Core/vmaps: Removed vmap lookup functions duplicating functionality of each other

This commit is contained in:
Shauren
2024-03-07 00:23:52 +01:00
parent 1f73cf9f19
commit 45ee989c70
25 changed files with 100 additions and 308 deletions

View File

@@ -186,33 +186,6 @@ bool GameObjectModel::intersectRay(G3D::Ray const& ray, float& maxDist, bool sto
return hit;
}
void GameObjectModel::intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) const
{
if (!isCollisionEnabled() || !owner->IsSpawned() || !isMapObject())
return;
if (!owner->IsInPhase(phaseShift))
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;
info.adtId = owner->GetNameSetId();
}
}
}
bool GameObjectModel::GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, PhaseShift const& phaseShift) const
{
if (!isCollisionEnabled() || !owner->IsSpawned() || !isMapObject())