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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.cpp27
1 files changed, 0 insertions, 27 deletions
diff --git a/src/common/Collision/Models/GameObjectModel.cpp b/src/common/Collision/Models/GameObjectModel.cpp
index 363863f5759..f2b19e038fa 100644
--- a/src/common/Collision/Models/GameObjectModel.cpp
+++ b/src/common/Collision/Models/GameObjectModel.cpp
@@ -186,33 +186,6 @@ 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() || !isMapObject())
- 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::GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, PhaseShift const& phaseShift) const
{
if (!isCollisionEnabled() || !owner->IsSpawned() || !isMapObject())