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https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-15 20:52:22 -04:00
So, I came in trying to fix gameobject LoS. So I restructured some stuff.
Then it turned out that gameobject LoS is already fixed. So all this does, really, is restructure some stuff.
And remove the hack from Sapphiron because I could.
(cherry picked from commit d57307f63d)
This commit is contained in:
@@ -1003,20 +1003,6 @@ bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool
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return thisOrTransport->IsInDist2d(objOrObjTransport, maxdist);
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}
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bool WorldObject::IsWithinLOSInMap(const WorldObject* obj, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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if (!IsInMap(obj))
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return false;
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float x, y, z;
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if (obj->GetTypeId() == TYPEID_PLAYER)
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obj->GetPosition(x, y, z);
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else
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obj->GetHitSpherePointFor(GetPosition(), x, y, z);
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return IsWithinLOS(x, y, z, ignoreFlags);
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}
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float WorldObject::GetDistance(const WorldObject* obj) const
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{
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float d = GetExactDist(obj) - GetCombatReach() - obj->GetCombatReach();
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@@ -1091,12 +1077,17 @@ bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare,
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return obj && IsInMap(obj) && IsInPhase(obj) && _IsWithinDist(obj, dist2compare, is3D, incOwnRadius, incTargetRadius);
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}
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bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFlags ignoreFlags) const
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Position WorldObject::GetHitSpherePointFor(Position const& dest) const
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{
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G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ());
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G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(GetPosition()), GetCombatReach());
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return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAngle(contactPoint.x, contactPoint.y));
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}
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bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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/*float x, y, z;
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GetPosition(x, y, z);
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VMAP::IVMapManager* vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
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return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);*/
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if (IsInWorld())
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{
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float x, y, z;
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@@ -1105,19 +1096,24 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFla
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else
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GetHitSpherePointFor({ ox, oy, oz }, x, y, z);
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return GetMap()->isInLineOfSight(GetPhaseShift(), x, y, z + 2.0f, ox, oy, oz + 2.0f, ignoreFlags);
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return GetMap()->isInLineOfSight(GetPhaseShift(), x, y, z + 2.0f, ox, oy, oz + 2.0f, checks, ignoreFlags);
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}
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return true;
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}
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Position WorldObject::GetHitSpherePointFor(Position const& dest) const
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bool WorldObject::IsWithinLOSInMap(const WorldObject* obj, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ());
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G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(GetPosition()), GetCombatReach());
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if (!IsInMap(obj))
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return false;
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return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAngle(contactPoint.x, contactPoint.y));
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float x, y, z;
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if (obj->GetTypeId() == TYPEID_PLAYER)
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obj->GetPosition(x, y, z);
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else
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obj->GetHitSpherePointFor(GetPosition(), x, y, z);
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return IsWithinLOS(x, y, z, checks, ignoreFlags);
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}
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void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const
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