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 "GameObjectModel.h"
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#include "Log.h"
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#include "MapTree.h"
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#include "ModelInstance.h"
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#include "Timer.h"
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#include "VMapDefinitions.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 "WorldModelStore.h"
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using G3D::Vector3;
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using G3D::Ray;
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using G3D::AABox;
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struct GameobjectModelData
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{
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GameobjectModelData(char const* name_, uint32 nameLength, Vector3 const& lowBound, Vector3 const& highBound, bool isWmo_) :
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bound(lowBound, highBound), name(name_, nameLength), isWmo(isWmo_) { }
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AABox bound;
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std::string name;
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bool isWmo;
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};
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typedef std::unordered_map<uint32, GameobjectModelData> ModelList;
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ModelList model_list;
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void LoadGameObjectModelList(std::string const& dataPath)
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{
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uint32 oldMSTime = getMSTime();
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FILE* model_list_file = fopen((dataPath + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb");
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if (!model_list_file)
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{
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LOG_ERROR("maps", "Unable to open '{}' file.", VMAP::GAMEOBJECT_MODELS);
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return;
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}
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char magic[8];
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if (fread(magic, 1, 8, model_list_file) != 8 || memcmp(magic, VMAP::VMAP_MAGIC, 8) != 0)
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{
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LOG_ERROR("maps", "File '{}' has wrong header, expected {}.", VMAP::GAMEOBJECT_MODELS, VMAP::VMAP_MAGIC);
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fclose(model_list_file);
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return;
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}
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uint32 name_length, displayId;
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uint8 isWmo;
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char buff[500];
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while (true)
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{
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Vector3 v1, v2;
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if (fread(&displayId, sizeof(uint32), 1, model_list_file) != 1)
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if (feof(model_list_file)) // EOF flag is only set after failed reading attempt
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{
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break;
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}
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if (fread(&isWmo, sizeof(uint8), 1, model_list_file) != 1
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|| fread(&name_length, sizeof(uint32), 1, model_list_file) != 1
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|| name_length >= sizeof(buff)
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|| fread(&buff, sizeof(char), name_length, model_list_file) != name_length
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|| fread(&v1, sizeof(Vector3), 1, model_list_file) != 1
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|| fread(&v2, sizeof(Vector3), 1, model_list_file) != 1)
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{
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LOG_ERROR("maps", "File '{}' seems to be corrupted!", VMAP::GAMEOBJECT_MODELS);
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fclose(model_list_file);
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break;
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}
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if (v1.isNaN() || v2.isNaN())
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{
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LOG_ERROR("maps", "File '{}' Model '{}' has invalid v1{} v2{} values!",
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VMAP::GAMEOBJECT_MODELS, std::string(buff, name_length), v1.toString(), v2.toString());
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continue;
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}
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model_list.emplace(std::piecewise_construct, std::forward_as_tuple(displayId), std::forward_as_tuple(&buff[0], name_length, v1, v2, isWmo != 0));
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}
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fclose(model_list_file);
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LOG_INFO("server.loading", ">> Loaded {} GameObject Models in {} ms", uint32(model_list.size()), GetMSTimeDiffToNow(oldMSTime));
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LOG_INFO("server.loading", " ");
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}
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bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath)
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{
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ModelList::const_iterator it = model_list.find(modelOwner->GetDisplayId());
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if (it == model_list.end())
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{
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return false;
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}
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G3D::AABox mdl_box(it->second.bound);
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// ignore models with no bounds
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if (mdl_box == G3D::AABox::zero())
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{
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LOG_ERROR("maps", "GameObject model {} has zero bounds, loading skipped", it->second.name);
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return false;
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}
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iModel = sWorldModelStore->AcquireModelInstance(dataPath + "vmaps/", it->second.name,
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it->second.isWmo ? VMAP::ModelFlags::MOD_WORLDSPAWN : VMAP::ModelFlags::MOD_M2);
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if (!iModel)
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{
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return false;
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}
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name = it->second.name;
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iPos = modelOwner->GetPosition();
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phasemask = modelOwner->GetPhaseMask();
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iScale = modelOwner->GetScale();
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iInvScale = 1.f / iScale;
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G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(modelOwner->GetOrientation(), 0, 0);
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iInvRot = iRotation.inverse();
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// transform bounding box:
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mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
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AABox rotated_bounds;
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for (int i = 0; i < 8; ++i)
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{
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rotated_bounds.merge(iRotation * mdl_box.corner(i));
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}
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iBound = rotated_bounds + iPos;
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#ifdef SPAWN_CORNERS
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// test:
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for (int i = 0; i < 8; ++i)
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{
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Vector3 pos(iBound.corner(i));
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modelOwner->DebugVisualizeCorner(pos);
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}
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#endif
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owner = std::move(modelOwner);
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isWmo = it->second.isWmo;
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return true;
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}
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GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath)
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{
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GameObjectModel* mdl = new GameObjectModel();
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if (!mdl->initialize(std::move(modelOwner), dataPath))
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{
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delete mdl;
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return nullptr;
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}
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return mdl;
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}
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bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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if (!(phasemask & ph_mask) || !owner->IsSpawned())
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{
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return false;
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}
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float time = ray.intersectionTime(iBound);
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if (time == G3D::inf())
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{
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return false;
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}
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// child bounds are defined in object space:
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Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
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Ray modRay(p, iInvRot * ray.direction());
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float distance = MaxDist * iInvScale;
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
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if (hit)
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{
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distance *= iScale;
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MaxDist = distance;
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}
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return hit;
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}
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bool GameObjectModel::GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, uint32 ph_mask) const
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{
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if (!(phasemask & ph_mask) || !owner->IsSpawned() || !IsMapObject())
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return false;
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if (!iBound.contains(point))
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return false;
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// child bounds are defined in object space:
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Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
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float zDist;
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VMAP::GroupLocationInfo groupInfo;
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if (iModel->GetLocationInfo(pModel, zDirModel, zDist, groupInfo))
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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float world_Z = ((modelGround * iInvRot) * iScale + iPos).z;
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if (info.ground_Z < world_Z)
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{
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info.ground_Z = world_Z;
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return true;
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}
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}
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return false;
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}
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bool GameObjectModel::GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationInfo& info, float& liqHeight) const
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{
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// child bounds are defined in object space:
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Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
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//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
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float zDist;
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if (info.hitModel->GetLiquidLevel(pModel, zDist))
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{
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// calculate world height (zDist in model coords):
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// assume WMO not tilted (wouldn't make much sense anyway)
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liqHeight = zDist * iScale + iPos.z;
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return true;
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}
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return false;
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}
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bool GameObjectModel::UpdatePosition()
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{
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if (!iModel)
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{
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return false;
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}
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ModelList::const_iterator it = model_list.find(owner->GetDisplayId());
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if (it == model_list.end())
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{
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return false;
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}
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G3D::AABox mdl_box(it->second.bound);
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// ignore models with no bounds
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if (mdl_box == G3D::AABox::zero())
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{
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//VMAP_ERROR_LOG("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
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return false;
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}
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iPos = owner->GetPosition();
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G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(owner->GetOrientation(), 0, 0);
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iInvRot = iRotation.inverse();
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// transform bounding box:
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mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
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AABox rotated_bounds;
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for (int i = 0; i < 8; ++i)
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{
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rotated_bounds.merge(iRotation * mdl_box.corner(i));
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}
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iBound = rotated_bounds + iPos;
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#ifdef SPAWN_CORNERS
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// test:
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for (int i = 0; i < 8; ++i)
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{
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Vector3 pos(iBound.corner(i));
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owner->DebugVisualizeCorner(pos);
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}
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#endif
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return true;
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}
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