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:
UltraNix
2022-04-10 14:24:35 +02:00
committed by GitHub
parent 6efc08f42e
commit 47790c9714
27 changed files with 295 additions and 101 deletions

View File

@@ -19,6 +19,7 @@
#include "BoundingIntervalHierarchyWrapper.h"
#include "GameObjectModel.h"
#include "MapTree.h"
#include "ModelIgnoreFlags.h"
#include "ModelInstance.h"
#include "RegularGrid.h"
#include "Timer.h"
@@ -145,25 +146,33 @@ void DynamicMapTree::update(uint32 t_diff)
struct DynamicTreeIntersectionCallback
{
bool did_hit;
uint32 phase_mask;
DynamicTreeIntersectionCallback(uint32 phasemask) : did_hit(false), phase_mask(phasemask) { }
DynamicTreeIntersectionCallback(uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) :
_didHit(false), _phaseMask(phasemask), _ignoreFlags(ignoreFlags) { }
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance, bool stopAtFirstHit)
{
bool result = obj.intersectRay(r, distance, stopAtFirstHit, phase_mask);
bool result = obj.intersectRay(r, distance, stopAtFirstHit, _phaseMask, _ignoreFlags);
if (result)
{
did_hit = result;
_didHit = result;
}
return result;
}
bool didHit() const { return did_hit;}
[[nodiscard]] bool didHit() const
{
return _didHit;
}
private:
bool _didHit;
uint32 _phaseMask;
VMAP::ModelIgnoreFlags _ignoreFlags;
};
struct DynamicTreeAreaInfoCallback
{
DynamicTreeAreaInfoCallback(uint32 phaseMask)
: _phaseMask(phaseMask) {}
DynamicTreeAreaInfoCallback(uint32 phaseMask) : _phaseMask(phaseMask) { }
void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
{
@@ -176,7 +185,7 @@ struct DynamicTreeAreaInfoCallback
}
private:
uint32 _phaseMask;
uint32 _phaseMask;
VMAP::AreaInfo _areaInfo;
};
@@ -206,11 +215,10 @@ private:
GameObjectModel const* _hitModel;
};
bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray,
const G3D::Vector3& endPos, float& maxDist) const
bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const
{
float distance = maxDist;
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
impl->intersectRay(ray, callback, distance, endPos, false);
if (callback.didHit())
{
@@ -265,7 +273,7 @@ bool DynamicMapTree::GetObjectHitPos(const uint32 phasemask, const G3D::Vector3&
return result;
}
bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const
{
G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2);
@@ -277,17 +285,17 @@ bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, flo
}
G3D::Ray r(v1, (v2 - v1) / maxDist);
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phasemask, ignoreFlags);
impl->intersectRay(r, callback, maxDist, v2, true);
return !callback.did_hit;
return !callback.didHit();
}
float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
{
G3D::Vector3 v(x, y, z);
G3D::Ray r(v, G3D::Vector3(0, 0, -1));
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
impl->intersectZAllignedRay(r, callback, maxSearchDist);
if (callback.didHit())