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-rw-r--r--src/common/Collision/Models/GameObjectModel.cpp27
-rw-r--r--src/common/Collision/Models/GameObjectModel.h3
2 files changed, 30 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)
diff --git a/src/common/Collision/Models/GameObjectModel.h b/src/common/Collision/Models/GameObjectModel.h
index 53d1d1ca149..bb6c3fbc109 100644
--- a/src/common/Collision/Models/GameObjectModel.h
+++ b/src/common/Collision/Models/GameObjectModel.h
@@ -30,6 +30,7 @@
namespace VMAP
{
class WorldModel;
+ struct AreaInfo;
}
class GameObject;
@@ -43,6 +44,7 @@ public:
virtual bool IsSpawned() const { return false; }
virtual uint32 GetDisplayId() const { return 0; }
+ virtual uint8 GetNameSetId() const { return 0; }
virtual bool IsInPhase(PhaseShift const& /*phaseShift*/) const { return false; }
virtual G3D::Vector3 GetPosition() const { return G3D::Vector3::zero(); }
virtual float GetOrientation() const { return 0.0f; }
@@ -67,6 +69,7 @@ public:
bool isCollisionEnabled() const { return _collisionEnabled; }
bool intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift) const;
+ void intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) const;
static GameObjectModel* Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);