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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Vmaps): Stop M2s from occluding for spellcast LoS. Original autho… (#11341)
* Core/Vmaps: Stop M2s from occluding for spellcast LoS. Original authors: @Shauren & @HelloKitty Fixes #11293 * buildfix. Co-Authored-By: HelloKitty <5829095+HelloKitty@users.noreply.github.com>
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@@ -18,6 +18,7 @@
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#include "GameObjectModel.h"
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#include "Log.h"
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#include "MapTree.h"
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#include "ModelInstance.h"
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#include "Timer.h"
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#include "VMapDefinitions.h"
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#include "VMapFactory.h"
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@@ -123,7 +124,8 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
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return false;
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}
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iModel = VMAP::VMapFactory::createOrGetVMapMgr()->acquireModelInstance(dataPath + "vmaps/", it->second.name);
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iModel = VMAP::VMapFactory::createOrGetVMapMgr()->acquireModelInstance(dataPath + "vmaps/", it->second.name,
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it->second.isWmo ? VMAP::ModelFlags::MOD_WORLDSPAWN : VMAP::ModelFlags::MOD_M2);
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if (!iModel)
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{
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@@ -174,7 +176,7 @@ GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBas
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return mdl;
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}
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bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const
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bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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if (!(phasemask & ph_mask) || !owner->IsSpawned())
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{
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@@ -191,7 +193,7 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
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Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
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Ray modRay(p, iInvRot * ray.direction());
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float distance = MaxDist * iInvScale;
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
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if (hit)
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{
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distance *= iScale;
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@@ -29,6 +29,7 @@ namespace VMAP
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class WorldModel;
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struct AreaInfo;
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struct LocationInfo;
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enum class ModelIgnoreFlags : uint32;
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}
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class GameObject;
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@@ -68,7 +69,7 @@ public:
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[[nodiscard]] bool isEnabled() const { return phasemask != 0; }
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[[nodiscard]] bool IsMapObject() const { return isWmo; }
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bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const;
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bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const;
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void IntersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, uint32 ph_mask) const;
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bool GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, uint32 ph_mask) const;
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bool GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationInfo& info, float& liqHeight) const;
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37
src/common/Collision/Models/ModelIgnoreFlags.h
Normal file
37
src/common/Collision/Models/ModelIgnoreFlags.h
Normal file
@@ -0,0 +1,37 @@
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ModelIgnoreFlags_h__
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#define ModelIgnoreFlags_h__
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#include "Define.h"
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namespace VMAP
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{
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enum class ModelIgnoreFlags : uint32
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{
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Nothing = 0x00,
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M2 = 0x01
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};
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inline ModelIgnoreFlags operator&(ModelIgnoreFlags left, ModelIgnoreFlags right)
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{
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return ModelIgnoreFlags(uint32(left) & uint32(right));
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}
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}
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#endif // ModelIgnoreFlags_h__
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@@ -30,7 +30,7 @@ namespace VMAP
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iInvScale = 1.f / iScale;
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}
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bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const
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bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
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{
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if (!iModel)
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{
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@@ -54,7 +54,7 @@ namespace VMAP
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Vector3 p = iInvRot * (pRay.origin() - iPos) * iInvScale;
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Ray modRay(p, iInvRot * pRay.direction());
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float distance = pMaxDist * iInvScale;
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
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if (hit)
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{
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distance *= iScale;
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@@ -29,6 +29,7 @@ namespace VMAP
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class WorldModel;
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struct AreaInfo;
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struct LocationInfo;
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enum class ModelIgnoreFlags : uint32;
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enum ModelFlags
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{
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@@ -64,7 +65,7 @@ namespace VMAP
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ModelInstance() { }
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ModelInstance(const ModelSpawn& spawn, WorldModel* model);
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void setUnloaded() { iModel = nullptr; }
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bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const;
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bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
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void intersectPoint(const G3D::Vector3& p, AreaInfo& info) const;
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bool GetLocationInfo(const G3D::Vector3& p, LocationInfo& info) const;
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bool GetLiquidLevel(const G3D::Vector3& p, LocationInfo& info, float& liqHeight) const;
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@@ -17,6 +17,7 @@
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#include "WorldModel.h"
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#include "MapTree.h"
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#include "ModelIgnoreFlags.h"
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#include "ModelInstance.h"
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#include "VMapDefinitions.h"
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@@ -485,8 +486,18 @@ namespace VMAP
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bool hit;
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};
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bool WorldModel::IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const
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bool WorldModel::IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
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{
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// If the caller asked us to ignore certain objects we should check flags
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if ((ignoreFlags & ModelIgnoreFlags::M2) != ModelIgnoreFlags::Nothing)
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{
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// M2 models are not taken into account for LoS calculation if caller requested their ignoring.
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if (Flags & MOD_M2)
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{
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return false;
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}
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}
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// small M2 workaround, maybe better make separate class with virtual intersection funcs
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// in any case, there's no need to use a bound tree if we only have one submodel
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if (groupModels.size() == 1)
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@@ -30,6 +30,7 @@ namespace VMAP
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class TreeNode;
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struct AreaInfo;
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struct LocationInfo;
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enum class ModelIgnoreFlags : uint32;
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class MeshTriangle
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{
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@@ -108,12 +109,13 @@ namespace VMAP
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//! pass group models to WorldModel and create BIH. Passed vector is swapped with old geometry!
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void setGroupModels(std::vector<GroupModel>& models);
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void setRootWmoID(uint32 id) { RootWMOID = id; }
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bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const;
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bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
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bool IntersectPoint(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, AreaInfo& info) const;
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bool GetLocationInfo(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, LocationInfo& info) const;
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bool writeFile(const std::string& filename);
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bool readFile(const std::string& filename);
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void GetGroupModels(std::vector<GroupModel>& outGroupModels);
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uint32 Flags;
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protected:
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uint32 RootWMOID{0};
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std::vector<GroupModel> groupModels;
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