Core/AreaTriggers: Fix triggering of client areatriggers for some shapes
Port From (https://github.com/TrinityCore/TrinityCore/commit/b070e63fa867f7f25e73e9ef3aafbe18902a50e9)
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@@ -678,7 +678,7 @@ namespace Game.Entities
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SearchUnits(targetList, GetMaxSearchRadius(), false);
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targetList.RemoveAll(unit => unit.GetPositionZ() < minZ || unit.GetPositionZ() > maxZ || !CheckIsInPolygon2D(unit));
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targetList.RemoveAll(unit => unit.GetPositionZ() < minZ || unit.GetPositionZ() > maxZ || !unit.IsInPolygon2D(this, _polygonVertices));
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}
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void SearchUnitInCylinder(List<Unit> targetList)
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@@ -857,7 +857,7 @@ namespace Game.Entities
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if (MathFunctions.fuzzyEq(_verticesUpdatePreviousOrientation, newOrientation) && shape.PolygonVerticesTarget.Empty())
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return;
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_polygonVertices = shape.PolygonVertices;
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_polygonVertices.AddRange(shape.PolygonVertices.Select(p => new Position(p.X, p.Y)));
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if (!shape.PolygonVerticesTarget.Empty())
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{
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@@ -890,75 +890,6 @@ namespace Game.Entities
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_verticesUpdatePreviousOrientation = newOrientation;
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}
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bool CheckIsInPolygon2D(Position pos)
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{
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float testX = pos.GetPositionX();
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float testY = pos.GetPositionY();
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//this method uses the ray tracing algorithm to determine if the point is in the polygon
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bool locatedInPolygon = false;
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for (int vertex = 0; vertex < _polygonVertices.Count; ++vertex)
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{
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int nextVertex;
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//repeat loop for all sets of points
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if (vertex == (_polygonVertices.Count - 1))
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{
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//if i is the last vertex, let j be the first vertex
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nextVertex = 0;
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}
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else
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{
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//for all-else, let j=(i+1)th vertex
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nextVertex = vertex + 1;
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}
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float vertX_i = GetPositionX() + _polygonVertices[vertex].X;
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float vertY_i = GetPositionY() + _polygonVertices[vertex].Y;
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float vertX_j = GetPositionX() + _polygonVertices[nextVertex].X;
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float vertY_j = GetPositionY() + _polygonVertices[nextVertex].Y;
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// following statement checks if testPoint.Y is below Y-coord of i-th vertex
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bool belowLowY = vertY_i > testY;
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// following statement checks if testPoint.Y is below Y-coord of i+1-th vertex
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bool belowHighY = vertY_j > testY;
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/* following statement is true if testPoint.Y satisfies either (only one is possible)
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-.(i).Y < testPoint.Y < (i+1).Y OR
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-.(i).Y > testPoint.Y > (i+1).Y
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(Note)
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Both of the conditions indicate that a point is located within the edges of the Y-th coordinate
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of the (i)-th and the (i+1)- th vertices of the polygon. If neither of the above
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conditions is satisfied, then it is assured that a semi-infinite horizontal line draw
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to the right from the testpoint will NOT cross the line that connects vertices i and i+1
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of the polygon
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*/
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bool withinYsEdges = belowLowY != belowHighY;
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if (withinYsEdges)
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{
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// this is the slope of the line that connects vertices i and i+1 of the polygon
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float slopeOfLine = (vertX_j - vertX_i) / (vertY_j - vertY_i);
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// this looks up the x-coord of a point lying on the above line, given its y-coord
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float pointOnLine = (slopeOfLine * (testY - vertY_i)) + vertX_i;
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//checks to see if x-coord of testPoint is smaller than the point on the line with the same y-coord
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bool isLeftToLine = testX < pointOnLine;
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if (isLeftToLine)
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{
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//this statement changes true to false (and vice-versa)
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locatedInPolygon = !locatedInPolygon;
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}//end if (isLeftToLine)
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}//end if (withinYsEdges
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}
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return locatedInPolygon;
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}
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bool HasOverridePosition()
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{
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return m_areaTriggerData.OverrideMoveCurveX.GetValue().OverrideActive
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@@ -1491,9 +1422,9 @@ namespace Game.Entities
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float _verticesUpdatePreviousOrientation;
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bool _isRemoved;
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Vector3 _rollPitchYaw;
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Vector3 _targetRollPitchYaw;
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List<Vector2> _polygonVertices;
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Position _rollPitchYaw;
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Position _targetRollPitchYaw;
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List<Position> _polygonVertices;
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Spline<int> _spline;
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bool _reachedDestination;
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