int WIN_FFLL_API ffll_load_fcl_file(int model_idx, const char* file) { ModelContainer* container = get_model(model_idx); // we have a pointer to the container, so any modifications we // make will be in the list. If we used the [] operator here, // we'd get a COPY of the model and any changes wouldn't be permanent. // perform initialization container->init(); // load the FCL file passed in if (container->model->load_from_fcl_file(file)) return -1; return model_idx; }; // end ffll_load_fcl_file()
float MapTree::getIntersectionTime(const Ray& pRay, float pMaxDist, bool pStopAtFirstHit) { double firstDistance = inf(); const IT end = iTree->endRayIntersection(); IT obj = iTree->beginRayIntersection(pRay, pMaxDist); for ( ;obj != end; ++obj) // (preincrement is *much* faster than postincrement!) { /* Call your accurate intersection test here. It is guaranteed that the ray hits the bounding box of obj. (*obj) has type T, so you can call methods directly using the "->" operator. */ ModelContainer *model = (ModelContainer *) (*obj); float t = model->getIntersectionTime(pRay, pStopAtFirstHit, pMaxDist); // just for visual debugging with an external debug class #ifdef _DEBUG_VMAPS if(gCount3 == gCount1) { AABox testBox; testBox = model->getAABoxBounds(); gBoxArray.append(testBox); } ++gCount3; #endif if(t > 0 && t < inf()) { obj.markBreakNode(); if(firstDistance > t && pMaxDist >= t) { firstDistance = t; if(pStopAtFirstHit) break; } } } return firstDistance; }
bool MapTree::isOutDoors(const Vector3& pos) { Vector3 dir = Vector3(0,-1,0); Ray ray = Ray::fromOriginAndDirection(pos, dir); // direction with length of 1 unsigned int flags; AABSPTree<ModelContainer*>::RayIntersectionIterator MITR; AABSPTree<ModelContainer*>::RayIntersectionIterator MITREND; RayIntersectionIterator<TreeNode, SubModel> SMITR; RayIntersectionIterator<TreeNode, SubModel> SMITREND; ModelContainer * mc; SubModel * sm; MITR = iTree->beginRayIntersection( ray, MAX_CAN_FALL_DISTANCE ); MITREND = iTree->endRayIntersection(); for(; MITR != MITREND; ++MITR) { mc = ((ModelContainer*)*MITR); Ray relativeRay = Ray::fromOriginAndDirection(ray.origin - mc->getBasePosition(), ray.direction); SMITR = mc->beginRayIntersection( relativeRay, MAX_CAN_FALL_DISTANCE ); SMITREND = mc->endRayIntersection(); for( ; SMITR != SMITREND; ++SMITR ) { sm = ((SubModel*)&(*SMITR)); #if 0 if( sm->getIndoorFlag() != 0 ) { unsigned int i = sm->getIndoorFlag(); printf("=========================================================\n"); printf("Model indoor flags: %u\n", sm->getIndoorFlag()); unsigned int z, b; for(z = 1, b = 1; b < 32;) { if(i & z) printf(" Bit %u (0x%.8X or %u) is set!\n", b, z, z); z <<= 1; b+=1; } printf("=========================================================\n"); } #else flags = sm->getIndoorFlag(); if( flags != 0 ) { /* From WoWdev: Flag Meaning 0x1 Always set 0x4 Has vertex colors (MOCV chunk) 0x8 Outdoor 0x200 Has lights (MOLR chunk) 0x800 Has doodads (MODR chunk) 0x1000 Has water (MLIQ chunk) 0x2000 Indoor 0x40000 Show skybox ********************** 0x8000 seems to be set in the areas in citys (while it has the indoor flag, its not an indoor area */ if( !(flags & 0x8) ) return false; } #endif } } return true; }
//================================================================= void getBounds(const ModelContainer& pMc, G3D::AABox& pAABox) { pAABox = pMc.getAABoxBounds(); }
/** Functions to use ModelContainer with a AABSPTree */ size_t hashCode(const ModelContainer& pMc) { return (pMc.getBasePosition() * pMc.getNTriangles()).hashCode(); }
bool operator==(const ModelContainer& pMc1, const ModelContainer& pMc2) { bool result = false; if(pMc1.getNSubModel() == pMc2.getNSubModel() && pMc1.getAABoxBounds() == pMc2.getAABoxBounds()) { if(pMc1.getNNodes() == pMc2.getNNodes() && pMc1.getNTriangles() == pMc2.getNTriangles() && pMc1.getBasePosition() == pMc2.getBasePosition()) { result = true; for(unsigned int i=0; i<pMc2.getNSubModel(); ++i) { SubModel sm1 = pMc2.getSubModel(i); SubModel sm2 = pMc1.getSubModel(i); result = (sm1 == sm2); if(!result) break; } if(result) { for(unsigned int i=0; i<pMc2.getNTriangles(); ++i) { TriangleBox t1=pMc2.getTriangle(i); TriangleBox t2=pMc1.getTriangle(i); result = (t1 == t2); if(!result) break; } } if(result) { for(unsigned int i=0; i<pMc2.getNNodes(); ++i) { TreeNode tn1=pMc2.getTreeNode(i); TreeNode tn2=pMc1.getTreeNode(i); result = (tn1 == tn2); if(!result) break; } } } } return(result); }