osb/source/game/StarWorldImpl.hpp
Kae 2dc10fa5ad Tile Prediction improvements
each tile modification is now validated and then added to prediction one-by-one
2023-07-31 17:31:02 +10:00

527 lines
24 KiB
C++

#ifndef STAR_WORLD_IMPL_HPP
#define STAR_WORLD_IMPL_HPP
#include "StarIterator.hpp"
#include "StarEntityMap.hpp"
#include "StarWorldTiles.hpp"
#include "StarBlocksAlongLine.hpp"
#include "StarBiome.hpp"
#include "StarSky.hpp"
#include "StarWorldTemplate.hpp"
#include "StarLiquidsDatabase.hpp"
#include "StarCellularLighting.hpp"
#include "StarRoot.hpp"
#include "StarMaterialDatabase.hpp"
#include "StarAssets.hpp"
#include "StarJsonExtra.hpp"
#include "StarTileModification.hpp"
namespace Star {
namespace WorldImpl {
template <typename TileSectorArray>
bool tileIsOccupied(shared_ptr<TileSectorArray> const& tileSectorArray, EntityMapPtr const& entityMap,
Vec2I const& pos, TileLayer layer, bool includeEphemeral);
template <typename TileSectorArray>
bool rectTileCollision(shared_ptr<TileSectorArray> const& tileSectorArray, RectI const& region, bool solidCollision);
template <typename TileSectorArray>
bool lineTileCollision(WorldGeometry const& worldGeometry, shared_ptr<TileSectorArray> const& tileSectorArray, Vec2F const& begin, Vec2F const& end, CollisionSet const& collisionSet);
template <typename TileSectorArray>
Maybe<pair<Vec2F, Vec2I>> lineTileCollisionPoint(WorldGeometry const& worldGeometry, shared_ptr<TileSectorArray> const& tileSectorArray, Vec2F const& begin, Vec2F const& end, CollisionSet const& collisionSet);
template <typename TileSectorArray>
List<Vec2I> collidingTilesAlongLine(WorldGeometry const& worldGeometry, shared_ptr<TileSectorArray> const& tileSectorArray,
Vec2F const& begin, Vec2F const& end, CollisionSet const& collisionSet, size_t maxSize, bool includeEdges);
template <typename GetTileFunction>
bool canPlaceMaterial(EntityMapPtr const& entityMap,
Vec2I const& pos, TileLayer layer, MaterialId material, bool allowEntityOverlap, GetTileFunction& getTile);
// returns true if this material could be placed if in the same batch other
// tiles can be placed
// that connect to it
template <typename GetTileFunction>
bool perhapsCanPlaceMaterial(EntityMapPtr const& entityMap,
Vec2I const& pos, TileLayer layer, MaterialId material, bool allowEntityOverlap, GetTileFunction& getTile);
template <typename GetTileFunction>
bool canPlaceMaterialColorVariant(Vec2I const& pos, TileLayer layer, MaterialColorVariant color, GetTileFunction& getTile);
template <typename GetTileFunction>
bool canPlaceMod(Vec2I const& pos, TileLayer layer, ModId mod, GetTileFunction& getTile);
template <typename GetTileFunction>
pair<bool, bool> validateTileModification(EntityMapPtr const& entityMap, Vec2I const& pos, TileModification const& modification, bool allowEntityOverlap, GetTileFunction& getTile);
// Split modification list into good and bad
template <typename GetTileFunction>
pair<TileModificationList, TileModificationList> splitTileModifications(EntityMapPtr const& entityMap, TileModificationList const& modificationList,
bool allowEntityOverlap, GetTileFunction& getTile, function<bool(Vec2I pos, TileModification modification)> extraCheck = {});
template <typename TileSectorArray>
float windLevel(shared_ptr<TileSectorArray> const& tileSectorArray, Vec2F const& position, float weatherWindLevel);
template <typename TileSectorArray>
float temperature(shared_ptr<TileSectorArray> const& tileSectorArray, WorldTemplateConstPtr const& worldTemplate,
SkyConstPtr const& sky, Vec2F const& pos);
template <typename TileSectorArray>
bool breathable(World const* world, shared_ptr<TileSectorArray> const& tileSectorArray, WorldTemplateConstPtr const& worldTemplate, Vec2F const& pos);
template <typename TileSectorArray>
float lightLevel(shared_ptr<TileSectorArray> const& tileSectorArray, EntityMapPtr const& entityMap, WorldGeometry const& worldGeometry,
WorldTemplateConstPtr const& worldTemplate, SkyConstPtr const& sky, CellularLightIntensityCalculator& lighting, Vec2F pos);
InteractiveEntityPtr getInteractiveInRange(WorldGeometry const& geometry, EntityMapPtr const& entityMap,
Vec2F const& targetPosition, Vec2F const& sourcePosition, float maxRange);
bool isTileEntityInRange(WorldGeometry const& geometry, EntityMapPtr const& entityMap,
EntityId targetEntity, Vec2F const& sourcePosition, float maxRange);
template <typename TileSectorArray>
bool canReachEntity(WorldGeometry const& geometry, shared_ptr<TileSectorArray> const& tileSectorArray,
EntityMapPtr const& entityMap, Vec2F const& sourcePosition, float maxRange, EntityId targetEntity, bool preferInteractive = true);
template <typename TileSectorArray>
bool tileIsOccupied(shared_ptr<TileSectorArray> const& tileSectorArray, EntityMapPtr const& entityMap,
Vec2I const& pos, TileLayer layer, bool includeEphemeral) {
if (layer == TileLayer::Foreground)
return tileSectorArray->tile(pos).foreground != EmptyMaterialId || entityMap->tileIsOccupied(pos, includeEphemeral);
else
return tileSectorArray->tile(pos).background != EmptyMaterialId;
}
template <typename TileSectorArray>
bool rectTileCollision(shared_ptr<TileSectorArray> const& tileSectorArray, RectI const& region, CollisionSet const& collisionSet) {
return tileSectorArray->tileSatisfies(region, [&collisionSet](Vec2I const&, typename TileSectorArray::Tile const& tile) {
return isColliding(tile.collision, collisionSet);
});
}
template <typename TileSectorArray>
bool lineTileCollision(WorldGeometry const& worldGeometry, shared_ptr<TileSectorArray> const& tileSectorArray,
Vec2F const& begin, Vec2F const& end, CollisionSet const& collisionSet) {
return !forBlocksAlongLine<float>(begin, worldGeometry.diff(end, begin), [=](int x, int y) -> bool {
return !tileSectorArray->tile({x, y}).isColliding(collisionSet);
});
}
template <typename TileSectorArray>
Maybe<pair<Vec2F, Vec2I>> lineTileCollisionPoint(WorldGeometry const& worldGeometry, shared_ptr<TileSectorArray> const& tileSectorArray,
Vec2F const& begin, Vec2F const& end, CollisionSet const& collisionSet) {
Maybe<Vec2I> collidingBlock;
auto clear = forBlocksAlongLine<float>(begin, worldGeometry.diff(end, begin), [=, &collidingBlock](int x, int y) -> bool {
if (tileSectorArray->tile({x, y}).isColliding(collisionSet)) {
collidingBlock = Vec2I(x, y);
return false;
} else {
return true;
}
});
if (clear)
return {}; // no colliding blocks along the line
Vec2F direction = worldGeometry.diff(end, begin).normalized();
Vec2F blockPosition = Vec2F(*collidingBlock);
// find the position of intersecting sides
if (direction[0] < 0) blockPosition[0] = blockPosition[0] + 1;
if (direction[1] < 0) blockPosition[1] = blockPosition[1] + 1;
Vec2F blockDistance = worldGeometry.diff(blockPosition, begin);
// exclude edges which are in the opposite direction of the line
if (direction[0] * blockDistance[0] < 0) blockDistance[0] = 0.0f;
if (direction[1] * blockDistance[1] < 0) blockDistance[1] = 0.0f;
// line length per block in each axis, don't divide by 0
float deltaDistX = direction[0] == 0 ? 0.0f : 1.0f / abs(direction[0]);
float deltaDistY = direction[1] == 0 ? 0.0f : 1.0f / abs(direction[1]);
// distance to each edge of the intersect
Vec2F intersectDist = Vec2F(abs(blockDistance[0]) * deltaDistX, abs(blockDistance[1]) * deltaDistY);
Vec2I normal = Vec2I(intersectDist[0] > intersectDist[1] ? 1 : 0, intersectDist[1] > intersectDist[0] ? 1 : 0);
normal[0] *= copysign(1.0f, direction[0]);
normal[1] *= copysign(1.0f, direction[1]);
Vec2F position = begin + (direction * max(intersectDist[0], intersectDist[1]));
// HACK: Keeps the end position from being right on a tile border, making line check
// *from* this end position from colliding with the first tile
if (intersectDist[0] > intersectDist[1])
position[0] = blockPosition[0] + (normal[0] * -0.0001f);
else
position[1] = blockPosition[1] + (normal[1] * -0.0001f);
return pair<Vec2F, Vec2I>(position, normal);
}
template <typename TileSectorArray>
inline LiquidLevel liquidLevel(shared_ptr<TileSectorArray> const& tileSectorArray, RectF const& region) {
if (region.isEmpty())
return LiquidLevel();
RectI sampleRect = RectI::integral(region);
// This is not entirely accurate, even though all liquid types in the
// region count towards the grand total liquid percentage, only the most
// common liquid is reported.
float totalSpace = 0;
Map<LiquidId, float> totals;
tileSectorArray->tileEach(sampleRect, [&region, &totalSpace, &totals](Vec2I const& pos, typename TileSectorArray::Tile const& tile) {
float blockIncidence = RectF(pos[0], pos[1], pos[0] + 1, pos[1] + 1).overlap(region).volume();
totalSpace += blockIncidence;
auto liquidLevel = tile.liquid;
if (liquidLevel.liquid != EmptyLiquidId)
totals[liquidLevel.liquid] += min(1.0f, liquidLevel.level) * blockIncidence;
});
float totalLiquidLevel = 0.0f;
float maximumLiquidLevel = 0.0f;
LiquidId maximumLiquidId = EmptyLiquidId;
for (auto const& p : totals) {
totalLiquidLevel += p.second;
if (p.second > maximumLiquidLevel) {
maximumLiquidLevel = p.second;
maximumLiquidId = p.first;
}
}
return LiquidLevel(maximumLiquidId, totalLiquidLevel / totalSpace);
}
template <typename TileSectorArray>
List<Vec2I> collidingTilesAlongLine(WorldGeometry const& worldGeometry, shared_ptr<TileSectorArray> const& tileSectorArray,
Vec2F const& begin, Vec2F const& end, CollisionSet const& collisionSet, size_t maxSize, bool includeEdges) {
List<Vec2I> res;
forBlocksAlongLine<float>(begin, worldGeometry.diff(end, begin), [&](int x, int y) {
if (res.size() >= maxSize)
return false;
if (tileSectorArray->tile({x, y}).isColliding(collisionSet))
res.append({x, y});
return true;
});
if (includeEdges)
return res;
SMutableIterator<List<Vec2I>> tileIt{res};
while (tileIt.hasNext()) {
auto tileRect = RectF::withSize(Vec2F(worldGeometry.xwrap(tileIt.next())), Vec2F::filled(1.0f));
Line2F line{worldGeometry.xwrap(begin), worldGeometry.xwrap(end)};
auto lineSet = worldGeometry.splitLine(line);
if (any(lineSet, [&](Line2F const& line) { return tileRect.edgeIntersection(line).glances; }))
tileIt.remove();
}
return res;
}
template <typename GetTileFunction>
bool canPlaceMaterial(EntityMapPtr const& entityMap,
Vec2I const& pos, TileLayer layer, MaterialId material, bool allowEntityOverlap, GetTileFunction& getTile) {
auto materialDatabase = Root::singleton().materialDatabase();
if (!isRealMaterial(material))
return false;
auto isAdjacentToConnectable = [&](Vec2I const& pos, unsigned distance, bool foreground) {
if (pos.y() - distance < 0)
return true;
int maxY = pos.y() + distance + 1;
int maxX = pos.x() + distance + 1;
for (int y = pos.y() - distance; y != maxY; ++y) {
Vec2I tPos = { 0, y };
for (int x = pos.x() - distance; x != maxX; ++x) {
tPos[0] = x;
if (tPos != pos) {
auto& tile = getTile(tPos);
if (isConnectableMaterial(foreground ? tile.foreground : tile.background))
return true;
}
}
}
return false;
};
if (!materialDatabase->canPlaceInLayer(material, layer))
return false;
if (layer == TileLayer::Background) {
if (getTile(pos).background != EmptyMaterialId)
return false;
// Can attach background blocks to other background blocks, *or* the
// foreground block in front of it.
if (!isAdjacentToConnectable(pos, 1, false)
&& !isConnectableMaterial(getTile({pos[0], pos[1]}).foreground))
return false;
} else {
if (getTile(pos).foreground != EmptyMaterialId)
return false;
if (entityMap->tileIsOccupied(pos))
return false;
if (!allowEntityOverlap && entityMap->spaceIsOccupied(RectF::withSize(Vec2F(pos), Vec2F(1, 1))))
return false;
if (!isAdjacentToConnectable(pos, 1, true) && !isConnectableMaterial(getTile({pos[0], pos[1]}).background))
return false;
}
return true;
}
template <typename GetTileFunction>
bool perhapsCanPlaceMaterial(EntityMapPtr const& entityMap,
Vec2I const& pos, TileLayer layer, MaterialId material, bool allowEntityOverlap, GetTileFunction& getTile) {
auto materialDatabase = Root::singleton().materialDatabase();
if (!isRealMaterial(material))
return false;
if (!materialDatabase->canPlaceInLayer(material, layer))
return false;
if (layer == TileLayer::Background) {
if (getTile(pos).background != EmptyMaterialId)
return false;
} else {
if (getTile(pos).foreground != EmptyMaterialId)
return false;
if (entityMap->tileIsOccupied(pos))
return false;
if (!allowEntityOverlap && entityMap->spaceIsOccupied(RectF::withSize(Vec2F(pos), Vec2F(1, 1))))
return false;
}
return true;
}
template <typename GetTileFunction>
bool canPlaceMaterialColorVariant(Vec2I const& pos, TileLayer layer, MaterialColorVariant color, GetTileFunction& getTile) {
auto materialDatabase = Root::singleton().materialDatabase();
auto& tile = getTile(pos);
auto mat = tile.material(layer);
auto existingColor = tile.materialColor(layer);
auto existingHue = layer == TileLayer::Foreground ? tile.foregroundHueShift : tile.backgroundHueShift;
return existingHue != 0 || (existingColor != color && materialDatabase->isMultiColor(mat));
}
template <typename GetTileFunction>
bool canPlaceMod(Vec2I const& pos, TileLayer layer, ModId mod, GetTileFunction& getTile) {
if (!isRealMod(mod))
return false;
auto materialDatabase = Root::singleton().materialDatabase();
auto mat = getTile(pos).material(layer);
auto existingMod = getTile(pos).mod(layer);
return existingMod != mod && materialDatabase->supportsMod(mat, mod);
}
template <typename GetTileFunction>
pair<bool, bool> validateTileModification(EntityMapPtr const& entityMap, Vec2I const& pos, TileModification const& modification, bool allowEntityOverlap, GetTileFunction& getTile) {
bool good = false;
bool perhaps = false;
if (auto placeMaterial = modification.ptr<PlaceMaterial>()) {
perhaps = WorldImpl::perhapsCanPlaceMaterial(entityMap, pos, placeMaterial->layer, placeMaterial->material, allowEntityOverlap, getTile);
if (perhaps)
good = WorldImpl::canPlaceMaterial(entityMap, pos, placeMaterial->layer, placeMaterial->material, allowEntityOverlap, getTile);
} else if (auto placeMod = modification.ptr<PlaceMod>()) {
good = WorldImpl::canPlaceMod(pos, placeMod->layer, placeMod->mod, getTile);
} else if (auto placeMaterialColor = modification.ptr<PlaceMaterialColor>()) {
good = WorldImpl::canPlaceMaterialColorVariant(pos, placeMaterialColor->layer, placeMaterialColor->color, getTile);
} else if (modification.is<PlaceLiquid>()) {
good = getTile(pos).collision == CollisionKind::None;
} else {
good = false;
}
return { good, perhaps };
}
template <typename GetTileFunction>
pair<TileModificationList, TileModificationList> splitTileModifications(EntityMapPtr const& entityMap, TileModificationList const& modificationList,
bool allowEntityOverlap, GetTileFunction& getTile, function<bool(Vec2I pos, TileModification modification)> extraCheck) {
TileModificationList success;
TileModificationList unknown;
TileModificationList failures;
for (auto const& pair : modificationList) {
bool good = false, perhaps = false;
if (!extraCheck || extraCheck(pair.first, pair.second))
std::tie(good, perhaps) = validateTileModification(entityMap, pair.first, pair.second, allowEntityOverlap, getTile);
if (good)
success.append(pair);
else if (perhaps)
unknown.append(pair);
else
failures.append(pair);
}
if (!success.empty())
success.appendAll(unknown);
else
failures.appendAll(unknown);
return {success, failures};
}
template <typename TileSectorArray>
float windLevel(shared_ptr<TileSectorArray> const& tileSectorArray, Vec2F const& position, float weatherWindLevel) {
auto const& tile = tileSectorArray->tile(Vec2I::floor(position));
if (tile.material(TileLayer::Background) != EmptyMaterialId)
return 0.0f;
if (tile.material(TileLayer::Foreground) != EmptyMaterialId)
return 0.0f;
return weatherWindLevel;
}
template <typename TileSectorArray>
bool breathable(World const* world, shared_ptr<TileSectorArray> const& tileSectorArray, HashMap<DungeonId, bool> const& breathableMap,
WorldTemplateConstPtr const& worldTemplate, Vec2F const& pos) {
Vec2I ipos = Vec2I::floor(pos);
float remainder = pos[1] - ipos[1];
auto materialDatabase = Root::singleton().materialDatabase();
auto liquidsDatabase = Root::singleton().liquidsDatabase();
auto tile = tileSectorArray->tile(ipos);
bool environmentBreathable = breathableMap.maybe(tile.dungeonId).value(worldTemplate->breathable(ipos[0], ipos[1]));
bool liquidBreathable = remainder >= tile.liquid.level;
bool foregroundBreathable = tile.collision != CollisionKind::Block || !world->pointCollision(pos);
return environmentBreathable && foregroundBreathable && liquidBreathable;
}
template <typename TileSectorArray>
float lightLevel(shared_ptr<TileSectorArray> const& tileSectorArray, EntityMapPtr const& entityMap, WorldGeometry const& worldGeometry,
WorldTemplateConstPtr const& worldTemplate, SkyConstPtr const& sky, CellularLightIntensityCalculator& lighting, Vec2F pos) {
if (pos[1] < 0 || pos[1] >= worldGeometry.height())
return 0;
// tileEach can't handle rects that are WAY out of range.
pos = worldGeometry.xwrap(pos);
Vec3F environmentLight = sky->environmentLight().toRgbF();
float undergroundLevel = worldTemplate->undergroundLevel();
auto materialDatabase = Root::singleton().materialDatabase();
auto liquidsDatabase = Root::singleton().liquidsDatabase();
lighting.begin(pos);
// Each column in tileEvalColumns is guaranteed to be no larger than the
// sector size.
CellularLightIntensityCalculator::Cell lightingCellColumn[WorldSectorSize];
tileSectorArray->tileEvalColumns(lighting.calculationRegion(), [&](Vec2I const& pos, typename TileSectorArray::Tile const* column, size_t ySize) {
for (size_t y = 0; y < ySize; ++y) {
auto& tile = column[y];
auto& cell = lightingCellColumn[y];
bool backgroundTransparent = materialDatabase->backgroundLightTransparent(tile.background);
bool foregroundTransparent = materialDatabase->foregroundLightTransparent(tile.foreground)
&& tile.collision != CollisionKind::Dynamic;
cell = {materialDatabase->radiantLight(tile.foreground, tile.foregroundMod).sum() / 3.0f, !foregroundTransparent};
cell.light += liquidsDatabase->radiantLight(tile.liquid).sum() / 3.0f;
if (foregroundTransparent) {
cell.light += materialDatabase->radiantLight(tile.background, tile.backgroundMod).sum() / 3.0f;
if (backgroundTransparent && pos[1] > undergroundLevel)
cell.light += environmentLight.sum() / 3.0f;
}
}
lighting.setCellColumn(pos, lightingCellColumn, ySize);
});
for (auto const& entity : entityMap->entityQuery(RectF(lighting.calculationRegion()))) {
for (auto const& light : entity->lightSources()) {
Vec2F position = worldGeometry.nearestTo(Vec2F(lighting.calculationRegion().min()), light.position);
if (light.pointLight)
lighting.addPointLight(position, Color::v3bToFloat(light.color).sum() / 3.0f, light.pointBeam, light.beamAngle, light.beamAmbience);
else
lighting.addSpreadLight(position, Color::v3bToFloat(light.color).sum() / 3.0f);
}
}
return lighting.calculate();
}
inline InteractiveEntityPtr getInteractiveInRange(WorldGeometry const& geometry, EntityMapPtr const& entityMap,
Vec2F const& targetPosition, Vec2F const& sourcePosition, float maxRange) {
if (auto entity = entityMap->interactiveEntityNear(targetPosition, maxRange)) {
if (auto tileEntity = as<TileEntity>(entity)) {
if (isTileEntityInRange(geometry, entityMap, tileEntity->entityId(), sourcePosition, maxRange))
return entity;
} else {
if (geometry.diffToNearestCoordInBox(entity->interactiveBoundBox().translated(entity->position()), sourcePosition) .magnitude() <= maxRange)
return entity;
}
}
return {};
}
inline bool isTileEntityInRange(WorldGeometry const& geometry, EntityMapPtr const& entityMap, EntityId targetEntity,
Vec2F const& sourcePosition, float maxRange) {
if (auto entity = entityMap->get<TileEntity>(targetEntity)) {
// If any of the entity spaces is within interaction range, then assume the
// whole entity is in interaction range
for (auto space : entity->spaces()) {
if (geometry.diff(entity->position() + centerOfTile(space), sourcePosition).magnitude() <= maxRange)
return true;
}
}
return false;
}
template <typename TileSectorArray>
bool canReachEntity(WorldGeometry const& geometry, shared_ptr<TileSectorArray> const& tileSectorArray,
EntityMapPtr const& entityMap, Vec2F const& sourcePosition, float maxRange, EntityId targetEntity, bool preferInteractive) {
auto entity = entityMap->entity(targetEntity);
if (!entity)
return false;
// exclude the final tile from the collision check since many targets will be collidable tile entities, e.g. doors
auto const canReachTile = [&](Vec2F const& end) -> bool {
Vec2I const& endTile = Vec2I::floor(end);
return forBlocksAlongLine<float>(sourcePosition, geometry.diff(end, sourcePosition), [=](int x, int y) -> bool {
Vec2I diff = geometry.diff(endTile, Vec2I(x, y));
if (diff[0] == 0 && diff[1] == 0)
return true;
return !tileSectorArray->tile({x, y}).isColliding(DefaultCollisionSet);
});
};
if (auto tileEntity = as<TileEntity>(entity)) {
for (auto space : preferInteractive ? tileEntity->interactiveSpaces() : tileEntity->spaces()) {
auto spacePosition = entity->position() + centerOfTile(space);
if (geometry.diff(spacePosition, sourcePosition).magnitude() <= maxRange) {
if (canReachTile(spacePosition))
return true;
}
}
} else if (preferInteractive && is<InteractiveEntity>(entity)) {
auto interactiveEntity = as<InteractiveEntity>(entity);
auto entityBounds = interactiveEntity->interactiveBoundBox().translated(entity->position());
if (geometry.rectContains(entityBounds, sourcePosition))
return true;
if (!geometry.rectIntersectsCircle(entityBounds, sourcePosition, maxRange))
return false;
return
!lineTileCollision(geometry, tileSectorArray, sourcePosition, entityBounds.nearestCoordTo(sourcePosition), DefaultCollisionSet) ||
!lineTileCollision(geometry, tileSectorArray, sourcePosition, Vec2F(entityBounds.xMin(), entityBounds.yMin()), DefaultCollisionSet) ||
!lineTileCollision(geometry, tileSectorArray, sourcePosition, Vec2F(entityBounds.xMin(), entityBounds.yMax()), DefaultCollisionSet) ||
!lineTileCollision(geometry, tileSectorArray, sourcePosition, Vec2F(entityBounds.xMax(), entityBounds.yMax()), DefaultCollisionSet) ||
!lineTileCollision(geometry, tileSectorArray, sourcePosition, Vec2F(entityBounds.xMax(), entityBounds.yMin()), DefaultCollisionSet);
} else {
if (geometry.diff(entity->position(), sourcePosition).magnitude() <= maxRange)
return !lineTileCollision(geometry, tileSectorArray, sourcePosition, entity->position(), DefaultCollisionSet);
}
return false;
}
}
}
#endif