Core/Collision: Replaced phasemask with proper phases in GameObject c…

…ollision calculation
This commit is contained in:
Aokromes committed 2017-05-06 01:55:17 +02:00
1 parent 27683014f2
commit 0fbcdca05e
29 files changed
+120 -152

No files matched your search

+30 -53
View File
@@ -147,53 +147,32 @@ void DynamicMapTree::update(uint32 t_diff)
struct DynamicTreeIntersectionCallback
{
bool did_hit;
uint32 phase_mask;
DynamicTreeIntersectionCallback(uint32 phasemask) : did_hit(false), phase_mask(phasemask) { }
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance)
DynamicTreeIntersectionCallback(std::set<uint32> const& phases) : _didHit(false), _phases(phases) { }
bool operator()(G3D::Ray const& r, GameObjectModel const& obj, float& distance)
{
did_hit = obj.intersectRay(r, distance, true, phase_mask, VMAP::ModelIgnoreFlags::Nothing);
return did_hit;
_didHit = obj.intersectRay(r, distance, true, _phases);
return _didHit;
}
bool didHit() const { return did_hit;}
bool didHit() const { return _didHit; }
private:
bool _didHit;
std::set<uint32> _phases;
};
struct DynamicTreeIntersectionCallback_WithLogger
{
bool did_hit;
uint32 phase_mask;
DynamicTreeIntersectionCallback_WithLogger(uint32 phasemask) : did_hit(false), phase_mask(phasemask)
{
TC_LOG_DEBUG("maps", "Dynamic Intersection log");
}
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance)
{
TC_LOG_DEBUG("maps", "testing intersection with %s", obj.name.c_str());
bool hit = obj.intersectRay(r, distance, true, phase_mask, VMAP::ModelIgnoreFlags::Nothing);
if (hit)
{
did_hit = true;
TC_LOG_DEBUG("maps", "result: intersects");
}
return hit;
}
bool didHit() const { return did_hit;}
};
bool DynamicMapTree::getIntersectionTime(const uint32 phasemask, const G3D::Ray& ray,
const G3D::Vector3& endPos, float& maxDist) const
bool DynamicMapTree::getIntersectionTime(std::set<uint32> const& phases, G3D::Ray const& ray, G3D::Vector3 const& endPos, float& maxDist) const
{
float distance = maxDist;
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phases);
impl->intersectRay(ray, callback, distance, endPos);
if (callback.didHit())
maxDist = distance;
return callback.didHit();
}
bool DynamicMapTree::getObjectHitPos(const uint32 phasemask, const G3D::Vector3& startPos,
const G3D::Vector3& endPos, G3D::Vector3& resultHit,
float modifyDist) const
bool DynamicMapTree::getObjectHitPos(std::set<uint32> const& phases, G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, G3D::Vector3& resultHitPos, float modifyDist) const
{
bool result = false;
float maxDist = (endPos - startPos).magnitude();
@@ -202,56 +181,54 @@ bool DynamicMapTree::getObjectHitPos(const uint32 phasemask, const G3D::Vector3&
// prevent NaN values which can cause BIH intersection to enter infinite loop
if (maxDist < 1e-10f)
{
resultHit = endPos;
resultHitPos = endPos;
return false;
}
G3D::Vector3 dir = (endPos - startPos)/maxDist; // direction with length of 1
G3D::Ray ray(startPos, dir);
float dist = maxDist;
if (getIntersectionTime(phasemask, ray, endPos, dist))
if (getIntersectionTime(phases, ray, endPos, dist))
{
resultHit = startPos + dir * dist;
resultHitPos = startPos + dir * dist;
if (modifyDist < 0)
{
if ((resultHit - startPos).magnitude() > -modifyDist)
resultHit = resultHit + dir*modifyDist;
if ((resultHitPos - startPos).magnitude() > -modifyDist)
resultHitPos += dir * modifyDist;
else
resultHit = startPos;
resultHitPos = startPos;
}
else
resultHit = resultHit + dir*modifyDist;
resultHitPos += dir * modifyDist;
result = true;
}
else
{
resultHit = endPos;
resultHitPos = endPos;
result = false;
}
return result;
}
bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
bool DynamicMapTree::isInLineOfSight(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, std::set<uint32> const& phases) const
{
G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2);
float maxDist = (v2 - v1).magnitude();
float maxDist = (endPos - startPos).magnitude();
if (!G3D::fuzzyGt(maxDist, 0) )
return true;
G3D::Ray r(v1, (v2-v1) / maxDist);
DynamicTreeIntersectionCallback callback(phasemask);
impl->intersectRay(r, callback, maxDist, v2);
G3D::Ray r(startPos, (endPos - startPos) / maxDist);
DynamicTreeIntersectionCallback callback(phases);
impl->intersectRay(r, callback, maxDist, endPos);
return !callback.did_hit;
return !callback.didHit();
}
float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, std::set<uint32> const& phases) const
{
G3D::Vector3 v(x, y, z + 0.5f);
G3D::Ray r(v, G3D::Vector3(0, 0, -1));
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phases);
impl->intersectZAllignedRay(r, callback, maxSearchDist);
if (callback.didHit())
+4 -10
View File
@@ -40,17 +40,11 @@ public:
DynamicMapTree();
~DynamicMapTree();
bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2,
float z2, uint32 phasemask) const;
bool isInLineOfSight(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, std::set<uint32> const& phases) const;
bool getIntersectionTime(std::set<uint32> const& phases, G3D::Ray const& ray, G3D::Vector3 const& endPos, float& maxDist) const;
bool getObjectHitPos(std::set<uint32> const& phases, G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, G3D::Vector3& resultHitPos, float modifyDist) const;
bool getIntersectionTime(uint32 phasemask, const G3D::Ray& ray,
const G3D::Vector3& endPos, float& maxDist) const;
bool getObjectHitPos(uint32 phasemask, const G3D::Vector3& pPos1,
const G3D::Vector3& pPos2, G3D::Vector3& pResultHitPos,
float pModifyDist) const;
float getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const;
float getHeight(float x, float y, float z, float maxSearchDist, std::set<uint32> const& phases) const;
void insert(const GameObjectModel&);
void remove(const GameObjectModel&);
@@ -115,7 +115,6 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
name = it->second.name;
iPos = modelOwner->GetPosition();
phasemask = modelOwner->GetPhaseMask();
iScale = modelOwner->GetScale();
iInvScale = 1.f / iScale;
@@ -153,9 +152,12 @@ GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBas
return mdl;
}
bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const
bool GameObjectModel::intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, std::set<uint32> const& phases) const
{
if (!(phasemask & ph_mask) || !owner->IsSpawned())
if (!isCollisionEnabled() || !owner->IsSpawned())
return false;
if (!owner->IsInPhase(phases))
return false;
float time = ray.intersectionTime(iBound);
@@ -165,12 +167,12 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
// child bounds are defined in object space:
Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
Ray modRay(p, iInvRot * ray.direction());
float distance = MaxDist * iInvScale;
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
float distance = maxDist * iInvScale;
bool hit = iModel->IntersectRay(modRay, distance, stopAtFirstHit);
if (hit)
{
distance *= iScale;
MaxDist = distance;
maxDist = distance;
}
return hit;
}
@@ -26,6 +26,7 @@
#include "Define.h"
#include <memory>
#include <set>
namespace VMAP
{
@@ -41,7 +42,7 @@ class TC_COMMON_API GameObjectModelOwnerBase
public:
virtual bool IsSpawned() const { return false; }
virtual uint32 GetDisplayId() const { return 0; }
virtual uint32 GetPhaseMask() const { return 0; }
virtual bool IsInPhase(std::set<uint32> const& phases) const { return false; }
virtual G3D::Vector3 GetPosition() const { return G3D::Vector3::zero(); }
virtual float GetOrientation() const { return 0.0f; }
virtual float GetScale() const { return 1.0f; }
@@ -50,7 +51,7 @@ public:
class TC_COMMON_API GameObjectModel /*, public Intersectable*/
{
GameObjectModel() : phasemask(0), iInvScale(0), iScale(0), iModel(NULL) { }
GameObjectModel() : _collisionEnabled(false), iInvScale(0), iScale(0), iModel(nullptr) { }
public:
std::string name;
@@ -60,13 +61,11 @@ public:
const G3D::Vector3& getPosition() const { return iPos;}
/** Enables\disables collision. */
void disable() { phasemask = 0;}
void enable(uint32 ph_mask) { phasemask = ph_mask;}
/* Enables/disables collision */
void enableCollision(bool enable) { _collisionEnabled = enable; }
bool isCollisionEnabled() const { return _collisionEnabled; }
bool isEnabled() const {return phasemask != 0;}
bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const;
bool intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, std::set<uint32> const& phases) const;
static GameObjectModel* Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
@@ -75,7 +74,7 @@ public:
private:
bool initialize(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
uint32 phasemask;
bool _collisionEnabled;
G3D::AABox iBound;
G3D::Matrix3 iInvRot;
G3D::Vector3 iPos;
@@ -1426,7 +1426,7 @@ bool Creature::LoadCreatureFromDB(ObjectGuid::LowType spawnId, Map* map, bool ad
m_deathState = DEAD;
if (CanFly())
{
float tz = map->GetHeight(GetPhaseMask(), data->posX, data->posY, data->posZ, true, MAX_FALL_DISTANCE);
float tz = map->GetHeight(GetPhases(), data->posX, data->posY, data->posZ, true, MAX_FALL_DISTANCE);
if (data->posZ - tz > 0.1f && Trinity::IsValidMapCoord(tz))
Relocate(data->posX, data->posY, tz);
}
@@ -2730,7 +2730,7 @@ void Creature::UpdateMovementFlags()
return;
// Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc)
float ground = GetMap()->GetHeight(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZMinusOffset());
float ground = GetMap()->GetHeight(GetPhases(), GetPositionX(), GetPositionY(), GetPositionZMinusOffset());
bool isInAir = (G3D::fuzzyGt(GetPositionZMinusOffset(), ground + 0.05f) || G3D::fuzzyLt(GetPositionZMinusOffset(), ground - 0.05f)); // Can be underground too, prevent the falling
@@ -2223,15 +2223,6 @@ void GameObject::SetDisplayId(uint32 displayid)
UpdateModel();
}
bool GameObject::SetInPhase(uint32 id, bool update, bool apply)
{
bool res = WorldObject::SetInPhase(id, update, apply);
if (m_model && m_model->isEnabled())
EnableCollision(true);
return res;
}
void GameObject::EnableCollision(bool enable)
{
if (!m_model)
@@ -2240,7 +2231,7 @@ void GameObject::EnableCollision(bool enable)
/*if (enable && !GetMap()->ContainsGameObjectModel(*m_model))
GetMap()->InsertGameObjectModel(*m_model);*/
m_model->enable(enable ? GetPhaseMask() : 0);
m_model->enableCollision(enable);
}
void GameObject::UpdateModel()
@@ -2488,7 +2479,7 @@ public:
virtual bool IsSpawned() const override { return _owner->isSpawned(); }
virtual uint32 GetDisplayId() const override { return _owner->GetDisplayId(); }
virtual uint32 GetPhaseMask() const override { return _owner->GetPhaseMask(); }
virtual bool IsInPhase(std::set<uint32> const& phases) const override { return _owner->IsInPhase(phases); }
virtual G3D::Vector3 GetPosition() const override { return G3D::Vector3(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()); }
virtual float GetOrientation() const override { return _owner->GetOrientation(); }
virtual float GetScale() const override { return _owner->GetObjectScale(); }
@@ -788,7 +788,6 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
static void SetGoArtKit(uint8 artkit, GameObject* go, ObjectGuid::LowType lowguid = 0);
bool SetInPhase(uint32 id, bool update, bool apply) override;
void EnableCollision(bool enable);
void Use(Unit* user);
+26 -21
View File
@@ -1426,7 +1426,7 @@ bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare,
return obj && IsInMap(obj) && IsInPhase(obj) && _IsWithinDist(obj, dist2compare, is3D);
}
bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFlags ignoreFlags) const
bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const
{
/*float x, y, z;
GetPosition(x, y, z);
@@ -1440,7 +1440,7 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFla
else
GetHitSpherePointFor({ ox, oy, oz }, x, y, z);
return GetMap()->isInLineOfSight(x, y, z + 2.0f, ox, oy, oz + 2.0f, GetPhaseMask(), ignoreFlags);
return GetMap()->isInLineOfSight(x, y, z + 2.0f, ox, oy, oz + 2.0f, GetPhases());
}
return true;
@@ -1610,7 +1610,7 @@ Position WorldObject::GetRandomPoint(const Position &srcPos, float distance) con
void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
{
float new_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z + 2.0f, true);
float new_z = GetMap()->GetHeight(GetPhases(), x, y, z + 2.0f, true);
if (new_z > INVALID_HEIGHT)
z = new_z + 0.05f; // just to be sure that we are not a few pixel under the surface
}
@@ -1632,8 +1632,8 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
bool canSwim = ToCreature()->CanSwim();
float ground_z = z;
float max_z = canSwim
? GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK))
: ((ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true)));
? GetMap()->GetWaterOrGroundLevel(GetPhases(), x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK))
: ((ground_z = GetMap()->GetHeight(GetPhases(), x, y, z, true)));
if (max_z > INVALID_HEIGHT)
{
if (z > max_z)
@@ -1644,7 +1644,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
}
else
{
float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true);
float ground_z = GetMap()->GetHeight(GetPhases(), x, y, z, true);
if (z < ground_z)
z = ground_z;
}
@@ -1656,7 +1656,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
if (!ToPlayer()->CanFly())
{
float ground_z = z;
float max_z = GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK));
float max_z = GetMap()->GetWaterOrGroundLevel(GetPhases(), x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK));
if (max_z > INVALID_HEIGHT)
{
if (z > max_z)
@@ -1667,7 +1667,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
}
else
{
float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true);
float ground_z = GetMap()->GetHeight(GetPhases(), x, y, z, true);
if (z < ground_z)
z = ground_z;
}
@@ -1675,7 +1675,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
}
default:
{
float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true);
float ground_z = GetMap()->GetHeight(GetPhases(), x, y, z, true);
if (ground_z > INVALID_HEIGHT)
z = ground_z;
break;
@@ -2431,8 +2431,8 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle)
return;
}
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
ground = GetMap()->GetHeight(GetPhases(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhases(), destx, desty, pos.m_positionZ, true);
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
float step = dist/10.0f;
@@ -2444,8 +2444,8 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle)
{
destx -= step * std::cos(angle);
desty -= step * std::sin(angle);
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
ground = GetMap()->GetHeight(GetPhases(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhases(), destx, desty, pos.m_positionZ, true);
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
}
// we have correct destz now
@@ -2465,8 +2465,8 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle)
// @todo: replace with WorldObject::UpdateAllowedPositionZ
float NormalizeZforCollision(WorldObject* obj, float x, float y, float z)
{
float ground = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, MAX_HEIGHT, true);
float floor = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, z + 2.0f, true);
float ground = obj->GetMap()->GetHeight(obj->GetPhases(), x, y, MAX_HEIGHT, true);
float floor = obj->GetMap()->GetHeight(obj->GetPhases(), x, y, z + 2.0f, true);
float helper = std::fabs(ground - z) <= std::fabs(floor - z) ? ground : floor;
if (z > helper) // must be above ground
{
@@ -2515,7 +2515,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
}
// check dynamic collision
col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ + 0.5f, destx, desty, destz + 0.5f, destx, desty, destz, -0.5f);
col = GetMap()->getObjectHitPos(GetPhases(), pos.m_positionX, pos.m_positionY, pos.m_positionZ + 0.5f, destx, desty, destz + 0.5f, destx, desty, destz, -0.5f);
// Collided with a gameobject
if (col)
@@ -2692,22 +2692,27 @@ void WorldObject::ClearPhases(bool update)
UpdateObjectVisibility();
}
bool WorldObject::IsInPhase(WorldObject const* obj) const
bool WorldObject::IsInPhase(std::set<uint32> const& phases) const
{
// PhaseId 169 is the default fallback phase
if (_phases.empty() && obj->GetPhases().empty())
if (_phases.empty() && phases.empty())
return true;
if (_phases.empty() && obj->IsInPhase(DEFAULT_PHASE))
if (_phases.empty() && phases.count(DEFAULT_PHASE) > 0)
return true;
if (obj->GetPhases().empty() && IsInPhase(DEFAULT_PHASE))
if (phases.empty() && _phases.count(DEFAULT_PHASE) > 0)
return true;
return Trinity::Containers::Intersects(_phases.begin(), _phases.end(), phases.begin(), phases.end());
}
bool WorldObject::IsInPhase(WorldObject const* obj) const
{
if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->IsGameMaster())
return true;
return Trinity::Containers::Intersects(_phases.begin(), _phases.end(), obj->GetPhases().begin(), obj->GetPhases().end());
return IsInPhase(obj->GetPhases());
}
void WorldObject::PlayDistanceSound(uint32 sound_id, Player* target /*= NULL*/)
+2 -1
View File
@@ -487,6 +487,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
bool HasInPhaseList(uint32 phase);
uint32 GetPhaseMask() const { return m_phaseMask; }
bool IsInPhase(uint32 phase) const { return _phases.find(phase) != _phases.end(); }
bool IsInPhase(std::set<uint32> const& phases) const;
bool IsInPhase(WorldObject const* obj) const;
bool IsInTerrainSwap(uint32 terrainSwap) const { return _terrainSwaps.find(terrainSwap) != _terrainSwaps.end(); }
std::set<uint32> const& GetPhases() const { return _phases; }
@@ -524,7 +525,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
// use only if you will sure about placing both object at same map
bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const;
bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const;
bool IsWithinLOS(float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
bool IsWithinLOS(float x, float y, float z) const;
bool IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
Position GetHitSpherePointFor(Position const& dest) const;
void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const;
+1 -1
View File
@@ -15912,7 +15912,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
Movement::MoveSplineInit init(this);
// Creatures without inhabit type air should begin falling after exiting the vehicle
if (GetTypeId() == TYPEID_UNIT && !CanFly() && height > GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), &height) + 0.1f)
if (GetTypeId() == TYPEID_UNIT && !CanFly() && height > GetMap()->GetWaterOrGroundLevel(GetPhases(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), &height) + 0.1f)
init.SetFall();
init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), height, false);
+1 -1
View File
@@ -267,7 +267,7 @@ void WorldSession::HandleCorpseQueryOpcode(WorldPacket& /*recvData*/)
mapID = corpseMapEntry->entrance_map;
x = corpseMapEntry->entrance_x;
y = corpseMapEntry->entrance_y;
z = entranceMap->GetHeight(GetPlayer()->GetPhaseMask(), x, y, MAX_HEIGHT);
z = entranceMap->GetHeight(GetPlayer()->GetPhases(), x, y, MAX_HEIGHT);
}
}
}
+8 -8
View File
@@ -2230,12 +2230,12 @@ inline GridMap* Map::GetGrid(float x, float y)
return GridMaps[gx][gy];
}
float Map::GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground /*= NULL*/, bool /*swim = false*/) const
float Map::GetWaterOrGroundLevel(std::set<uint32> const& phases, float x, float y, float z, float* ground /*= nullptr*/, bool /*swim = false*/) const
{
if (const_cast<Map*>(this)->GetGrid(x, y))
{
// we need ground level (including grid height version) for proper return water level in point
float ground_z = GetHeight(phasemask, x, y, z, true, 50.0f);
float ground_z = GetHeight(phases, x, y, z, true, 50.0f);
if (ground)
*ground = ground_z;
@@ -2516,19 +2516,19 @@ float Map::GetWaterLevel(float x, float y) const
return 0;
}
bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const
bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, std::set<uint32> const& phases) const
{
return VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2, ignoreFlags)
&& _dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask);
&& _dynamicTree.isInLineOfSight({ x1, y1, z1 }, { x2, y2, z2 }, phases);
}
bool Map::getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist)
bool Map::getObjectHitPos(std::set<uint32> const& phases, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist)
{
G3D::Vector3 startPos(x1, y1, z1);
G3D::Vector3 dstPos(x2, y2, z2);
G3D::Vector3 resultPos;
bool result = _dynamicTree.getObjectHitPos(phasemask, startPos, dstPos, resultPos, modifyDist);
bool result = _dynamicTree.getObjectHitPos(phases, startPos, dstPos, resultPos, modifyDist);
rx = resultPos.x;
ry = resultPos.y;
@@ -2536,9 +2536,9 @@ bool Map::getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float
return result;
}
float Map::GetHeight(uint32 phasemask, float x, float y, float z, bool vmap/*=true*/, float maxSearchDist/*=DEFAULT_HEIGHT_SEARCH*/) const
float Map::GetHeight(std::set<uint32> const& phases, float x, float y, float z, bool vmap /*= true*/, float maxSearchDist /*= DEFAULT_HEIGHT_SEARCH*/) const
{
return std::max<float>(GetHeight(x, y, z, vmap, maxSearchDist), _dynamicTree.getHeight(x, y, z, maxSearchDist, phasemask));
return std::max<float>(GetHeight(x, y, z, vmap, maxSearchDist), _dynamicTree.getHeight(x, y, z, maxSearchDist, phases));
}
bool Map::IsInWater(float x, float y, float pZ, LiquidData* data) const
+4 -4
View File
@@ -491,14 +491,14 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap*>(this); else return NULL; }
BattlegroundMap const* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return NULL; }
float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = NULL, bool swim = false) const;
float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const;
float GetWaterOrGroundLevel(std::set<uint32> const& phases, float x, float y, float z, float* ground = nullptr, bool swim = false) const;
float GetHeight(std::set<uint32> const& phases, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, std::set<uint32> const& phases) const;
void Balance() { _dynamicTree.balance(); }
void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }
bool ContainsGameObjectModel(const GameObjectModel& model) const { return _dynamicTree.contains(model);}
bool getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float modifyDist);
bool getObjectHitPos(std::set<uint32> const& phases, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float modifyDist);
virtual uint32 GetOwnerGuildId(uint32 /*team*/ = TEAM_OTHER) const { return 0; }
/*
+2 -2
View File
@@ -495,7 +495,7 @@ void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool
if (_owner->IsFlying())
point.z = z;
else
point.z = _owner->GetMap()->GetHeight(_owner->GetPhaseMask(), point.x, point.y, z);
point.z = _owner->GetMap()->GetHeight(_owner->GetPhases(), point.x, point.y, z);
init.Path().push_back(point);
}
@@ -578,7 +578,7 @@ void MotionMaster::ResumeSplineChain(SplineChainResumeInfo const& info)
void MotionMaster::MoveFall(uint32 id /*=0*/)
{
// use larger distance for vmap height search than in most other cases
float tz = _owner->GetMap()->GetHeight(_owner->GetPhaseMask(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
float tz = _owner->GetMap()->GetHeight(_owner->GetPhases(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
if (tz <= INVALID_HEIGHT)
{
TC_LOG_DEBUG("misc", "MotionMaster::MoveFall: unable to retrieve a proper height at map %u (x: %f, y: %f, z: %f).",
@@ -63,7 +63,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
// Limit height change
const float distanceZ = float(rand_norm()) * travelDistZ/2.0f;
destZ = respZ + distanceZ;
float levelZ = map->GetWaterOrGroundLevel(creature->GetPhaseMask(), destX, destY, destZ-2.5f);
float levelZ = map->GetWaterOrGroundLevel(creature->GetPhases(), destX, destY, destZ-2.5f);
// Problem here, we must fly above the ground and water, not under. Let's try on next tick
if (levelZ >= destZ)
@@ -77,17 +77,17 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
// The fastest way to get an accurate result 90% of the time.
// Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
destZ = map->GetHeight(creature->GetPhaseMask(), destX, destY, respZ+travelDistZ-2.0f, false);
destZ = map->GetHeight(creature->GetPhases(), destX, destY, respZ+travelDistZ-2.0f, false);
if (std::fabs(destZ - respZ) > travelDistZ) // Map check
{
// Vmap Horizontal or above
destZ = map->GetHeight(creature->GetPhaseMask(), destX, destY, respZ - 2.0f, true);
destZ = map->GetHeight(creature->GetPhases(), destX, destY, respZ - 2.0f, true);
if (std::fabs(destZ - respZ) > travelDistZ)
{
// Vmap Higher
destZ = map->GetHeight(creature->GetPhaseMask(), destX, destY, respZ+travelDistZ-2.0f, true);
destZ = map->GetHeight(creature->GetPhases(), destX, destY, respZ+travelDistZ-2.0f, true);
// let's forget this bad coords where a z cannot be find and retry at next tick
if (std::fabs(destZ - respZ) > travelDistZ)
+1 -1
View File
@@ -1282,7 +1282,7 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplici
float angle = float(rand_norm()) * static_cast<float>(M_PI * 35.0f / 180.0f) - static_cast<float>(M_PI * 17.5f / 180.0f);
m_caster->GetClosePoint(x, y, z, DEFAULT_WORLD_OBJECT_SIZE, dist, angle);
float ground = m_caster->GetMap()->GetHeight(m_caster->GetPhaseMask(), x, y, z, true, 50.0f);
float ground = m_caster->GetMap()->GetHeight(m_caster->GetPhases(), x, y, z, true, 50.0f);
float liquidLevel = VMAP_INVALID_HEIGHT_VALUE;
LiquidData liquidData;
if (m_caster->GetMap()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquidData))
+2 -2
View File
@@ -237,8 +237,8 @@ public:
Map2ZoneCoordinates(zoneX, zoneY, zoneId);
Map const* map = object->GetMap();
float groundZ = map->GetHeight(object->GetPhaseMask(), object->GetPositionX(), object->GetPositionY(), MAX_HEIGHT);
float floorZ = map->GetHeight(object->GetPhaseMask(), object->GetPositionX(), object->GetPositionY(), object->GetPositionZ());
float groundZ = map->GetHeight(object->GetPhases(), object->GetPositionX(), object->GetPositionY(), MAX_HEIGHT);
float floorZ = map->GetHeight(object->GetPhases(), object->GetPositionX(), object->GetPositionY(), object->GetPositionZ());
GridCoord gridCoord = Trinity::ComputeGridCoord(object->GetPositionX(), object->GetPositionY());
@@ -1172,7 +1172,7 @@ public:
float x, y, z;
me->GetPosition(x, y, z);
z = me->GetMap()->GetHeight(me->GetPhaseMask(), x, y, z);
z = me->GetMap()->GetHeight(me->GetPhases(), x, y, z);
me->GetMotionMaster()->MovePoint(0, x, y, z);
me->SetPosition(x, y, z, 0);
}
@@ -1290,7 +1290,7 @@ public:
{
float x, y, z;
me->GetPosition(x, y, z);
z = me->GetMap()->GetHeight(me->GetPhaseMask(), x, y, z);
z = me->GetMap()->GetHeight(me->GetPhases(), x, y, z);
me->GetMotionMaster()->MovePoint(0, x, y, z);
me->SetPosition(x, y, z, 0);
hyjal_trashAI::JustDied(killer);
@@ -541,7 +541,7 @@ public:
float x = caster->GetPositionX() + dist * std::cos(angle);
float y = caster->GetPositionY() + dist * std::sin(angle);
float z = caster->GetMap()->GetHeight(x, y, caster->GetPositionZ());
float z = caster->GetMap()->GetHeight(caster->GetPhases(), x, y, caster->GetPositionZ());
const_cast<WorldLocation*>(GetExplTargetDest())->Relocate(x, y, z);
GetHitDest()->Relocate(x, y, z);
@@ -268,7 +268,7 @@ class boss_high_priestess_azil : public CreatureScript
me->RemoveAurasDueToSpell(SPELL_EARTH_FURY_CASTING_VISUAL);
me->RemoveAurasDueToSpell(SPELL_EARTH_FURY_ENERGY_SHIELD);
Position pos = me->GetPosition();
pos.m_positionZ = me->GetMap()->GetHeight(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
pos.m_positionZ = me->GetMap()->GetHeight(me->GetPhases(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
me->GetMotionMaster()->MovePoint(POINT_GROUND, pos);
break;
}
@@ -266,7 +266,7 @@ class boss_slabhide : public CreatureScript
case EVENT_LAND:
{
Position pos = me->GetPosition();
pos.m_positionZ = me->GetMap()->GetHeight(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
pos.m_positionZ = me->GetMap()->GetHeight(me->GetPhases(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
me->GetMotionMaster()->MoveLand(POINT_SLABHIDE_LAND, pos);
break;
}
@@ -479,7 +479,7 @@ public:
{
Unit* caster = GetCaster();
Position pos = caster->GetPosition();
pos.m_positionZ = caster->GetMap()->GetHeight(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), true, 100.0f);
pos.m_positionZ = caster->GetMap()->GetHeight(caster->GetPhases(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), true, 100.0f);
dest.Relocate(pos);
}
@@ -88,7 +88,7 @@ class boss_amanitar : public CreatureScript
for (uint8 i = 0; i < 30; ++i)
{
Position pos = me->GetRandomNearPosition(30.0f);
pos.m_positionZ = me->GetMap()->GetHeight(pos.GetPositionX(), pos.GetPositionY(), MAX_HEIGHT) + 2.0f;
pos.m_positionZ = me->GetMap()->GetHeight(me->GetPhases(), pos.GetPositionX(), pos.GetPositionY(), MAX_HEIGHT) + 2.0f;
if (Creature* trigger = me->SummonCreature(NPC_TRIGGER, pos))
{
@@ -626,7 +626,7 @@ class npc_frost_sphere : public CreatureScript
if (me->GetHealth() <= damage)
{
damage = 0;
float floorZ = me->GetMap()->GetHeight(me->GetPhaseMask(), me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
float floorZ = me->GetMap()->GetHeight(me->GetPhases(), me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
if (fabs(me->GetPositionZ() - floorZ) < 0.1f)
{
// we are close to the ground
@@ -805,7 +805,7 @@ class boss_prince_valanar_icc : public CreatureScript
{
float x, y, z;
summon->GetPosition(x, y, z);
float ground_Z = summon->GetMap()->GetHeight(summon->GetPhaseMask(), x, y, z, true, 500.0f);
float ground_Z = summon->GetMap()->GetHeight(summon->GetPhases(), x, y, z, true, 500.0f);
summon->GetMotionMaster()->MovePoint(POINT_KINETIC_BOMB_IMPACT, x, y, ground_Z);
summon->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
break;
@@ -1047,7 +1047,7 @@ class npc_kinetic_bomb : public CreatureScript
me->SetReactState(REACT_PASSIVE);
me->GetPosition(_x, _y, _groundZ);
me->DespawnOrUnsummon(60000);
_groundZ = me->GetMap()->GetHeight(me->GetPhaseMask(), _x, _y, _groundZ, true, 500.0f);
_groundZ = me->GetMap()->GetHeight(me->GetPhases(), _x, _y, _groundZ, true, 500.0f);
}
void DoAction(int32 action) override
@@ -2018,7 +2018,7 @@ class spell_svalna_revive_champion : public SpellScriptLoader
return;
Position pos = caster->GetNearPosition(5.0f, 0.0f);
//pos.m_positionZ = caster->GetBaseMap()->GetHeight(caster->GetPhaseMask(), pos.GetPositionX(), pos.GetPositionY(), caster->GetPositionZ(), true, 50.0f);
//pos.m_positionZ = caster->GetBaseMap()->GetHeight(caster->GetPhases(), pos.GetPositionX(), pos.GetPositionY(), caster->GetPositionZ(), true, 50.0f);
//pos.m_positionZ += 0.05f;
caster->SetHomePosition(pos);
caster->GetMotionMaster()->MoveLand(POINT_LAND, pos);
@@ -777,7 +777,7 @@ class boss_flame_leviathan_safety_container : public CreatureScript
{
float x, y, z;
me->GetPosition(x, y, z);
z = me->GetMap()->GetHeight(me->GetPhaseMask(), x, y, z);
z = me->GetMap()->GetHeight(me->GetPhases(), x, y, z);
me->GetMotionMaster()->MovePoint(0, x, y, z);
me->SetPosition(x, y, z, 0);
}
@@ -863,7 +863,7 @@ class boss_sara : public CreatureScript
float angle = frand(0.0f, 2.0f * float(M_PI));
pos.m_positionX = YoggSaronSpawnPos.GetPositionX() + radius * cosf(angle);
pos.m_positionY = YoggSaronSpawnPos.GetPositionY() + radius * sinf(angle);
pos.m_positionZ = me->GetMap()->GetHeight(me->GetPhaseMask(), pos.GetPositionX(), pos.GetPositionY(), YoggSaronSpawnPos.GetPositionZ() + 5.0f);
pos.m_positionZ = me->GetMap()->GetHeight(me->GetPhases(), pos.GetPositionX(), pos.GetPositionY(), YoggSaronSpawnPos.GetPositionZ() + 5.0f);
me->SummonCreature(NPC_DEATH_RAY, pos, TEMPSUMMON_TIMED_DESPAWN, 20000);
}
break;
@@ -780,7 +780,7 @@ public:
bird->KillSelf();
crunchy->GetMotionMaster()->MovePoint(0, bird->GetPositionX(), bird->GetPositionY(),
bird->GetMap()->GetWaterOrGroundLevel(bird->GetPhaseMask(), bird->GetPositionX(), bird->GetPositionY(), bird->GetPositionZ()));
bird->GetMap()->GetWaterOrGroundLevel(bird->GetPhases(), bird->GetPositionX(), bird->GetPositionY(), bird->GetPositionZ()));
/// @todo Make crunchy perform emote eat when he reaches the bird
break;
@@ -74,7 +74,7 @@ public:
void Reset() override
{
ground = me->GetMap()->GetHeight(me->GetPositionX(), me->GetPositionY(), me->GetPositionZMinusOffset());
ground = me->GetMap()->GetHeight(me->GetPhases(), me->GetPositionX(), me->GetPositionY(), me->GetPositionZMinusOffset());
SummonInfernal();
events.ScheduleEvent(EVENT_CAST_SUMMON_INFERNAL, urand(1000, 3000));
}