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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-24 14:33:34 +00:00
Add path height correction on world load
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@ -118,7 +118,7 @@ void dNavMesh::LoadNavmesh() {
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m_NavMesh = mesh;
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}
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float dNavMesh::GetHeightAtPoint(const NiPoint3& location) {
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float dNavMesh::GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight) const {
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if (m_NavMesh == nullptr) {
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return location.y;
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}
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@ -130,7 +130,7 @@ float dNavMesh::GetHeightAtPoint(const NiPoint3& location) {
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pos[2] = location.z;
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dtPolyRef nearestRef = 0;
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float polyPickExt[3] = { 32.0f, 32.0f, 32.0f };
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float polyPickExt[3] = { 32.0f, halfExtentsHeight, 32.0f };
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dtQueryFilter filter{};
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m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, 0);
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@ -15,7 +15,15 @@ public:
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dNavMesh(uint32_t zoneId);
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~dNavMesh();
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float GetHeightAtPoint(const NiPoint3& location);
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/**
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* Get the height at a point
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*
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* @param location The location to check for height at. This is the center of the search area.
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* @param halfExtentsHeight The half extents height of the search area. This is the distance from the center to the top and bottom of the search area.
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* The larger the value of halfExtentsHeight is, the larger the performance cost of the query.
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* @return float The height at the point. If the point is not on the navmesh, the height of the point is returned.
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*/
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float GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight = 32.0f) const;
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std::vector<NiPoint3> GetPath(const NiPoint3& startPos, const NiPoint3& endPos, float speed = 10.0f);
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class dtNavMesh* GetdtNavMesh() { return m_NavMesh; }
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@ -4,3 +4,4 @@ set(DZONEMANAGER_SOURCES "dZoneManager.cpp"
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"Zone.cpp")
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add_library(dZoneManager STATIC ${DZONEMANAGER_SOURCES})
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target_link_libraries(dZoneManager dPhysics)
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@ -13,6 +13,7 @@
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#include "CDZoneTableTable.h"
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#include "Spawner.h"
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#include "dZoneManager.h"
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#include "dpWorld.h"
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#include "eTriggerCommandType.h"
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#include "eTriggerEventType.h"
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@ -544,10 +545,15 @@ void Zone::LoadPath(std::istream& file) {
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}
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}
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// We verify the waypoint heights against the navmesh because in many movement paths,
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// the waypoint is located near 0 height,
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if (path.pathType == PathType::Movement) {
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if (dpWorld::Instance().IsLoaded()) {
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// 1000 should be large enough for every world.
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waypoint.position.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(waypoint.position, 1000.0f);
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}
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}
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path.pathWaypoints.push_back(waypoint);
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}
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m_Paths.push_back(path);
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}
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