (p1 + cg);
spht.Center = new Vector3(Vector3.Dot(tp, m1), Vector3.Dot(tp, m2), Vector3.Dot(tp, m3));
spht.Radius = sph.Radius;
box.Minimum = Vector3.Zero;
box.Maximum = bs;
polyhit = spht.Intersects(ref box);
if (polyhit)
{
Vector3 smin = spht.Center - spht.Radius;
Vector3 smax = spht.Center + spht.Radius;
float eps = spht.Radius * 0.8f;
n1 = Vector3.Zero;
if (Math.Abs(smax.X) < eps) n1 -= m1;
else if (Math.Abs(smin.X - bs.X) < eps) n1 += m1;
if (Math.Abs(smax.Y) < eps) n1 -= m2;
else if (Math.Abs(smin.Y - bs.Y) < eps) n1 += m2;
if (Math.Abs(smax.Z) < eps) n1 -= m3;
else if (Math.Abs(smin.Z - bs.Z) < eps) n1 += m3;
float n1l = n1.Length();
if (n1l > 0.0f) n1 = n1 / n1l;
else n1 = Vector3.UnitZ;
}
break;
case BoundPolygonType.Cylinder:
//TODO
break;
}
if (polyhit) // && (polyhittestdist < itemhitdist) && (polyhittestdist < maxdist))
{
hitpoly = polygon;
//itemhitdist = polyhittestdist;
//ybnhit = true;
hit = true;
hitnorm = n1;
}
polytestcount++;
}
}
nodeind++;
}
nodetestcount++;
}
}
}
break;
case 3: //BoundBox - found in drawables - TODO
BoundBox boundbox = b as BoundBox;
if (boundbox == null)
{ continue; }
break;
case 0: //BoundSphere - found in drawables - TODO
BoundSphere boundsphere = b as BoundSphere;
if (boundsphere == null)
{ continue; }
break;
default:
break;
}
//if (ybnhit)
//{
// //boxhitdist = boxhitdisttest;
// //hit = true;
//}
}
}
cellcount++;
}
}
//if (hit)
//{
// hitpos = ray.Position + ray.Direction * itemhitdist;
//}
res.TestedNodeCount = nodetestcount;
res.TestedPolyCount = polytestcount;
res.TestComplete = testcomplete;
res.Hit = hit;
res.HitDist = 0;// itemhitdist;
res.HitPolygon = hitpoly;
res.Position = hitpos;
res.Normal = hitnorm;
return res;
}
}
public class SpaceGrid
{
public const int CellCount = 500; //cells along a side, total cell count is this squared
public const int LastCell = CellCount - 1; //the last cell index in the array
public const float WorldSize = 10000.0f; //max world grid size +/- 10000 units
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public const float CellSize = 2.0f * WorldSize / (float)CellCount;//40.0f; //size of a cell
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public const float CellSizeInv = 1.0f / CellSize; //inverse of the cell size.
public const float CellSizeHalf = CellSize * 0.5f; //half the cell size
public int TotalBoundsCount = 0; //total number of bounds in this grid
public int TotalBoundsRefCount = 0; //total number of bounds placements in cells
private int MaxBoundsInCell = 0; //biggest number of bounds added to a single cell
private SpaceGridCell DensestBoundsCell = null;
public int TotalNodeCount = 0; //total map nodes in grid
public int TotalNodeRefCount = 0; //total number of map node placements in cells
public int MaxNodesInCell = 0; //biggest number of nodes added to a single cell
private SpaceGridCell DensestNodeCell = null;
public int TotalInteriorCount = 0;
public int TotalInteriorRefCount = 0;
public int MaxInteriorsInCell = 0;
private SpaceGridCell DensestInteriorCell = null;
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public SpaceGridCell[,] Cells { get; set; } = new SpaceGridCell[CellCount, CellCount];
public Vector3 GetWorldPos(Vector2I p)
{
Vector3 ind = new Vector3(p.X, p.Y, 0.0f);
return (ind * CellSize) - new Vector3(WorldSize, WorldSize, 0);
}
public Vector2I GetCellPos(Vector3 p)
{
Vector3 ind = (p + WorldSize) * CellSizeInv;
int x = (int)ind.X;
int y = (int)ind.Y;
x = (x < 0) ? 0 : (x > LastCell) ? LastCell : x;
y = (y < 0) ? 0 : (y > LastCell) ? LastCell : y;
return new Vector2I(x, y);
}
public SpaceGridCell GetCell(Vector2I g)
{
if ((g.X < 0) || (g.Y < 0) || (g.X >= CellCount) || (g.Y >= CellCount))
{
return null;
}
var cell = Cells[g.X, g.Y];
if (cell == null)
{
cell = new SpaceGridCell();
Cells[g.X, g.Y] = cell;
}
return cell;
}
public SpaceGridCell GetCell(Vector3 p)
{
return GetCell(GetCellPos(p));
}
public void AddBounds(BoundsStoreItem item)
{
Vector2I min = GetCellPos(item.Min);
Vector2I max = GetCellPos(item.Max);
int cellcount = 0;
for (int x = min.X; x <= max.X; x++)
{
for (int y = min.Y; y <= max.Y; y++)
{
var cell = GetCell(new Vector2I(x, y));
cell.AddBounds(item);
TotalBoundsRefCount++;
if (cell.BoundsList.Count > MaxBoundsInCell)
{
MaxBoundsInCell = cell.BoundsList.Count;
DensestBoundsCell = cell;
}
cellcount++;
}
}
if (cellcount == 0)
{ }
TotalBoundsCount++;
}
public void AddNode(MapDataStoreNode node)
{
bool useouter = true;// false;
//switch (node.Unk01)
//{
// case 2:
// case 4:
// case 20:
// case 66:
// case 514://lods
// useouter = true;
// break;
// case 128:
// case 256://lodlights
// useouter = true;
// break;
// case 18:
// case 82://HD nodes
// useouter = true;
// break;
//}
//Vector2I min = GetCellPos(node.OuterBBMin);
//Vector2I max = GetCellPos(node.OuterBBMax);
Vector2I min = GetCellPos(useouter ? node.streamingExtentsMin : node.entitiesExtentsMin);
Vector2I max = GetCellPos(useouter ? node.streamingExtentsMax : node.entitiesExtentsMax);
for (int x = min.X; x <= max.X; x++)
{
for (int y = min.Y; y <= max.Y; y++)
{
var cell = GetCell(new Vector2I(x, y));
cell.AddNode(node);
TotalNodeRefCount++;
if (cell.NodesList.Count > MaxNodesInCell)
{
MaxNodesInCell = cell.NodesList.Count;
DensestNodeCell = cell;
}
}
}
TotalNodeCount++;
}
public void AddInterior(CInteriorProxy intprx)
{
Vector2I min = GetCellPos(intprx.BBMin);
Vector2I max = GetCellPos(intprx.BBMax);
int cellcount = 0;
for (int x = min.X; x <= max.X; x++)
{
for (int y = min.Y; y <= max.Y; y++)
{
var cell = GetCell(new Vector2I(x, y));
cell.AddInterior(intprx);
TotalInteriorRefCount++;
if (cell.InteriorList.Count > MaxInteriorsInCell)
{
MaxInteriorsInCell = cell.InteriorList.Count;
DensestInteriorCell = cell;
}
cellcount++;
}
}
if (cellcount == 0)
{ }
TotalInteriorCount++;
}
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}
public class SpaceGridCell
{
public List<MapDataStoreNode> NodesList;
public List<BoundsStoreItem> BoundsList;
public List<CInteriorProxy> InteriorList;
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public void AddNode(MapDataStoreNode node)
{
if (NodesList == null)
{
NodesList = new List<MapDataStoreNode>();
}
NodesList.Add(node);
}
public void AddBounds(BoundsStoreItem item)
{
if (BoundsList == null)
{
BoundsList = new List<BoundsStoreItem>(5);
}
BoundsList.Add(item);
}
public void RemoveBounds(BoundsStoreItem item)
{
if (BoundsList != null)
{
BoundsList.Remove(item);
}
}
public void AddInterior(CInteriorProxy intprx)
{
if (InteriorList == null)
{
InteriorList = new List<CInteriorProxy>(5);
}
InteriorList.Add(intprx);
}
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}
public struct SpaceBoundsKey
{
public MetaHash Name { get; set; }
public Vector3 Position { get; set; }
public SpaceBoundsKey(MetaHash name, Vector3 position)
{
Name = name;
Position = position;
}
}
public class SpaceNodeGrid
{
//node grid for V paths
public SpaceNodeGridCell[,] Cells { get; set; }
public float CellSize = 512.0f;
public float CellSizeInv; //inverse of the cell size.
public int CellCountX = 32;
public int CellCountY = 32;
public float CornerX = -8192.0f;
public float CornerY = -8192.0f;
public SpaceNodeGrid()
{
CellSizeInv = 1.0f / CellSize;
Cells = new SpaceNodeGridCell[CellCountX, CellCountY];
for (int x = 0; x < CellCountX; x++)
{
for (int y = 0; y < CellCountY; y++)
{
Cells[x, y] = new SpaceNodeGridCell(x, y);
}
}
}
public SpaceNodeGridCell GetCell(int id)
{
int x = id % CellCountX;
int y = id / CellCountX;
if ((x >= 0) && (x < CellCountX) && (y >= 0) && (y < CellCountY))
{
return Cells[x, y];
}
return null;
}
public YndNode GetYndNode(ushort areaid, ushort nodeid)
{
var cell = GetCell(areaid);
if ((cell == null) || (cell.Ynd == null) || (cell.Ynd.Nodes == null))
{ return null; }
if (nodeid >= cell.Ynd.Nodes.Length)
{ return null; }
return cell.Ynd.Nodes[nodeid];
}
}
public class SpaceNodeGridCell
{
public int X;
public int Y;
public int ID;
public YndFile Ynd;
public SpaceNodeGridCell(int x, int y)
{
X = x;
Y = y;
ID = y * 32 + x;
}
}
public class SpaceNavGrid
{
//grid for V navmeshes
public SpaceNavGridCell[,] Cells { get; set; }
public float CellSize = 150.0f;
public float CellSizeInv; //inverse of the cell size.
public int CellCountX = 100;
public int CellCountY = 100;
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public float CornerX = -6000.0f;//max = -6000+(100*150) = 9000
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public float CornerY = -6000.0f;
public SpaceNavGrid()
{
CellSizeInv = 1.0f / CellSize;
Cells = new SpaceNavGridCell[CellCountX, CellCountY];
for (int x = 0; x < CellCountX; x++)
{
for (int y = 0; y < CellCountY; y++)
{
Cells[x, y] = new SpaceNavGridCell(x, y);
}
}
}
public SpaceNavGridCell GetCell(int id)
{
int x = id % CellCountX;
int y = id / CellCountX;
if ((x >= 0) && (x < CellCountX) && (y >= 0) && (y < CellCountY))
{
return Cells[x, y];
}
return null;
}
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public Vector3 GetCellRel(Vector3 p)//float value in cell coords
{
return (p - new Vector3(CornerX, CornerY, 0)) * CellSizeInv;
}
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public Vector2I GetCellPos(Vector3 p)
{
Vector3 ind = (p - new Vector3(CornerX, CornerY, 0)) * CellSizeInv;
int x = (int)ind.X;
int y = (int)ind.Y;
x = (x < 0) ? 0 : (x >= CellCountX) ? CellCountX-1 : x;
y = (y < 0) ? 0 : (y >= CellCountY) ? CellCountY-1 : y;
return new Vector2I(x, y);
}
public SpaceNavGridCell GetCell(Vector2I g)
{
var cell = Cells[g.X, g.Y];
if (cell == null)
{
//cell = new SpaceNavGridCell(g.X, g.Y);
//Cells[g.X, g.Y] = cell;
}
return cell;
}
public SpaceNavGridCell GetCell(Vector3 p)
{
return GetCell(GetCellPos(p));
}
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public Vector3 GetCellMin(SpaceNavGridCell cell)
{
Vector3 c = new Vector3(cell.X, cell.Y, 0);
return new Vector3(CornerX, CornerY, 0) + (c * CellSize);
}
public Vector3 GetCellMax(SpaceNavGridCell cell)
{
return GetCellMin(cell) + new Vector3(CellSize, CellSize, 0.0f);
}
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}
public class SpaceNavGridCell
{
public int X;
public int Y;
public int ID;
public int FileX;
public int FileY;
public RpfResourceFileEntry YnvEntry;
public YnvFile Ynv;
public SpaceNavGridCell(int x, int y)
{
X = x;
Y = y;
ID = y * 100 + x;
FileX = x * 3;
FileY = y * 3;
}
}
public struct SpaceRayIntersectResult
{
public bool Hit;
public float HitDist;
public BoundPolygon HitPolygon;
public Vector3 Position;
public Vector3 Normal;
public int TestedNodeCount;
public int TestedPolyCount;
public bool TestComplete;
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public BoundMaterial_s Material;
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}
public struct SpaceSphereIntersectResult
{
public bool Hit;
public float HitDist;
public BoundPolygon HitPolygon;
public Vector3 Position;
public Vector3 Normal;
public int TestedNodeCount;
public int TestedPolyCount;
public bool TestComplete;
}
public struct SpaceEntityCollision
{
public Entity Entity; //the entity owning this collision
public Entity Entity2; //second entity, if this is a collision between two entities
public SpaceSphereIntersectResult SphereHit; //details of the sphere intersection point
public Vector3 PrePos; //last known position before hit
public float PreT; //last known T before hit
public float HitT; //fraction of the frame (0-1)
public Vector3 HitPos; //position of the sphere center at hit point
public Quaternion HitRot; //rotation of the entity at hit point
public Vector3 HitVel; //velocity of the entity for this hit
public Vector3 HitAngVel; //angular velocity of the entity for this hit
public int HitNumber; //count of previous iterations
public bool Hit;
public Vector3 HitVelDir;
}
}