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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Npc positioning Implemented slope check to avoid unwanted climbing for some kind of movements (backwards, repositioning etc.) Implemented backwards movement Re-implemented circle repositioning algorithm (smartest than retail, but with the same feeling) Fixed random position of summoned minions Improved pet following movement. Also, they attack NPC from behind now. Thanks to @Footman Swimming creatures Fixed max_z coordinate for swimming creatures. Now only part of their body is allowed to be out of the water level Fixed pathfinder for swimming creatures creating shortcuts for specific segments, now they swim underwater to reach the seashore instead of flying above the water level. Creatures with water InhabitType but no swimming flag now, when not in combat, will walk on water depth instead of swimming. Thanks @jackpoz for the original code UNIT_FLAG_SWIMMING in UpdateEnvironmentIfNeeded to show the swimming animation correctly when underwater Implemented HasEnoughWater check to avoid swimming creatures to go where the water level is too low but also to properly enable swimming animation only when a creature has enough water to swim. Walking creatures Extended the DetourNavMeshQuery adding area cost based on walkability (slope angle + source height) to find better paths at runtime instead of completely remove them from mmaps improve Z height in certain conditions (see #4205, #4203, #4247 ) Flying creatures Rewriting of the hover system Removed hacks and improved the UpdateEnvironmentIfNeeded. Now creatures can properly switch from flying to walk etc. Spells LOS on spell effect must be calculated on CollisionHeight and HitSpherePoint instead of position coords. Improved position for object/creature spawned via spells Improved checks for Fleeing movements (fear spells) Other improvements Implemented method to calculate the CollisionWidth from dbc (used by repositioning algorithm etc.) Improved raycast and collision checks Co-authored-by: Footman <p.alexej@freenet.de> Co-authored-by: Helias <stefanoborzi32@gmail.com> Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com> Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
233 lines
5.9 KiB
C++
233 lines
5.9 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#include "DynamicTree.h"
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//#include "QuadTree.h"
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//#include "RegularGrid.h"
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#include "BoundingIntervalHierarchyWrapper.h"
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#include "Log.h"
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#include "RegularGrid.h"
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#include "Timer.h"
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#include "GameObjectModel.h"
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#include "ModelInstance.h"
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#include <G3D/AABox.h>
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#include <G3D/Ray.h>
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#include <G3D/Vector3.h>
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using VMAP::ModelInstance;
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namespace
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{
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int CHECK_TREE_PERIOD = 200;
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} // namespace
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template<> struct HashTrait< GameObjectModel>
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{
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static size_t hashCode(const GameObjectModel& g) { return (size_t)(void*)&g; }
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};
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template<> struct PositionTrait< GameObjectModel>
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{
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static void getPosition(const GameObjectModel& g, G3D::Vector3& p) { p = g.getPosition(); }
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};
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template<> struct BoundsTrait< GameObjectModel>
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{
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static void getBounds(const GameObjectModel& g, G3D::AABox& out) { out = g.getBounds();}
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static void getBounds2(const GameObjectModel* g, G3D::AABox& out) { out = g->getBounds();}
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};
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/*
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static bool operator == (const GameObjectModel& mdl, const GameObjectModel& mdl2){
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return &mdl == &mdl2;
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}
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*/
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typedef RegularGrid2D<GameObjectModel, BIHWrap<GameObjectModel>> ParentTree;
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struct DynTreeImpl : public ParentTree/*, public Intersectable*/
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{
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typedef GameObjectModel Model;
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typedef ParentTree base;
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DynTreeImpl() :
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rebalance_timer(CHECK_TREE_PERIOD),
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unbalanced_times(0)
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{
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}
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void insert(const Model& mdl)
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{
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base::insert(mdl);
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++unbalanced_times;
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}
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void remove(const Model& mdl)
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{
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base::remove(mdl);
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++unbalanced_times;
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}
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void balance()
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{
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base::balance();
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unbalanced_times = 0;
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}
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void update(uint32 difftime)
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{
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if (!size())
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return;
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rebalance_timer.Update(difftime);
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if (rebalance_timer.Passed())
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{
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rebalance_timer.Reset(CHECK_TREE_PERIOD);
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if (unbalanced_times > 0)
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balance();
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}
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}
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TimeTrackerSmall rebalance_timer;
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int unbalanced_times;
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};
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DynamicMapTree::DynamicMapTree() : impl(new DynTreeImpl()) { }
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DynamicMapTree::~DynamicMapTree()
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{
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delete impl;
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}
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void DynamicMapTree::insert(const GameObjectModel& mdl)
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{
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impl->insert(mdl);
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}
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void DynamicMapTree::remove(const GameObjectModel& mdl)
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{
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impl->remove(mdl);
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}
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bool DynamicMapTree::contains(const GameObjectModel& mdl) const
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{
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return impl->contains(mdl);
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}
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void DynamicMapTree::balance()
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{
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impl->balance();
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}
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int DynamicMapTree::size() const
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{
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return impl->size();
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}
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void DynamicMapTree::update(uint32 t_diff)
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{
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impl->update(t_diff);
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}
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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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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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if (result)
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did_hit = result;
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return result;
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}
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bool didHit() const { return did_hit;}
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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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{
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float distance = maxDist;
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DynamicTreeIntersectionCallback callback(phasemask);
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impl->intersectRay(ray, callback, distance, endPos, false);
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if (callback.didHit())
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maxDist = distance;
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return callback.didHit();
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}
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bool DynamicMapTree::getObjectHitPos(const uint32 phasemask, const G3D::Vector3& startPos,
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const G3D::Vector3& endPos, G3D::Vector3& resultHit,
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float modifyDist) const
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{
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bool result = false;
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float maxDist = (endPos - startPos).magnitude();
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// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
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ASSERT(maxDist < std::numeric_limits<float>::max());
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// prevent NaN values which can cause BIH intersection to enter infinite loop
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if (maxDist < 1e-10f)
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{
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resultHit = endPos;
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return false;
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}
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G3D::Vector3 dir = (endPos - startPos) / maxDist; // direction with length of 1
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G3D::Ray ray(startPos, dir);
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float dist = maxDist;
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if (getIntersectionTime(phasemask, ray, endPos, dist))
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{
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resultHit = startPos + dir * dist;
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if (modifyDist < 0)
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{
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if ((resultHit - startPos).magnitude() > -modifyDist)
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resultHit = resultHit + dir * modifyDist;
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else
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resultHit = startPos;
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}
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else
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resultHit = resultHit + dir * modifyDist;
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result = true;
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}
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else
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{
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resultHit = endPos;
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result = false;
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}
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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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{
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G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2);
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float maxDist = (v2 - v1).magnitude();
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if (!G3D::fuzzyGt(maxDist, 0) )
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return true;
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G3D::Ray r(v1, (v2 - v1) / maxDist);
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DynamicTreeIntersectionCallback callback(phasemask);
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impl->intersectRay(r, callback, maxDist, v2, true);
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return !callback.did_hit;
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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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impl->intersectZAllignedRay(r, callback, maxSearchDist);
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if (callback.didHit())
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return v.z - maxSearchDist;
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else
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return -G3D::finf();
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}
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