mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-18 22:19:54 -04:00
Update VMap3 to "final" release (REEXTRACTION OF MAPS/VMAPS IS REQUIRED!) - thanks to Lynx3d (again)
- add magic-header to .vmtile files - calculate waterlevels for non-flat surfaces in a more correct way - make MSVC shut up about float-issues - change logging around a bit (output function that the respective logentry comes from) - remove remaining Stormlib leftovers - set indoor/outdoor check to enabled by default (more blizzlike) --HG-- branch : trunk
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@@ -1,19 +1,19 @@
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/*
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* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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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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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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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
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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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 "WorldModel.h"
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@@ -148,15 +148,48 @@ namespace VMAP
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bool WmoLiquid::GetLiquidHeight(const Vector3 &pos, float &liqHeight) const
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{
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uint32 tx = (pos.x - iCorner.x)/LIQUID_TILE_SIZE;
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float tx_f = (pos.x - iCorner.x)/LIQUID_TILE_SIZE;
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uint32 tx = uint32(tx_f);
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if (tx<0 || tx >= iTilesX) return false;
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uint32 ty = (pos.y - iCorner.y)/LIQUID_TILE_SIZE;
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float ty_f = (pos.y - iCorner.y)/LIQUID_TILE_SIZE;
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uint32 ty = uint32(ty_f);
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if (ty<0 || ty >= iTilesY) return false;
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// check if tile shall be used for liquid level
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// checking for 0x08 *might* be enough, but disabled tiles always are 0x?F:
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if ((iFlags[tx + ty*iTilesX] & 0x0F) == 0x0F)
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return false;
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//placeholder...use only lower left corner vertex
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liqHeight = /* iCorner.z + */ iHeight[tx + ty*(iTilesX+1)];
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// (dx, dy) coordinates inside tile, in [0,1]^2
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float dx = tx_f - (float)tx;
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float dy = ty_f - (float)ty;
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/* Tesselate tile to two triangles (not sure if client does it exactly like this)
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^ dy
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1 x---------x (1,1)
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| (b) / |
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| / |
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| / |
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| / (a) |
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x---------x---> dx
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0 1
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*/
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const uint32 rowOffset = iTilesX + 1;
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if (dx > dy) // case (a)
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{
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float sx = iHeight[tx+1 + ty * rowOffset] - iHeight[tx + ty * rowOffset];
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float sy = iHeight[tx+1 + (ty+1) * rowOffset] - iHeight[tx+1 + ty * rowOffset];
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liqHeight = iHeight[tx + ty * rowOffset] + dx * sx + dy * sy;
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}
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else // case (b)
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{
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float sx = iHeight[tx+1 + (ty+1) * rowOffset] - iHeight[tx + (ty+1) * rowOffset];
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float sy = iHeight[tx + (ty+1) * rowOffset] - iHeight[tx + ty * rowOffset];
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liqHeight = iHeight[tx + ty * rowOffset] + dx * sx + dy * sy;
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}
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return true;
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}
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