mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-12-11 18:48:26 +00:00
better algo for finding what scene we are in
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@@ -1951,21 +1951,49 @@ namespace DEVGMCommands {
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return;
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}
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// Get the pre-generated terrain mesh
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const auto& terrainMesh = zone->GetTerrainMesh();
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if (terrainMesh.vertices.empty()) {
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ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain mesh data.");
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// Get the Raw terrain data
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const auto& raw = zone->GetZoneRaw();
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if (raw.chunks.empty()) {
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ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain data.");
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return;
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}
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// Spawn at ALL vertices in the current scene without any filtering or spacing
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// Spawn at all sceneMap points in the current scene
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uint32_t spawnedCount = 0;
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for (const auto& vertex : terrainMesh.vertices) {
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// Check if this vertex belongs to the current scene
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if (LWOSCENEID(vertex.sceneID) == currentSceneID) {
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// Use the vertex position
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NiPoint3 spawnPos = vertex.position;
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for (const auto& chunk : raw.chunks) {
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if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()) continue;
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// Iterate through the heightmap (same as GenerateTerrainMesh)
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for (uint32_t i = 0; i < chunk.width; ++i) {
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for (uint32_t j = 0; j < chunk.height; ++j) {
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// Get height at this position
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const uint32_t heightIndex = chunk.width * i + j;
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if (heightIndex >= chunk.heightMap.size()) continue;
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const float y = chunk.heightMap[heightIndex];
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// Map heightmap position to scene map position (same as GenerateTerrainMesh)
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const float sceneMapI = (static_cast<float>(i) / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const float sceneMapJ = (static_cast<float>(j) / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
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const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
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const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
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uint8_t sceneID = 0;
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if (sceneIndex < chunk.sceneMap.size()) {
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sceneID = chunk.sceneMap[sceneIndex];
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}
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// Check if this point belongs to the current scene
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if (sceneID == currentSceneID.GetSceneID()) {
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// Calculate world position (same as GenerateTerrainMesh)
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const float worldX = (static_cast<float>(i) + (chunk.offsetWorldX / chunk.scaleFactor)) * chunk.scaleFactor;
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const float worldY = (y / chunk.scaleFactor) * chunk.scaleFactor;
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const float worldZ = (static_cast<float>(j) + (chunk.offsetWorldZ / chunk.scaleFactor)) * chunk.scaleFactor;
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NiPoint3 spawnPos(worldX, worldY, worldZ);
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EntityInfo info;
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info.lot = lot + currentSceneID.GetSceneID(); // to differentiate scenes
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@@ -1983,6 +2011,8 @@ namespace DEVGMCommands {
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}
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}
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}
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}
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}
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if (spawnedCount == 0) {
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std::ostringstream feedback;
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@@ -2011,23 +2041,55 @@ namespace DEVGMCommands {
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return;
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}
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// Get the pre-generated terrain mesh
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const auto& terrainMesh = zone->GetTerrainMesh();
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if (terrainMesh.vertices.empty()) {
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ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain mesh data.");
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// Get the Raw terrain data
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const auto& raw = zone->GetZoneRaw();
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if (raw.chunks.empty()) {
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ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain data.");
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return;
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}
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// Spawn at ALL vertices without any filtering or spacing restrictions for maximum accuracy
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// Spawn at all sceneMap points across all scenes
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uint32_t spawnedCount = 0;
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std::map<uint8_t, uint32_t> sceneSpawnCounts; // Track spawns per scene
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for (const auto& vertex : terrainMesh.vertices) {
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for (const auto& chunk : raw.chunks) {
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if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()) continue;
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// Iterate through the heightmap (same as GenerateTerrainMesh)
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for (uint32_t i = 0; i < chunk.width; ++i) {
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for (uint32_t j = 0; j < chunk.height; ++j) {
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// Get height at this position
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const uint32_t heightIndex = chunk.width * i + j;
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if (heightIndex >= chunk.heightMap.size()) continue;
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const float y = chunk.heightMap[heightIndex];
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// Map heightmap position to scene map position (same as GenerateTerrainMesh)
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const float sceneMapI = (static_cast<float>(i) / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const float sceneMapJ = (static_cast<float>(j) / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
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const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
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const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
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uint8_t sceneID = 0;
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if (sceneIndex < chunk.sceneMap.size()) {
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sceneID = chunk.sceneMap[sceneIndex];
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}
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// Skip invalid scenes (scene ID 0 typically means no scene)
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if (vertex.sceneID == 0) continue;
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if (sceneID == 0) continue;
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// Calculate world position (same as GenerateTerrainMesh)
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const float worldX = (static_cast<float>(i) + (chunk.offsetWorldX / chunk.scaleFactor)) * chunk.scaleFactor;
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const float worldY = (y / chunk.scaleFactor) * chunk.scaleFactor;
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const float worldZ = (static_cast<float>(j) + (chunk.offsetWorldZ / chunk.scaleFactor)) * chunk.scaleFactor;
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NiPoint3 spawnPos(worldX, worldY, worldZ);
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EntityInfo info;
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info.lot = lot + vertex.sceneID; // to show different scenes
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info.pos = vertex.position;
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info.lot = lot + sceneID; // to show different scenes
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info.pos = spawnPos;
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info.rot = QuatUtils::IDENTITY;
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info.spawner = nullptr;
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info.spawnerID = entity->GetObjectID();
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@@ -2038,7 +2100,9 @@ namespace DEVGMCommands {
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if (newEntity != nullptr) {
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Game::entityManager->ConstructEntity(newEntity);
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spawnedCount++;
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sceneSpawnCounts[vertex.sceneID]++;
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sceneSpawnCounts[sceneID]++;
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}
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}
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}
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}
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@@ -308,46 +308,49 @@ LWOSCENEID dZoneManager::GetSceneIDFromPosition(const NiPoint3& position) const
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const auto& terrainMesh = m_pZone->GetTerrainMesh();
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// If mesh is empty, no scene data available
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if (terrainMesh.vertices.empty() || terrainMesh.triangles.empty()) {
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// If no chunks, no scene data available
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if (raw.chunks.empty()) {
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return LWOSCENEID_INVALID;
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}
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// Find the triangle containing this position (ignoring Y coordinate for scene lookup)
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// We iterate through all triangles and find the one that contains the point in 2D (XZ plane)
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for (size_t i = 0; i < terrainMesh.triangles.size(); i += 3) {
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const auto& v0 = terrainMesh.vertices[terrainMesh.triangles[i]];
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const auto& v1 = terrainMesh.vertices[terrainMesh.triangles[i + 1]];
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const auto& v2 = terrainMesh.vertices[terrainMesh.triangles[i + 2]];
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// Find the chunk containing this position
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// Reverse the world position calculation from GenerateTerrainMesh
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for (const auto& chunk : raw.chunks) {
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if (chunk.sceneMap.empty()) continue;
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// Check if position is inside this triangle using 2D (XZ) coordinates
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// Using barycentric coordinates / cross product method
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const float x = position.x;
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const float z = position.z;
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// Reverse: worldX = (i + offsetWorldX/scaleFactor) * scaleFactor
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// Therefore: i = worldX/scaleFactor - offsetWorldX/scaleFactor
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const float heightI = position.x / chunk.scaleFactor - (chunk.offsetWorldX / chunk.scaleFactor);
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const float heightJ = position.z / chunk.scaleFactor - (chunk.offsetWorldZ / chunk.scaleFactor);
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const float x0 = v0.position.x;
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const float z0 = v0.position.z;
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const float x1 = v1.position.x;
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const float z1 = v1.position.z;
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const float x2 = v2.position.x;
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const float z2 = v2.position.z;
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// Check if position is within this chunk's heightmap bounds
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if (heightI >= 0.0f && heightI < chunk.width &&
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heightJ >= 0.0f && heightJ < chunk.height) {
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// Calculate barycentric coordinates
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const float denom = (z1 - z2) * (x0 - x2) + (x2 - x1) * (z0 - z2);
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if (std::abs(denom) < 0.0001f) continue; // Degenerate triangle
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// Map heightmap position to scene map position (same as GenerateTerrainMesh)
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const float sceneMapI = (heightI / (chunk.width - 1)) * (chunk.colorMapResolution - 1);
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const float sceneMapJ = (heightJ / (chunk.height - 1)) * (chunk.colorMapResolution - 1);
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const float a = ((z1 - z2) * (x - x2) + (x2 - x1) * (z - z2)) / denom;
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const float b = ((z2 - z0) * (x - x2) + (x0 - x2) * (z - z2)) / denom;
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const float c = 1.0f - a - b;
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const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
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const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
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// Point is inside triangle if all barycentric coordinates are non-negative
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if (a >= 0.0f && b >= 0.0f && c >= 0.0f) {
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// Return the scene ID from the first vertex (all vertices in a triangle should have the same scene ID)
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return LWOSCENEID(v0.sceneID);
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// Scene map uses the same indexing pattern as heightmap: row * width + col
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const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
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// Bounds check
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if (sceneIndex >= chunk.sceneMap.size()) {
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return LWOSCENEID_INVALID;
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}
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// Get scene ID from sceneMap
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const uint8_t sceneID = chunk.sceneMap[sceneIndex];
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// Return the scene ID
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return LWOSCENEID(sceneID, 0);
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}
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}
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// Position not found in any triangle
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// Position not found in any chunk
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return LWOSCENEID_INVALID;
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}
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