Core/Vmaps: Fix inconsistency of hitInstance and hitModel to cause wrong area ids
Port From (https://github.com/TrinityCore/TrinityCore/commit/6ce66659929cbd680a91dd5caa1a5957f30b0716)
This commit is contained in:
@@ -24,6 +24,12 @@ using System.Numerics;
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namespace Game.Collision
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namespace Game.Collision
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{
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{
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public class GroupLocationInfo
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{
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public GroupModel hitModel;
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public int rootId = -1;
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}
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public class LocationInfo
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public class LocationInfo
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{
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{
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public LocationInfo()
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public LocationInfo()
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@@ -155,7 +155,9 @@ namespace Game.Collision
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Vector3 pModel = iInvRot.Multiply(point - iPos) * iInvScale;
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Vector3 pModel = iInvRot.Multiply(point - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot.Multiply(new Vector3(0.0f, 0.0f, -1.0f));
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Vector3 zDirModel = iInvRot.Multiply(new Vector3(0.0f, 0.0f, -1.0f));
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float zDist;
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float zDist;
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if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
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GroupLocationInfo groupInfo = new();
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if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, groupInfo))
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{
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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Vector3 modelGround = pModel + zDist * zDirModel;
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float world_Z = (iInvRot.Multiply(modelGround) * iScale + iPos).Z;
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float world_Z = (iInvRot.Multiply(modelGround) * iScale + iPos).Z;
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@@ -194,7 +194,9 @@ namespace Game.Collision
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Vector3 pModel = iInvRot.Multiply(p - iPos) * iInvScale;
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Vector3 pModel = iInvRot.Multiply(p - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot.Multiply(new Vector3(0.0f, 0.0f, -1.0f));
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Vector3 zDirModel = iInvRot.Multiply(new Vector3(0.0f, 0.0f, -1.0f));
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float zDist;
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float zDist;
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if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
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GroupLocationInfo groupInfo = new();
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if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, groupInfo))
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{
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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Vector3 modelGround = pModel + zDist * zDirModel;
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// Transform back to world space. Note that:
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// Transform back to world space. Note that:
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@@ -203,6 +205,8 @@ namespace Game.Collision
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float world_Z = (iInvRot.Multiply(modelGround * iScale) + iPos).Z;
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float world_Z = (iInvRot.Multiply(modelGround * iScale) + iPos).Z;
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if (info.ground_Z < world_Z) // hm...could it be handled automatically with zDist at intersection?
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if (info.ground_Z < world_Z) // hm...could it be handled automatically with zDist at intersection?
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{
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{
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info.rootId = groupInfo.rootId;
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info.hitModel = groupInfo.hitModel;
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info.ground_Z = world_Z;
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info.ground_Z = world_Z;
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info.hitInstance = this;
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info.hitInstance = this;
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return true;
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return true;
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@@ -350,7 +350,7 @@ namespace Game.Collision
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return false;
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return false;
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}
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}
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public bool GetLocationInfo(Vector3 p, Vector3 down, out float dist, LocationInfo info)
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public bool GetLocationInfo(Vector3 p, Vector3 down, out float dist, GroupLocationInfo info)
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{
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{
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dist = 0f;
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dist = 0f;
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if (groupModels.Empty())
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if (groupModels.Empty())
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