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(); } } }
Vector3 VMapManager2::convertPositionToRep(float x, float y, float z) const { float pos[3]; double full = 64.0*533.33333333; double mid = full/2.0; pos[0] = -((mid + x)-full); pos[1] = -((mid + y)-full); pos[2] = z; return(Vector3(pos)); }
Vector3 VMapManager2::convertPositionToInternalRep(float x, float y, float z) const { float pos[3]; double full = 64.0*533.33333333; double mid = full/2.0; pos[0] = full - (x + mid); pos[1] = full - (y + mid); pos[2] = z; return(Vector3(pos)); }
bool GameObjectModel::initialize(const GameObject& go, const GameObjectDisplayInfoEntry& info) { ModelList::const_iterator it = model_list.find(info.Displayid); if (it == model_list.end()) return false; G3D::AABox mdl_box(it->second.bound); // ignore models with no bounds if (mdl_box == G3D::AABox::zero()) { VMAP_ERROR_LOG(LOG_FILTER_GENERAL, "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str()); return false; } iModel = ((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->acquireModelInstance(sWorld->GetDataPath() + "vmaps/", it->second.name); if (!iModel) return false; name = it->second.name; //flags = VMAP::MOD_M2; //adtId = 0; //ID = 0; iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ()); phasemask = go.GetPhaseMask(); iScale = go.GetObjectScale(); iInvScale = 1.f / iScale; G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(go.GetOrientation(), 0, 0); iInvRot = iRotation.inverse(); // transform bounding box: mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale); AABox rotated_bounds; for (int i = 0; i < 8; ++i) rotated_bounds.merge(iRotation * mdl_box.corner(i)); this->iBound = rotated_bounds + iPos; #ifdef SPAWN_CORNERS // test: for (int i = 0; i < 8; ++i) { Vector3 pos(iBound.corner(i)); if (Creature* c = const_cast<GameObject&>(go).SummonCreature(24440, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN)) { c->setFaction(35); c->SetObjectScale(0.1f); } } #endif return true; }
bool GameObjectModel::initialize(const GameObject& go, const GameObjectDisplayInfoEntry& info) { ModelList::const_iterator it = model_list.find(info.Displayid); if (it == model_list.end()) return false; G3D::AABox mdl_box(it->second.bound); // ignore models with no bounds if (mdl_box == G3D::AABox::zero()) { sLog->outError("GameObject model %s has zero bounds, loading skipped", it->second.name.c_str()); return false; } iModel = ((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->acquireModelInstance(sWorld->GetDataPath() + "vmaps/", it->second.name); if (!iModel) return false; name = it->second.name; //flags = VMAP::MOD_M2; //adtId = 0; //ID = 0; iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ()); // pussywizard: phasemask = (go.GetGoState() == GO_STATE_READY || go.IsTransport()) ? go.GetPhaseMask() : 0; iScale = go.GetFloatValue(OBJECT_FIELD_SCALE_X); iInvScale = 1.f / iScale; G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(go.GetOrientation(), 0, 0); iInvRot = iRotation.inverse(); // transform bounding box: mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale); AABox rotated_bounds; for (int i = 0; i < 8; ++i) rotated_bounds.merge(iRotation * mdl_box.corner(i)); iBound = rotated_bounds + iPos; #ifdef SPAWN_CORNERS // test: for (int i = 0; i < 8; ++i) { Vector3 pos(iBound.corner(i)); const_cast<GameObject&>(go).SummonCreature(1, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN); } #endif owner = &go; return true; }
bool GameObjectModel::Relocate(const GameObject& go) { if (!iModel) return false; ModelList::const_iterator it = model_list.find(go.GetDisplayId()); if (it == model_list.end()) return false; G3D::AABox mdl_box(it->second.bound); // ignore models with no bounds if (mdl_box == G3D::AABox::zero()) { VMAP_ERROR_LOG("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str()); return false; } iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ()); G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(go.GetOrientation(), 0, 0); iInvRot = iRotation.inverse(); // transform bounding box: mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale); AABox rotated_bounds; for (int i = 0; i < 8; ++i) rotated_bounds.merge(iRotation * mdl_box.corner(i)); iBound = rotated_bounds + iPos; #ifdef SPAWN_CORNERS // test: for (int i = 0; i < 8; ++i) { Vector3 pos(iBound.corner(i)); go.SummonCreature(1, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN); } #endif return true; }