mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Vmaps): Stop M2s from occluding for spellcast LoS. Original autho… (#11341)
* Core/Vmaps: Stop M2s from occluding for spellcast LoS. Original authors: @Shauren & @HelloKitty Fixes #11293 * buildfix. Co-Authored-By: HelloKitty <5829095+HelloKitty@users.noreply.github.com>
This commit is contained in:
@@ -19,6 +19,7 @@
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#include "BoundingIntervalHierarchyWrapper.h"
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#include "GameObjectModel.h"
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#include "MapTree.h"
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#include "ModelIgnoreFlags.h"
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#include "ModelInstance.h"
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#include "RegularGrid.h"
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#include "Timer.h"
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@@ -145,25 +146,33 @@ void DynamicMapTree::update(uint32 t_diff)
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struct DynamicTreeIntersectionCallback
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{
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bool did_hit;
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uint32 phase_mask;
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DynamicTreeIntersectionCallback(uint32 phasemask) : did_hit(false), phase_mask(phasemask) { }
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DynamicTreeIntersectionCallback(uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) :
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_didHit(false), _phaseMask(phasemask), _ignoreFlags(ignoreFlags) { }
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bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance, bool stopAtFirstHit)
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{
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bool result = obj.intersectRay(r, distance, stopAtFirstHit, phase_mask);
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bool result = obj.intersectRay(r, distance, stopAtFirstHit, _phaseMask, _ignoreFlags);
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if (result)
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{
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did_hit = result;
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_didHit = result;
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}
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return result;
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}
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bool didHit() const { return did_hit;}
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[[nodiscard]] bool didHit() const
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{
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return _didHit;
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}
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private:
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bool _didHit;
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uint32 _phaseMask;
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VMAP::ModelIgnoreFlags _ignoreFlags;
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};
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struct DynamicTreeAreaInfoCallback
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{
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DynamicTreeAreaInfoCallback(uint32 phaseMask)
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: _phaseMask(phaseMask) {}
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DynamicTreeAreaInfoCallback(uint32 phaseMask) : _phaseMask(phaseMask) { }
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void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
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{
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@@ -176,7 +185,7 @@ struct DynamicTreeAreaInfoCallback
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}
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private:
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uint32 _phaseMask;
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uint32 _phaseMask;
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VMAP::AreaInfo _areaInfo;
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};
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@@ -206,11 +215,10 @@ private:
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GameObjectModel const* _hitModel;
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};
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bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray,
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const G3D::Vector3& endPos, float& maxDist) const
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bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const
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{
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float distance = maxDist;
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DynamicTreeIntersectionCallback callback(phasemask);
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DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
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impl->intersectRay(ray, callback, distance, endPos, false);
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if (callback.didHit())
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{
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@@ -265,7 +273,7 @@ bool DynamicMapTree::GetObjectHitPos(const uint32 phasemask, const G3D::Vector3&
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return result;
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}
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bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
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bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2);
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@@ -277,17 +285,17 @@ bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, flo
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}
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G3D::Ray r(v1, (v2 - v1) / maxDist);
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DynamicTreeIntersectionCallback callback(phasemask);
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DynamicTreeIntersectionCallback callback(phasemask, ignoreFlags);
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impl->intersectRay(r, callback, maxDist, v2, true);
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return !callback.did_hit;
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return !callback.didHit();
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}
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float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
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{
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G3D::Vector3 v(x, y, z);
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G3D::Ray r(v, G3D::Vector3(0, 0, -1));
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DynamicTreeIntersectionCallback callback(phasemask);
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DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
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impl->intersectZAllignedRay(r, callback, maxSearchDist);
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if (callback.didHit())
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@@ -29,6 +29,7 @@ namespace G3D
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namespace VMAP
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{
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struct AreaAndLiquidData;
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enum class ModelIgnoreFlags : uint32;
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}
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class GameObjectModel;
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@@ -42,11 +43,9 @@ public:
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DynamicMapTree();
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~DynamicMapTree();
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[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2,
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float z2, uint32 phasemask) const;
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[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const;
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bool GetIntersectionTime(uint32 phasemask, const G3D::Ray& ray,
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const G3D::Vector3& endPos, float& maxDist) const;
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bool GetIntersectionTime(uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const;
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bool GetAreaInfo(float x, float y, float& z, uint32 phasemask, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
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void GetAreaAndLiquidData(float x, float y, float z, uint32 phasemask, uint8 reqLiquidType, VMAP::AreaAndLiquidData& data) const;
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@@ -19,6 +19,7 @@
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#define _IVMAPMANAGER_H
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#include "Define.h"
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#include "ModelIgnoreFlags.h"
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#include "Optional.h"
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#include <string>
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@@ -91,7 +92,7 @@ namespace VMAP
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virtual void unloadMap(unsigned int pMapId, int x, int y) = 0;
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virtual void unloadMap(unsigned int pMapId) = 0;
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virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2) = 0;
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virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags) = 0;
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virtual float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist) = 0;
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/**
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test if we hit an object. return true if we hit one. rx, ry, rz will hold the hit position or the dest position, if no intersection was found
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@@ -171,7 +171,7 @@ namespace VMAP
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}
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}
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bool VMapMgr2::isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2)
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bool VMapMgr2::isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags)
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{
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#if defined(ENABLE_VMAP_CHECKS)
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if (!isLineOfSightCalcEnabled() || IsVMAPDisabledForPtr(mapId, VMAP_DISABLE_LOS))
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@@ -187,7 +187,7 @@ namespace VMAP
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Vector3 pos2 = convertPositionToInternalRep(x2, y2, z2);
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if (pos1 != pos2)
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{
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return instanceTree->second->isInLineOfSight(pos1, pos2);
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return instanceTree->second->isInLineOfSight(pos1, pos2, ignoreFlags);
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}
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}
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@@ -337,7 +337,7 @@ namespace VMAP
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}
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}
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WorldModel* VMapMgr2::acquireModelInstance(const std::string& basepath, const std::string& filename)
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WorldModel* VMapMgr2::acquireModelInstance(const std::string& basepath, const std::string& filename, uint32 flags/* Only used when creating the model */)
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{
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//! Critical section, thread safe access to iLoadedModelFiles
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std::lock_guard<std::mutex> lock(LoadedModelFilesLock);
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@@ -353,6 +353,9 @@ namespace VMAP
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return nullptr;
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}
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LOG_DEBUG("maps", "VMapMgr2: loading file '{}{}'", basepath, filename);
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worldmodel->Flags = flags;
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model = iLoadedModelFiles.insert(std::pair<std::string, ManagedModel>(filename, ManagedModel())).first;
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model->second.setModel(worldmodel);
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}
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@@ -107,7 +107,7 @@ namespace VMAP
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void unloadMap(unsigned int mapId, int x, int y) override;
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void unloadMap(unsigned int mapId) override;
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bool isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2) override ;
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bool isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags) override ;
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/**
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fill the hit pos and return true, if an object was hit
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*/
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@@ -120,7 +120,7 @@ namespace VMAP
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bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 reqLiquidType, float& level, float& floor, uint32& type, uint32& mogpFlags) const override;
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void GetAreaAndLiquidData(uint32 mapId, float x, float y, float z, uint8 reqLiquidType, AreaAndLiquidData& data) const override;
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WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename);
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WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename, uint32 flags);
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void releaseModelInstance(const std::string& filename);
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// what's the use of this? o.O
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@@ -34,10 +34,10 @@ namespace VMAP
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class MapRayCallback
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{
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public:
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MapRayCallback(ModelInstance* val): prims(val), hit(false) {}
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MapRayCallback(ModelInstance* val, ModelIgnoreFlags ignoreFlags): prims(val), flags(ignoreFlags), hit(false) { }
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bool operator()(const G3D::Ray& ray, uint32 entry, float& distance, bool StopAtFirstHit)
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{
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bool result = prims[entry].intersectRay(ray, distance, StopAtFirstHit);
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bool result = prims[entry].intersectRay(ray, distance, StopAtFirstHit, flags);
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if (result)
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{
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hit = true;
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@@ -47,6 +47,7 @@ namespace VMAP
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bool didHit() { return hit; }
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protected:
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ModelInstance* prims;
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ModelIgnoreFlags flags;
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bool hit;
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};
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@@ -143,10 +144,10 @@ namespace VMAP
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Else, pMaxDist is not modified and returns false;
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*/
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bool StaticMapTree::GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const
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bool StaticMapTree::GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
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{
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float distance = pMaxDist;
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MapRayCallback intersectionCallBack(iTreeValues);
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MapRayCallback intersectionCallBack(iTreeValues, ignoreFlags);
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iTree.intersectRay(pRay, intersectionCallBack, distance, StopAtFirstHit);
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if (intersectionCallBack.didHit())
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{
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@@ -156,7 +157,7 @@ namespace VMAP
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}
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//=========================================================
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bool StaticMapTree::isInLineOfSight(const Vector3& pos1, const Vector3& pos2) const
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bool StaticMapTree::isInLineOfSight(const Vector3& pos1, const Vector3& pos2, ModelIgnoreFlags ignoreFlags) const
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{
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float maxDist = (pos2 - pos1).magnitude();
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// return false if distance is over max float, in case of cheater teleporting to the end of the universe
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@@ -175,7 +176,7 @@ namespace VMAP
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// direction with length of 1
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G3D::Ray ray = G3D::Ray::fromOriginAndDirection(pos1, (pos2 - pos1) / maxDist);
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if (GetIntersectionTime(ray, maxDist, true))
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if (GetIntersectionTime(ray, maxDist, true, ignoreFlags))
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{
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return false;
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@@ -204,7 +205,7 @@ namespace VMAP
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Vector3 dir = (pPos2 - pPos1) / maxDist; // direction with length of 1
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G3D::Ray ray(pPos1, dir);
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float dist = maxDist;
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if (GetIntersectionTime(ray, dist, false))
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if (GetIntersectionTime(ray, dist, false, ModelIgnoreFlags::Nothing))
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{
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pResultHitPos = pPos1 + dir * dist;
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if (pModifyDist < 0)
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@@ -240,7 +241,7 @@ namespace VMAP
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Vector3 dir = Vector3(0, 0, -1);
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G3D::Ray ray(pPos, dir); // direction with length of 1
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float maxDist = maxSearchDist;
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if (GetIntersectionTime(ray, maxDist, false))
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if (GetIntersectionTime(ray, maxDist, false, ModelIgnoreFlags::Nothing))
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{
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height = pPos.z - maxDist;
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}
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@@ -328,7 +329,7 @@ namespace VMAP
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#endif
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if (!iIsTiled && ModelSpawn::readFromFile(rf, spawn))
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{
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WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name);
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WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name, spawn.flags);
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//VMAP_DEBUG_LOG(LOG_FILTER_MAPS, "StaticMapTree::InitMap() : loading {}", spawn.name);
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if (model)
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{
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@@ -404,7 +405,7 @@ namespace VMAP
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if (result)
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{
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// acquire model instance
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WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name);
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WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name, spawn.flags);
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if (!model)
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{
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LOG_ERROR("maps", "StaticMapTree::LoadMapTile() : could not acquire WorldModel pointer [{}, {}]", tileX, tileY);
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@@ -27,6 +27,7 @@ namespace VMAP
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class ModelInstance;
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class GroupModel;
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class VMapMgr2;
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enum class ModelIgnoreFlags : uint32;
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enum class LoadResult : uint8;
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struct LocationInfo
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@@ -58,7 +59,7 @@ namespace VMAP
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std::string iBasePath;
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private:
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bool GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const;
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bool GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
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//bool containsLoadedMapTile(unsigned int pTileIdent) const { return(iLoadedMapTiles.containsKey(pTileIdent)); }
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public:
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static std::string getTileFileName(uint32 mapID, uint32 tileX, uint32 tileY);
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@@ -69,7 +70,7 @@ namespace VMAP
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StaticMapTree(uint32 mapID, const std::string& basePath);
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~StaticMapTree();
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[[nodiscard]] bool isInLineOfSight(const G3D::Vector3& pos1, const G3D::Vector3& pos2) const;
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[[nodiscard]] bool isInLineOfSight(const G3D::Vector3& pos1, const G3D::Vector3& pos2, ModelIgnoreFlags ignoreFlags) const;
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bool GetObjectHitPos(const G3D::Vector3& pos1, const G3D::Vector3& pos2, G3D::Vector3& pResultHitPos, float pModifyDist) const;
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[[nodiscard]] float getHeight(const G3D::Vector3& pPos, float maxSearchDist) const;
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bool GetAreaInfo(G3D::Vector3& pos, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
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@@ -18,6 +18,7 @@
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#include "GameObjectModel.h"
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#include "Log.h"
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#include "MapTree.h"
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#include "ModelInstance.h"
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#include "Timer.h"
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#include "VMapDefinitions.h"
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#include "VMapFactory.h"
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@@ -123,7 +124,8 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
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return false;
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}
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iModel = VMAP::VMapFactory::createOrGetVMapMgr()->acquireModelInstance(dataPath + "vmaps/", it->second.name);
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iModel = VMAP::VMapFactory::createOrGetVMapMgr()->acquireModelInstance(dataPath + "vmaps/", it->second.name,
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it->second.isWmo ? VMAP::ModelFlags::MOD_WORLDSPAWN : VMAP::ModelFlags::MOD_M2);
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if (!iModel)
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{
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@@ -174,7 +176,7 @@ GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBas
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return mdl;
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}
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bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const
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bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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if (!(phasemask & ph_mask) || !owner->IsSpawned())
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{
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@@ -191,7 +193,7 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
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Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
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Ray modRay(p, iInvRot * ray.direction());
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float distance = MaxDist * iInvScale;
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
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if (hit)
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{
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distance *= iScale;
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@@ -29,6 +29,7 @@ namespace VMAP
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class WorldModel;
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struct AreaInfo;
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struct LocationInfo;
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enum class ModelIgnoreFlags : uint32;
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}
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class GameObject;
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@@ -68,7 +69,7 @@ public:
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[[nodiscard]] bool isEnabled() const { return phasemask != 0; }
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[[nodiscard]] bool IsMapObject() const { return isWmo; }
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bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const;
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bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const;
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void IntersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, uint32 ph_mask) const;
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bool GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, uint32 ph_mask) const;
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bool GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationInfo& info, float& liqHeight) const;
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37
src/common/Collision/Models/ModelIgnoreFlags.h
Normal file
37
src/common/Collision/Models/ModelIgnoreFlags.h
Normal file
@@ -0,0 +1,37 @@
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/*
|
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU Affero General Public License as published by the
|
||||
* Free Software Foundation; either version 3 of the License, or (at your
|
||||
* option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
|
||||
* more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along
|
||||
* with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef ModelIgnoreFlags_h__
|
||||
#define ModelIgnoreFlags_h__
|
||||
|
||||
#include "Define.h"
|
||||
|
||||
namespace VMAP
|
||||
{
|
||||
enum class ModelIgnoreFlags : uint32
|
||||
{
|
||||
Nothing = 0x00,
|
||||
M2 = 0x01
|
||||
};
|
||||
|
||||
inline ModelIgnoreFlags operator&(ModelIgnoreFlags left, ModelIgnoreFlags right)
|
||||
{
|
||||
return ModelIgnoreFlags(uint32(left) & uint32(right));
|
||||
}
|
||||
}
|
||||
|
||||
#endif // ModelIgnoreFlags_h__
|
||||
@@ -30,7 +30,7 @@ namespace VMAP
|
||||
iInvScale = 1.f / iScale;
|
||||
}
|
||||
|
||||
bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const
|
||||
bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
|
||||
{
|
||||
if (!iModel)
|
||||
{
|
||||
@@ -54,7 +54,7 @@ namespace VMAP
|
||||
Vector3 p = iInvRot * (pRay.origin() - iPos) * iInvScale;
|
||||
Ray modRay(p, iInvRot * pRay.direction());
|
||||
float distance = pMaxDist * iInvScale;
|
||||
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
|
||||
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
|
||||
if (hit)
|
||||
{
|
||||
distance *= iScale;
|
||||
|
||||
@@ -29,6 +29,7 @@ namespace VMAP
|
||||
class WorldModel;
|
||||
struct AreaInfo;
|
||||
struct LocationInfo;
|
||||
enum class ModelIgnoreFlags : uint32;
|
||||
|
||||
enum ModelFlags
|
||||
{
|
||||
@@ -64,7 +65,7 @@ namespace VMAP
|
||||
ModelInstance() { }
|
||||
ModelInstance(const ModelSpawn& spawn, WorldModel* model);
|
||||
void setUnloaded() { iModel = nullptr; }
|
||||
bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const;
|
||||
bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
|
||||
void intersectPoint(const G3D::Vector3& p, AreaInfo& info) const;
|
||||
bool GetLocationInfo(const G3D::Vector3& p, LocationInfo& info) const;
|
||||
bool GetLiquidLevel(const G3D::Vector3& p, LocationInfo& info, float& liqHeight) const;
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
|
||||
#include "WorldModel.h"
|
||||
#include "MapTree.h"
|
||||
#include "ModelIgnoreFlags.h"
|
||||
#include "ModelInstance.h"
|
||||
#include "VMapDefinitions.h"
|
||||
|
||||
@@ -485,8 +486,18 @@ namespace VMAP
|
||||
bool hit;
|
||||
};
|
||||
|
||||
bool WorldModel::IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const
|
||||
bool WorldModel::IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
|
||||
{
|
||||
// If the caller asked us to ignore certain objects we should check flags
|
||||
if ((ignoreFlags & ModelIgnoreFlags::M2) != ModelIgnoreFlags::Nothing)
|
||||
{
|
||||
// M2 models are not taken into account for LoS calculation if caller requested their ignoring.
|
||||
if (Flags & MOD_M2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// small M2 workaround, maybe better make separate class with virtual intersection funcs
|
||||
// in any case, there's no need to use a bound tree if we only have one submodel
|
||||
if (groupModels.size() == 1)
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace VMAP
|
||||
class TreeNode;
|
||||
struct AreaInfo;
|
||||
struct LocationInfo;
|
||||
enum class ModelIgnoreFlags : uint32;
|
||||
|
||||
class MeshTriangle
|
||||
{
|
||||
@@ -108,12 +109,13 @@ namespace VMAP
|
||||
//! pass group models to WorldModel and create BIH. Passed vector is swapped with old geometry!
|
||||
void setGroupModels(std::vector<GroupModel>& models);
|
||||
void setRootWmoID(uint32 id) { RootWMOID = id; }
|
||||
bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const;
|
||||
bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
|
||||
bool IntersectPoint(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, AreaInfo& info) const;
|
||||
bool GetLocationInfo(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, LocationInfo& info) const;
|
||||
bool writeFile(const std::string& filename);
|
||||
bool readFile(const std::string& filename);
|
||||
void GetGroupModels(std::vector<GroupModel>& outGroupModels);
|
||||
uint32 Flags;
|
||||
protected:
|
||||
uint32 RootWMOID{0};
|
||||
std::vector<GroupModel> groupModels;
|
||||
|
||||
Reference in New Issue
Block a user