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Core/Object: Use object edges to calculate LoS
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1
sql/updates/world/yyyy_mm_dd_xx_world.sql
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1
sql/updates/world/yyyy_mm_dd_xx_world.sql
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@@ -0,0 +1 @@
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UPDATE `creature_model_info` SET `BoundingRadius`=7.5, `CombatReach`=6 WHERE `DisplayID`=30890;
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@@ -1146,9 +1146,13 @@ bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
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if (!IsInMap(obj))
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return false;
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float ox, oy, oz;
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obj->GetPosition(ox, oy, oz);
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return IsWithinLOS(ox, oy, oz);
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float x, y, z;
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if (obj->GetTypeId() == TYPEID_PLAYER)
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obj->GetPosition(x, y, z);
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else
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obj->GetHitSpherePointFor(GetPosition(), x, y, z);
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return IsWithinLOS(x, y, z);
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}
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float WorldObject::GetDistance(const WorldObject* obj) const
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@@ -1232,11 +1236,36 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const
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VMAP::IVMapManager* vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
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return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);*/
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if (IsInWorld())
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return GetMap()->isInLineOfSight(GetPositionX(), GetPositionY(), GetPositionZ()+2.f, ox, oy, oz+2.f, GetPhaseMask());
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{
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float x, y, z;
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if (GetTypeId() == TYPEID_PLAYER)
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GetPosition(x, y, z);
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else
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GetHitSpherePointFor({ ox, oy, oz }, x, y, z);
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return GetMap()->isInLineOfSight(x, y, z + 2.0f, ox, oy, oz + 2.0f, GetPhaseMask());
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}
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return true;
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}
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Position WorldObject::GetHitSpherePointFor(Position const& dest) const
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{
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G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ());
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G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * GetObjectSize();
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return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAngle(contactPoint.x, contactPoint.y));
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}
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void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const
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{
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Position pos = GetHitSpherePointFor(dest);
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x = pos.GetPositionX();
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y = pos.GetPositionY();
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z = pos.GetPositionZ();
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}
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bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const
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{
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float dx1 = GetPositionX() - obj1->GetPositionX();
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@@ -487,6 +487,8 @@ class WorldObject : public Object, public WorldLocation
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bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const;
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bool IsWithinLOS(float x, float y, float z) const;
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bool IsWithinLOSInMap(WorldObject const* obj) const;
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Position GetHitSpherePointFor(Position const& dest) const;
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void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const;
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bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
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bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
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bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
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