Core/vmaps: Removed vmap lookup functions duplicating functionality of each other
Port From (https://github.com/TrinityCore/TrinityCore/commit/45ee989c70682c001d4467d97bf1ecedcf7dbcc3)
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@@ -120,37 +120,6 @@ namespace Game.Collision
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return hit;
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}
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public void IntersectPoint(Vector3 p, AreaInfo info)
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{
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if (iModel == null)
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return;
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// M2 files don't contain area info, only WMO files
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if (iModel.IsM2())
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return;
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if (!iBound.contains(p))
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return;
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// child bounds are defined in object space:
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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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float zDist;
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if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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// Transform back to world space. Note that:
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// Mat * vec == vec * Mat.transpose()
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// and for rotation matrices: Mat.inverse() == Mat.transpose()
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float world_Z = (iInvRot.Multiply(modelGround) * iScale + iPos).Z;
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if (info.ground_Z < world_Z)
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{
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info.ground_Z = world_Z;
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info.adtId = adtId;
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}
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}
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}
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public bool GetLiquidLevel(Vector3 p, LocationInfo info, ref float liqHeight)
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{
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// child bounds are defined in object space:
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