Local snapshot for Docker build (includes mod-ale)
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "DynamicTree.h"
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#include "BoundingIntervalHierarchyWrapper.h"
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#include "GameObjectModel.h"
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#include "MapTree.h"
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#include "ModelIgnoreFlags.h"
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#include "ModelInstance.h"
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#include "RegularGrid.h"
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#include "Timer.h"
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#include "VMapFactory.h"
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#include "VMapMgr2.h"
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#include "WorldModel.h"
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#include <G3D/AABox.h>
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#include <G3D/Ray.h>
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#include <G3D/Vector3.h>
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using VMAP::ModelInstance;
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namespace
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{
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int CHECK_TREE_PERIOD = 200;
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}
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template<> struct HashTrait< GameObjectModel>
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{
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static std::size_t hashCode(const GameObjectModel& g) { return (size_t)(void*)&g; }
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};
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template<> struct PositionTrait< GameObjectModel>
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{
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static void GetPosition(const GameObjectModel& g, G3D::Vector3& p) { p = g.GetPosition(); }
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};
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template<> struct BoundsTrait< GameObjectModel>
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{
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static void GetBounds(const GameObjectModel& g, G3D::AABox& out) { out = g.GetBounds();}
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static void GetBounds2(const GameObjectModel* g, G3D::AABox& out) { out = g->GetBounds();}
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};
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typedef RegularGrid2D<GameObjectModel, BIHWrap<GameObjectModel>> ParentTree;
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struct DynTreeImpl : public ParentTree
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{
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typedef GameObjectModel Model;
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typedef ParentTree base;
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DynTreeImpl() :
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rebalance_timer(CHECK_TREE_PERIOD),
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unbalanced_times(0)
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{
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}
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void insert(const Model& mdl)
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{
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base::insert(mdl);
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++unbalanced_times;
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}
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void remove(const Model& mdl)
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{
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base::remove(mdl);
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++unbalanced_times;
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}
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void balance()
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{
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base::balance();
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unbalanced_times = 0;
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}
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void update(uint32 difftime)
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{
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if (!size())
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{
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return;
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}
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rebalance_timer.Update(difftime);
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if (rebalance_timer.Passed())
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{
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rebalance_timer.Reset(CHECK_TREE_PERIOD);
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if (unbalanced_times > 0)
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{
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balance();
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}
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}
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}
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TimeTrackerSmall rebalance_timer;
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int unbalanced_times;
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};
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DynamicMapTree::DynamicMapTree() : impl(new DynTreeImpl()) { }
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DynamicMapTree::~DynamicMapTree()
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{
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delete impl;
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}
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void DynamicMapTree::insert(const GameObjectModel& mdl)
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{
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impl->insert(mdl);
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}
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void DynamicMapTree::remove(const GameObjectModel& mdl)
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{
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impl->remove(mdl);
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}
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bool DynamicMapTree::contains(const GameObjectModel& mdl) const
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{
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return impl->contains(mdl);
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}
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void DynamicMapTree::balance()
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{
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impl->balance();
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}
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int DynamicMapTree::size() const
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{
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return impl->size();
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}
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void DynamicMapTree::update(uint32 t_diff)
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{
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impl->update(t_diff);
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}
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struct DynamicTreeIntersectionCallback
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{
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DynamicTreeIntersectionCallback(uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) :
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_didHit(false), _phaseMask(phasemask), _ignoreFlags(ignoreFlags) { }
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bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance, bool stopAtFirstHit)
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{
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bool result = obj.intersectRay(r, distance, stopAtFirstHit, _phaseMask, _ignoreFlags);
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if (result)
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{
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_didHit = result;
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}
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return result;
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}
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[[nodiscard]] bool didHit() const
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{
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return _didHit;
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}
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private:
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bool _didHit;
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uint32 _phaseMask;
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VMAP::ModelIgnoreFlags _ignoreFlags;
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};
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struct DynamicTreeLocationInfoCallback
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{
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DynamicTreeLocationInfoCallback(uint32 phaseMask)
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: _phaseMask(phaseMask), _hitModel(nullptr) {}
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void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
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{
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if (obj.GetLocationInfo(p, _locationInfo, _phaseMask))
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_hitModel = &obj;
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}
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VMAP::LocationInfo& GetLocationInfo()
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{
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return _locationInfo;
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}
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GameObjectModel const* GetHitModel() const
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{
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return _hitModel;
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}
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private:
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uint32 _phaseMask;
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VMAP::LocationInfo _locationInfo;
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GameObjectModel const* _hitModel;
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};
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bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const
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{
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float distance = maxDist;
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DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
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impl->intersectRay(ray, callback, distance, endPos, false);
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if (callback.didHit())
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{
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maxDist = distance;
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}
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return callback.didHit();
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}
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bool DynamicMapTree::GetObjectHitPos(const uint32 phasemask, const G3D::Vector3& startPos,
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const G3D::Vector3& endPos, G3D::Vector3& resultHit,
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float modifyDist) const
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{
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bool result = false;
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float maxDist = (endPos - startPos).magnitude();
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// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
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ASSERT(maxDist < std::numeric_limits<float>::max());
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// prevent NaN values which can cause BIH intersection to enter infinite loop
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if (maxDist < 1e-10f)
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{
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resultHit = endPos;
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return false;
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}
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G3D::Vector3 dir = (endPos - startPos) / maxDist; // direction with length of 1
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G3D::Ray ray(startPos, dir);
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float dist = maxDist;
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if (GetIntersectionTime(phasemask, ray, endPos, dist))
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{
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resultHit = startPos + dir * dist;
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if (modifyDist < 0)
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{
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if ((resultHit - startPos).magnitude() > -modifyDist)
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{
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resultHit = resultHit + dir * modifyDist;
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}
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else
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{
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resultHit = startPos;
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}
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}
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else
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{
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resultHit = resultHit + dir * modifyDist;
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}
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result = true;
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}
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else
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{
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resultHit = endPos;
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result = false;
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}
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return result;
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}
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bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2);
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float maxDist = (v2 - v1).magnitude();
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if (!G3D::fuzzyGt(maxDist, 0))
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{
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return true;
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}
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G3D::Ray r(v1, (v2 - v1) / maxDist);
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DynamicTreeIntersectionCallback callback(phasemask, ignoreFlags);
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impl->intersectRay(r, callback, maxDist, v2, true);
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return !callback.didHit();
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}
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float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
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{
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G3D::Vector3 v(x, y, z);
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G3D::Ray r(v, G3D::Vector3(0, 0, -1));
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DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
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impl->intersectZAllignedRay(r, callback, maxSearchDist);
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if (callback.didHit())
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{
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return v.z - maxSearchDist;
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}
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else
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{
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return -G3D::finf();
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}
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}
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bool DynamicMapTree::GetAreaAndLiquidData(float x, float y, float z, uint32 phasemask, Optional<uint8> reqLiquidType, VMAP::AreaAndLiquidData& data) const
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{
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G3D::Vector3 v(x, y, z + 0.5f);
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DynamicTreeLocationInfoCallback intersectionCallBack(phasemask);
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impl->intersectPoint(v, intersectionCallBack);
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if (intersectionCallBack.GetLocationInfo().hitModel)
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{
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data.floorZ = intersectionCallBack.GetLocationInfo().ground_Z;
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uint32 liquidType = intersectionCallBack.GetLocationInfo().hitModel->GetLiquidType();
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float liquidLevel;
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if (!reqLiquidType || (dynamic_cast<VMAP::VMapMgr2*>(VMAP::VMapFactory::createOrGetVMapMgr())->GetLiquidFlagsPtr(liquidType) & *reqLiquidType))
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if (intersectionCallBack.GetHitModel()->GetLiquidLevel(v, intersectionCallBack.GetLocationInfo(), liquidLevel))
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data.liquidInfo.emplace(liquidType, liquidLevel);
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data.areaInfo.emplace(intersectionCallBack.GetLocationInfo().hitModel->GetWmoID(),
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0,
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intersectionCallBack.GetLocationInfo().rootId,
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intersectionCallBack.GetLocationInfo().hitModel->GetMogpFlags(),
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0);
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return true;
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}
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return false;
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}
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