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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Movement): (#7008)
- Get zone/area IDs from vmap data in the liquid update - Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup - Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields. - Clean up liquid state handling on Unit and Player - Implemented getting area id from gameobject spawns. - Removed old core related to getting movement flags dependent on environment. - Movement flags are now processed more precisely and dynamically. Original source: TrinityCore. - Closes #5086 - Updates #2208.
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@@ -6,6 +6,7 @@
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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 "Timer.h"
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#include "VMapDefinitions.h"
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#include "VMapFactory.h"
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@@ -146,6 +147,7 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
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#endif
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owner = std::move(modelOwner);
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isWmo = it->second.isWmo;
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return true;
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}
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@@ -187,6 +189,69 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
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return hit;
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}
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void GameObjectModel::IntersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, uint32 ph_mask) const
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{
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if (!(phasemask & ph_mask) || !owner->IsSpawned() || !IsMapObject())
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return;
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if (!iBound.contains(point))
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return;
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// child bounds are defined in object space:
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Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
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float zDist;
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if (iModel->IntersectPoint(pModel, zDirModel, zDist, info))
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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float world_Z = ((modelGround * iInvRot) * iScale + iPos).z;
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if (info.ground_Z < world_Z)
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info.ground_Z = world_Z;
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}
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}
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bool GameObjectModel::GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, uint32 ph_mask) const
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{
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if (!(phasemask & ph_mask) || !owner->IsSpawned() || !IsMapObject())
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return false;
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if (!iBound.contains(point))
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return false;
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// child bounds are defined in object space:
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Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
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float zDist;
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if (iModel->GetLocationInfo(pModel, zDirModel, zDist, info))
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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float world_Z = ((modelGround * iInvRot) * iScale + iPos).z;
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if (info.ground_Z < world_Z)
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{
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info.ground_Z = world_Z;
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return true;
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}
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}
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return false;
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}
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bool GameObjectModel::GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationInfo& info, float& liqHeight) const
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{
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// child bounds are defined in object space:
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Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
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//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
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float zDist;
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if (info.hitModel->GetLiquidLevel(pModel, zDist))
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{
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// calculate world height (zDist in model coords):
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// assume WMO not tilted (wouldn't make much sense anyway)
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liqHeight = zDist * iScale + iPos.z;
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return true;
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}
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return false;
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}
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bool GameObjectModel::UpdatePosition()
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{
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if (!iModel)
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