bool CollisionManager::checkShipCollision(ShipObject* ship, const Vector3& targetPosition, Vector3& collisionPoint) {
	Zone* zone = ship->getZone();

	if (zone == NULL)
		return false;

	TerrainManager* terrainManager = zone->getPlanetManager()->getTerrainManager();

	if (terrainManager->getProceduralTerrainAppearance() != NULL) {
		float height = terrainManager->getHeight(targetPosition.getX(), targetPosition.getY());

		float waterHeight = -16368.f;

		if (terrainManager->getWaterHeight(targetPosition.getY(), targetPosition.getY(), waterHeight))
			height = MAX(waterHeight, height);

		if (height > targetPosition.getZ()) {
			collisionPoint = targetPosition;
			collisionPoint.setZ(height);
			//ship->info("colliding with terrain", true);
			return true;
		}
	}

	Vector3 rayOrigin = ship->getWorldPosition();

	rayOrigin.set(rayOrigin.getX(), rayOrigin.getY(), rayOrigin.getZ());

	Vector3 rayEnd;
	rayEnd.set(targetPosition.getX(), targetPosition.getY(), targetPosition.getZ());

	float dist = rayEnd.distanceTo(rayOrigin);
	float intersectionDistance;
	Triangle* triangle = NULL;

	SortedVector<ManagedReference<QuadTreeEntry*> > objects(512, 512);
	zone->getInRangeObjects(targetPosition.getX(), targetPosition.getY(), 512, &objects, true);

	for (int i = 0; i < objects.size(); ++i) {
		AABBTree* aabbTree = NULL;

		SceneObject* scno = cast<SceneObject*>(objects.get(i).get());

		try {
			aabbTree = getAABBTree(scno, -1);

			if (aabbTree == NULL)
				continue;

		} catch (Exception& e) {
			aabbTree = NULL;
		} catch (...) {
			throw;
		}

		if (aabbTree != NULL) {
			//moving ray to model space

			try {
				Ray ray = convertToModelSpace(rayOrigin, rayEnd, scno);

				//structure->info("checking ray with building dir" + String::valueOf(structure->getDirectionAngle()), true);

				if (aabbTree->intersects(ray, dist, intersectionDistance, triangle, true)) {

					//rayOrigin.set(rayOrigin.getX(), rayOrigin.getY(), rayOrigin.getZ());
					Vector3 direction = rayEnd - rayOrigin;
					direction.normalize();
					//intersectionDistance -= 0.5f;

					collisionPoint.set(rayOrigin.getX() + (direction.getX() * intersectionDistance), rayOrigin.getY() + (direction.getY() * intersectionDistance), rayOrigin.getZ() + (direction.getZ() * intersectionDistance));
					//ship->info("colliding with building", true);

					return true;
				}
			} catch (Exception& e) {
				ship->error(e.getMessage());
			} catch (...) {
				throw;
			}


		}
	}

	return false;
}
float CollisionManager::getWorldFloorCollision(float x, float y, Zone* zone, bool testWater) {
	SortedVector<ManagedReference<QuadTreeEntry*> > closeObjects;
	zone->getInRangeObjects(x, y, 128, &closeObjects, true);

	PlanetManager* planetManager = zone->getPlanetManager();

	if (planetManager == NULL)
		return 0.f;

	float height = 0;

	TerrainManager* terrainManager = planetManager->getTerrainManager();

	//need to include exclude affectors in the terrain calcs
	height = terrainManager->getHeight(x, y);

	Vector3 rayStart(x, 16384.f, y);
	Vector3 rayEnd(x, -16384.f, y);

	Triangle* triangle = NULL;

	if (testWater) {
		float waterHeight;

		if (terrainManager->getWaterHeight(x, y, waterHeight))
			if (waterHeight > height)
				height = waterHeight;
	}

	float intersectionDistance;

	for (int i = 0; i < closeObjects.size(); ++i) {
		BuildingObject* building = dynamic_cast<BuildingObject*>(closeObjects.get(i).get());

		if (building == NULL)
			continue;

		//building->getObjectTemplate()->get

		SharedObjectTemplate* templateObject = building->getObjectTemplate();

		if (templateObject == NULL)
			continue;

		PortalLayout* portalLayout = templateObject->getPortalLayout();

		if (portalLayout == NULL)
			continue;

		if (portalLayout->getFloorMeshNumber() == 0)
			continue;

		//find nearest entrance
		FloorMesh* exteriorFloorMesh = portalLayout->getFloorMesh(0); // get outside layout
		AABBTree* aabbTree = exteriorFloorMesh->getAABBTree();

		if (aabbTree == NULL)
			continue;

		Ray ray = convertToModelSpace(rayStart, rayEnd, building);

		if (aabbTree->intersects(ray, 16384 * 2, intersectionDistance, triangle, true)) {
			float floorHeight = 16384 - intersectionDistance;

			if (floorHeight > height)
				height = floorHeight;
		}
	}

	return height;
}