📄 vmapmanager.h
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/*
* Copyright (C) 2005,2006,2007 MaNGOS <http://www.mangosproject.org/>
* Copyright (C) 2007-2008 Ascent Team <http://www.ascentemu.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _VMAPMANAGER_H
#define _VMAPMANAGER_H
// load our modified version first !!
#include "AABSPTree.h"
#include "ManagedModelContainer.h"
#include "IVMapManager.h"
#include "../LocationVector.h"
#include <G3D/Table.h>
//===========================================================
#define DIR_FILENAME_EXTENSION ".vmdir"
#define MAX_CAN_FALL_DISTANCE 10.0
#define FILENAMEBUFFER_SIZE 500
/**
This is the main Class to manage loading and unloading of maps, line of sight, height calculation and so on.
For each map or map tile to load it reads a directory file that contains the ModelContainer files used by this map or map tile.
Each global map or instance has its own dynamic BSP-Tree.
The loaded ModelContainers are included in one of these BSP-Trees.
Additionally a table to match map ids and map names is used.
*/
// Create a value describing the map tile
#define MAP_TILE_IDENT(x,y) ((x<<16) + y)
//===========================================================
namespace VMAP
{
//===========================================================
class FilesInDir
{
private:
int iRefCount;
Array<std::string> iFiles;
public:
FilesInDir() { iRefCount = 0; }
void append(const std::string& pName) { iFiles.append(pName); }
void incRefCount() { iRefCount++; }
void decRefCount() { if(iRefCount > 0) iRefCount--; }
int getRefCount() { return iRefCount; }
const Array<std::string>& getFiles() const { return iFiles; }
};
//===========================================================
//===========================================================
//===========================================================
//===========================================================
class MapTree
{
private:
AABSPTree<ModelContainer *> *iTree;
// Key: filename, value ModelContainer
Table<std::string, ManagedModelContainer *> iLoadedModelContainer;
// Key: dir file name, value FilesInDir
Table<std::string, FilesInDir> iLoadedDirFiles;
// Store all the map tile idents that are loaded for that map
// some maps are not splitted into tiles and we have to make sure, not removing the map before all tiles are removed
Table<unsigned int, bool> iLoadedMapTiles;
std::string iBasePath;
private:
float getIntersectionTime(const Ray& pRay, float pMaxDist, bool pStopAtFirstHit);
bool isAlreadyLoaded(const std::string& pName) { return(iLoadedModelContainer.containsKey(pName)); }
RayIntersectionIterator<AABSPTree<ModelContainer*>::Node, ModelContainer*> beginRayIntersection(const Ray& ray, bool skipAABoxTests = false) const;
RayIntersectionIterator<AABSPTree<ModelContainer*>::Node, ModelContainer*> endRayIntersection() const;
void setLoadedMapTile(unsigned int pTileIdent) { iLoadedMapTiles.set(pTileIdent, true); }
void removeLoadedMapTile(unsigned int pTileIdent) { iLoadedMapTiles.remove(pTileIdent); }
bool hasLoadedMapTiles() { return(iLoadedMapTiles.size() > 0); }
bool containsLoadedMapTile(unsigned int pTileIdent) { return(iLoadedMapTiles.containsKey(pTileIdent)); }
public:
ManagedModelContainer *getModelContainer(const std::string& pName) { return(iLoadedModelContainer.get(pName)); }
const bool hasDirFile(const std::string& pDirName) const { return(iLoadedDirFiles.containsKey(pDirName)); }
FilesInDir& getDirFiles(const std::string& pDirName) const { return(iLoadedDirFiles.get(pDirName)); }
public:
MapTree(const char *pBasePath);
~MapTree();
bool isInLineOfSight(const Vector3& pos1, const Vector3& pos2);
bool getObjectHitPos(const Vector3& pos1, const Vector3& pos2, Vector3& pResultHitPos, float pModifyDist);
bool isInDoors(const Vector3& pos);
bool isOutDoors(const Vector3& pos);
float getHeight(const Vector3& pPos);
bool loadMap(const std::string& pDirFileName, unsigned int pMapTileIdent);
void addModelConatiner(const std::string& pName, ManagedModelContainer *pMc);
void unloadMap(const std::string& dirFileName, unsigned int pMapTileIdent);
void getModelContainer(Array<ModelContainer *>& pArray ) { iTree->getMembers(pArray); }
inline const void addDirFile(const std::string& pDirName, const FilesInDir& pFilesInDir) { iLoadedDirFiles.set(pDirName, pFilesInDir); }
inline size_t size() { return(iTree->size()); }
};
//===========================================================
class MapIdNames
{
public:
std::string iDirName;
std::string iMapGroupName;
};
//===========================================================
class VMapManager : public IVMapManager
{
private:
bool _loadMap(const char* pBasePath, unsigned int pMapId, int x, int y, bool pForceTileLoad=false);
void _unloadMap(unsigned int pMapId, int x, int y);
public:
// public for debug
Vector3 convertPositionToInternalRep(float x, float y, float z) const;
Vector3 convertPositionToMangosRep(float x, float y, float z) const;
Vector3 convertPositionToInternalRep(LocationVector & vec) const;
Vector3 convertPositionToInternalRepMod(LocationVector & vec) const;
Vector3 convertPositionToMangosRep(LocationVector & vec) const;
LocationVector convertPositionToMangosRep(Vector3 & src) const;
std::string getDirFileName(unsigned int pMapId) const;
std::string getDirFileName(unsigned int pMapId, int x, int y) const;
public:
VMapManager();
~VMapManager(void);
int loadMap(const char* pBasePath, unsigned int pMapId, int x, int y);
void unloadMap(unsigned int pMapId, int x, int y);
void unloadMap(unsigned int pMapId);
// LOS
virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2);
virtual bool isInLineOfSight(unsigned int pMapId, LocationVector & v1, LocationVector & v2);
// Height
virtual float getHeight(unsigned int pMapId, float x, float y, float z);
virtual float getHeight(unsigned int mapid, LocationVector & vec);
// Indoors
virtual bool isInDoors(unsigned int mapid, float x, float y, float z);
virtual bool isInDoors(unsigned int mapid, LocationVector & vec);
// Outdoors
virtual bool isOutDoors(unsigned int mapid, float x, float y, float z);
virtual bool isOutDoors(unsigned int mapid, LocationVector & vec);
/**
test if we hit an object. return true if we hit one. rx,ry,rz will hold the hit position or the dest position, if no intersection was found
return a position, that is pReduceDist closer to the origin
*/
// Closest Point
virtual bool getObjectHitPos(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float pModifyDist);
virtual bool getObjectHitPos(unsigned int pMapId, LocationVector & v1, LocationVector & v2, LocationVector & vout, float pModifyDist);
};
}
#endif
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