コード例 #1
0
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();
        }
    }
}
コード例 #2
0
ファイル: VMapManager2.cpp プロジェクト: Bootz/diamondcore
    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));
    }
コード例 #3
0
ファイル: VMapManager2.cpp プロジェクト: Bootz/diamondcore
    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));
    }
コード例 #4
0
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;
}
コード例 #5
0
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;
}
コード例 #6
0
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;
}