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567 lines
18 KiB
567 lines
18 KiB
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . |
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· |
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ |
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ |
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ |
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// Magicbane Emulator Project © 2013 - 2022 |
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// www.magicbane.com |
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package engine.math; |
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import engine.InterestManagement.WorldGrid; |
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import engine.gameManager.ZoneManager; |
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import engine.net.client.msg.PlaceAssetMsg.PlacementInfo; |
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import engine.objects.*; |
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import engine.server.MBServerStatics; |
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import java.util.ArrayList; |
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import java.util.HashMap; |
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import java.util.HashSet; |
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import java.util.concurrent.LinkedBlockingQueue; |
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/** |
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* This class contains all methods of storing bounds |
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* information within MagicBane and performing collision |
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* detection against them. |
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* <p> |
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* These objects are essentially an AABB, given rotations |
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* in MagicBane for placed objects come in a quantum of 90. |
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*/ |
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public class Bounds { |
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private static final LinkedBlockingQueue<Bounds> boundsPool = new LinkedBlockingQueue<>(); |
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public static HashMap<Integer, MeshBounds> meshBoundsCache = new HashMap<>(); |
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private Vector2f origin = new Vector2f(); |
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private Vector2f halfExtents = new Vector2f(); |
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private float rotation; |
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private float rotationDegrees = 0; |
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private Quaternion quaternion; |
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private boolean flipExtents; |
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private ArrayList<Regions> regions = new ArrayList<>(); |
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private ArrayList<Colliders> colliders = new ArrayList<>(); |
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// Default constructor |
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public Bounds() { |
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origin.zero(); |
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halfExtents.zero(); |
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rotation = 0.0f; |
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flipExtents = false; |
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} |
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public static Bounds borrow() { |
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Bounds outBounds; |
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outBounds = boundsPool.poll(); |
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if (outBounds == null) |
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outBounds = new Bounds(); |
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return outBounds; |
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} |
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// Identity Bounds at location |
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public static void zero(Bounds bounds) { |
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bounds.origin.zero(); |
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bounds.halfExtents.zero(); |
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bounds.rotation = 0.0f; |
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bounds.flipExtents = false; |
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} |
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public static boolean collide(Vector3fImmutable location, Bounds targetBounds) { |
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if (targetBounds == null) |
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return false; |
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boolean collisionState = false; |
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Bounds identityBounds = Bounds.borrow(); |
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identityBounds.setBounds(location); |
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collisionState = collide(targetBounds, identityBounds, 0.0f); |
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identityBounds.release(); |
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return collisionState; |
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} |
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public static boolean collide(Vector3fImmutable location, Building targetBuilding) { |
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boolean collisionState = false; |
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Bounds targetBounds = targetBuilding.getBounds(); |
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if (targetBounds == null) |
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return false; |
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Bounds identityBounds = Bounds.borrow(); |
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identityBounds.setBounds(location); |
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collisionState = collide(targetBounds, identityBounds, 0.1f); |
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identityBounds.release(); |
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return collisionState; |
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} |
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public static boolean collide(Bounds sourceBounds, Bounds targetBounds, float threshold) { |
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float deltaX; |
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float deltaY; |
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float extentX; |
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float extentY; |
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float sourceExtentX; |
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float sourceExtentY; |
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float targetExtentX; |
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float targetExtentY; |
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deltaX = Math.abs(sourceBounds.origin.x - targetBounds.origin.x); |
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deltaY = Math.abs(sourceBounds.origin.y - targetBounds.origin.y); |
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if (sourceBounds.flipExtents) { |
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sourceExtentX = sourceBounds.halfExtents.y; |
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sourceExtentY = sourceBounds.halfExtents.x; |
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} else { |
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sourceExtentX = sourceBounds.halfExtents.x; |
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sourceExtentY = sourceBounds.halfExtents.y; |
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} |
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if (targetBounds.flipExtents) { |
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targetExtentX = targetBounds.halfExtents.y; |
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targetExtentY = targetBounds.halfExtents.x; |
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} else { |
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targetExtentX = targetBounds.halfExtents.x; |
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targetExtentY = targetBounds.halfExtents.y; |
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} |
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extentX = sourceExtentX + targetExtentX; |
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extentY = sourceExtentY + targetExtentY; |
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// Return false on overlapping edge cases |
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if ((Math.abs(deltaX + threshold) < extentX)) |
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if ((Math.abs(deltaY + threshold) < extentY)) |
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return true; |
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return false; |
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} |
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public static boolean collide(PlacementInfo sourceInfo, Building targetBuilding) { |
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Bounds sourceBounds; |
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Bounds targetBounds; |
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boolean collisionState = false; |
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// Early exit sanity check. Can't quite collide against nothing |
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if ((sourceInfo == null) || (targetBuilding == null)) |
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return false; |
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sourceBounds = Bounds.borrow(); |
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sourceBounds.setBounds(sourceInfo); |
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// WARNING: DO NOT EVER RELEASE THESE WORLDOBJECT BOUNDS |
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// THEY ARE NOT IMMUTABLE |
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targetBounds = targetBuilding.getBounds(); |
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// If target building has no bounds, we certainly cannot collide. |
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// Note: We remove and release bounds objects to the pool when |
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// buildings are destroyed. |
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if (targetBounds == null) |
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return false; |
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collisionState = collide(sourceBounds, targetBounds, .1f); |
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// Release bounds and return collision state |
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sourceBounds.release(); |
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return collisionState; |
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} |
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public static boolean collide(Bounds bounds, Vector3fImmutable start, Vector3fImmutable end) { |
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boolean collide = false; |
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for (Colliders collider : bounds.colliders) { |
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collide = linesTouching(collider.startX, collider.startY, collider.endX, collider.endY, start.x, start.z, end.x, end.z); |
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if (collide) |
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break; |
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} |
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return collide; |
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} |
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//used for wall collision with players. |
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public static Vector3fImmutable PlayerBuildingCollisionPoint(PlayerCharacter player, Vector3fImmutable start, Vector3fImmutable end) { |
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Vector3fImmutable collidePoint = null; |
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//player can fly over walls when at max altitude. skip collision checks. |
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if (player.getAltitude() >= 60) |
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return null; |
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float distance = player.getLoc().distance2D(end); |
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// Players should not be able to move more than 2000 units at a time, stop them dead in their tracks if they do. (hacks) |
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if (distance > 2000) |
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return player.getLoc(); |
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HashSet<AbstractWorldObject> awoList = WorldGrid.getObjectsInRangePartial(player, distance + 1000, MBServerStatics.MASK_BUILDING); |
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float collideDistance = 0; |
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float lastDistance = -1; |
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for (AbstractWorldObject awo : awoList) { |
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Building building = (Building) awo; |
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//player is inside building region, skip collision check. we only do collision from the outside. |
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if (player.region != null && player.region.parentBuildingID == building.getObjectUUID()) |
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continue; |
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if (building.getBounds().colliders == null) |
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continue; |
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for (Colliders collider : building.getBounds().colliders) { |
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//links are what link together buildings, allow players to run through them only if they are in a building already. |
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if (collider.isLink() && player.region != null) |
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continue; |
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if (collider.getDoorID() != 0 && building.isDoorOpen(collider.getDoorID())) |
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continue; |
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Vector3fImmutable tempCollidePoint = lineIntersection(collider.startX, collider.startY, collider.endX, collider.endY, start.x, start.z, end.x, end.z); |
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//didnt collide, skip distance checks. |
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if (tempCollidePoint == null) |
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continue; |
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//first collision detection, inititialize all variables. |
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if (lastDistance == -1) { |
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collideDistance = start.distance2D(tempCollidePoint); |
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lastDistance = collideDistance; |
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collidePoint = tempCollidePoint; |
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} else |
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//get closest collide point. |
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collideDistance = start.distance2D(tempCollidePoint); |
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if (collideDistance < lastDistance) { |
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lastDistance = collideDistance; |
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collidePoint = tempCollidePoint; |
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} |
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} |
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} |
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// |
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if (collidePoint != null) { |
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if (collideDistance >= 2) |
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collidePoint = player.getFaceDir().scaleAdd(-2f, new Vector3fImmutable((float) collidePoint.getX(), end.y, (float) collidePoint.getZ())); |
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else |
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collidePoint = player.getLoc(); |
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} |
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return collidePoint; |
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} |
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public static boolean linesTouching(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4) { |
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float denominator = ((x2 - x1) * (y4 - y3)) - ((y2 - y1) * (x4 - x3)); |
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float numerator1 = ((y1 - y3) * (x4 - x3)) - ((x1 - x3) * (y4 - y3)); |
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float numerator2 = ((y1 - y3) * (x2 - x1)) - ((x1 - x3) * (y2 - y1)); |
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// Detect coincident lines (has a problem, read below) |
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if (denominator == 0) |
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return numerator1 == 0 && numerator2 == 0; |
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float r = numerator1 / denominator; |
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float s = numerator2 / denominator; |
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return (r >= 0 && r <= 1) && (s >= 0 && s <= 1); |
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} |
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public static Vector3fImmutable lineIntersection(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4) { |
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// calculate the distance to intersection point |
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float uA = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1)); |
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float uB = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1)); |
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// if uA and uB are between 0-1, lines are colliding |
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if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) { |
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return new Vector3fImmutable(x1 + (uA * (x2 - x1)), 0, y1 + (uA * (y2 - y1))); |
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} |
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return null; |
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} |
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private static boolean calculateFlipExtents(Bounds bounds) { |
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int degrees; |
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double radian = 0; |
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if (bounds.quaternion != null) { |
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radian = bounds.quaternion.angleY; |
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} |
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degrees = (int) Math.toDegrees(radian); |
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bounds.rotationDegrees = degrees; |
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if (degrees < 0) |
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degrees += 360; |
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return (degrees >= 85 && degrees <= 95) || |
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(degrees >= 265 && degrees <= 275); |
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} |
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public static Vector3f getRotatedPoint(Vector3f point, float centerX, float centerZ, float angle) { |
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//TRANSLATE TO ORIGIN |
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float x1 = point.getX() - centerX; |
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float y1 = point.getZ() - centerZ; |
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//APPLY ROTATION |
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float temp_x1 = (float) (x1 * Math.cos(angle) - y1 * Math.sin(angle)); |
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float temp_z1 = (float) (x1 * Math.sin(angle) + y1 * Math.cos(angle)); |
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temp_x1 += centerX; |
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temp_z1 += centerZ; |
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return new Vector3f(temp_x1, point.y, temp_z1); |
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} |
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public void release() { |
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Bounds.zero(this); |
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boundsPool.add(this); |
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} |
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// Method detects overlap of two given Bounds objects. |
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// Just your generic AABB collision algorythm. |
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public void setBounds(Vector2f origin, Vector2f extents, float rotation) { |
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this.origin.set(origin); |
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this.halfExtents.set(extents); |
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this.rotation = rotation; |
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this.flipExtents = Bounds.calculateFlipExtents(this); |
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} |
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public void setBounds(PlacementInfo sourceInfo) { |
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Blueprint sourceBlueprint; |
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sourceBlueprint = Blueprint.getBlueprint(sourceInfo.getBlueprintUUID()); |
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this.origin.set(sourceInfo.getLoc().x, sourceInfo.getLoc().z); |
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this.halfExtents.set(sourceBlueprint.getExtents()); |
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this.quaternion = new Quaternion(sourceInfo.getRot().x, sourceInfo.getRot().y, sourceInfo.getRot().z, sourceInfo.getW()); |
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this.rotation = sourceInfo.getRot().y; |
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this.flipExtents = Bounds.calculateFlipExtents(this); |
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} |
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public void setBounds(Bounds sourceBounds) { |
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origin.set(sourceBounds.origin); |
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halfExtents.set(sourceBounds.halfExtents); |
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this.rotation = sourceBounds.rotation; |
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this.flipExtents = sourceBounds.flipExtents; |
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} |
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public void setBounds(AbstractCharacter sourcePlayer) { |
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this.origin.set(sourcePlayer.getLoc().x, sourcePlayer.getLoc().z); |
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this.halfExtents.set(.5f, .5f); |
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this.rotation = 0; |
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this.flipExtents = false; |
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} |
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public void setBounds(Vector3fImmutable sourceLocation) { |
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this.origin.set(sourceLocation.x, sourceLocation.z); |
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this.halfExtents.set(.5f, .5f); |
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this.rotation = 0; |
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this.flipExtents = false; |
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} |
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public void setBounds(Vector3fImmutable sourceLocation, float halfExtent) { |
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this.origin.set(sourceLocation.x, sourceLocation.z); |
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this.halfExtents.set(halfExtent, halfExtent); |
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this.rotation = 0; |
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this.flipExtents = false; |
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} |
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public void setBounds(Building building) { |
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Blueprint blueprint; |
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MeshBounds meshBounds; |
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int halfExtentX; |
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int halfExtentY; |
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// Need a blueprint for proper bounds |
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blueprint = building.getBlueprint(); |
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this.quaternion = new Quaternion(building.getRot().x, building.getRot().y, building.getRot().z, building.getw()); |
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// Calculate Bounds for non-blueprint objects |
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if (blueprint == null) { |
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// If a mesh is a non-blueprint structure then we calculate |
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// it's bounding box based upon defaults from original source |
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// lookup. |
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meshBounds = meshBoundsCache.get(building.getMeshUUID()); |
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this.origin.set(building.getLoc().x, building.getLoc().z); |
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// Magicbane uses halfExtents |
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if (meshBounds == null) { |
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halfExtentX = 1; |
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halfExtentY = 1; |
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} else { |
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float halfExtent = Math.max((meshBounds.maxX - meshBounds.minX) / 2, (meshBounds.maxZ - meshBounds.minZ) / 2); |
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halfExtentX = Math.round(halfExtent); |
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halfExtentY = Math.round(halfExtent); |
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} |
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// The rotation is reset after the new aabb is calculated. |
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this.rotation = building.getRot().y; |
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// Caclculate and set the new half halfExtents for the rotated bounding box |
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// and reset the rotation to 0 for this bounds. |
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this.halfExtents.set(halfExtentX, (halfExtentY)); |
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this.rotation = 0; |
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this.setRegions(building); |
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this.setColliders(building); |
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return; |
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} |
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this.origin.set(building.getLoc().x, building.getLoc().z); |
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this.rotation = building.getRot().y; |
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this.halfExtents.set(blueprint.getExtents()); |
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this.flipExtents = Bounds.calculateFlipExtents(this); |
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this.setRegions(building); |
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this.setColliders(building); |
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} |
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public void modify(float x, float y, float extents) { |
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this.origin.x = x; |
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this.origin.y = y; |
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this.halfExtents.x = extents; |
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this.halfExtents.y = extents; |
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} |
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/** |
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* @return the origin |
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*/ |
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public Vector2f getOrigin() { |
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return origin; |
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} |
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/** |
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* @return the halfExtents |
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*/ |
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public Vector2f getHalfExtents() { |
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return halfExtents; |
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} |
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/** |
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* @return the rotation |
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*/ |
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public float getRotation() { |
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return rotation; |
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} |
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/** |
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* @param rotation the rotation to set |
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*/ |
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public void setRotation(float rotation) { |
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this.rotation = rotation; |
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} |
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public void setColliders(Building building) { |
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//Collidables are for player movement collision |
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ArrayList<StaticColliders> tempList = StaticColliders._staticColliders.get(building.getMeshUUID()); |
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ArrayList<Colliders> tempColliders = new ArrayList<>(); |
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if (tempList != null) { |
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for (StaticColliders staticCollider : tempList) { |
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ArrayList<Vector3f> regionPoints = new ArrayList<>(); |
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Vector3f colliderStart = new Vector3f(staticCollider.getStartX(), 0, staticCollider.getStartY()); |
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Vector3f colliderEnd = new Vector3f(staticCollider.getEndX(), 0, staticCollider.getEndY()); |
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Vector3f worldStart = ZoneManager.convertLocalToWorld(building, colliderStart, this); |
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Vector3f worldEnd = ZoneManager.convertLocalToWorld(building, colliderEnd, this); |
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tempColliders.add(new Colliders(worldStart.x, worldStart.z, worldEnd.x, worldEnd.z, staticCollider.getDoorID(), staticCollider.isLink())); |
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} |
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} |
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this.colliders = tempColliders; |
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} |
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public ArrayList<Regions> getRegions() { |
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return regions; |
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} |
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public void setRegions(Building building) { |
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//Collidables are for player movement collision |
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ArrayList<BuildingRegions> tempList = BuildingRegions._staticRegions.get(building.getMeshUUID()); |
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ArrayList<Regions> tempRegions = new ArrayList<>(); |
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if (tempList != null) { |
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for (BuildingRegions buildingRegion : tempList) { |
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ArrayList<Vector3f> regionPoints = new ArrayList<>(); |
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Vector3f centerPoint = ZoneManager.convertLocalToWorld(building, buildingRegion.center, this); |
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for (Vector3f point : buildingRegion.getRegionPoints()) { |
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Vector3f rotatedPoint = ZoneManager.convertLocalToWorld(building, point, this); |
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regionPoints.add(rotatedPoint); |
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} |
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tempRegions.add(new Regions(regionPoints, buildingRegion.getLevel(), buildingRegion.getRoom(), buildingRegion.isOutside(), buildingRegion.isExitRegion(), buildingRegion.isStairs(), centerPoint, building.getObjectUUID())); |
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} |
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} |
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this.regions = tempRegions; |
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} |
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public void setRegions(ArrayList<Regions> regions) { |
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this.regions = regions; |
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} |
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public float getRotationDegrees() { |
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return rotationDegrees; |
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} |
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public boolean isFlipExtents() { |
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return flipExtents; |
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} |
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public Quaternion getQuaternion() { |
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return quaternion; |
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} |
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}
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