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path: root/src/common/Collision/Models/GameObjectModel.cpp
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-rw-r--r--src/common/Collision/Models/GameObjectModel.cpp45
1 files changed, 45 insertions, 0 deletions
diff --git a/src/common/Collision/Models/GameObjectModel.cpp b/src/common/Collision/Models/GameObjectModel.cpp
index c1f7f9e1bb1..d81ccee9c5a 100644
--- a/src/common/Collision/Models/GameObjectModel.cpp
+++ b/src/common/Collision/Models/GameObjectModel.cpp
@@ -212,6 +212,51 @@ void GameObjectModel::intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo&
}
}
+bool GameObjectModel::GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, PhaseShift const& phaseShift) const
+{
+ if (!isCollisionEnabled() || !owner->IsSpawned() || !isMapObject())
+ return false;
+
+ if (!owner->IsInPhase(phaseShift))
+ 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)