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Core/Maps: Implemented getting area id from gameobject spawns
Yes, you can now spawn LK platform anywhere and it will treat you as inside Icecrown Citadel
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@@ -17,16 +17,13 @@
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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 "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 "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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@@ -156,6 +153,22 @@ private:
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PhaseShift const& _phaseShift;
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};
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struct DynamicTreeAreaInfoCallback
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{
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DynamicTreeAreaInfoCallback(PhaseShift const& phaseShift) : _phaseShift(phaseShift) {}
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void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
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{
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obj.intersectPoint(p, _areaInfo, _phaseShift);
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}
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VMAP::AreaInfo const& GetAreaInfo() const { return _areaInfo; }
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private:
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PhaseShift const& _phaseShift;
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VMAP::AreaInfo _areaInfo;
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};
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bool DynamicMapTree::getIntersectionTime(G3D::Ray const& ray, G3D::Vector3 const& endPos, PhaseShift const& phaseShift, float& maxDist) const
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{
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float distance = maxDist;
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@@ -230,3 +243,20 @@ float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist,
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else
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return -G3D::finf();
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}
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bool DynamicMapTree::getAreaInfo(float x, float y, float& z, PhaseShift const& phaseShift, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const
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{
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G3D::Vector3 v(x, y, z + 0.5f);
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DynamicTreeAreaInfoCallback intersectionCallBack(phaseShift);
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impl->intersectPoint(v, intersectionCallBack);
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if (intersectionCallBack.GetAreaInfo().result)
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{
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flags = intersectionCallBack.GetAreaInfo().flags;
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adtId = intersectionCallBack.GetAreaInfo().adtId;
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rootId = intersectionCallBack.GetAreaInfo().rootId;
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groupId = intersectionCallBack.GetAreaInfo().groupId;
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z = intersectionCallBack.GetAreaInfo().ground_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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