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path: root/src/common/Collision/Models/GameObjectModel.cpp
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-rw-r--r--src/common/Collision/Models/GameObjectModel.cpp27
1 files changed, 27 insertions, 0 deletions
diff --git a/src/common/Collision/Models/GameObjectModel.cpp b/src/common/Collision/Models/GameObjectModel.cpp
index 350c52bfde0..ac0bdefc724 100644
--- a/src/common/Collision/Models/GameObjectModel.cpp
+++ b/src/common/Collision/Models/GameObjectModel.cpp
@@ -177,6 +177,33 @@ 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())
+ 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::UpdatePosition()
{
if (!iModel)