Core/Collision: Models with flag MOD_M2 (mostly trees, among some other objects) should not be taken into account for LoS checks, this check does not apply to gameobjects (yet)

closes #3495

Signed-off-by: Subv <s.v.h21@hotmail.com>
This commit is contained in:
Subv
2012-02-14 18:19:40 -05:00
parent 7d30b061f0
commit c53d722aa2
5 changed files with 9 additions and 4 deletions

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@@ -245,7 +245,7 @@ namespace VMAP
return false;
}
WorldModel* VMapManager2::acquireModelInstance(const std::string& basepath, const std::string& filename)
WorldModel* VMapManager2::acquireModelInstance(const std::string& basepath, const std::string& filename, uint32 flags/* Only used when creating the model */)
{
//! Critical section, thread safe access to iLoadedModelFiles
TRINITY_GUARD(ACE_Thread_Mutex, LoadedModelFilesLock);
@@ -261,6 +261,7 @@ namespace VMAP
return NULL;
}
sLog->outDebug(LOG_FILTER_MAPS, "VMapManager2: loading file '%s%s'", basepath.c_str(), filename.c_str());
worldmodel->Flags = flags;
model = iLoadedModelFiles.insert(std::pair<std::string, ManagedModel>(filename, ManagedModel())).first;
model->second.setModel(worldmodel);
}

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@@ -103,7 +103,7 @@ namespace VMAP
bool getAreaInfo(unsigned int pMapId, float x, float y, float& z, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 reqLiquidType, float& level, float& floor, uint32& type) const;
WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename);
WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename, uint32 flags = 0);
void releaseModelInstance(const std::string& filename);
// what's the use of this? o.O

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@@ -309,7 +309,7 @@ namespace VMAP
#endif
if (!iIsTiled && ModelSpawn::readFromFile(rf, spawn))
{
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name);
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name, spawn.flags);
sLog->outDebug(LOG_FILTER_MAPS, "StaticMapTree::InitMap() : loading %s", spawn.name.c_str());
if (model)
{
@@ -380,7 +380,7 @@ namespace VMAP
if (result)
{
// acquire model instance
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name);
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name, spawn.flags);
if (!model)
sLog->outError("StaticMapTree::LoadMapTile() : could not acquire WorldModel pointer [%u, %u]", tileX, tileY);

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@@ -420,6 +420,9 @@ namespace VMAP
bool WorldModel::IntersectRay(const G3D::Ray &ray, float &distance, bool stopAtFirstHit) const
{
// M2 models are not taken into account for LoS calculation
if (Flags & MOD_M2)
return false;
// small M2 workaround, maybe better make separate class with virtual intersection funcs
// in any case, there's no need to use a bound tree if we only have one submodel
if (groupModels.size() == 1)

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@@ -113,6 +113,7 @@ namespace VMAP
bool GetLocationInfo(const G3D::Vector3 &p, const G3D::Vector3 &down, float &dist, LocationInfo &info) const;
bool writeFile(const std::string &filename);
bool readFile(const std::string &filename);
uint32 Flags;
protected:
uint32 RootWMOID;
std::vector<GroupModel> groupModels;