fix(Core/Vmaps): Stop M2s from occluding for spellcast LoS. Original autho… (#11341)

* Core/Vmaps: Stop M2s from occluding for spellcast LoS. Original authors: @Shauren & @HelloKitty

Fixes #11293

* buildfix.

Co-Authored-By: HelloKitty <5829095+HelloKitty@users.noreply.github.com>
This commit is contained in:
UltraNix
2022-04-10 14:24:35 +02:00
committed by GitHub
parent 6efc08f42e
commit 47790c9714
27 changed files with 295 additions and 101 deletions
+24 -16
View File
@@ -19,6 +19,7 @@
#include "BoundingIntervalHierarchyWrapper.h"
#include "GameObjectModel.h"
#include "MapTree.h"
#include "ModelIgnoreFlags.h"
#include "ModelInstance.h"
#include "RegularGrid.h"
#include "Timer.h"
@@ -145,25 +146,33 @@ void DynamicMapTree::update(uint32 t_diff)
struct DynamicTreeIntersectionCallback
{
bool did_hit;
uint32 phase_mask;
DynamicTreeIntersectionCallback(uint32 phasemask) : did_hit(false), phase_mask(phasemask) { }
DynamicTreeIntersectionCallback(uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) :
_didHit(false), _phaseMask(phasemask), _ignoreFlags(ignoreFlags) { }
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance, bool stopAtFirstHit)
{
bool result = obj.intersectRay(r, distance, stopAtFirstHit, phase_mask);
bool result = obj.intersectRay(r, distance, stopAtFirstHit, _phaseMask, _ignoreFlags);
if (result)
{
did_hit = result;
_didHit = result;
}
return result;
}
bool didHit() const { return did_hit;}
[[nodiscard]] bool didHit() const
{
return _didHit;
}
private:
bool _didHit;
uint32 _phaseMask;
VMAP::ModelIgnoreFlags _ignoreFlags;
};
struct DynamicTreeAreaInfoCallback
{
DynamicTreeAreaInfoCallback(uint32 phaseMask)
: _phaseMask(phaseMask) {}
DynamicTreeAreaInfoCallback(uint32 phaseMask) : _phaseMask(phaseMask) { }
void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
{
@@ -176,7 +185,7 @@ struct DynamicTreeAreaInfoCallback
}
private:
uint32 _phaseMask;
uint32 _phaseMask;
VMAP::AreaInfo _areaInfo;
};
@@ -206,11 +215,10 @@ private:
GameObjectModel const* _hitModel;
};
bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray,
const G3D::Vector3& endPos, float& maxDist) const
bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const
{
float distance = maxDist;
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
impl->intersectRay(ray, callback, distance, endPos, false);
if (callback.didHit())
{
@@ -265,7 +273,7 @@ bool DynamicMapTree::GetObjectHitPos(const uint32 phasemask, const G3D::Vector3&
return result;
}
bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const
{
G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2);
@@ -277,17 +285,17 @@ bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, flo
}
G3D::Ray r(v1, (v2 - v1) / maxDist);
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phasemask, ignoreFlags);
impl->intersectRay(r, callback, maxDist, v2, true);
return !callback.did_hit;
return !callback.didHit();
}
float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
{
G3D::Vector3 v(x, y, z);
G3D::Ray r(v, G3D::Vector3(0, 0, -1));
DynamicTreeIntersectionCallback callback(phasemask);
DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
impl->intersectZAllignedRay(r, callback, maxSearchDist);
if (callback.didHit())
+3 -4
View File
@@ -29,6 +29,7 @@ namespace G3D
namespace VMAP
{
struct AreaAndLiquidData;
enum class ModelIgnoreFlags : uint32;
}
class GameObjectModel;
@@ -42,11 +43,9 @@ public:
DynamicMapTree();
~DynamicMapTree();
[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2,
float z2, uint32 phasemask) const;
[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const;
bool GetIntersectionTime(uint32 phasemask, const G3D::Ray& ray,
const G3D::Vector3& endPos, float& maxDist) const;
bool GetIntersectionTime(uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const;
bool GetAreaInfo(float x, float y, float& z, uint32 phasemask, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
void GetAreaAndLiquidData(float x, float y, float z, uint32 phasemask, uint8 reqLiquidType, VMAP::AreaAndLiquidData& data) const;
+2 -1
View File
@@ -19,6 +19,7 @@
#define _IVMAPMANAGER_H
#include "Define.h"
#include "ModelIgnoreFlags.h"
#include "Optional.h"
#include <string>
@@ -91,7 +92,7 @@ namespace VMAP
virtual void unloadMap(unsigned int pMapId, int x, int y) = 0;
virtual void unloadMap(unsigned int pMapId) = 0;
virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2) = 0;
virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags) = 0;
virtual float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist) = 0;
/**
test if we hit an object. return true if we hit one. rx, ry, rz will hold the hit position or the dest position, if no intersection was found
+6 -3
View File
@@ -171,7 +171,7 @@ namespace VMAP
}
}
bool VMapMgr2::isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2)
bool VMapMgr2::isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags)
{
#if defined(ENABLE_VMAP_CHECKS)
if (!isLineOfSightCalcEnabled() || IsVMAPDisabledForPtr(mapId, VMAP_DISABLE_LOS))
@@ -187,7 +187,7 @@ namespace VMAP
Vector3 pos2 = convertPositionToInternalRep(x2, y2, z2);
if (pos1 != pos2)
{
return instanceTree->second->isInLineOfSight(pos1, pos2);
return instanceTree->second->isInLineOfSight(pos1, pos2, ignoreFlags);
}
}
@@ -337,7 +337,7 @@ namespace VMAP
}
}
WorldModel* VMapMgr2::acquireModelInstance(const std::string& basepath, const std::string& filename)
WorldModel* VMapMgr2::acquireModelInstance(const std::string& basepath, const std::string& filename, uint32 flags/* Only used when creating the model */)
{
//! Critical section, thread safe access to iLoadedModelFiles
std::lock_guard<std::mutex> lock(LoadedModelFilesLock);
@@ -353,6 +353,9 @@ namespace VMAP
return nullptr;
}
LOG_DEBUG("maps", "VMapMgr2: loading file '{}{}'", basepath, filename);
worldmodel->Flags = flags;
model = iLoadedModelFiles.insert(std::pair<std::string, ManagedModel>(filename, ManagedModel())).first;
model->second.setModel(worldmodel);
}
+2 -2
View File
@@ -107,7 +107,7 @@ namespace VMAP
void unloadMap(unsigned int mapId, int x, int y) override;
void unloadMap(unsigned int mapId) override;
bool isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2) override ;
bool isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags) override ;
/**
fill the hit pos and return true, if an object was hit
*/
@@ -120,7 +120,7 @@ namespace VMAP
bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 reqLiquidType, float& level, float& floor, uint32& type, uint32& mogpFlags) const override;
void GetAreaAndLiquidData(uint32 mapId, float x, float y, float z, uint8 reqLiquidType, AreaAndLiquidData& data) const override;
WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename);
WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename, uint32 flags);
void releaseModelInstance(const std::string& filename);
// what's the use of this? o.O
+11 -10
View File
@@ -34,10 +34,10 @@ namespace VMAP
class MapRayCallback
{
public:
MapRayCallback(ModelInstance* val): prims(val), hit(false) {}
MapRayCallback(ModelInstance* val, ModelIgnoreFlags ignoreFlags): prims(val), flags(ignoreFlags), hit(false) { }
bool operator()(const G3D::Ray& ray, uint32 entry, float& distance, bool StopAtFirstHit)
{
bool result = prims[entry].intersectRay(ray, distance, StopAtFirstHit);
bool result = prims[entry].intersectRay(ray, distance, StopAtFirstHit, flags);
if (result)
{
hit = true;
@@ -47,6 +47,7 @@ namespace VMAP
bool didHit() { return hit; }
protected:
ModelInstance* prims;
ModelIgnoreFlags flags;
bool hit;
};
@@ -143,10 +144,10 @@ namespace VMAP
Else, pMaxDist is not modified and returns false;
*/
bool StaticMapTree::GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const
bool StaticMapTree::GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
{
float distance = pMaxDist;
MapRayCallback intersectionCallBack(iTreeValues);
MapRayCallback intersectionCallBack(iTreeValues, ignoreFlags);
iTree.intersectRay(pRay, intersectionCallBack, distance, StopAtFirstHit);
if (intersectionCallBack.didHit())
{
@@ -156,7 +157,7 @@ namespace VMAP
}
//=========================================================
bool StaticMapTree::isInLineOfSight(const Vector3& pos1, const Vector3& pos2) const
bool StaticMapTree::isInLineOfSight(const Vector3& pos1, const Vector3& pos2, ModelIgnoreFlags ignoreFlags) const
{
float maxDist = (pos2 - pos1).magnitude();
// return false if distance is over max float, in case of cheater teleporting to the end of the universe
@@ -175,7 +176,7 @@ namespace VMAP
// direction with length of 1
G3D::Ray ray = G3D::Ray::fromOriginAndDirection(pos1, (pos2 - pos1) / maxDist);
if (GetIntersectionTime(ray, maxDist, true))
if (GetIntersectionTime(ray, maxDist, true, ignoreFlags))
{
return false;
@@ -204,7 +205,7 @@ namespace VMAP
Vector3 dir = (pPos2 - pPos1) / maxDist; // direction with length of 1
G3D::Ray ray(pPos1, dir);
float dist = maxDist;
if (GetIntersectionTime(ray, dist, false))
if (GetIntersectionTime(ray, dist, false, ModelIgnoreFlags::Nothing))
{
pResultHitPos = pPos1 + dir * dist;
if (pModifyDist < 0)
@@ -240,7 +241,7 @@ namespace VMAP
Vector3 dir = Vector3(0, 0, -1);
G3D::Ray ray(pPos, dir); // direction with length of 1
float maxDist = maxSearchDist;
if (GetIntersectionTime(ray, maxDist, false))
if (GetIntersectionTime(ray, maxDist, false, ModelIgnoreFlags::Nothing))
{
height = pPos.z - maxDist;
}
@@ -328,7 +329,7 @@ namespace VMAP
#endif
if (!iIsTiled && ModelSpawn::readFromFile(rf, spawn))
{
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name);
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name, spawn.flags);
//VMAP_DEBUG_LOG(LOG_FILTER_MAPS, "StaticMapTree::InitMap() : loading {}", spawn.name);
if (model)
{
@@ -404,7 +405,7 @@ namespace VMAP
if (result)
{
// acquire model instance
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name);
WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name, spawn.flags);
if (!model)
{
LOG_ERROR("maps", "StaticMapTree::LoadMapTile() : could not acquire WorldModel pointer [{}, {}]", tileX, tileY);
+3 -2
View File
@@ -27,6 +27,7 @@ namespace VMAP
class ModelInstance;
class GroupModel;
class VMapMgr2;
enum class ModelIgnoreFlags : uint32;
enum class LoadResult : uint8;
struct LocationInfo
@@ -58,7 +59,7 @@ namespace VMAP
std::string iBasePath;
private:
bool GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const;
bool GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
//bool containsLoadedMapTile(unsigned int pTileIdent) const { return(iLoadedMapTiles.containsKey(pTileIdent)); }
public:
static std::string getTileFileName(uint32 mapID, uint32 tileX, uint32 tileY);
@@ -69,7 +70,7 @@ namespace VMAP
StaticMapTree(uint32 mapID, const std::string& basePath);
~StaticMapTree();
[[nodiscard]] bool isInLineOfSight(const G3D::Vector3& pos1, const G3D::Vector3& pos2) const;
[[nodiscard]] bool isInLineOfSight(const G3D::Vector3& pos1, const G3D::Vector3& pos2, ModelIgnoreFlags ignoreFlags) const;
bool GetObjectHitPos(const G3D::Vector3& pos1, const G3D::Vector3& pos2, G3D::Vector3& pResultHitPos, float pModifyDist) const;
[[nodiscard]] float getHeight(const G3D::Vector3& pPos, float maxSearchDist) const;
bool GetAreaInfo(G3D::Vector3& pos, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
@@ -18,6 +18,7 @@
#include "GameObjectModel.h"
#include "Log.h"
#include "MapTree.h"
#include "ModelInstance.h"
#include "Timer.h"
#include "VMapDefinitions.h"
#include "VMapFactory.h"
@@ -123,7 +124,8 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
return false;
}
iModel = VMAP::VMapFactory::createOrGetVMapMgr()->acquireModelInstance(dataPath + "vmaps/", it->second.name);
iModel = VMAP::VMapFactory::createOrGetVMapMgr()->acquireModelInstance(dataPath + "vmaps/", it->second.name,
it->second.isWmo ? VMAP::ModelFlags::MOD_WORLDSPAWN : VMAP::ModelFlags::MOD_M2);
if (!iModel)
{
@@ -174,7 +176,7 @@ GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBas
return mdl;
}
bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const
bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const
{
if (!(phasemask & ph_mask) || !owner->IsSpawned())
{
@@ -191,7 +193,7 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
Ray modRay(p, iInvRot * ray.direction());
float distance = MaxDist * iInvScale;
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
if (hit)
{
distance *= iScale;
@@ -29,6 +29,7 @@ namespace VMAP
class WorldModel;
struct AreaInfo;
struct LocationInfo;
enum class ModelIgnoreFlags : uint32;
}
class GameObject;
@@ -68,7 +69,7 @@ public:
[[nodiscard]] bool isEnabled() const { return phasemask != 0; }
[[nodiscard]] bool IsMapObject() const { return isWmo; }
bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const;
bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const;
void IntersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, uint32 ph_mask) const;
bool GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, uint32 ph_mask) const;
bool GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationInfo& info, float& liqHeight) const;
@@ -0,0 +1,37 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ModelIgnoreFlags_h__
#define ModelIgnoreFlags_h__
#include "Define.h"
namespace VMAP
{
enum class ModelIgnoreFlags : uint32
{
Nothing = 0x00,
M2 = 0x01
};
inline ModelIgnoreFlags operator&(ModelIgnoreFlags left, ModelIgnoreFlags right)
{
return ModelIgnoreFlags(uint32(left) & uint32(right));
}
}
#endif // ModelIgnoreFlags_h__
@@ -30,7 +30,7 @@ namespace VMAP
iInvScale = 1.f / iScale;
}
bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const
bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
{
if (!iModel)
{
@@ -54,7 +54,7 @@ namespace VMAP
Vector3 p = iInvRot * (pRay.origin() - iPos) * iInvScale;
Ray modRay(p, iInvRot * pRay.direction());
float distance = pMaxDist * iInvScale;
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
if (hit)
{
distance *= iScale;
+2 -1
View File
@@ -29,6 +29,7 @@ namespace VMAP
class WorldModel;
struct AreaInfo;
struct LocationInfo;
enum class ModelIgnoreFlags : uint32;
enum ModelFlags
{
@@ -64,7 +65,7 @@ namespace VMAP
ModelInstance() { }
ModelInstance(const ModelSpawn& spawn, WorldModel* model);
void setUnloaded() { iModel = nullptr; }
bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const;
bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
void intersectPoint(const G3D::Vector3& p, AreaInfo& info) const;
bool GetLocationInfo(const G3D::Vector3& p, LocationInfo& info) const;
bool GetLiquidLevel(const G3D::Vector3& p, LocationInfo& info, float& liqHeight) const;
+12 -1
View File
@@ -17,6 +17,7 @@
#include "WorldModel.h"
#include "MapTree.h"
#include "ModelIgnoreFlags.h"
#include "ModelInstance.h"
#include "VMapDefinitions.h"
@@ -485,8 +486,18 @@ namespace VMAP
bool hit;
};
bool WorldModel::IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const
bool WorldModel::IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
{
// If the caller asked us to ignore certain objects we should check flags
if ((ignoreFlags & ModelIgnoreFlags::M2) != ModelIgnoreFlags::Nothing)
{
// M2 models are not taken into account for LoS calculation if caller requested their ignoring.
if (Flags & MOD_M2)
{
return false;
}
}
// small M2 workaround, maybe better make separate class with virtual intersection funcs
// in any case, there's no need to use a bound tree if we only have one submodel
if (groupModels.size() == 1)
+3 -1
View File
@@ -30,6 +30,7 @@ namespace VMAP
class TreeNode;
struct AreaInfo;
struct LocationInfo;
enum class ModelIgnoreFlags : uint32;
class MeshTriangle
{
@@ -108,12 +109,13 @@ namespace VMAP
//! pass group models to WorldModel and create BIH. Passed vector is swapped with old geometry!
void setGroupModels(std::vector<GroupModel>& models);
void setRootWmoID(uint32 id) { RootWMOID = id; }
bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const;
bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
bool IntersectPoint(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, AreaInfo& info) const;
bool GetLocationInfo(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, LocationInfo& info) const;
bool writeFile(const std::string& filename);
bool readFile(const std::string& filename);
void GetGroupModels(std::vector<GroupModel>& outGroupModels);
uint32 Flags;
protected:
uint32 RootWMOID{0};
std::vector<GroupModel> groupModels;