mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-12-02 03:42:54 +08:00
2171 lines
90 KiB
C#
2171 lines
90 KiB
C#
using CodeWalker.GameFiles;
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using SharpDX;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace CodeWalker.World
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{
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public class Space
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{
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public LinkedList<Entity> TemporaryEntities = new LinkedList<Entity>();
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public LinkedList<Entity> PersistentEntities = new LinkedList<Entity>();
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public List<Entity> EnabledEntities = new List<Entity>(); //built each frame
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private GameFileCache GameFileCache = null;
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public SpaceGrid Grid;
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private Dictionary<SpaceBoundsKey, BoundsStoreItem> visibleBoundsDict = new Dictionary<SpaceBoundsKey, BoundsStoreItem>();
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private Dictionary<MetaHash, MetaHash> interiorLookup = new Dictionary<MetaHash, MetaHash>();
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private Dictionary<MetaHash, YmfInterior> interiorManifest = new Dictionary<MetaHash, YmfInterior>();
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private Dictionary<SpaceBoundsKey, CInteriorProxy> interiorProxies = new Dictionary<SpaceBoundsKey, CInteriorProxy>();
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private Dictionary<MetaHash, YmfMapDataGroup> dataGroupDict = new Dictionary<MetaHash, YmfMapDataGroup>();
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private Dictionary<MetaHash, MapDataStoreNode> nodedict = new Dictionary<MetaHash, MapDataStoreNode>();
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private Dictionary<SpaceBoundsKey, BoundsStoreItem> boundsdict = new Dictionary<SpaceBoundsKey, BoundsStoreItem>();
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private Dictionary<MetaHash, BoundsStoreItem> usedboundsdict = new Dictionary<MetaHash, BoundsStoreItem>();
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private Dictionary<MetaHash, uint> ymaptimes = new Dictionary<MetaHash, uint>();
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private Dictionary<MetaHash, MetaHash[]> ymapweathertypes = new Dictionary<MetaHash, MetaHash[]>();
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public bool Inited = false;
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public SpaceNodeGrid NodeGrid;
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private Dictionary<uint, YndFile> AllYnds = new Dictionary<uint, YndFile>();
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public SpaceNavGrid NavGrid;
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public List<SpaceEntityCollision> Collisions = new List<SpaceEntityCollision>();
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public void Init(GameFileCache gameFileCache, Action<string> updateStatus)
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{
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GameFileCache = gameFileCache;
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updateStatus("Scanning manifests...");
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InitManifestData();
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updateStatus("Scanning caches...");
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InitCacheData();
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updateStatus("Building world grid...");
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InitMapGrid();
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updateStatus("Loading paths...");
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InitNodeGrid();
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updateStatus("Loading nav meshes...");
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InitNavGrid();
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Inited = true;
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updateStatus("World initialised.");
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}
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private void InitManifestData()
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{
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interiorLookup.Clear();
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interiorManifest.Clear();
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ymaptimes.Clear();
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ymapweathertypes.Clear();
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dataGroupDict.Clear();
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var manifests = GameFileCache.AllManifests;
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foreach (var manifest in manifests)
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{
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//build interior lookup - maps child->parent interior bounds
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if (manifest.Interiors != null)
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{
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foreach (var interior in manifest.Interiors)
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{
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var intname = interior.Interior.Name;
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if (interiorManifest.ContainsKey(intname))
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{ }
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interiorManifest[intname] = interior;
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if (interior.Bounds != null)
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{
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foreach (var intbound in interior.Bounds)
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{
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if (interiorLookup.ContainsKey(intbound))
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{ }//updates can hit here
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interiorLookup[intbound] = intname;
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}
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}
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else
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{ }
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}
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}
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//these appear to be all the dynamic "togglable" ymaps....
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if (manifest.MapDataGroups != null)
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{
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foreach (var mapgroup in manifest.MapDataGroups)
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{
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if (mapgroup.HoursOnOff != 0)
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{
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ymaptimes[mapgroup.Name] = mapgroup.HoursOnOff;
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}
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if (mapgroup.WeatherTypes != null)
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{
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ymapweathertypes[mapgroup.Name] = mapgroup.WeatherTypes;
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}
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if (dataGroupDict.ContainsKey(mapgroup.DataGroup.Name))
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{
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if (mapgroup.Bounds != null)
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{
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var ex = dataGroupDict[mapgroup.DataGroup.Name];
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if (ex.Bounds != null)
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{ } //only 1 hit here - redcarpet
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}
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else
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{
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continue;//nothing to replace with
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}
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}
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dataGroupDict[mapgroup.DataGroup.Name] = mapgroup;
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}
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}
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}
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//YmfMapDataGroups string
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//StringBuilder sb = new StringBuilder();
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//foreach (var dg in dataGroupDict.Values)
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//{
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// sb.AppendLine(dg.ToString());
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// if (dg.YBNHashes_3298223272 != null)
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// {
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// foreach (var ybnh in dg.YBNHashes_3298223272)
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// {
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// sb.AppendLine(" " + ybnh.ToString());
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// }
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// }
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//}
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//string str = sb.ToString();
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}
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private void InitCacheData()
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{
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//build the grid from the cached data
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var caches = GameFileCache.AllCacheFiles;
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nodedict = new Dictionary<MetaHash, MapDataStoreNode>();
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MetaHash inthash;
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List<BoundsStoreItem> intlist = new List<BoundsStoreItem>();
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boundsdict = new Dictionary<SpaceBoundsKey, BoundsStoreItem>();
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usedboundsdict = new Dictionary<MetaHash, BoundsStoreItem>();
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interiorProxies = new Dictionary<SpaceBoundsKey, CInteriorProxy>();
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Dictionary<MetaHash, CacheFileDate> filedates = new Dictionary<MetaHash, CacheFileDate>();
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Dictionary<uint, CacheFileDate> filedates2 = new Dictionary<uint, CacheFileDate>();
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foreach (var cache in caches)
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{
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foreach (var filedate in cache.FileDates)
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{
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CacheFileDate exdate;
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if (filedates.TryGetValue(filedate.FileName, out exdate))
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{
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if (filedate.TimeStamp >= exdate.TimeStamp)
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{
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filedates[filedate.FileName] = filedate;
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}
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else //if (filedate.TimeStamp < exdate.TimeStamp)
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{ }
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}
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else
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{
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filedates[filedate.FileName] = filedate;
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}
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if (filedates2.TryGetValue(filedate.FileID, out exdate))
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{
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if (filedate.FileName != exdate.FileName)
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{ }
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if (filedate.TimeStamp >= exdate.TimeStamp)
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{
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filedates2[filedate.FileID] = filedate;
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}
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else
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{ }
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}
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else
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{
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filedates2[filedate.FileID] = filedate;
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}
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}
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foreach (var node in cache.AllMapNodes)
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{
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if (!GameFileCache.YmapDict.ContainsKey(node.Name))
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{ continue; }
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nodedict[node.Name] = node;
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}
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foreach (var intprx in cache.AllCInteriorProxies)
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{
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//these might need to go into the grid. which grid..?
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//but might need to map back to the bounds store... this has more info though!
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SpaceBoundsKey key = new SpaceBoundsKey(intprx.Name, intprx.Position);
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if (interiorProxies.ContainsKey(key))
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{ }//updates/dlc hit here
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interiorProxies[key] = intprx;
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}
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foreach (var item in cache.AllBoundsStoreItems)
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{
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if (!GameFileCache.YbnDict.ContainsKey(item.Name))
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{ continue; }
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if ((item.Layer < 0) || (item.Layer > 3))
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{ } //won't hit here..
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if (interiorLookup.TryGetValue(item.Name, out inthash))
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{
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//it's an interior... the vectors are in local space...
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intlist.Add(item);//handle it later? use the parent for a dict?
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}
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else //interiors filtered out
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{
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SpaceBoundsKey key = new SpaceBoundsKey(item.Name, item.Min);
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if (boundsdict.ContainsKey(key))
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{ }//updates/dlc hit here
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boundsdict[key] = item;
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}
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usedboundsdict[item.Name] = item;
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}
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}
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//try and generate the cache data for uncached ymaps... mainly for mod maps!
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var maprpfs = GameFileCache.ActiveMapRpfFiles;
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foreach (var maprpf in maprpfs.Values)
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{
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foreach (var entry in maprpf.AllEntries)
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{
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if (entry.NameLower.EndsWith(".ymap"))
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{
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if (!nodedict.ContainsKey(new MetaHash(entry.ShortNameHash)))
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{
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//non-cached ymap. mostly only mods... but some interesting test things also
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var ymap = GameFileCache.RpfMan.GetFile<YmapFile>(entry);
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if (ymap != null)
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{
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MapDataStoreNode dsn = new MapDataStoreNode(ymap);
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if (dsn.Name != 0)
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{
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nodedict[dsn.Name] = dsn;//perhaps should add as entry.ShortNameHash?
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}
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else
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{ }
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}
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else
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{ }
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}
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}
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if (entry.NameLower.EndsWith(".ybn"))
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{
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MetaHash ehash = new MetaHash(entry.ShortNameHash);
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if (!usedboundsdict.ContainsKey(ehash))
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{
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if (interiorLookup.ContainsKey(ehash))
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{
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}
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else
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{
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//exterior ybn's that aren't already cached... only noncached modded bounds hit here...
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//load the ybn and cache its extents.
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var ybn = GameFileCache.RpfMan.GetFile<YbnFile>(entry);
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BoundsStoreItem item = new BoundsStoreItem(ybn.Bounds);
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item.Name = ehash;
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SpaceBoundsKey key = new SpaceBoundsKey(ehash, item.Min);
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if (boundsdict.ContainsKey(key))
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{ }
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boundsdict[key] = item;
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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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private void InitMapGrid()
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{
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Grid = new SpaceGrid();
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//List<MapDataStoreNode> containers = new List<MapDataStoreNode>();
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//List<MapDataStoreNode> critnodes = new List<MapDataStoreNode>();
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//List<MapDataStoreNode> hdnodes = new List<MapDataStoreNode>();
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//List<MapDataStoreNode> lodnodes = new List<MapDataStoreNode>();
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//List<MapDataStoreNode> strmnodes = new List<MapDataStoreNode>();
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//List<MapDataStoreNode> intnodes = new List<MapDataStoreNode>();
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//List<MapDataStoreNode> occlnodes = new List<MapDataStoreNode>();
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//List<MapDataStoreNode> grassnodes = new List<MapDataStoreNode>();
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//List<MapDataStoreNode> lodlightsnodes = new List<MapDataStoreNode>();
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foreach (var node in nodedict.Values)
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{
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bool addtogrid = false;
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byte t = (byte)(node.ContentFlags & 0xFF);
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switch (node.ContentFlags)// t)
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{
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case 0: //for mods/unused stuff? could be interesting.
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addtogrid = true;
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break;
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case 16://"container" node?
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//containers.Add(node);
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break;
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case 18:
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case 82: //HD nodes
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//hdnodes.Add(node);
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addtogrid = true;
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break;
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case 1:
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case 65: //Stream nodes
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//strmnodes.Add(node);
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addtogrid = true;
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break;
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case 513:
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case 577: //critical nodes
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//critnodes.Add(node);
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addtogrid = true;
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break;
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case 9:
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case 73: //interior nodes
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//intnodes.Add(node);
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addtogrid = true;
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break;
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case 2:
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case 4:
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case 20:
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case 66:
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case 514: //LOD nodes
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//lodnodes.Add(node);
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addtogrid = true;
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break;
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case 128:
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case 256: //LOD lights nodes
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//lodlightsnodes.Add(node);
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addtogrid = true;
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break;
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case 32: //occlusion nodes
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//occlnodes.Add(node);
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addtogrid = true;
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break;
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case 1088: //grass nodes
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//grassnodes.Add(node);
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addtogrid = true;
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break;
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default:
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addtogrid = true;
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break;
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}
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if (addtogrid)
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{
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Grid.AddNode(node);
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}
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}
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foreach (var item in boundsdict.Values)
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{
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Grid.AddBounds(item);
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}
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foreach (var intprx in interiorProxies.Values)
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{
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Grid.AddInterior(intprx);
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}
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}
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private void InitNodeGrid()
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{
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NodeGrid = new SpaceNodeGrid();
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AllYnds.Clear();
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var rpfman = GameFileCache.RpfMan;
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Dictionary<uint, RpfFileEntry> yndentries = new Dictionary<uint, RpfFileEntry>();
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foreach (var rpffile in GameFileCache.BaseRpfs) //load nodes from base rpfs
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{
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AddRpfYnds(rpffile, yndentries);
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}
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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...
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if (updrpf != null)
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{
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foreach (var rpffile in updrpf.Children)
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{
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AddRpfYnds(rpffile, yndentries);
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}
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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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if (dlcrpf.Path.StartsWith("x64")) continue; //don't override update.rpf YNDs with x64 ones! *hack
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foreach (var rpffile in dlcrpf.Children)
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{
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AddRpfYnds(rpffile, yndentries);
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}
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}
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}
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Vector3 corner = new Vector3(-8192, -8192, -2048);
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Vector3 cellsize = new Vector3(512, 512, 4096);
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for (int x = 0; x < NodeGrid.CellCountX; x++)
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{
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for (int y = 0; y < NodeGrid.CellCountY; y++)
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{
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var cell = NodeGrid.Cells[x, y];
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string fname = "nodes" + cell.ID + ".ynd";
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uint fnhash = JenkHash.GenHash(fname);
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RpfFileEntry fentry = null;
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if (yndentries.TryGetValue(fnhash, out fentry))
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{
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cell.Ynd = rpfman.GetFile<YndFile>(fentry);
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cell.Ynd.BBMin = corner + (cellsize * new Vector3(x, y, 0));
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cell.Ynd.BBMax = cell.Ynd.BBMin + cellsize;
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cell.Ynd.CellX = x;
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cell.Ynd.CellY = y;
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cell.Ynd.Loaded = true;
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AllYnds[fnhash] = cell.Ynd;
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#region node flags test
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//if (cell.Ynd == null) continue;
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//if (cell.Ynd.NodeDictionary == null) continue;
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//if (cell.Ynd.NodeDictionary.Nodes == null) continue;
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//var na = cell.Ynd.NodeDictionary.Nodes;
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//for (int i = 0; i < na.Length; i++)
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//{
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// var node = na[i];
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// int nodetype = node.Unk25Type & 7;
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// int linkcount = node.Unk25Type >> 3;
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// int nxtlink = node.LinkID + linkcount;
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// if (i < na.Length - 1)
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// {
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// var nxtnode = na[i + 1];
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// if (nxtnode.LinkID != nxtlink)
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// { }
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// }
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// else
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// {
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// if (nxtlink != cell.Ynd.NodeDictionary.LinksCount)
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// { }
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// }
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// switch (node.Flags0)
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// {
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// case 0:
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// case 1:
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// case 2:
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// case 8:
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// case 10:
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// case 32:
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// case 34:
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// case 35:
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// case 40:
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// case 42:
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// case 66:
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// case 98:
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// case 129:
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// case 130:
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// case 162:
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// case 194:
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// case 226:
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// break;
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// default:
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// break;
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// }
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// switch (node.Flags1)
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// {
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// case 0:
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// case 1:
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// case 2:
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// case 3:
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// case 4:
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// case 16:
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// case 80:
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// case 112:
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// case 120:
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// case 121:
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// case 122:
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// case 128:
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// case 129:
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// case 136:
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// case 144:
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// case 152:
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// case 160:
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// break;
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// default:
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// break;
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// }
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//}
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#endregion
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}
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}
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}
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//join the dots....
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//StringBuilder sb = new StringBuilder();
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List<EditorVertex> tverts = new List<EditorVertex>();
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List<YndLink> tlinks = new List<YndLink>();
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List<YndLink> nlinks = new List<YndLink>();
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foreach (var ynd in AllYnds.Values)
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{
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BuildYndData(ynd, tverts, tlinks, nlinks);
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//sb.Append(ynd.nodestr);
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}
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//string str = sb.ToString();
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}
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private void AddRpfYnds(RpfFile rpffile, Dictionary<uint, RpfFileEntry> yndentries)
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{
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if (rpffile.AllEntries == null) return;
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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)
|
|
{
|
|
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>();
|
|
tverts.Clear();
|
|
for (int i = 0; i < nodecount; i++)
|
|
{
|
|
var node = ynodes[i];
|
|
if (node.Links == null) continue;
|
|
|
|
|
|
var nvert = new EditorVertex();
|
|
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();
|
|
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)
|
|
{
|
|
|
|
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);
|
|
}
|
|
if (GameFileCache.EnableDlc)
|
|
{
|
|
var updrpf = rpfman.FindRpfFile("update\\update.rpf"); //load navmeshes from patch area...
|
|
if (updrpf != null)
|
|
{
|
|
foreach (var rpffile in updrpf.Children)
|
|
{
|
|
AddRpfYnvs(rpffile, ynventries);
|
|
}
|
|
}
|
|
foreach (var dlcrpf in GameFileCache.DlcActiveRpfs) //load navmeshes from current dlc rpfs
|
|
{
|
|
foreach (var rpffile in dlcrpf.Children)
|
|
{
|
|
AddRpfYnvs(rpffile, ynventries);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
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;
|
|
|
|
|
|
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;
|
|
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)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
public SpaceRayIntersectResult RayIntersect(Ray ray, float maxdist = float.MaxValue, bool[] layers = null)
|
|
{
|
|
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;
|
|
BoundMaterial_s hitmat = new BoundMaterial_s();
|
|
Vector3 hitnorm = Vector3.Zero;
|
|
Vector3 hitpos = Vector3.Zero;
|
|
while (cell != null)
|
|
{
|
|
if (cell.BoundsList != null)
|
|
{
|
|
foreach (var bound in cell.BoundsList)
|
|
{
|
|
uint l = bound.Layer;
|
|
if ((layers != null) && (l < 3))
|
|
{
|
|
if (!layers[l]) continue;
|
|
}
|
|
|
|
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))
|
|
{ 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++)
|
|
{
|
|
var tree = bgeom.BVH.Trees.data_items[t];
|
|
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];
|
|
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;
|
|
|
|
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;
|
|
}
|
|
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;
|
|
res.Material = hitmat;
|
|
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))
|
|
{ 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++)
|
|
{
|
|
var tree = bgeom.BVH.Trees.data_items[t];
|
|
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];
|
|
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
|
|
public const float CellSize = 2.0f * WorldSize / (float)CellCount;//40.0f; //size of a cell
|
|
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;
|
|
|
|
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++;
|
|
}
|
|
}
|
|
public class SpaceGridCell
|
|
{
|
|
public List<MapDataStoreNode> NodesList;
|
|
public List<BoundsStoreItem> BoundsList;
|
|
public List<CInteriorProxy> InteriorList;
|
|
|
|
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);
|
|
}
|
|
}
|
|
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;
|
|
public float CornerX = -6000.0f;//max = -6000+(100*150) = 9000
|
|
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;
|
|
}
|
|
|
|
|
|
public Vector3 GetCellRel(Vector3 p)//float value in cell coords
|
|
{
|
|
return (p - new Vector3(CornerX, CornerY, 0)) * CellSizeInv;
|
|
}
|
|
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));
|
|
}
|
|
|
|
|
|
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);
|
|
}
|
|
|
|
}
|
|
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;
|
|
}
|
|
|
|
}
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public struct SpaceRayIntersectResult
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{
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public bool Hit;
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public float HitDist;
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public BoundPolygon HitPolygon;
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public Vector3 Position;
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public Vector3 Normal;
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public int TestedNodeCount;
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public int TestedPolyCount;
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public bool TestComplete;
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public BoundMaterial_s Material;
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}
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public struct SpaceSphereIntersectResult
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|
{
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public bool Hit;
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public float HitDist;
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public BoundPolygon HitPolygon;
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public Vector3 Position;
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|
public Vector3 Normal;
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public int TestedNodeCount;
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public int TestedPolyCount;
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public bool TestComplete;
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|
}
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public struct SpaceEntityCollision
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|
{
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public Entity Entity; //the entity owning this collision
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public Entity Entity2; //second entity, if this is a collision between two entities
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public SpaceSphereIntersectResult SphereHit; //details of the sphere intersection point
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public Vector3 PrePos; //last known position before hit
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public float PreT; //last known T before hit
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public float HitT; //fraction of the frame (0-1)
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public Vector3 HitPos; //position of the sphere center at hit point
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public Quaternion HitRot; //rotation of the entity at hit point
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public Vector3 HitVel; //velocity of the entity for this hit
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|
public Vector3 HitAngVel; //angular velocity of the entity for this hit
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|
public int HitNumber; //count of previous iterations
|
|
public bool Hit;
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|
public Vector3 HitVelDir;
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|
}
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}
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