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.
This commit is contained in:
UltraNix
2021-08-25 12:41:20 +02:00
committed by GitHub
parent 909c3e5799
commit a8c0a2cc89
47 changed files with 1086 additions and 883 deletions

View File

@@ -6,6 +6,7 @@
#include "GameObjectModel.h"
#include "Log.h"
#include "MapTree.h"
#include "Timer.h"
#include "VMapDefinitions.h"
#include "VMapFactory.h"
@@ -146,6 +147,7 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
#endif
owner = std::move(modelOwner);
isWmo = it->second.isWmo;
return true;
}
@@ -187,6 +189,69 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
return hit;
}
void GameObjectModel::IntersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, uint32 ph_mask) const
{
if (!(phasemask & ph_mask) || !owner->IsSpawned() || !IsMapObject())
return;
if (!iBound.contains(point))
return;
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (iModel->IntersectPoint(pModel, zDirModel, zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
float world_Z = ((modelGround * iInvRot) * iScale + iPos).z;
if (info.ground_Z < world_Z)
info.ground_Z = world_Z;
}
}
bool GameObjectModel::GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, uint32 ph_mask) const
{
if (!(phasemask & ph_mask) || !owner->IsSpawned() || !IsMapObject())
return false;
if (!iBound.contains(point))
return false;
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (iModel->GetLocationInfo(pModel, zDirModel, zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
float world_Z = ((modelGround * iInvRot) * iScale + iPos).z;
if (info.ground_Z < world_Z)
{
info.ground_Z = world_Z;
return true;
}
}
return false;
}
bool GameObjectModel::GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationInfo& info, float& liqHeight) const
{
// child bounds are defined in object space:
Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (info.hitModel->GetLiquidLevel(pModel, zDist))
{
// calculate world height (zDist in model coords):
// assume WMO not tilted (wouldn't make much sense anyway)
liqHeight = zDist * iScale + iPos.z;
return true;
}
return false;
}
bool GameObjectModel::UpdatePosition()
{
if (!iModel)