bool MapTree::isOutDoors(const Vector3& pos) { Vector3 dir = Vector3(0,-1,0); Ray ray = Ray::fromOriginAndDirection(pos, dir); // direction with length of 1 unsigned int flags; AABSPTree<ModelContainer*>::RayIntersectionIterator MITR; AABSPTree<ModelContainer*>::RayIntersectionIterator MITREND; RayIntersectionIterator<TreeNode, SubModel> SMITR; RayIntersectionIterator<TreeNode, SubModel> SMITREND; ModelContainer * mc; SubModel * sm; MITR = iTree->beginRayIntersection( ray, MAX_CAN_FALL_DISTANCE ); MITREND = iTree->endRayIntersection(); for(; MITR != MITREND; ++MITR) { mc = ((ModelContainer*)*MITR); Ray relativeRay = Ray::fromOriginAndDirection(ray.origin - mc->getBasePosition(), ray.direction); SMITR = mc->beginRayIntersection( relativeRay, MAX_CAN_FALL_DISTANCE ); SMITREND = mc->endRayIntersection(); for( ; SMITR != SMITREND; ++SMITR ) { sm = ((SubModel*)&(*SMITR)); #if 0 if( sm->getIndoorFlag() != 0 ) { unsigned int i = sm->getIndoorFlag(); printf("=========================================================\n"); printf("Model indoor flags: %u\n", sm->getIndoorFlag()); unsigned int z, b; for(z = 1, b = 1; b < 32;) { if(i & z) printf(" Bit %u (0x%.8X or %u) is set!\n", b, z, z); z <<= 1; b+=1; } printf("=========================================================\n"); } #else flags = sm->getIndoorFlag(); if( flags != 0 ) { /* From WoWdev: Flag Meaning 0x1 Always set 0x4 Has vertex colors (MOCV chunk) 0x8 Outdoor 0x200 Has lights (MOLR chunk) 0x800 Has doodads (MODR chunk) 0x1000 Has water (MLIQ chunk) 0x2000 Indoor 0x40000 Show skybox ********************** 0x8000 seems to be set in the areas in citys (while it has the indoor flag, its not an indoor area */ if( !(flags & 0x8) ) return false; } #endif } } return true; }