Core/Collision: Port new parts for retrieving area/liquid data from gameobjects added when porting 42f9deb21e to 3.3.5

This commit is contained in:
Shauren
2020-06-28 12:26:39 +02:00
parent 623413d088
commit 6040f8eb31
4 changed files with 98 additions and 0 deletions

View File

@@ -24,6 +24,9 @@
#include "ModelInstance.h"
#include "RegularGrid.h"
#include "Timer.h"
#include "VMapFactory.h"
#include "VMapManager2.h"
#include "WorldModel.h"
#include <G3D/AABox.h>
#include <G3D/Ray.h>
#include <G3D/Vector3.h>
@@ -169,6 +172,25 @@ private:
VMAP::AreaInfo _areaInfo;
};
struct DynamicTreeLocationInfoCallback
{
DynamicTreeLocationInfoCallback(PhaseShift const& phaseShift) : _phaseShift(phaseShift), _hitModel(nullptr) {}
void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
{
if (obj.GetLocationInfo(p, _locationInfo, _phaseShift))
_hitModel = &obj;
}
VMAP::LocationInfo& GetLocationInfo() { return _locationInfo; }
GameObjectModel const* GetHitModel() const { return _hitModel; }
private:
PhaseShift const& _phaseShift;
VMAP::LocationInfo _locationInfo;
GameObjectModel const* _hitModel;
};
bool DynamicMapTree::getIntersectionTime(G3D::Ray const& ray, G3D::Vector3 const& endPos, PhaseShift const& phaseShift, float& maxDist) const
{
float distance = maxDist;
@@ -260,3 +282,24 @@ bool DynamicMapTree::getAreaInfo(float x, float y, float& z, PhaseShift const& p
}
return false;
}
void DynamicMapTree::getAreaAndLiquidData(float x, float y, float z, PhaseShift const& phaseShift, uint8 /*reqLiquidType*/, VMAP::AreaAndLiquidData& /*data*/) const
{
G3D::Vector3 v(x, y, z + 0.5f);
DynamicTreeLocationInfoCallback intersectionCallBack(phaseShift);
impl->intersectPoint(v, intersectionCallBack);
if (intersectionCallBack.GetLocationInfo().hitModel)
{/* For future use (needs cherry-pick f6c849729b27b77228704b595de3adaf24da2c10)
data.floorZ = intersectionCallBack.GetLocationInfo().ground_Z;
uint32 liquidType = intersectionCallBack.GetLocationInfo().hitModel->GetLiquidType();
float liquidLevel;
if (!reqLiquidType || (dynamic_cast<VMAP::VMapManager2*>(VMAP::VMapFactory::createOrGetVMapManager())->GetLiquidFlagsPtr(liquidType) & reqLiquidType))
if (intersectionCallBack.GetHitModel()->GetLiquidLevel(v, intersectionCallBack.GetLocationInfo(), liquidLevel))
data.liquidInfo = boost::in_place(liquidType, liquidLevel);
data.areaInfo = boost::in_place(intersectionCallBack.GetHitModel()->GetNameSetId(),
intersectionCallBack.GetLocationInfo().rootId,
intersectionCallBack.GetLocationInfo().hitModel->GetWmoID(),
intersectionCallBack.GetLocationInfo().hitModel->GetMogpFlags());
*/}
}

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@@ -31,6 +31,11 @@ class GameObjectModel;
class PhaseShift;
struct DynTreeImpl;
namespace VMAP
{
struct AreaAndLiquidData;
}
class TC_COMMON_API DynamicMapTree
{
DynTreeImpl *impl;
@@ -46,6 +51,7 @@ public:
float getHeight(float x, float y, float z, float maxSearchDist, PhaseShift const& phaseShift) const;
bool getAreaInfo(float x, float y, float& z, PhaseShift const& phaseShift, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
void getAreaAndLiquidData(float x, float y, float z, PhaseShift const& phaseShift, uint8 reqLiquidType, VMAP::AreaAndLiquidData& data) const;
void insert(const GameObjectModel&);
void remove(const GameObjectModel&);

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@@ -212,6 +212,51 @@ void GameObjectModel::intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo&
}
}
bool GameObjectModel::GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, PhaseShift const& phaseShift) const
{
if (!isCollisionEnabled() || !owner->IsSpawned() || !isMapObject())
return false;
if (!owner->IsInPhase(phaseShift))
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)

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@@ -30,6 +30,7 @@ namespace VMAP
{
class WorldModel;
struct AreaInfo;
struct LocationInfo;
enum class ModelIgnoreFlags : uint32;
}
@@ -68,9 +69,12 @@ public:
void enableCollision(bool enable) { _collisionEnabled = enable; }
bool isCollisionEnabled() const { return _collisionEnabled; }
bool isMapObject() const { return isWmo; }
uint8 GetNameSetId() const { return owner->GetNameSetId(); }
bool intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift, VMAP::ModelIgnoreFlags ignoreFlags) const;
void intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) const;
bool GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, PhaseShift const& phaseShift) const;
bool GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationInfo& info, float& liqHeight) const;
static GameObjectModel* Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);