// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . // ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· // ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ // ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ // ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ // Magicbane Emulator Project © 2013 - 2022 // www.magicbane.com package engine.math; import engine.InterestManagement.WorldGrid; import engine.gameManager.ZoneManager; import engine.net.client.msg.PlaceAssetMsg.PlacementInfo; import engine.objects.*; import engine.server.MBServerStatics; import java.util.ArrayList; import java.util.HashMap; import java.util.HashSet; import java.util.concurrent.LinkedBlockingQueue; /** * This class contains all methods of storing bounds * information within MagicBane and performing collision * detection against them. *

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