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path: root/src/common/Collision/Models/GameObjectModel.cpp
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Diffstat (limited to 'src/common/Collision/Models/GameObjectModel.cpp')
-rw-r--r--src/common/Collision/Models/GameObjectModel.cpp64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/common/Collision/Models/GameObjectModel.cpp b/src/common/Collision/Models/GameObjectModel.cpp
index 54b48714c90..2c95187fbb2 100644
--- a/src/common/Collision/Models/GameObjectModel.cpp
+++ b/src/common/Collision/Models/GameObjectModel.cpp
@@ -146,6 +146,7 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
#endif
owner = std::move(modelOwner);
+ isWmo = it->second.isWmo;
return true;
}
@@ -183,6 +184,69 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
return hit;
}
+void GameObjectModel::intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, uint32 ph_mask) const
+{
+ if (!(phasemask & ph_mask) || !owner->IsSpawned() || !isMapObject())
+ 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;
+ }
+}
+
+bool GameObjectModel::GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, uint32 ph_mask) const
+{
+ if (!(phasemask & ph_mask) || !owner->IsSpawned() || !isMapObject())
+ 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)